Fixing meta/Crutch perks?
In a different post we started talking about all the different meta perks and why some are OP and how some are abused (no I dont care about your argument people can easily abuse perks to favor them)
so I thought Id make a post specifically to collect ideas from the community on what they think would fix the issue with specific perks. afterall who knows better how they want it fixed than the person complaining about it
to start
DECISIVE STRIKE - lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked this way it becomes an ACTUAL anti tunnel perk instead of 60 seconds of you cant touch me
Comments
soul guard-
this change would effectively make the perk do what the devs wanted just without the synergy with ds and unbreakable.
"DECISIVE STRIKE - lower the time to 10/20/30 seconds but it doesnt go down while in chase but secondarily it deactivates DS from people if someone else is hooked this way it becomes an ACTUAL anti tunnel perk instead of 60 seconds of you cant touch me"
-TO MY KNOWLEDGE WHICH IS NOT SUPER DUPER DEEP OR ANYTHING, the devs have stated that DS is factually not an anti-tunneling perk. It's just strong because... raisins. That said, I'd like the devs to just bite the bullet and treat it as an anti-tunneling perk. Your suggestion would work. Another simple fix would be for it to keep the 60 second timer, but it shuts off if the Survivor works on a gen or heals another Survivor. The logic there is that "working on a gen or healing someone else means you aren't being chased". With that scenario in mind, you could even FREEZE the timer while they are being chased, allowing it to have almost unlimited up time AS LONG as the Survivor in question is in fact being chased.
As for other perks...
-NOED: Make it actually require some kind of pre-requisite from the killer other than "be bad at the game". One simple idea is to give it Tokens. For every Survivor the Killer hooks, they get a Token. Once all generators are powered, NoED applies Exposed to all Survivors and informs the Survivors that NoED is active. Every time the Killer hits a Survivor while NoED is active, NoED loses a token. At 0 tokens, NoED deactivates. BOOM, now it rewards the Killer for actually trying to play. Might still be OP, but it's a far cry better than it currently is. It would also still be a Hex, so "just do bones" still applies.
-Ebony Mori: Make it only work if the Survivor would have been on death hook.
-BBQ and Chili: Make it so that instead of just seeing everyone for a few seconds, it detects Survivors outside of a 32/16/8 meter range of a generator. Basically, it would make it for finding stealth nerds, while other Perks would see more use in actively monitoring generators. The numbers on the range would require a lot of play testing. I also realize that a lot of people might not consider this perk to be particularly OP/busted, but it's an extremely common perk in most killer builds and is meta, which means it DOES over-perform.
-Nurses Calling: Make it behave more like Spies from the Shadow where you get the "THUNDER FROM THE TUNDRAAAAAA" sound when someone starts healing and a quick visual indication (also similar to Infectious Fright). That way, it's not used to actively monitor healing Survivors, but simply to tip off the Killer that it's happening and where when they start to heal.
-Ruin and Surveillance: These have an insanely good synergy, though I really can't think of a way to fix that without making either one of them ABSOLUTE GAHBAGE.
@BillyBigBrainBoi dude are you ok? literally you have been super aggro all day please calm down
idea was trash? sure maybe it was and it IS abusable but that doesnt mean other things arent already
also mr. so stop it
if the community decides they want to view an EXTREMELY DEFENSIVE PERK that only activates IF YOURE TUNNELED as an anti tunnel perk who are you to argue?
I think all 2nd chance perks need to have an activation requirement that's based on the survivors own actions and not solely on the actions of other players or the progress of the match (adrenaline).
Ds. Exactly as it is now, but if you get healed, or interact with anything other than a pallet or window, it deactivates.
Dh. Ditch the distance, keep the invincible frames.
Borrowed time. 10 second cooldown.
Adrenaline. If you're already exhausted, it only gives you the health state, not the speed boost.
Noed. Ditch the hex aspect and the speed boost. Have it as 4 instadown tokens.
Problem solved.
A better idea to nerf DS, instead of 60 seconds of immunity, it deactivates when the survivor
-touches a gen
-Gets healed
-Cleanses a totem
Now this would be a true anti tunneling perk, simce the survivor is doing the objective, it serves 0 purposes for it to still be activated!