'Poised' Buff Suggestion

Currently, Poised seems a bit lackluster IMO, so here's a small change I suggest:

Poised:

When a generator is completed, you leave no scratch marks for 6/8/10 seconds and retain a 7% speed boost for the activation.

Comments

  • Not bad, but I'm not a fan of Haste effects on Survivors.

    Poised isn't bad - it's useful if you finish a generator the killer is near (terror radius faint) and high-tail it out of there. It's a situational perk; or useful if a generator finishes while you're being chased.

    If anything, I'd put a: You see the aura of unfinished generators for 1/2/3 seconds; as part of the effect as well.

  • @arcnkd said:

    Not bad, but I'm not a fan of Haste effects on Survivors.

    Poised isn't bad - it's useful if you finish a generator the killer is near (terror radius faint) and high-tail it out of there. It's a situational perk; or useful if a generator finishes while you're being chased.

    If anything, I'd put a: You see the aura of unfinished generators for 1/2/3 seconds; as part of the effect as well.

    Ooh this could be good. Maybe stopping blood trails could work too? Or too powerful?

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659794#Comment_1659794

    Ooh this could be good. Maybe stopping blood trails could work too? Or too powerful?

    Stopping blood trails may or may not be too powerful, I'm not sure. There aren't many situations regarding blood trails in this game to really reference - most things deal with scratch marks. If anything, maybe only half the duration for blood trails. So like, what is it 8 seconds right now at T3, no scratch marks; then add 4 seconds no blood trails; and see aura of generators for 3 seconds.

  • OP: "Small QoL change"

    Also OP: *Suggests a major power boosting effect that doesn't improve QoL at all

  • @NuclearBurrito said:

    OP: "Small QoL change"

    Also OP: *Suggests a major power boosting effect that doesn't improve QoL at all

    It's not much but it can be useful, for example, if you're hindered any amount less than 8%, this can mean the difference between a fast and slow vault for 10 seconds. Not much, but it does more than you might think. Do you want a full out exhaustion perk to be in play here? It already has another effect at the same time.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1659865#Comment_1659865

    It's not much but it can be useful, for example, if you're hindered any amount less than 8%, this can mean the difference between a fast and slow vault for 10 seconds. Not much, but it does more than you might think. Do you want a full out exhaustion perk to be in play here? It already has another effect at the same time.

    What? Did you read what I just said?

    This is a huge power buff and not a QoL change.

    QoL would be something like revealing to other Survivors you have the perk or telling you when a gen is about to pop.

    Giving you 10 seconds of haste is improving the effect of the perk rather than just the feel and/or usability of the perk.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660209#Comment_1660209

    What? Did you read what I just said?

    This is a huge power buff and not a QoL change.

    QoL would be something like revealing to other Survivors you have the perk or telling you when a gen is about to pop.

    Giving you 10 seconds of haste is improving the effect of the perk rather than just the feel and/or usability of the perk.

    My bad, misread major as minor, but 120 seconds of haste is fine but 5x a 10 second 7% boost with removed scratch marks isn't? Ok lol.

    The point of the perk is to ease your get away from a gen site or from the killer and this helps, that's all.

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660281#Comment_1660281

    My bad, misread major as minor, but 120 seconds of haste is fine but 5x a 10 second 7% boost with removed scratch marks isn't? Ok lol.

    The point of the perk is to ease your get away from a gen site or from the killer and this helps, that's all.

    I'm not objecting to the buff itself.

    I'm objecting to the language used to describe it.

    Hope is a lot of things, but QoL is not one of them.

    QoL changes aren't buffs in the traditional sense. So when you are adding raw power to a perk or power, calling it QoL is inaccurate.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660289#Comment_1660289

    I'm not objecting to the buff itself.

    I'm objecting to the language used to describe it.

    Hope is a lot of things, but QoL is not one of them.

    QoL changes aren't buffs in the traditional sense. So when you are adding raw power to a perk or power, calling it QoL is inaccurate.

    Ah sorry, never really understood that term fully. Thanks for telling me. Did not understand.

  • A QOL buff for it could be where it would save while you are on the hook like Adrenaline, instead of being burnt while your buddies slam gens. That would be a convenient QOL change for it, and help it be somewhat useful if the killer is near you after being unhooked. Just a thought.

  • @CharlieChatBox said:

    A QOL buff for it could be where it would save while you are on the hook like Adrenaline, instead of being burnt while your buddies slam gens. That would be a convenient QOL change for it, and help it be somewhat useful if the killer is near you after being unhooked. Just a thought.

    Ohh I see. That would be a good one, maybe allowing it to stack too? Could be interesting. Thanks.

  • Or,

    Poised:

    scratch marks left within 20 meters of a completed generator disappear 2/3/4 seconds faster.