HOW WOULD YOU CHANGE: Gearhead?

HOW WOULD YOU CHANGE?

is a mini-thread series which I've created in order for the community to tell and explain how they would change things in the game.


Today's pick: Gearhead

Tagged: Trusted

Comments

  • Complete rework.

    Gearhead

    Survivors who are repairing Generators within your Terror Radius reveal their Aura.

    Survivors who stop repairing Generators within your Terror Radius reveal their Aura for 1/2/3 second(s).

  • Overhaul it all.

    Gearhead

    Gearhead activates after a survivor has been working on a generator for 30/25/20 seconds.

    When Gearhead is active, the survivor repairing that generator has their aura revealed for the duration of their repairs.

    Gearhead deactivates after the generator begins regression or is completed, and has a cooldown of 30 seconds.

    Gearhead can only reveal the aura of one survivor at a time.

    EDIT: Let me clarify these numbers are no-where near finalised and I haven't considered balance situations with them yet.

  • @Boss said:

    Complete rework.

    Gearhead

    Survivors who are repairing Generators within your Terror Radius reveal their Aura.

    Survivors who stop repairing Generators within your Terror Radius reveal their Aura for 1/2/3 second(s).

    @GoodBoyKaru said:

    Overhaul it all.

    Gearhead

    Gearhead activates after a survivor has been working on a generator for 30/25/20 seconds.

    When Gearhead is active, the survivor repairing that generator has their aura revealed for the duration of their repairs.

    Gearhead deactivates after the generator begins regression or is completed, and has a cooldown of 30 seconds.

    Gearhead can only reveal the aura of one survivor at a time.

    EDIT: Let me clarify these numbers are no-where near finalised and I haven't considered balance situations with them yet.

    Both are very interesting!

  • Here's my proposal with the goal in mind of reducing the convoluted requirements for the perk and making it more straight forward.


    Current Gearhead

    You've got an ear for well-oiled gears.


    After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20 / 25 / 30 seconds


    Each time a Survivor completes a Good Skill Check while repairing, The Generator will be revealed by a yellow Aura for as long as it is being repaired.


    First off let me identify the problems with this perk.

    You must hit survivors twice for this perk to activate which I believe is fair however now comes the issue with this perk. The perk activates for 30 seconds after the fact and you could either get amazing or zero value for a perk based on timing. A survivor actually NEEDS to get a skillcheck for this perk to activate and it's either useless or oppressive based on that but usually useless.



    What I am going to propose would be an attempt to solve the following

    • Give a more simple activation process for the perk
    • Reward killers by always giving them some kind of information for using the perk
    • Enable counterplay by giving a tell to the survivors

    You've got an ear for well-oiled gears.


    After putting a Survivor into the Dying State with a basic attack, Gearhead becomes Active.


    Once a Survivor starts Repairing a Generator all survivors will receive Skillchecks every 3 seconds while Repairing for the next 20 / 25 / 30 seconds. During this time all Good Skill Checks will reveal The Generator with a yellow Aura for as long as it is being repaired. Skillchecks progressively get faster the longer this perk is active.


    Gearhead has a cooldown of 80 seconds.


    Alright so you may ask what does this do? It seems to have restrictions like the original but what changed? Below I'll list individual changes and what the changes are meant to accomplish.

    After putting a Survivor into the Dying State with a basic attack, Gearhead becomes Active.

    • The perk now has a more simplified activation process
    • This means that you could encounter an injured survivor and activate the perk
    • This does however mean that you cannot activate it by hitting two separate healthy survivors. This is more so a compromise.

    Once a Survivor starts Repairing a Generator all survivors will receive Skillchecks every 3 seconds while Repairing for the next 20 / 25 / 30 seconds.

    • All RNG aspects of the perk are eliminated
    • The perk duration only activates once a survivor is repairing. Not when a survivor is put into the dying state.
    • This enables the perk to retain the original intended function of the perk.

    During this time all Good Skill Checks will reveal The Generator with a yellow Aura for as long as it is being repaired. Skillchecks progressively get faster the longer this perk is active.

    • Adds a secondary function that enables synergy with other perks
    • Adds a new function to Gearhead that forces Survivors to react and adapt
    • The speed is meant to be an addition to prevent Survivors from getting free progression off the perk if they're good at hitting Great Skillchecks. It's a compromise to enable this perks aura reading but add a bit of difficulty to survivors who are good at landing skillchecks. Alternatively if fast skillchecks are too difficult the option to wait out the duration is there for survivors. Thus this perk isn't oppressive.

    Gearhead has a cooldown of 80 seconds.

    • With the easier to enable perk, strong synergy with other perks and high risk for survivors I feel a cooldown is necessary. Maybe not 80 seconds but it's there to ensure the perk isn't oppressive and doesn't have 100% uptime.

    Thoughts?

  • @Dustin said:

    Here's my proposal with the goal in mind of reducing the convoluted requirements for the perk and making it more straight forward.

    Current Gearhead

    You've got an ear for well-oiled gears.

    After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20 / 25 / 30 seconds

    Each time a Survivor completes a Good Skill Check while repairing, The Generator will be revealed by a yellow Aura for as long as it is being repaired.

    First off let me identify the problems with this perk.

    You must hit survivors twice for this perk to activate which I believe is fair however now comes the issue with this perk. The perk activates for 30 seconds after the fact and you could either get amazing or zero value for a perk based on timing. A survivor actually NEEDS to get a skillcheck for this perk to activate and it's either useless or oppressive based on that but usually useless.

    What I am going to propose would be an attempt to solve the following

    • Give a more simple activation process for the perk
    • Reward killers by always giving them some kind of information for using the perk
    • Enable counterplay by giving a tell to the survivors

    You've got an ear for well-oiled gears.

    After putting a Survivor into the Dying State with a basic attack, Gearhead becomes Active.

    Once a Survivor starts Repairing a Generator all survivors will receive Skillchecks every 3 seconds while Repairing for the next 20 / 25 / 30 seconds. During this time all Good Skill Checks will reveal The Generator with a yellow Aura for as long as it is being repaired. Skillchecks progressively get faster the longer this perk is active.

    Gearhead has a cooldown of 80 seconds.

    Alright so you may ask what does this do? It seems to have restrictions like the original but what changed?

    • Instead of two basic attacks it's now putting a survivor into the dying state. It simplifies the task and it means you could also stumble upon an injured survivor later in the trial and still get use out of the perk.
    • It eliminates RNG of skillchecks from the perk
    • It adds a bit of difficulty for survivors repairing generators but makes it obvious the perk is in play. Giving room for counterplay from the survivors. They could not repair the generator, they could hit great skillchecks to counter it knowing it is active or they could bait the killer to the generator by purposely hitting a Good Skillcheck. Alternatively the killer will know the survivor was in the area if they perform a Good Skillcheck. Both sides have plenty of options with this perk.
    • This perk potentially has more synergy with other perks like HEX: Huntress Lullaby.

    Thoughts?

    Since I need to be neutral in this series, I will say that it sounds pretty interesting!

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660916#Comment_1660916

    Since I need to be neutral in this series, I will say that it sounds pretty interesting!

    Why would you need to remain neutral? If you believe it's a bad idea describe why because BHVR reads these post you know. Main thing I'm doing is identifying the problems with the perk and trying to simplify them or remove them.

    tl;dr - If you think it's bad feel free to roast me. Being impartial is how a lot of things go under the radar.

  • @Dustin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660945#Comment_1660945

    Why would you need to remain neutral. If you believe it's a bad idea describe why because BHVR reads these post you know. Main thing I'm doing is identifying the problems with the perk and trying to simplify them or remove them.

    Because I don't want to argue and discuss opinions. I am just here to let you all propose your ideas not discuss my own opinions.

  • @AggressiveFTW said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660948#Comment_1660948

    Because I don't want to argue and discuss opinions. I am just here to let you all propose your ideas not discuss my own opinions.

    Alright fair enough reasoning I suppose. However the thing is what happens once we post our ideas? Is there a second thread where we discuss all of them? I'd be down for a follow-up thread.

  • I know it's a killer perk, but do all your suggestions have to be so sadistic?

    How about this: Two basic attacks and if a gen is over 85% progression, it stops for 8/10/12 seconds and glows yellow.

    It's a gen protection perk so it should give you some leeway to run off to protect it.

  • Hmmm interresting one let's see

    Gearhead

    Everytime you hit a Survivor with a basic attack all generators that are being worked are displayed in a yellow aura for 4/5/6 seconds

    Simple and effective i feel. Just a good thing to know which gens you need to pressure

  • @Sonzaishinai said:

    Hmmm interresting one let's see

    Gearhead

    Everytime you hit a Survivor with a basic attack all generators that are being worked are displayed in a yellow aura for 4/5/6 seconds

    Simple and effective i feel. Just a good thing to know which gens you need to pressure

    Sounds very interesting! I can definitely see more people using Gearhead.

  • @Tactless_Ninja said:

    I know it's a killer perk, but do all your suggestions have to be so sadistic?

    How about this: Two basic attacks and if a gen is over 85% progression, it stops for 8/10/12 seconds and glows yellow.

    It's a gen protection perk so it should give you some leeway to run off to protect it.

    to be fair i did say i hadnt put any thoughts into the balancing of the numbers i just wanted a snazzy effect lol

  • @Boss said:

    Complete rework.

    Gearhead

    Survivors who are repairing Generators within your Terror Radius reveal their Aura.

    Survivors who stop repairing Generators within your Terror Radius reveal their Aura for 1/2/3 second(s).

    I usually respect your expertise, but that sounds a bit too strong as a tracking perk, that leaves survivors very little counter.

    • Discordance = don’t work together on gens
    • Surveillance = tap and run
    • TT = get off gen before pick up
    • BBQ = get within range or into a locker.

    Your Idea would mean most survivors knowing they need to let go before hearing the TR would only know until they hear the TR, by which it’s too late. I think that would need some sort of cool down on a successful reveal, like IAE.

  • My change:

    Gearhead

    You've got an ear for well-oiled gears.

    After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20/25/30 seconds. Whenever a survivor is working on a generator, it will be revealed to you by a yellow aura.

    Basically just remove the skill check requirement to bring it more in line with Surveillance. Possibly reduce the timer a bit to maybe 10/15/20 seconds.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1660878#Comment_1660878

    I usually respect your expertise, but that sounds a bit too strong as a tracking perk, that leaves survivors very little counter.

    • Discordance = don’t work together on gens
    • Surveillance = tap and run
    • TT = get off gen before pick up
    • BBQ = get within range or into a locker.

    Your Idea would mean most survivors knowing they need to let go before hearing the TR would only know until they hear the TR, by which it’s too late. I think that would need some sort of cool down on a successful reveal, like IAE.

    Well your mistake was thinking i'm an expert, or at least that i made that with balance in mind.

    It was just the first thing i thought of and wrote it down without second thought. 😋

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663900#Comment_1663900

    Well your mistake was thinking i'm an expert, or at least that i made that with balance in mind.

    It was just the first thing i thought of and wrote it down without second thought. 😋

    Lol, ok.

    Well it’s refreshing to see honesty about not considering balance (I don’t mean that in a snarky way)

    Well I’ll give you this: you thought of what would be effective.

  • @Boss said:

    Complete rework.

    Gearhead

    Survivors who are repairing Generators within your Terror Radius reveal their Aura.

    Survivors who stop repairing Generators within your Terror Radius reveal their Aura for 1/2/3 second(s).

    that would be pretty broken on something like spirit.

    now if we make it so while within your terror radius repairing for 3 seconds reveals them im cool because this would make it hard for spirit but better for everyone else

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663962#Comment_1663962

    Lol, ok.

    Well it’s refreshing to see honesty about not considering balance (I don’t mean that in a snarky way)

    Well I’ll give you this: you thought of what would be effective.

    I was at least serious about changing Gearhead, i don't care for this Perk at all right now.

  • Honestly, I think Gearhead is given an unfairly bad rap.

    • the 2 hit requirement isn’t that stringent. It’s something that’s going to be occurring anyway, and frequently, ensuring the perk will activate rather frequently, more often than not usually upon a down. In comparison to other gen info perks, Gearhead has a better ratio of killer control to survivor control.
    • The 30 seconds is more than generous. All a killer needs to know is where to go to exert pressure next.
    • Gearhead has very little tell. I.e. there’s really no way a survivor would be able to suspect Gearhead is at play. They’re more likely to suspect Surveillance or Discordance is being used before they’d ever consider Gearhead.
    • It’s only counters are: not being on a gen, RNG not providing skillchecks within 30 seconds (not improbable but not likely either), or consistently hitting great skillchecks. I think killers greatly over estimate how many survivors are skilled enough to never miss a great skill check. If there is a player out there that can show a flawless track record of always hitting greats, and provides indisputable proof of this, then I’ll eat my words.
  • at the very least it should be so it reveals their aura regardless of if they hit a great skill check. the time its active should also be increased.

  • Upon kicking 2 generators you will see total gen progression of all remaining generators identified by intensity of their auras for the next 15 seconds.

  • Make it where when gearhead activates aura of said good skill check survivor is revealed, and killer recieves oblivious status effect