Ash's perks suggestions

currently the only ash perk that people actually use is mettle of man and that is only when they dedicate their whole build to it so i believe that his other perks could use a few changes to give them some identity and help make them combo well with each other


Buckle Up

Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 metres.When you heal a Survivor from the Dying state to injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds

new effect

Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras. When you heal a Survivor from the Dying state to injured, the heald survivor gains the endurance status effect for 4/6/8 seconds if the survivor is hit during this time it counts as a protection hit.

it's like a reverse soul guard that gives another survivor endurance instead of yourself and regardless of if you get hit or the survivor you just healed gets hit you get the protection scoring event which combos with other protection perks like MoM or WgLF.


Flip-Flop

You have an uncanny ability to escape the inevitable. While in the Dying State, 50% of your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50% total wiggle progression.

while the current effect is useful you have to equip other anti-slug perks to make it remotely effective and most killer just pick you up instantly so i would give it an effect that benefits you if you escape regardless of how much you recovered.

new effect

You have an uncanny ability to escape the inevitable. While in the Dying State, 50% of your recovery progression is converted into wiggle progression when you are picked up by the Killer. if you escape the killers grasp by any means you break into a sprint at 150% of your normal running speed for a maximum of 3 seconds causes the Exhausted status effect for 60/50/40 seconds

this will give it an interesting identity allowing you to disappear from the killer if you escape there grasp and i know there are people out there who will be like "but this combos too well with DS and will be broken" and my answer to that is this is no different than getting Sprint burst or using Lithe after DSing the killer and unlike sprint burst or lithe this can only happen if the survivor escapes the killers grasp which does not happen that often to attentive killers.

Comments

  • I really like Buckle Up buff. Especially the moment If the killer hit the surv that affected "Endurance" status you get a protection action and also token for MoM.

    What about Flip-flop... I think that the perk is still weak.

    Maybe, If: while in the Dying State, your recovery progression is converted into wiggle progression

    for lvl 1 - max. 30%

    for lvl 2 - max. 40%

    for lvl 3 - max. 50%

    and allow to recover while crawl action (like "Tenacity" but without speed buff)

    Another Idea:

    When you get a protection hit, the perk is activated. If the killer grabs you, you get 30/40/50% of wiggle progression.

    If you successfully escaped from his arms, perk goes to cooldown for 60 seconds.

    The Idea is that all 3 Ash's perks based on Protection hits and give some unique bonuses.

  • @Woodywool said:

    I really like Buckle Up buff. Especially the moment If the killer hit the surv that affected "Endurance" status you get a protection action and also token for MoM.

    What about Flip-flop... I think that the perk is still weak.

    Maybe, If: while in the Dying State, your recovery progression is converted into wiggle progression

    for lvl 1 - max. 30%

    for lvl 2 - max. 40%

    for lvl 3 - max. 50%

    and allow to recover while crawl action (like "Tenacity" but without speed buff)

    Another Idea:

    When you get a protection hit, the perk is activated. If the killer grabs you, you get 30/40/50% of wiggle progression.

    If you successfully escaped from his arms, perk goes to cooldown for 60 seconds.

    The Idea is that all 3 Ash's perks based on Protection hits and give some unique bonuses.

    i'm glad you like the buckle up idea i am pretty pleased with it. As for your flip-flop idea giving it the ability to recover whilst crawling would take too much form tenacity and would probably be considered better due to the conversion effect which will make tenacity obsolete and as for the second idea though its interesting it requires the killer to grab you (i'm assuming you mean getting grabbed out of a locker or during a vault not picking you up from the ground) which means letting them grab you over continuing to run which is actually detrimental as you are saving the killers time instead of wasting it if you don't wiggle in time but if you do mean getting picked up of the ground that would be interesting but the idea of the perk was to manly help with the slugging meta. if the killer leaves you on the ground the perk does nothing.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663066#Comment_1663066

    i'm glad you like the buckle up idea i am pretty pleased with it. As for your flip-flop idea giving it the ability to recover whilst crawling would take too much form tenacity and would probably be considered better due to the conversion effect which will make tenacity obsolete and as for the second idea though its interesting it requires the killer to grab you (i'm assuming you mean getting grabbed out of a locker or during a vault not picking you up from the ground) which means letting them grab you over continuing to run which is actually detrimental as you are saving the killers time instead of wasting it if you don't wiggle in time but if you do mean getting picked up of the ground that would be interesting but the idea of the perk was to manly help with the slugging meta. if the killer leaves you on the ground the perk does nothing.

    The wiggle buff works when the killer grab you (picking up from the dying state (when the surv on the ground) counts too)

    If you got a protection hit the perk is activating. No matter, if the entire team been slugged, you can crawl away from the hook and get 50% wiggle bonus. Yeah, if the killer prefered to let survs die on the floor this perk is useless. But I'm rarely face with it

  • @Woodywool said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663168#Comment_1663168

    The wiggle buff works when the killer grab you (picking up from the dying state (when the surv on the ground) counts too)

    If you got a protection hit the perk is activating. No matter, if the entire team been slugged, you can crawl away from the hook and get 50% wiggle bonus. Yeah, if the killer prefered to let survs die on the floor this perk is useless. But I'm rarely face with it

    so from what i understand if you take a protection hit the perk activates and if the killer picks you up you automatically start with 50% wiggle progress and this effect is permanent until you escape the killers grasp and then goes on to cool down. it sounds interesting but i would just take DS honestly.

  • A small thing for flip-flop you should add is that when your downed others survivor can see how close you are to begin recovered.

  • I don't know. I don't think we need to be reworking and tweaking perks just because they aren't at a level where you can run two or three crutch perks and then plug-and-play with a random fourth perk, like most suggestions tend to lean towards. Perks are fine if they work with specific types of builds - even if those builds would force players to have to give up their usual crutches.

    Mettle of Man is in a weird place because of its nerf; but also because it is designed for unhooking/protection builds - things like WGTLF and We'll Make It.

    Flip-Flop is in a good spot, but requires running an anti-slugging build such as Unbreakable, Tenacity, Flip-Flop, Soul Guard/Other. The 'general purpose use perk in that setup is Tenacity; and most of the time this build only comes into play if you are one of the last two Survivors - because most killers will slug them to avoid a Hatch escape.

    The problem with a lot of perks - is they aren't designed to work with one another for things like adept trophies/achievements, but they are designed around using other teachables with them instead. And that's okay; it just means those adept challenges are a little harder to do sometimes; but not impossible.

  • @LiunUK said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663172#Comment_1663172

    so from what i understand if you take a protection hit the perk activates and if the killer picks you up you automatically start with 50% wiggle progress and this effect is permanent until you escape the killers grasp and then goes on to cool down. it sounds interesting but i would just take DS honestly.

    yes, you understood it right. DS only works if you were unhooked <60 seconds. This perk allows you to have more chances to escape from the grasp even not being hooked before.

  • @arcnkd said:

    I don't know. I don't think we need to be reworking and tweaking perks just because they aren't at a level where you can run two or three crutch perks and then plug-and-play with a random fourth perk, like most suggestions tend to lean towards. Perks are fine if they work with specific types of builds - even if those builds would force players to have to give up their usual crutches.

    Mettle of Man is in a weird place because of its nerf; but also because it is designed for unhooking/protection builds - things like WGTLF and We'll Make It.

    Flip-Flop is in a good spot, but requires running an anti-slugging build such as Unbreakable, Tenacity, Flip-Flop, Soul Guard/Other. The 'general purpose use perk in that setup is Tenacity; and most of the time this build only comes into play if you are one of the last two Survivors - because most killers will slug them to avoid a Hatch escape.

    The problem with a lot of perks - is they aren't designed to work with one another for things like adept trophies/achievements, but they are designed around using other teachables with them instead. And that's okay; it just means those adept challenges are a little harder to do sometimes; but not impossible.

    To be fair, If you need to take 3 perks & the perk for that Flip-flop is starting to work mostly it's not ok IMO. A lot of perks people used are those that can give some bonuses standalone or +1 perk too. Okay, the Flip-flop & Tenacity can work together not bad but it's a VERY RARE this combo can save you.

    I'm playing with randoms perks so long and have some specific situations like "Wake up" saved my ass 1 time by increasing gate opening speed. I think that I have 50+ games for sure when I'm taking this perk and It helped me & others like VERY RARE. What about Flip-flop? I think that I had 1-2 saves by using it from the whole time.

    Recently I had a game as the killer on closed map and the surv was carrying "Boild over". The fact that I bumped a lot to the textures and didn't notice the hook that was close to me he escaped from my grasp. I think it's the first time when I was outplayed by using this perk.

    It's almost depend on rng

    Yes, I agree the fact that for some specific perks you need to play specific sometimes too but we have a lot of perks that are popular and have unique playstyle and also be really useful in almost every game like Inner strength, Head on, Breakout e.t.c.

    It also depends on what the playstyle player has but more popular perks are working often than others because we face with some situations a lot and these perks really help us or have a really good bonus for playing in specific moments and being helpful not very rare.

    What about meta perks? These are really help to survs a lot and often than some perks that can help VERY RARE

    I don't say that you're wrong but still... A lot of ppl agree the fact that this perk needs a buff. A lot of people and me don't mind to see some tweaks for "weak" perks too.

  • @Woodywool said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663293#Comment_1663293

    To be fair, If you need to take 3 perks & the perk for that Flip-flop is starting to work mostly it's not ok IMO. A lot of perks people used are those that can give some bonuses standalone or +1 perk too. Okay, the Flip-flop & Tenacity can work together not bad but it's a VERY RARE this combo can save you.

    I'm playing with randoms perks so long and have some specific situations like "Wake up" saved my ass 1 time by increasing gate opening speed. I think that I have 50+ games for sure when I'm taking this perk and It helped me & others like VERY RARE. What about Flip-flop? I think that I had 1-2 saves by using it from the whole time.

    Recently I had a game as the killer on closed map and the surv was carrying "Boild over". The fact that I bumped a lot to the textures and didn't notice the hook that was close to me he escaped from my grasp. I think it's the first time when I was outplayed by using this perk.

    It's almost depend on rng

    Yes, I agree the fact that for some specific perks you need to play specific sometimes too but we have a lot of perks that are popular and have unique playstyle and also be really useful in almost every game like Inner strength, Head on, Breakout e.t.c.

    It also depends on what the playstyle player has but more popular perks are working often than others because we face with some situations a lot and these perks really help us or have a really good bonus for playing in specific moments and being helpful not very rare.

    What about meta perks? These are really help to survs a lot and often than some perks that can help VERY RARE

    I don't say that you're wrong but still... A lot of ppl agree the fact that this perk needs a buff. A lot of people and me don't mind to see some tweaks for "weak" perks too.

    Tweaking perks is fine and great - but I don't think we need to bring them up to a level where Survivors don't feel obligated to not run DS/BT/Adren/SB on every single one of their loadouts because they're just that absurdly useful (which, in itself, in any other game, would deem that they need to be brought down in power while other perks are brought up).

    For me - changing Survivor playstyles and making them not be able to run all the crutches they want is a good thing.

  • For your Buckle Up, ew.

    Buckle up should just increase other dying survivors' recovery rate by 20/30/40% when the user is nearby (in any health state).

    Flip Flop:

    • any recovery progression in the dying state is converted by 100% into wiggle progress for a max of 30/40/50%.