My Recommended Changes to Deep Wound

1) Performing the Snap out of it action will now pause the DW timer

This was likely an oversight by the developers when implementing DW. The fact that Snap Out of It did not pause the DW timer meant that if the survivor struggled with the Madness skillchecks (such as if they face Impossible Skillchek Doc), it would spell certain death.

2) Reduce the DW timer from 30 secs to 15 secs

You may have seen me recommend this change often when suggesting how to change Legion. 30 secs is far too forgiving—it made sense when DW was first implemented and when it was changed to work off the TR of the killer, but now that the timer pauses when the survivors run, there is no reason to have the timer be so long.

3) Reduce the screen darkening effect when DW is applied

Something almost every survivor complains about is how hard it is to see when DW is applied. It's similar to the Clown's bottles in that it's more of an annoyance and source of headaches rather than providing any sort of advantage to the killer outside of a few circumstantial scenarios.

4) Give some sort of visual indicator that a survivor is suffering from DW

Let me explain. You might say, "Just look at the HUD." This is true, the HUD does reveal when someone has DW applied. However, during the course of a match, it is very easy to become overwhelmed and/or lose track of who is who on the HUD. Whether it's being a Legion wanting to apply DW on an injured survivor to trigger Killer Instinct to locate a more vulnerable survivor, or as a survivor yourself, wondering why the Dweet is self-caring next to you, only to realize they're mending. The best and least time/resource consuming suggestion I can think of is to have those afflicted by DW suffer from the hemorrhage status effect until healed—alternatively, perhaps the characters could have their own unique poses when suffering from DW, similar to Infected survivors (even before full infection).

Comments

  • All of those sound great. It'd also be nice if they could make mending more engaging somehow, but I'm not sure how they could do that.

  • wondering why the Dweet is self-caring next to you, only to realize they're mending.

    To be fair the animation is quite diffrent.

  • @Milo said:

    wondering why the Dweet is self-caring next to you, only to realize they're mending.

    To be fair the animation is quite diffrent.

    Yeah, but it can be a bit deceiving at a glance.

  • I like these changes! I would also give Deep Wounds some Skill Checks, so it's at least more enjoyable than just holding m1 for 12 seconds.

  • I want deep wounds to be more meaningful not just injured with a timer that basically never runs out

  • @Friendly_Blendette said:

    I want deep wounds to be more meaningful not just injured with a timer that basically never runs out

    Do you have any ideas, perchance? Last two systems implemented to make it "meaningful" were exploited hard.

  • Alight, I've got an idea.

    1. Timer is 60 seconds (read the rest).
    2. The timer never pauses.
    3. Doing any channeled interaction besides mending makes the timer go 600% faster (10 second bleedout.)
    4. Skillchecks appear and can be done both good and great, failing a skill check shortens the deepwond timer by 25%.
    5. Minding time is 16 seconds, regardless of who does it, they will face 4 garneted skillchecks, increasing in difficulty per successful one completed (ranging from a typical generator check to overcharged unnerving.)
    6. Failing a skillcheck has the next skillcheck be the same difficulty as the the previous one that wasn't failed(You can technically fail 3 out 4 checks to have an easy last one, though this notifies the killer and you'll have 15 seconds until bleedout.)
  • @Weeb_H_Toast said:

    Alight, I've got an idea.

    1. Timer is 60 seconds (read the rest).
    2. The timer never pauses.
    3. Doing any channeled interaction besides mending makes the timer go 600% faster (10 second bleedout.)
    4. Skillchecks appear and can be done both good and great, failing a skill check shortens the deepwond timer by 25%.
    5. Minding time is 16 seconds, regardless of who does it, they will face 4 garneted skillchecks, increasing in difficulty per successful one completed (ranging from a typical generator check to overcharged unnerving.)
    6. Failing a skillcheck has the next skillcheck be the same difficulty as the the previous one that wasn't failed(You can technically fail 3 out 4 checks to have an easy last one, though this notifies the killer and you'll have 15 seconds until bleedout.)

    i like your thinking, but not the best idea.

    1. Extending an already generous timer isn't the best idea (yes, I read the rest; I'll disect those too)
    2. No. A Legion could inflict DW, Frenzy stab you, then double stab with Frank's and you'll go down pretty fast. Not Old Legion fast, but still frustratingly fast.
    3. Having the timer accelerate depending on the action the survivor is doing is a nifty idea, ngl.
    4. On behalf of those that have faced impossible skillcheck Doc, I humbly request not to do this.
    5. If there's one thing I understand people not liking about Legion, it's the M1-holding. With add-ons, he can extend that to 20 secs and Slinger to 21 secs. If it was just solo-mends I'd understand, but not altruistic ones—they're faster for a reason.
    6. I... don't understand this. Skillchecks don't have varying degrees of difficulty unless using certain perks (Unnerving Presence, Lullaby, This Is Not Happening, etc).