Predicting two eventual perks

This isn't my first rodeo. I predicted the general ideas of Smash Hit and Power Struggle before. So here are two new predictions for the general ideas of new perks.

1- Endurance Perk for the person going for an unhook.

Savior

You can't save everyone, but that won't stop you from trying.

When you are within 12m of a hooked Survivor, gain the Endurance status.

Any damage taken that would put the Survivor into the Dying State will instead trigger the Deep Wound Status Effect, after which the Survivor has 20 seconds to Mend themselves.

Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.

"Trust me. We'll make it out of this just fine."

2- Exhaustion Perk that increases the speed or duration of the boost from taking damage.

Faster than Fast

You know when its time to leave and you don't look back.

After taking damage from a special attack or basic attack, break into a Sprint for three additional seconds.

Faster than Fast causes the Exhaustion Status Effect for 60/50/40 seconds.

Faster than Fast cannot be used while exhausted.

"Run first, ask questions later!"

Comments

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  • 1 - cool idea but would be too strong, it'd need some kind of downside or a condition to be balanced. It's basically bringing half of old BT back which is still extremely strong second chase perk. Imagine if killer had a perk that does the same thing for killers and gave killer pernament exposed on basic attacks when in 12m around hook, that's how busted it is.

    2 - that would be balanced imo and actually really good perk to break chase and get away. I'd love to see such perk in DBD.

  • @Kebek

    The downside is that the Endurance Perk only works as long as someone is hooked. So it makes getting the unhook pretty safe... but getting away with it is pretty unlikely. It's basically giving injured people the ability to hook bomb if someone is about to go struggle.

  • The first perk paired up with Borrowed Time would just be a much stronger version of old Borrowed Time, since not only do you not need Self Care but it would also be multi use, so I highly doubt the devs would make that mistake

    Second perk I could see happening

  • @gatsby said:

    @Kebek

    The downside is that the Endurance Perk only works as long as someone is hooked. So it makes getting the unhook pretty safe... but getting away with it is pretty unlikely. It's basically giving injured people the ability to hook bomb if someone is about to go struggle.

    I'm just saying that I personally wouldn't support a perk that passively makes a dumb play risk free. You basically run to a hook vs M1 killer healthy and get hit, unhook in their face, get hit second time and just sprint a away as both of you have endurance (when paired with BT). Completely brainless no strategy, no timing, only perks doing all the work.

    As I said, imagine killers having same perk with exposed effect. Hard camping killer just sits there and since he has permanent exposed on everyone around the hook, nobody can ever save unless you give him 2 downs. Brainless, no strategy, no risk perks rewarding low effort playstyles.

    I hope devs don't print a busted perk like that again after they did with MoM.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096244#Comment_2096244

    I'm just saying that I personally wouldn't support a perk that passively makes a dumb play risk free. You basically run to a hook vs M1 killer healthy and get hit, unhook in their face, get hit second time and just sprint a away as both of you have endurance (when paired with BT). Completely brainless no strategy, no timing, only perks doing all the work.

    As I said, imagine killers having same perk with exposed effect. Hard camping killer just sits there and since he has permanent exposed on everyone around the hook, nobody can ever save unless you give him 2 downs. Brainless, no strategy, no risk perks rewarding low effort playstyles.

    I hope devs don't print a busted perk like that again after they did with MoM.

    That wouldn't work actually. The perk is only active when you're within 12m of a hooked Survivor so you lose the Endurance the second the unhook happens. So trying to use the perk while healthy wouldn't do anything? Because you take the hit. Get the save and now you're injured with no Endurance. So you just did a normal hook bomb trade...

    It's nothing like old borrowed time because its impossible for both teammates the have the Endurance at the same time. One is only while someone is hooked the other is only after being unhooked.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096265#Comment_2096265

    That wouldn't work actually. The perk is only active when you're within 12m of a hooked Survivor so you lose the Endurance the second the unhook happens. So trying to use the perk while healthy wouldn't do anything? Because you take the hit. Get the save and now you're injured with no Endurance. So you just did a normal hook bomb trade...

    It's nothing like old borrowed time because its impossible for both teammates the have the Endurance at the same time. One is only while someone is hooked the other is only after being unhooked.

    Ok, somehow that part evaded me, I probably compared it too hard to old BT in my mind. When you put it like that, it does sound kind of balanced.

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096265#Comment_2096265

    That wouldn't work actually. The perk is only active when you're within 12m of a hooked Survivor so you lose the Endurance the second the unhook happens. So trying to use the perk while healthy wouldn't do anything? Because you take the hit. Get the save and now you're injured with no Endurance. So you just did a normal hook bomb trade...

    It's nothing like old borrowed time because its impossible for both teammates the have the Endurance at the same time. One is only while someone is hooked the other is only after being unhooked.

    Its too strong. a killer can hook someone near a strong loop, like jungle gym or even lesser safe loops like T-L and there would be no risk of going down. It turns every hook into old MoM area. Even when the killer gets a hit, the recovery frame+speed boost will allow any survivor to always get an unhook from BT which either leads to BT bodyblocking or a guaranteed hook trade. Normally its discouraged to ever loop around a hooked survivor but this perk specifically encourages this gameplay, ironically making it super rewarding.

    The exhaustion perk compounds the major problem of Shift+W from health states that honestly give way too much distance in current iteration of the game and the perk is almost better than Sprint burst with one exception that instant downs counter it its effect.

  • What I want is a perk like pharmacy but gives you a yellow flashlight

  • @gatsby said:

    This isn't my first rodeo. I predicted the general ideas of Smash Hit and Power Struggle before. So here are two new predictions for the general ideas of new perks.

    1- Endurance Perk for the person going for an unhook.

    Savior

    You can't save everyone, but that won't stop you from trying.

    When you are within 12m of a hooked Survivor, gain the Endurance status.

    Any damage taken that would put the Survivor into the Dying State will instead trigger the Deep Wound Status Effect, after which the Survivor has 20 seconds to Mend themselves.

    Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.

    "Trust me. We'll make it out of this just fine."

    2- Exhaustion Perk that increases the speed or duration of the boost from taking damage.

    Faster than Fast

    You know when its time to leave and you don't look back.

    After taking damage from a special attack or basic attack, break into a Sprint for three additional seconds.

    Faster than Fast causes the Exhaustion Status Effect for 60/50/40 seconds.

    Faster than Fast cannot be used while exhausted.

    "Run first, ask questions later!"

    Hopefully not that last one, i'd rather see them rework dead hard to do that instead.

  • @gatsby said:

    This isn't my first rodeo. I predicted the general ideas of Smash Hit and Power Struggle before. So here are two new predictions for the general ideas of new perks.

    1- Endurance Perk for the person going for an unhook.

    Savior

    You can't save everyone, but that won't stop you from trying.

    When you are within 12m of a hooked Survivor, gain the Endurance status.

    Any damage taken that would put the Survivor into the Dying State will instead trigger the Deep Wound Status Effect, after which the Survivor has 20 seconds to Mend themselves.

    Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.

    "Trust me. We'll make it out of this just fine."

    2- Exhaustion Perk that increases the speed or duration of the boost from taking damage.

    Faster than Fast

    You know when its time to leave and you don't look back.

    After taking damage from a special attack or basic attack, break into a Sprint for three additional seconds.

    Faster than Fast causes the Exhaustion Status Effect for 60/50/40 seconds.

    Faster than Fast cannot be used while exhausted.

    "Run first, ask questions later!"

    For the second perk, would the sprint burst activate after the small burst you get from being hit or no?

  • Second one sounds fine to me and I think the first one is a good idea as well, but as someone else pointed out it basically brings old BT back. Maybe take a lesson from old BT and have it so Savior only activates once. In my imagined scenarios you will just one for one as normal if you are going in healthy, but if you are injured and absolutely need to unhook you can do that. Good for users that are comfortable staying injured. Great ideas in my opinion :)