perk Balance Ideas
Self Care (Nerf)
Start the trial with 12 charges and (12 charges is enough for 1 heal). You can store up to 12/16/20 charges
You can heal yourself at 55/65/75% normal speed but it uses your charges like a normal med-kit would.
You gain 2/3/4 charges back for every great skill check you hit.
Reasons
- Less boring for user because of faster speed
- Still infinite but not in a way that can be abused, for the sake of the killer
- requires survivors to pick prioritizing the risk of doing gens while injured for skill-checks or finding another survivor
- May help make other perks useful such as stake-out and this is not happening
* Will introduce real counters to self care like UN. None of that "Nurses calling is a counter" bullshit UN would be a real counter because it would help stop the healing from happening
Sprint burst (Nerf) (Indirect. See: Exhaustion)
Lithe (Nerf) (Indirect. See: Exhaustion)
Balanced Landing (Nerf) (Indirect. See: Exhaustion)
Dead Hard (Nerf) (Indirect. See: Exhaustion)
Adrenaline (Nerf) (Indirect. See: Exhaustion)
Reasons
- Prevent speed perks from occurring during chase more than once
- Added interactions will increase the time of the match
* Added a real downfall to being exhausted
Saboteur (Buff)
All other mechanics still stand.
The first 0/1/2 hooks you destroy will not re spawn.
**Exhaustion Mechanic ** (Nerf)
While exhausted, breathing noises are 30% louder
Exhaustion is no longer a cool down and must be treated with the action "Catch your breath", most slimier to "Snap out of it". The action will take 15 seconds and have 3 skill-checks. A failed skill-check reset the progress. A good skill check will have no effect. A great skill check will decrease the time by 1 second. While you are exhausted running will cause you to become even slower.
Every 8 seconds spent running will decrease your run speed by 1% and add 1 second to the "Catch your Breath" interaction. After building this 5 times (40 seconds of running and only 95% speed), you will be unable to sprint until you catch your breath.
Comments
I actually really like your suggestion. Its not overly complicated and it could be really interesting aswell. Question tho. How would vigil effect the new exhaustion mechanic?
A simpler nerf could be to inflict a cooldown period that would reduce with the different tiers of Self-Heal. For example, Tier 1 Self-Heal could have a cooldown of 60 seconds. Tier 2 & tier 3 could be respectively be 45 & 30 seconds.
To be fair, though, a Self-Heal with a cooldown should probably have a heal speed improved to match a brown medkit w/o add-ons.
I like everything else though.
I think I like the idea behind the Self-Care change, even if the numbers needed adjusting. Saboteur would be too strong if multiple survivors ran it. I don't think the Exhaustion mechanic needs to change. It sounds like it would exist to punish survivors who are good at running. I don't like that, and I don't even use Exhaustion perks 80% of the time as a survivor.
Tbh that Self-Care "nerf" with good survivors would be even a buff. Think about it - 24 second heal, which has skillechecks that can give you more charges just for doing your thing.
And i dislike the exhaustion change. You are basically punished for using a perk (although this could work for adrenaline and adrenaline only).
Why did you necro this post? It's from 2018...
That's... a good question. Probably because I didn't pay attention to the date...
Now the 12 charges make sense.... I feel bamboozled.