Pyramid Head's Perks Need Changes
They're some of the weaker perks in the game at this point, and would really be good to have some buffs to them that don't make them too good, but put them in a spot that is practically the best for them, while making them pretty unique in a sense.
This is what I think could be done for them:
Forced Penance (Direct Buff)
Those who stand in the way of duty will suffer harsh judgement.
- Survivors who take a Protection Hit or are hit when they attempt to heal a dying Survivor will suffer from the Broken status effect for 60/70/80 seconds.
- When the exit gates are powered, Survivors who take a Protection Hit by any means will be put in the Dying State.
Reasoning: This perk has some decent usage against Survivors attempting to body block during the mid-game, but I feel like that it needs to be more impactful. Basically, your duty as Killer is to get the Survivors sacrificed, so if another Survivor attempts to stand in your way, whether it be by trying to protect the other Survivor or heal them, they deserve the harsh punishment that comes to them.
In addition, this Perk has been made to be a very suitable Endgame perk that attempts to dissuade Survivor body-blocking, thus making it a direct counter to such a tactic. It basically prevents one scummy tactic Survivors can use, much like Survivors can prevent other scummy tactics that Killers can use.
Trail of Torment (Major Rework)
You guide your victims along a path of pain and punishment.
- After damaging a Generator by any means, the Generator becomes trapped for 30 seconds and will produce a White aura that can be seen by the Killer.
- When a Survivor attempts to repair the Generator, a Loud Noise notification will play and it will immediately be blocked for the next 30/45/60 seconds and begins to regress at 200% regression speed.
- Trail of Torment has a cooldown of 60 seconds if activated by Survivors.
Reasoning: The old version of the perk; I mean, the original version of it, had a really good base, but ultimately ended up getting heavily nerfed upon Pyramid Head's release to what it is now. But even then, the original version of the perk was just a little too weak, so I thought that the best way to change the perk was to rework it from scratch.
Pyramid Head is known for guiding his victims toward their necessary destination, so the idea is simple; guide the Survivors to a different part of the map by making a generator inaccessible during a specific period of time. This makes it a really good mid-game Perk and a very strong endgame Perk, and can really help give the Killer the ability to change the flow of the match when it comes to it. Basically, this is an anti-rush Perk.
It does indeed have its counters; if you believe a Killer is running it, proceed to another Generator pronto so that you can wait out the timer on the affected Generator or simply work on the next Generator. You can even swap between Generators as long as you are capable of outmaneuvering the Killer.
Deathbound (Major Rework)
Those whose lives are intertwined in darkness are destined to suffer together.
- When a Survivor heals another Survivor for the equivalent of 1 Health State at least 32 meters away from you, the Survivor will scream and Deathbound activates.
- For the next 60 seconds, the next hit that either Survivor receives will translate over to the next Survivor, injuring them for 1 Health State as well.
- Deathbound goes on a 60 second cooldown upon injuring one of the affected Survivors.
Reasoning: There's not enough unique perks in this game, but I firmly believe that there can indeed be some very unique Perks that really change the game in a fundamental way. Deathbound's original ability isn't really all that good depending on which Killer you play, and is more or less a worse version of Plague's Infectious Fright.
So I made a monumental rework in its functionality by making it so that both Survivors truly do suffer with each other one way or another, by making it so that both of them will be afflicted with the same damage as each other. This can definitely be a very powerful perk if used in the correct hands, but will also result in a very unique situation where the Survivors need to split apart from each other and loop for a long while in order to ensure that they do not both get taken down.
=======================================
Basically, all of what Pyramid Head has right now is considerably weaker than most other Killers, and they aren't as unique now that things have changed in the game. Ultimately, I feel these changes would be better for him, as well as extremely rewarding to players who use them properly. These are basically more high-skill perks that require you to be more aware of your environment and if any Survivors are around you at the time.
Thoughts?
Comments
Forced Penance:I think the broken status for hitting a person who is healing a dying survivor is unnecessary. I believe that the devs don't want to use endgame collapse for anything outside of it's main purpose so instead of endgame collapse it would have to be when the gates are opened. Other then that I'm not opposed.
Trail Of Torment: There's 2 issues with this. Gens don't regress while blocked. That cooldown is longer then oppression, and barely anyone runs that cause of the cool down, 120 secs is way too long.
DeathBound: If they know how this deathbound works. They are gonna immediately split up. Maybe remove the distance requirement for the health state.
Forced Penance giving the Broken status effect to a Survivor healing a downed one is basically adding onto the description of the Perk itself. The Survivor is trying to stand in the way of duty (healing the downed Survivor, preventing them from being hooked/caged), so they get punished heavily.
I'll probably change the second part of the ability, too.
Trail of Torment would be the one perk to specifically allow Generators to regress since a different, unknown force that isn't The Entity is blocking them. The blockage is likely from a power that Silent Hill has over the realms. So, basically what I'm saying is that regression when a generator is blocked would be introduced.
As for the cooldown, maybe 60 seconds is fine.
As for Deathbound, yeah, maybe I'll reword it a little.
you are distorting the original intention of those perks.
Forced penace is suppose be a perk that punishes bodyblocking. issue being is that timed effects such as timed broken are nearly worthless in DBD sphere. game moves too quickly for that. Its also really situational.
The best case situation for this perk is for the perk to give broken status effect until hooked. For perk tiers, the perk removes broken for x duration after being unhooked.
Trail of torment is a perk to give incentive for killer kick gens. there are bunch of perks like this. Pop, eruption, Oppression, dragon grip, overcharge and this perk. This perk grants killer undetectable for kicking gen.
Its mainly bad because it gives survivors aura of generator alerting them that the killer is using this perk. remove aura of generators and it would be a solid perk. Also, Why does this perk have a cooldown. I think better scaling system for this perk is that it makes you go undetectable gradually. so perhaps you kick gen and after 5/4/3 seconds, your terror radius fades until it hits 0.
Deathbound has.... so many problems. Its another stealth perk that triggers on survivors healing.
It has 3 big problems
1) It does not work on many types of healing, self-care, inner strength, med-kit.
2) Survivors typically heal on generators before co-op them and at hooks. This perk does not grant oblivious if survivors do not split up.
3) The killer has zero information for who is oblivious nor does he have any information for feedback of this perk working.
it needs a lot of changes. for one it should always work regardless of what type of healing. if two people are healing, both should be afflicted by oblivious. the distance mechanic should be removed. Its just adding drawbacks to an already over-complicated perk. I am not sure how I would go about solving the information problem. I think i'd make give aura reading to the killer every 15 seconds or so. kinda like current Object of Obsession.
The Trail of Torment change seems unnecessary, it's possible to improve what it does rather than completely scrap it and start again.
For example, make the affected generator regress at 100/125/150% speed, so it can be used as a gen slowdown perk as well as just a stealth perk.
Additionally, have the survivor who taps the gen and cancels the effect become affected by Oblivious for the remaining duration. So the effect would be cancelled for the other survivors, but the one who chose to counter it will still not hear you coming. This will make countering it less desirable because of the higher likelihood of the killer turning around and coming straight back to the gen for the stealth hit, and therefore more effective at regressing gens.
The other changes sound good though, and I like Forced Penance. Even when survivors become savvy to it, it works as a deterrent, a bit like Starstruck.
The suggested Trail of Torment change is absolutely busted.
First: damaged by any means. Pair this with Surge for an absolutely broken combo that renders all gens in a wide radius irreparable for 30 seconds.
Second: block AND double regression for 60 seconds blows all other regression perks out of the water.
Third: if there's no limit on the number of gens that can be affected, the game would become permanently unwinnable for survivors against mobile killers or on small maps, since they could keep three gens permanently locked. Sure, survivors can trigger one to set the cooldown, but then they're 2-genned, and they can't fix a gen in 60 seconds, after which the killer can just undeniably undo all their progress.
This perk would be far stronger than Ruin, PGTW or Corrupt and would practically guarantee a win.