Killer perk cooldowns
Reduce or eliminate all killer perk cooldowns. The more frequent a perk occurs, the less impactful each individual instance has to be.
Reduce or eliminate all killer perk cooldowns. The more frequent a perk occurs, the less impactful each individual instance has to be.
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Baking nerfs into killer perks just means they'll never ever get used. No one will play with a perk that is designed to be difficult to get value out of. Killer perks aren't Survivor Perks. Killers don't have the luxury of chilling for 40-60 seconds for their perk to reset. They're always on and need perks that are providing an appreciable impact.
No.
Since you are so insanely knowledgeable that you can just say no without any argument then please explain to me why dragon's grip has an EIGHTY SECOND cooldown, but starstruck effectively has a 30 second cooldown?
Why thank you, kind sir!
Sure, Dragon’s Grip could use a briefer cool down. But that’s not what you said in your OP.
they did tho, they said reduce or remove the cooldown.
So then you IN FACT agree that some killer cooldowns need to be reduced or eliminated?
For “all killer perk cooldowns”. Dragon’s Grip is one of several killer perks with a cool down.
Some reduced, yes. All reduced or eliminated, no.
i would say dependent on perk. just an example being thrilling tremors. i dont have too much of an issue with it having a cool down. it is a inconvenience, but i do see the need for a cool down. wouldnt want so many pick ups then having some gens blocked while also showing your location if your on a gen for easy tracking or at least knowing what area you might be in.
I think you have to treat all the perks on a case by case basis, it's probably overly broad to just declare all their countdown timers are too long.
Semantics. Blood Favour has already shown how easily it makes an acceptably good enough perk to shake the meta. Coupled with removing the absolutely stupid and pointless baked in restrictions like basic attacks only.
I mean, how is one meant to get value out of Blood Echo? You'll only get 11 possible in the whole game, BUT OH NO IT NEEDS 60 SECONDS OF COOLDOWN AND EVERYONE ELSE HAS TO BE INJURED. Completely ridiculous.
I would agree with Blood Echo having its cool down or injured requirement removed. One or the other. I guess the cool down makes the most sense given the perk name and that it’s from Oni.
Some cooldowns need to be shortened, yeah. But not all of them.
Cooldowns I would change? Dragon’s Grip and Oppression come to mind.
You could also just make dragon’s only go on cooldown if a survivor actually gets exposed, and then 80s probably isn’t even that bad.
Honestly going over the entire killer perk roster I only found possible 2 perks in the whole game that might become completely broken by not having an internal cooldown. Number one being Make Your Choice, having multiple MYCs out could cause ungodly wild snowballing. However, it is not really much different from Starstruck currently other than Starstruck timers would all begin at the same time, assuming all survivors are within the terror radius during the hook.
The second was Thrilling Tremors, however its duration is only 16 seconds to begin with. And unfortunately I feel that it is pretty counterable by sheer volume of distance in most cases. In the scenario that all gens are blocked for that time, then the killer gets no information where anyone is. In the case of multiple unblocked gens? Well the survivors know the killer has thrilling tremors and can adequately play around the killers knowledge of their location just like any other information type perk. In that regard, how is thrilling tremors any different to surveillance or discordance?
For the people stuck on the literalist meaning of "all killer perks" - which specific perks shouldn't have their cooldowns reduced or removed and why? Two versions I'd be particularly pleased with, though of course you may have good reasons besides these: perks that you think are fine as is, or perks you think have a fault in their trigger for the cooldown.
There are a few perks where their cooldowns are just the length of the effect, meaning that the cooldown only serves to prevent the perk from stacking its effects continuously, and I think that's a fair use of a cooldown.
Perks like Hysteria and Make Your Choice apply a cooldown for this purpose, and strength of the perks aside (I don't think Hysteria is very good tbh), I think it's a perfectly reasonable design choice to invoke in those cases.
It's pretty wild that Blood Echo has a cooldown.
Oh yeah, forgot about blood echo.
That one I would straight up remove.
Funny enough, hysteria had a 60 second cooldown on the RE PTB, lol. Glad that got reduced.