There should be an endurance perk for self unhooking

There should be an endurance perk that gives you self BT when you unhook yourself with Deliverance, Slippery Meat, naturally/with luck etc etc.

Comments

  • Who would use that?

  • It's called Decisive Strike....

  • Better yet, BT should apply to unhooks, period. So I dont see why you cant give yourself BT with Deliverance.

    If you can SG with UB, then BT with Deliverance is a non issue.

  • Beast of Prey is that you?

  • @Phasmamain said:

    Who would use that?

    Well, since the meta is shifting towards hard camping and tunneling you could combine it with deliverance and BT, maybe slippery meat and a luck build in order to get off the hook yourself so the rest of the team can do gens. Get hit, take the speed burst in a straight line and waste an extra 20 seconds minimum before starting your 2nd hook stage.

    @BreadTube said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708887#Comment_2708887

    Imo that'd be too strong, it would guarantee safe self unhooks.

    Well that would be the point, since I've been seeing a lot of players complaining about the camping not to mention in my own games a lot of players aren't going for unhooks at all anymore and instead are just genrushing to escape.

  • Imagine it’s end game and a survivor gets hooked, all gens are done and everyone else is at the exit gates so the only thing the killer has left to do is confirm this one kill…

    …but wait, suddenly they yeet themselves off the hook with Deliverance, and they are temporary invulnerable with this new self BT perk, combine that with DS and Unbreakable and you’ve got a survivor who’s literally un-killable and can safely stroll through the exit. Now times that by 4 and imagine dealing with that all game

    Jesus why don’t you just take the last of the killer mains out back and put them out of their misery lol, I swear survivors won’t be happy until killers are walking around with rubber weapons unable to deal damage and get kills anymore

    We don’t need anymore second chance survivor perks

  • That would be a pretty awful perk.

  • @steamed_hamzzz said:

    Imagine it’s end game and a survivor gets hooked, all gens are done and everyone else is at the exit gates so the only thing the killer has left to do is confirm this one kill…

    …but wait, suddenly they yeet themselves off the hook with Deliverance, and they are temporary invulnerable with this new self BT perk, combine that with DS and Unbreakable and you’ve got a survivor who’s literally un-killable and can safely stroll through the exit. Now times that by 4 and imagine dealing with that all game

    Jesus why don’t you just take the last of the killer mains out back and put them out of their misery lol, I swear survivors won’t be happy until killers are walking around with rubber weapons unable to deal damage and get kills anymore

    We don’t need anymore second chance survivor perks

    Okay, but the survivor committed their whole build to ensure their safe escape. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.

    In fairness, I have threads for killer buffs as well

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708906#Comment_2708906

    Okay, but the survivor committed their whole build to ensure their safe escape. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.

    In fairness, I have threads for killer buffs as well

    Fair enough but at the end of the day the killer is meant to be the power role remember

    committing a whole build to a safe escape still shouldn’t guarantee it, just like committing a whole build to looping shouldn’t mean you should be able to run the killer for 5 gens

    the killer should still hold the power, survivor perks should just be there to give them a bit of an edge, not a guaranteed escape

  • @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708923#Comment_2708923

    Fair enough but at the end of the day the killer is meant to be the power role remember

    committing a whole build to a safe escape still shouldn’t guarantee it, just like committing a whole build to looping shouldn’t mean you should be able to run the killer for 5 gens

    the killer should still hold the power, survivor perks should just be there to give them a bit of an edge, not a guaranteed escape

    A power role does not mean that you can stop something through sheer force of will. If a survivor commits their entire build to an escape, it is on the survivor to fail at the one thing they've set themselves up to do, not for the killer to overcome it by existing.

    If you are getting run for 5 gens there are macro decisions that are going wrong there, not micro decisions like what you are doing in a single, very long, chase.

  • It would be more useful to use DS than have the endurance after unhooking yourself.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708935#Comment_2708935

    A power role does not mean that you can stop something through sheer force of will. If a survivor commits their entire build to an escape, it is on the survivor to fail at the one thing they've set themselves up to do, not for the killer to overcome it by existing.

    If you are getting run for 5 gens there are macro decisions that are going wrong there, not micro decisions like what you are doing in a single, very long, chase.

    So you’re saying that if a survivor commits an entire build to escaping they should be pretty guaranteed it? Okay then so what if all 4 members do the same? a 4 man escape every game just because a survivor brought the correct perks? That sounds very fair

  • @steamed_hamzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708948#Comment_2708948

    So you’re saying that if a survivor commits an entire build to escaping they should be pretty guaranteed it? Okay then so what if all 4 members do the same? a 4 man escape every game just because a survivor brought the correct perks? That sounds very fair

    I don't think you realize what you are saying. You can't 4 man deliverance escape, at most, a survivor team can only have 2 effective deliverances. Secondly, if they've managed to save deliverance all the way to end game is that not worthy of an escape? That means you were not able to hook them the entire match. Don't forget, in this example these survivors have this new perk, Deliverance, DS, Unbreakable. That means no adrenaline, any exhaustion perk, spine chill, resilience, built to last, prove thyself, normal BT, any of that.

    Are you saying to me, right now, you can't down a survivor that doesn't have dead hard? You can't mind game a survivor that doesn't have resilience + spine chill?

    Furthermore, I also believe if a killer devotes 100% of their perk build to doing something they should have a high likelihood of accomplishing it, and its up to them to fail on its execution and not just for survivors to unravel for simply existing.

  • No thank you. I don't want my teammates to have incentive to try and unhook themselves, fail miserably and putting themselves in second stage for no good reason.

  • @Superyoshiegg said:

    No thank you. I don't want my teammates to have incentive to try and unhook themselves, fail miserably and putting themselves in second stage for no good reason.

    Well it could be similar to soul guard in that, if there is a hex (we'll say for argument), that a player can unhook themselves for free. Maybe even on second stage? That could make it interesting.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709071#Comment_2709071

    Well it could be similar to soul guard in that, if there is a hex (we'll say for argument), that a player can unhook themselves for free. Maybe even on second stage? That could make it interesting.

    That would make Deliverance almost completely useless then, seeing as almost every match has at least one Hex perk in it.

  • I think this perk is fair. It only works against camping and it's niche. It fine in my opinion.

  • @BreadTube said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708887#Comment_2708887

    Imo that'd be too strong, it would guarantee safe self unhooks.

    So basically bad mannered face camping killers would be punished for their actions? Sounds like a reasonable mechanic to me. Of course it would be abused when face camping at EGC with zero kills happens and also SWF's but I think the thing to focus on here is that killers are abusing face camping when it's unreasonable to do so way too often, what's the fix to that?

  • Just do that as a buff to Slippery Meat, no need to make an entirely new perk just to give yourself BT.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708885#Comment_2708885

    Well, since the meta is shifting towards hard camping and tunneling you could combine it with deliverance and BT, maybe slippery meat and a luck build in order to get off the hook yourself so the rest of the team can do gens. Get hit, take the speed burst in a straight line and waste an extra 20 seconds minimum before starting your 2nd hook stage.

    https://forum.deadbydaylight.com/en/discussion/comment/2708892#Comment_2708892

    Well that would be the point, since I've been seeing a lot of players complaining about the camping not to mention in my own games a lot of players aren't going for unhooks at all anymore and instead are just genrushing to escape.

    Play is shifting to more camping given how less efficient its becoming to chase. Survivors have a ton of tools 1v1 that often make chasing a complete waste of time or rather too big of a time sink to be practical. The alternative is to make survivors come to you and hook trade.

    Even if your goal is just BBQ stacks you'll often get them quicker and easier by hook trading via a camp than committing to chases all game.

    Want to fix camping and tunneling you gotta make chasing worth the time sink and with split team gen speeds, poor gen regression, quick reset of spread pressure via hits due to uber healing boons and a meta of 1v1 chase extending perks with survivor friendly validation, chasing often isn't worth it.

    Built in BT is kinda trying to treat the symptoms not the cause.

    Before the pissy players chime in I'm not saying the game is survivor sided or killer is unplayable thats BS, but you'd be blind not to see that its pretty easy to be super efficient as survivor and easily reset killer pressure if you have 1-2 COH boons up. Whereas being efficient as killer can require some serious focus.

    I'll play 2-3 games and 8-12 hook everyone but after that my focus is spent and I can get a 3k camping it out and chillin for a few games.

    Its a shame that everyone takes it so personally because its so rediculous to get that upset over a game. Also even when you are doing the 8-12 hook game if you 3-4K half the time everyone calls you a tunneler or camper anyway just so they have someone other than themselves to blame for losing.

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708885#Comment_2708885

    Well, since the meta is shifting towards hard camping and tunneling you could combine it with deliverance and BT, maybe slippery meat and a luck build in order to get off the hook yourself so the rest of the team can do gens. Get hit, take the speed burst in a straight line and waste an extra 20 seconds minimum before starting your 2nd hook stage.

    https://forum.deadbydaylight.com/en/discussion/comment/2708892#Comment_2708892

    Well that would be the point, since I've been seeing a lot of players complaining about the camping not to mention in my own games a lot of players aren't going for unhooks at all anymore and instead are just genrushing to escape.

    The thing is camping sucks but I don't think the meta shifts to hard camping because we killers hate it to but more often then not it's the best thing you can do. Every time some one comes up with a perk that is designed to prevent camping or tunneling all its ganna do is hurt the killers that play normal and thats a problem.

    And that other survs don't unhook is a sbmm problem I think. Your mmr doesn't care one bit if you did 4 gens alone looped the killer for five mins and unhooked everyone twice all that counts is escaping and that's bs the same goes for killers I can make you suffer all game long make the sickest mind games play like a God and just let 2 escape every time and I can stay nice low in mmr and torment lowbes

  • @BenihimeWrath said:

    There should be an endurance perk that gives you self BT when you unhook yourself with Deliverance, Slippery Meat, naturally/with luck etc etc.

    No one would use that. If you have deliverance you wouldnt use it in the killers face, unless youre forced to. Completely useless

  • That's a little restrictive of a condition. If it gave you endurance whenever you get off the hook by any means, I could see that working. It wouldn't be stronger than current meta stacking i.e. there would be no difference if everyone in a team ran this instead of BT, except for the self-unhooking case. But even then, it means you can't give endurance to any one else. It would just shift a build from altruistic to a more selfish one.

    Sure, the forum drama echo chamber would riot over this one, but it really wouldn't be a stronger meta. I'd just call it a side-grade in general and a qol for soloq specifically.

    Side note: endurance duration obviously shouldn't stack with other perks with the same effect.

  • @Superyoshiegg said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709078#Comment_2709078

    That would make Deliverance almost completely useless then, seeing as almost every match has at least one Hex perk in it.

    Did soul guard make unbreakable useless?

    @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708896#Comment_2708896

    Play is shifting to more camping given how less efficient its becoming to chase. Survivors have a ton of tools 1v1 that often make chasing a complete waste of time or rather too big of a time sink to be practical. The alternative is to make survivors come to you and hook trade.

    Even if your goal is just BBQ stacks you'll often get them quicker and easier by hook trading via a camp than committing to chases all game.

    Want to fix camping and tunneling you gotta make chasing worth the time sink and with split team gen speeds, poor gen regression, quick reset of spread pressure via hits due to uber healing boons and a meta of 1v1 chase extending perks with survivor friendly validation, chasing often isn't worth it.

    Built in BT is kinda trying to treat the symptoms not the cause.

    Before the pissy players chime in I'm not saying the game is survivor sided or killer is unplayable thats BS, but you'd be blind not to see that its pretty easy to be super efficient as survivor and easily reset killer pressure if you have 1-2 COH boons up. Whereas being efficient as killer can require some serious focus.

    I'll play 2-3 games and 8-12 hook everyone but after that my focus is spent and I can get a 3k camping it out and chillin for a few games.

    Its a shame that everyone takes it so personally because its so rediculous to get that upset over a game. Also even when you are doing the 8-12 hook game if you 3-4K half the time everyone calls you a tunneler or camper anyway just so they have someone other than themselves to blame for losing.

    In fairness I have another topic talking about some killer benefits as well. I just thought this perk would be a nice idea if you are getting face camped.

    @BenihimeWrath said:

    Should be baseline, the only difference in the Hex and normal gameplay is that the Hex does it automatically and a generator doesn't need to be damaged.

    Corrupt becomes a 'slow start' mechanic that prevents survivors from getting 3 free gens while a killer is still looking around.

    Higher regression allows for more back and forth between killer and survivor, gen speeds no longer a problem anymore and they weren't made just flat out longer for more boring M1 gameplay. And killers aren't forced to run 4 regression/gen defense perks to do anything worthwhile.

    Edit to clarify: I'm only suggesting that base regression be the same as Ruin, Ruin as a hex would still be needed to make generators *automatically regress*

    @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708896#Comment_2708896

    The thing is camping sucks but I don't think the meta shifts to hard camping because we killers hate it to but more often then not it's the best thing you can do. Every time some one comes up with a perk that is designed to prevent camping or tunneling all its ganna do is hurt the killers that play normal and thats a problem.

    And that other survs don't unhook is a sbmm problem I think. Your mmr doesn't care one bit if you did 4 gens alone looped the killer for five mins and unhooked everyone twice all that counts is escaping and that's bs the same goes for killers I can make you suffer all game long make the sickest mind games play like a God and just let 2 escape every time and I can stay nice low in mmr and torment lowbes

    Sure, at the moment, pure boredom is holding killers back from camping and tunneling comp mode style. However competitive human beings do have to reconcile their feeling of loss/losing so as time goes on (presuming BHVR doesn't make changes) the meta will turn more to camping and tunneling as the easiest, most effective way to generate pressure.

    But I'm not sure I understand your argument of how this perk would hurt a killer playing normally. If they deliverance, and you are playing normally as a killer, you probably wouldn't even notice or know they have this perk at all.

    I'm not sure if its an SBMM thing entirely as I've seen a lot of threads of new survivors complaining about face camping/tunneling and they were getting basically the response of "Do gens, let them die, if its you hold on for your team to do gens and then die." So it seems to be significantly rising as behavior in solo.

    @Bwsted said:

    That's a little restrictive of a condition. If it gave you endurance whenever you get off the hook by any means, I could see that working. It wouldn't be stronger than current meta stacking i.e. there would be no difference if everyone in a team ran this instead of BT, except for the self-unhooking case. But even then, it means you can't give endurance to any one else. It would just shift a build from altruistic to a more selfish one.

    Sure, the forum drama echo chamber would riot over this one, but it really wouldn't be a stronger meta. I'd just call it a side-grade in general and a qol for soloq specifically.

    Side note: endurance duration obviously shouldn't stack with other perks with the same effect.

    That could certainly be a better version. It would be nice not having to rely on your teammates to have BT themselves. It reminds me of when I was facing this one TTVer who tunneled me off hook and basically said "Whelp, should have had DS and expected your team to farm you".

  • @BenihimeWrath said:

    https://forum.deadbydaylight.com/en/discussion/comment/2709119#Comment_2709119

    Did soul guard make unbreakable useless?

    https://forum.deadbydaylight.com/en/discussion/comment/2709494#Comment_2709494

    In fairness I have another topic talking about some killer benefits as well. I just thought this perk would be a nice idea if you are getting face camped.

    https://forum.deadbydaylight.com/en/discussion/301062/corrupt-intervention-and-ruin-regression

    https://forum.deadbydaylight.com/en/discussion/comment/2709544#Comment_2709544

    Sure, at the moment, pure boredom is holding killers back from camping and tunneling comp mode style. However competitive human beings do have to reconcile their feeling of loss/losing so as time goes on (presuming BHVR doesn't make changes) the meta will turn more to camping and tunneling as the easiest, most effective way to generate pressure.

    But I'm not sure I understand your argument of how this perk would hurt a killer playing normally. If they deliverance, and you are playing normally as a killer, you probably wouldn't even notice or know they have this perk at all.

    I'm not sure if its an SBMM thing entirely as I've seen a lot of threads of new survivors complaining about face camping/tunneling and they were getting basically the response of "Do gens, let them die, if its you hold on for your team to do gens and then die." So it seems to be significantly rising as behavior in solo.

    https://forum.deadbydaylight.com/en/discussion/comment/2709797#Comment_2709797

    That could certainly be a better version. It would be nice not having to rely on your teammates to have BT themselves. It reminds me of when I was facing this one TTVer who tunneled me off hook and basically said "Whelp, should have had DS and expected your team to farm you".

    OH I thought about stuff like I cought them. In endgame it's there first hook and they can just delivence of as soon as i turn and stuff like that but to be fair that would probably not happen to often