Perk idea heavy hitter

Just a perk idea I had for surivors

Heavy hitter : extends the duration that the killer Is stuned for by pallets for 1s and give the killer the deafened effect for 5/7/9s

This perk has a 25s cooldown

Deafend effect is the effect that the hag trap has that disorantantes noises

Comments

  • That sounds so unbelievably annoying. Combine it with a Game offering or one of those decked out flashlights and just, yuck.

    It sounds plausible, but I can't say I'm eager for something like that to enter the game. Especially if it's going to earscrew me every time it goes off.

  • @Laluzi said:

    That sounds so unbelievably annoying. Combine it with a Game offering or one of those decked out flashlights and just, yuck.

    It sounds plausible, but I can't say I'm eager for something like that to enter the game. Especially if it's going to earscrew me every time it goes off.

    Well it wouldn't have the loud jumps scare effect that hags traps have but this perk is very plausible and it's just a thought so things could change

  • Cooldown maybe? Like 40 seconds...

  • @Laluzi said:

    That sounds so unbelievably annoying. Combine it with a Game offering or one of those decked out flashlights and just, yuck.

    It sounds plausible, but I can't say I'm eager for something like that to enter the game. Especially if it's going to earscrew me every time it goes off.

    Respect pallets if you knew they had this perk.

    Also Deaf without hag sounds would not earscrew you

  • I wouldn't even bother with this perk. It could be funny meme perk if used sparingly, but I am pretty sure bully squads would abuse it to full extend to annoy killer to maximum (4x flashlight, head on, q&q, heavy hitter + something).

    On the other hand, it would be very underwhelming in soloQ. You might use it 1 or 2 times. After that killer will just respect pallets and you waisted perk slot for 2s slowdown.


    But I have to admit, that there is quite some fun potential for this perk when not abused

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193663#Comment_3193663

    Well it wouldn't have the loud jumps scare effect that hags traps have but this perk is very plausible and it's just a thought so things could change

    Deafness causes its own sound effect, though. It's hard to describe. It's like a thud followed by a hollow sound.

    Mostly I think a perk like this would be used for bully purposes more than anything else. It's an aggressive perk that complements other aggressive perks and playstyles, and I'm not a fan of that because with the way the game is set up, aggressive play is almost exclusively the wheelhouse of SWFs (as solos are very disadvantaged at it.) Stuff like this ends up elevating SWF without doing much of anything for solo, which is the last thing game balance needs right now.

  • @DredgeyEdgey said:

    Just a perk idea I had for surivors

    Heavy hitter : extends the duration that the killer Is stuned for by 1s and give the killer the deafened effect for 5/7/9s

    This perk has a 25s cooldown

    Deafend effect is the effect that the hag trap has that disorantantes noises

    Sounds like an overpowered perk. Maybe all that muscle mass should make you always run 5% slower - then it would be fair and balanced.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/347196/perk-idea-heavy-hitter

    Sounds like an overpowered perk. Maybe all that muscle mass should make you always run 5% slower - then it would be fair and balanced.

    No. It's one of those perks that would basically ensure you die in soloQ. On the other hand, it would make bully squads that much stronger.

    5% base speed regress would not solve SWF bully squad abuse. But it would guarantee (figurative) 0% usage outside SWF.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194353#Comment_3194353

    No. It's one of those perks that would basically ensure you die in soloQ. On the other hand, it would make bully squads that much stronger.

    5% base speed regress would not solve SWF bully squad abuse. But it would guarantee (figurative) 0% usage outside SWF.

    You perk is unbalanced so I suggested an obviously gross balancing act.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/347196/perk-idea-heavy-hitter

    Sounds like an overpowered perk. Maybe all that muscle mass should make you always run 5% slower - then it would be fair and balanced.

    Is anything you'd run faster because you have more force it would be funny if you turned slower though

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194353#Comment_3194353

    Is anything you'd run faster because you have more force it would be funny if you turned slower though

    A perk that made you 1% faster would be broken. Everyone knows that

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193665#Comment_3193665

    Deafness causes its own sound effect, though. It's hard to describe. It's like a thud followed by a hollow sound.

    Mostly I think a perk like this would be used for bully purposes more than anything else. It's an aggressive perk that complements other aggressive perks and playstyles, and I'm not a fan of that because with the way the game is set up, aggressive play is almost exclusively the wheelhouse of SWFs (as solos are very disadvantaged at it.) Stuff like this ends up elevating SWF without doing much of anything for solo, which is the last thing game balance needs right now.

    It can certainly be strong but if they are trying to bully you by stunning you they are burning pallets and I should mention this is only pallet stuns since enduring is not affected by head on ect

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/347196/perk-idea-heavy-hitter

    Sounds like an overpowered perk. Maybe all that muscle mass should make you always run 5% slower - then it would be fair and balanced.

    Dark theory? Woah this must be insane a 200% increase to your 1%

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194353#Comment_3194353

    Dark theory? Woah this must be insane a 200% increase to your 1%

    It requires a boon and has a small limited area effect.

    To reverse the idea - fine then let's make a killer perk like Dark Theory that gives 1% permanent move speed for the killer every time you hook someone. It wont be a hex so you can't "undo" the speed.

  • If it extends a stun it should be an exhaustion perk

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194924#Comment_3194924

    It requires a boon and has a small limited area effect.

    To reverse the idea - fine then let's make a killer perk like Dark Theory that gives 1% permanent move speed for the killer every time you hook someone. It wont be a hex so you can't "undo" the speed.

    Now you see the difference. 2% in very limited area with sound cue about source that can be destroyed (if realized that this source does indeed give that 2% speed) is something very different then perma-speed-boost going from 0 to 11% (but OK - 8% because anything about that does not matter any more). With 8% perma-boost, you no longer even need to use your ability on standard 115% killer - there are no mind games. You just die. And this can be easily seen when you try to loop wesker while fully infected (the effect is numerically very similar - even if not that bad, but very close to it)

    To argue the point - with the way how ping fluctuates I am pretty sure that dark theory will be useless for 95% of DBD players even if it was buffed to 4% speed boost (because of limited area effect and because ping would give higher (dis)advantage than the actual active perk - but some "cracked" people on very good internet could possibly make that one additional vault thanks to the perk maybe).

    @bjorksnas said:

    If it extends a stun it should be an exhaustion perk

    Ah. Smash hit with even worse effect. Well... I haven't seen anybody use current smash hit so why would we want to add this perk into game? To have yet another dead perk next to buckle up? :)

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194992#Comment_3194992

    Now you see the difference. 2% in very limited area with sound cue about source that can be destroyed (if realized that this source does indeed give that 2% speed) is something very different then perma-speed-boost going from 0 to 11% (but OK - 8% because anything about that does not matter any more). With 8% perma-boost, you no longer even need to use your ability on standard 115% killer - there are no mind games. You just die. And this can be easily seen when you try to loop wesker while fully infected (the effect is numerically very similar - even if not that bad, but very close to it)

    To argue the point - with the way how ping fluctuates I am pretty sure that dark theory will be useless for 95% of DBD players even if it was buffed to 4% speed boost (because of limited area effect and because ping would give higher (dis)advantage than the actual active perk - but some "cracked" people on very good internet could possibly make that one additional vault thanks to the perk maybe).

    https://forum.deadbydaylight.com/en/discussion/comment/3194997#Comment_3194997

    Ah. Smash hit with even worse effect. Well... I haven't seen anybody use current smash hit so why would we want to add this perk into game? To have yet another dead perk next to buckle up? :)

    it would change accordingly now that its in the category of perk it should be in

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194992#Comment_3194992

    Now you see the difference. 2% in very limited area with sound cue about source that can be destroyed (if realized that this source does indeed give that 2% speed) is something very different then perma-speed-boost going from 0 to 11% (but OK - 8% because anything about that does not matter any more). With 8% perma-boost, you no longer even need to use your ability on standard 115% killer - there are no mind games. You just die. And this can be easily seen when you try to loop wesker while fully infected (the effect is numerically very similar - even if not that bad, but very close to it)

    To argue the point - with the way how ping fluctuates I am pretty sure that dark theory will be useless for 95% of DBD players even if it was buffed to 4% speed boost (because of limited area effect and because ping would give higher (dis)advantage than the actual active perk - but some "cracked" people on very good internet could possibly make that one additional vault thanks to the perk maybe).

    https://forum.deadbydaylight.com/en/discussion/comment/3194997#Comment_3194997

    Ah. Smash hit with even worse effect. Well... I haven't seen anybody use current smash hit so why would we want to add this perk into game? To have yet another dead perk next to buckle up? :)

    Dark Theory is designed for the top 1% of players who can loop frame perfectly - not the average joe. DBD is a frame counting game.


    "Non legit" players who have some illegal advantage can loop better than all other players - either because they can move faster, see through walls, or have some other trick active.

    Yesterday I played against someone who used Balanced Landing twice in a single chase. Both times they fell from the main building in Ormond they made no stagger noise. This occurred in a longer than 60 second period and at the end game there was no vigil.

    Any small change in how fast you can make distance in a chase gives you a huge advantage. This is one of the reasons why I really like using STBFL on Nemesis and Demo.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195086#Comment_3195086

    Dark Theory is designed for the top 1% of players who can loop frame perfectly - not the average joe. DBD is a frame counting game.

    "Non legit" players who have some illegal advantage can loop better than all other players - either because they can move faster, see through walls, or have some other trick active.

    Yesterday I played against someone who used Balanced Landing twice in a single chase. Both times they fell from the main building in Ormond they made no stagger noise. This occurred in a longer than 60 second period and at the end game there was no vigil.

    Any small change in how fast you can make distance in a chase gives you a huge advantage. This is one of the reasons why I really like using STBFL on Nemesis and Demo.

    "Dark Theory is designed for the top 1% of players who can loop frame perfectly - not the average joe. DBD is a frame counting game."

    Now I am 100% sure you have less then 5hrs on survivor. Frame counting? Really? Please try to play some survivor for a change. PLEASE!

    Desynch in this game is THE king. You could be 6m away from killer when vaulting the same fast vault and not get it, or you could be 2m and barely get it. The difference is not in your hands. You don't even know it as survivor. You can maybe measure it by predroping and checking reaction. But some killers have flactuating ping so perfectly exactly same situation can end up in predrop where killer does not get stun, or killer landing hit on you and then getting stunned.

    One of your many tasks as survivor is to find out killer's ping. Or not bother at all and just predrop everything with windows of opportunity + pray there is enough pallets so everyone else can genrush in time.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195700#Comment_3195700

    "Dark Theory is designed for the top 1% of players who can loop frame perfectly - not the average joe. DBD is a frame counting game."

    Now I am 100% sure you have less then 5hrs on survivor. Frame counting? Really? Please try to play some survivor for a change. PLEASE!

    Desynch in this game is THE king. You could be 6m away from killer when vaulting the same fast vault and not get it, or you could be 2m and barely get it. The difference is not in your hands. You don't even know it as survivor. You can maybe measure it by predroping and checking reaction. But some killers have flactuating ping so perfectly exactly same situation can end up in predrop where killer does not get stun, or killer landing hit on you and then getting stunned.

    One of your many tasks as survivor is to find out killer's ping. Or not bother at all and just predrop everything with windows of opportunity + pray there is enough pallets so everyone else can genrush in time.

    -"Frame counting? Really? Please try to play some survivor for a change"

    Any time you loop a killer around a vault or pallet you are watching where they are in relation to you. You are probably not consciously thinking about it but you are X number of steps ahead of the killer. Another way to think about that is how many frames ahead ( if we were watching a replay of the game).


    Maybe you need better internet because most of the games I play ping is not an issue for either side.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196013#Comment_3196013

    -"Frame counting? Really? Please try to play some survivor for a change"

    Any time you loop a killer around a vault or pallet you are watching where they are in relation to you. You are probably not consciously thinking about it but you are X number of steps ahead of the killer. Another way to think about that is how many frames ahead ( if we were watching a replay of the game).

    Maybe you need better internet because most of the games I play ping is not an issue for either side.

    100% sure you don't play survivor.

    Survivor's ping does not matter. It's killer's ping that does. If killer hits on his screen something during 10second lag (if it's not one of few validated actions), then survivor will be hit. It does not matter where survivor went in that time. That's how the game works....

    So no - survivor's better network will not help that survivor. And frame counting is total BS. As mentioned before you try to estimate killer's ping to know how to play against him or to know how soon you need to drop that pallet (meaning you look for distance after you grasp killer's network. Or you just guess and hope for the best). And this will change every match