Reworking some unpopular/bad/op perks, day 1-Meg Thomas

Sprintburst-fine as it is

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Quick and quiet- this perk can be really good in some situations, but there are 2 thing that completely ruining it

  1. The "eugh" sound that survivors are making while vaulting, some good killers can hear it anyway and perk becomes useless, just remove that sound also while using Q&Q
  2. The cooldown, because of it you can't use perk very efficient, you may activate it while you don't even want to, I would maybe add active ability button before/while vaulting to remove notification, but this seems too complicated so maybe just decrease cooldown to 10 seconds
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Adrenaline-it's just too good for lategame, but completely useless rest of the time

I would remove heal or haste after completing 5 gens in exchange of effect that helps you throughout the match, for example: after gen being repaired, gain 7% haste for ~10 seconds next time killer start chasing you, and if you are injured, heal 25% of remaining (maybe even total) progress, haste part probably shouldn't work if you've been in chase in last 20 seconds, because that might extend early game chases which are cruicial

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What are your thoughts about changes like these?

Comments

  • @LeeONE said:

    Sprintburst-fine as it is

    https://us.v-cdn.net/6030815/uploads/YMY7ALU2RO1M/image.png

    Quick and quiet- this perk can be really good in some situations, but there are 2 thing that completely ruining it

    1. The "eugh" sound that survivors are making while vaulting, some good killers can hear it anyway and perk becomes useless, just remove that sound also while using Q&Q
    2. The cooldown, because of it you can't use perk very efficient, you may activate it while you don't even want to, I would maybe add active ability button before/while vaulting to remove notification, but this seems too complicated so maybe just decrease cooldown to 10 seconds

    https://us.v-cdn.net/6030815/uploads/96CLM52O42SN/image.png

    Adrenaline-it's just too good for lategame, but completely useless rest of the time

    I would remove heal or haste after completing 5 gens in exchange of effect that helps you throughout the match, for example: after gen being repaired, gain 7% haste for ~10 seconds next time killer start chasing you, and if you are injured, heal 25% of remaining (maybe even total) progress, haste part probably shouldn't work if you've been in chase in last 20 seconds, because that might extend early game chases which are cruicial

    https://us.v-cdn.net/6030815/uploads/4CSHKUZASZWV/image.png

    What are your thoughts about changes like these?

    Your changes suck.

    Killer's don't hear your noises when you use QQ. Also just to point out, the very loud breathing noises you hear as survivor those are heavily muted when you play killer.


    Meg is one of the worst characters as her perks are fine. Adrenaline is strong when you know you will be alive at that point in the game. Sprint has been used for 6 years because it works just fine too. Her one "questionable" perk QQ actually can be amazing if you combine it with something like dance with me and lithe.

  • Her perks are fine. QnQ doesn’t fully silence survivors so that it has counterplay. Killers complain when survivors are 100% quiet (see Iron Will, see Off the Record) so that won’t ever be a thing. In regard to Adrenaline, that is fine too. Killers need to back up off this notion that survivors shouldn’t have any perks for endgame.

  • I wouldn't touch Meg's teachables at all. Hers aren't weak but also not overtuned.

    QnQ used to be cooldownless but it worked 90 % of the time, whatever that means. But I suppose that it had a 10 % chance of failing and alerting the Killer.

    Edit: It used to reduce the detection range by 90 %, so it was basically useless if the Killer was to close aka in chase with the Survivor.

  • I think Meg is one of the finer survivors, with all her perks being really fine as is - despite Adrenaline being frustrating when you don't see endgame.

    There are plenty of bad or unpopular survivor perks, but Meg is not the character to start with in my opinion. Someone like Jane would deserve it more in my opinion =)

  • @Ayodam said:

    Her perks are fine. QnQ doesn’t fully silence survivors so that it has counterplay. Killers complain when survivors are 100% quiet (see Iron Will, see Off the Record) so that won’t ever be a thing. In regard to Adrenaline, that is fine too. Killers need to back up off this notion that survivors shouldn’t have any perks for endgame.

    True. If you got Adrenalin and Hope and just run so fast that all I see is a dusty cloud that might be frustrating, but you build for that and played be rest of the trial with only 2xperks.

    Some with my Myers endgame build (NWO, Remember Me, Blood Warden, NOED): here the gameplan is to ping-pong between two survivors and kill one off before all gens are done and then go to town on the remaining survivors. It banks on the survivors already celebrating their escape and that they don't expect such an oppressive end game. It can feel downright unfair, but hey, that's the build and you could dance on my nose all game long :)

  • I don’t agree with either of these changes. Adrenaline and QnQ are fine as is

  • The whole point of Adrenaline is to get the Late game heal that can make or break the escape from a match if used well. I think changing it wouldn't be the right thing.


    Quick and quiet is also fine the way it is. Having to press an activate button as well as timing a vault would get too much.


    Ironically , if I would change anything it would be sprint burst to be activatable at will by a button press, but with a longer cool down to compensate.

  • All her perks are fine and don't need to be touched. They are balanced enough any changes would probably make them worse for both sides

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/353897/reworking-some-unpopular-bad-op-perks-day-1-meg-thomas

    Your changes suck.

    Killer's don't hear your noises when you use QQ. Also just to point out, the very loud breathing noises you hear as survivor those are heavily muted when you play killer.

    Meg is one of the worst characters as her perks are fine. Adrenaline is strong when you know you will be alive at that point in the game. Sprint has been used for 6 years because it works just fine too. Her one "questionable" perk QQ actually can be amazing if you combine it with something like dance with me and lithe.

    He is right about the "augh". You can definetly hear it as killer when a survivor uses Quick and quiet.

  • @Aceislife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256764#Comment_3256764

    He is right about the "augh". You can definetly hear it as killer when a survivor uses Quick and quiet.

    If you're upset about a noise that happens outside of chase then maybe you have a point. But QQ is impossible to hear over the standard chase music blaring in your ear.

  • QnQ is fine, it makes even less noise than slow vaulting. Adrenaline is also fine, it's an endgame perk. Not every perk needs to give you value every second of the match. OTR/DS give no value if killer doesn't tunnel, Wake Up gives no value if you don't open a gate, Prove gives no value if you solo all gens and so on.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257153#Comment_3257153

    If you're upset about a noise that happens outside of chase then maybe you have a point. But QQ is impossible to hear over the standard chase music blaring in your ear.

    Not upset. Just saying, its possible to hear when a survivor vaults or jumps into a locker.

  • @Aceislife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257504#Comment_3257504

    Not upset. Just saying, its possible to hear when a survivor vaults or jumps into a locker.

    And the little noise they make which cannot be heard over chase music is there for counterplay. That way the killer can know they had QQ if they are really really paying attention in a stealth scenario.