Should Resilience Get This Nerf?

There are two perks in the game currently that I'd like to use as an example to contrast Resilience to here, and I'm curious what other people think. The two perks are Iron Will and Made For This; now, setting aside what you think about how strong those two perks are, they both have the same balancing condition applied to them. Neither of them work while the user is Exhausted, but also don't themselves inflict the Exhaustion status effect.

To me, the purpose of that condition is to apply pressure on what other perks you bring in. You can't be both stealthy (for Iron Will) or gain a passive chase boost (for Made For This) as well as getting the active chase benefits of a full Exhaustion perk.

So, then, would it be fair to add that condition to Resilience as well? The idea behind that perk is gaining benefits to action speed (+ vaulting) at the cost of being vulnerable because you're injured, so would it be reasonable to add the extra stipulation that you can't easily circumvent that vulnerability with a quick get-out-of-dodge ability?

There'd still be plenty of synergies left, so it wouldn't be a dramatic blow to build diversity, but it would be another nudge towards constructing builds more carefully than just slapping on a bunch of blanket buffs in all areas. Curious to know what people think!

Comments

  • The perk doesn't need repair bonus imo.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531901#Comment_3531901

    the very first version of decisive strike was that whenever a killer pick you up from dying state, you can wiggle off killer's grasp stunning them for 4 seconds. there was no timer, no hook condition, no skill-check. nothing. I am just referencing your comment when you were talking about a perk that makes killer objective 25% longer. it was free 4th hook. later perk was changed to be obesssion perk and then changed again to require unhook and a timer that is more familiar towards today's version of the perk.

    I know, I already acknowledged that that version of the perk was unhealthy. I'm only talking about the stun duration on my most recent post, and I've been very clear that I think every other change to the perk has been healthy.

    Losing use of the perk when performing a conspicuous actions, disablling in the end game, etc, were all good and healthy changes.

    We both agree that those previous versions of ds and thana were both overtuned and unhealthy for the game. We established this earlier.

    I'm not sure why you keep coming back as if this is some kind of gotcha, when we've both agreed on this point for a while now.

  • I think Resilience is fine. As you said in the original post, the trade-off is that you’re injured and vulnerable to the killer.

    If the perk was changed you’d only really feel the benefit of the gen speed boost and nothing else. Exhaustion perks are a “must have” for survivors so the vault speed boost would be virtually redundant as most exhaustion perks (Lithe, SB, Overcome) are used earlier on in chase.

  • @Sabraiz said:

    I find the idea interesting and it could be a good idea. Would be fun to see how tests on this would turn out. It has a very strong effect for the low low price of just not healing.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531289#Comment_3531289

    This is such a bad take.

    So by your opinion you think Alchemist Ring is fine? It has not been touched since his release three years ago. Until patch 6.5.0 Nurses attacks after blink did not count as special attacks and worked with exposed effects, does that mean it was the epitome of balance?

    There are probably more examples to make. But just because something has not been changed in a long time, does not mean it was never a problem nor that it ever will be. Things change, maybe not the perk itself but things around does and Resilience does not live in a vacuum it is affected by everything else.

    Take the nurse example above, blink attacks counting as basic attacks were mostly fine until Starstruck was released. Just because something has been unchanged for a long period of time does not mean it is the epitome of balanced.

    Hardly comparable. For one we are talking about addons on the second strongest killer in the game. (Or you used nurse as well who again everyone agreed was broken with addons and could literally use exposed perks to speed run a world record of 1 minute and 30 second games). Who actually their last balance change was buffing adrenaline vial. Resilence is a perk that makes you 9% stronger while your injured which puts you one hit from going down and being healthy is a pretty big thing in this game. Alch ring is "hey you hit them...go again" or C33 which literally breaks pallets faster than a chainsaw killer. People have complained about these addons for years. And everyone universally agrees they are pretty busted and should be toned down. But if you talk to most people about resilence. It seems for its entire 7 year period its been pretty much fine. Its never been THE problem. It was only good when other perks were making it so. Iron will, DH, Spine chill. All 3 of these periods right after those perks were fixed it fell out. Because just in practice on its own its not a "must pick". Now we have "made for this" which is doing the same thing. If made for this was say nerfed in some way i'm sure it would fall out again. Because again on its own its a pretty balanced perk. Vaulting 9% faster may be nice but being able to make it to said window 3% faster to even make that vault possible? Very good. Hell even OP has specified they don't think the perks overturned they just want a healthier shift of perk choices.

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