Reworking No Quarter to be actually Usable

Issues with the perk:

  • This perk requires way to many things to go right to see any value for it (survivors actually self-healing, survivors failing the skill check, survivors not having increased heal speed.) This perk could become instantly decent by just removing the self heal condition, but only by combining it with heal speed reductions + scream effects / Nurse's calling (Use heal speed reductions to maximize the number of skill checks. Use Scream perks or finding the healing survivor to force the heal skill check to fail = a 30s Broken.)

Rework Goal:

  • Rather then make this perk be a combo perk about forcing failed skill checks to try keeping survivors always injured, I reworked it into a pseudo heal speed slowdown perk that limits the benefits of increased heal speed / multi-heals, barely any affect for normal heals speeds, and having counter synergy with heal speed reductions.

Rework:
- When a survivor being healed reaches 70/75/80% Healing Progress: each survivor healing them is faced with 4 special skills checks in a row. During these skill checks healing progress cannot exceed 99% and survivors cannot join the heal. If all healing survivors fail the skill checks, the survivor being healed screams revealing their position and their healing progress is reset to 0. (The 4 skill checks would take ~3.6 seconds to complete and going from 80->100% takes 3.2 seconds for 1 survivor at default heal speed.)

Tagged: Perks

Comments

  • It can work global on any type of heal and still be D tier perk at best.

    Possible rework:

    → Perk now activates on any heal (new)

    → perk now works in and out of TR (new)

    → perk now triggers a single skillcheck (oppression, ds)

    → failing skillcheck causes broken and oblivious for 120s (40s cut off with vigil)

    → Succeeding skillcheck causes scream and exposed for 10s (new)

    With all this the perk would be usable but still terrible