Solidarity and Corrupt Intervention needs a buff.

Both those perks sounds good on the paper. But in the gameplay it doesn't that good.

Solidarity is a perfect alternative for a self care, but healing someone for getting only on yourself 50% of the health bar is not too much. I personally love the concept of this perk, because it promotes the team work. I know about that this perk could be easily abused in gameplay if the perk could grant a full health state for healing an other survivor so here is the solution:

Solidarity grants a 100% if you heal other survivor at least 50/40/30% conversion rate of his health bar. You need to heal survivor fully in order to gain a reward.

About Corrupt Intervention. 3 gens blocked for 120 seconds is good though, but this perk is only an one use. So how about adding this effect: When you hook all survivors at least once 1 gen will become blocked for 120 seconds. This can be repeated if you hook all of them once again.

Comments

  • "Solidarity grants a 100% if you heal other survivor at least 50/40/30% conversion rate of his health bar. You need to heal survivor fully in order to gain a reward."

    This would be completely and utterly broken. That's not even throwing something like We'll Make It on top of that...

    It's already quite a strong perk. The only reason no ones using it is because in the current meta no one cares about healing.

    Your change to Corrupt Intervention wouldn't really be doing much at all and could even hurt you if the wrong one gets blocked.

    Corrupt Interventions issue is that survivors just wait till its over so you gain nothing from its duration. What it should do is instead of blocking for a set time, it lasts until 1 gen is completed. This would turn the perk into a 1 time use early semi 3 gen strat. This change would make it good enough to consider replacing Ruin for.

  • @Blueberry said:

    "Solidarity grants a 100% if you heal other survivor at least 50/40/30% conversion rate of his health bar. You need to heal survivor fully in order to gain a reward."

    This would be completely and utterly broken. That's not even throwing something like We'll Make It on top of that...

    It's already quite a strong perk. The only reason no ones using it is because in the current meta no one cares about healing.

    Your change to Corrupt Intervention wouldn't really be doing much at all and could even hurt you if the wrong one gets blocked.

    Corrupt Interventions issue is that survivors just wait till its over so you gain nothing from the its duration. What it should do is instead of blocking for a set time, it lasts until 1 gen is completed. This would turn the perk into a 1 time use early semi 3 gen strat. This change would make it good enough to consider replacing Ruin for.

    That's why I want this perk to become buffed. No-healing meta is hurting already the killers. Immo corrupt shouldn't still be an one use perk though. This one block gen could still help you in defending the gens.

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/410717#Comment_410717

    That's why I want this perk to become buffed. No-healing meta is hurting already the killers. Immo corrupt shouldn't still be an one use perk though. This one block gen could still help you in defending the gens.

    The solution for giving the killers more time isn't buffing healing. The solution is making loops less safe so that the survivors feel enough in danger to actually have to heal regardless of how slow it is.

    "Immo corrupt shouldn't still be an one use perk though"

    There's nothing wrong with 1 time use perk. The only reason there's a problem with Corrupt Intervention is because its 1 time use is weak.

    "This one block gen could still help you in defending the gens."

    1 gen isn't a big deal and I already pointed out that this could very easily be BAD for the killer. Imagine it blocking the gen on the farthest side of the map, AKA the one you WANT them to complete. Now you get stuck with the last 3 gens and 1 of them is that gen WAY over there. This is hurting you as the killer.

  • I ran solidarity for roughly a dozen matches when it first came out. Loaded we'll make it and Botany Knowledge as well. Got use out of Solidarity maybe twice. It was not a problem finding wounded people to heal, the problem was finding wounded people when I was wounded and neither of us are currently being tunneled to death.

    Useless perk in the long run. Sounds great, but can rarely use it. Maybe I don't play enough survivor, but I rarely see it used when playing killer either. Would love to see stats on its use.

    To think, many of the crying circle lost their minds about how powerful it would be. Turns out it sucks. LOL

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/410728#Comment_410728

    The solution for giving the killers more time isn't buffing healing. The solution is making loops less safe so that the survivors feel enough in danger to actually have to heal regardless of how slow it is.

    "Immo corrupt shouldn't still be an one use perk though"

    There's nothing wrong with 1 time use perk. The only reason there's a problem with Corrupt Intervention is because its 1 time use is weak.

    "This one block gen could still help you in defending the gens."

    1 gen isn't a big deal and I already pointed out that this could very easily be BAD for the killer. Imagine it blocking the gen on the farthest side of the map, AKA the one you WANT them to complete. Now you get stuck with the last 3 gens and 1 of them is that gen WAY over there. This is hurting you as the killer.

    Not really, because you can still defend the 3 gens that you want to be uncompleted. Survivors will need to run to those gens, giving you a short time for a 3 gen strat.

  • That change would likely bit a little much for solidarity. A standard heal takes 16 charges (1 CPS), and likewise, two heals would take 32. If you got a full heal from healing someone else, two heals would only take 16 seconds (half as long). This can be combined with a perk like We'll Make It to heal two people in only 8 seconds. That's a quarter the amount of time that it would normally take. Those two survivors would be able to go back to generators and repair, getting over half the generator done between the two of them.

    That's a pretty big game changer, all things considered. Unless the killer hovers around the hook they stand to lose two injuries in just 8 seconds. Not only is it a great for time efficiency, but it would completely remove a killer's pressure.


    That's an interesting idea for Corrupt Intervention, though. 120 seconds might be too long in the late game. I almost wonder if it would be better if instead of blocking a generator for a long time, it instead blocked the one that was closest to being repaired for a shorter time and showed you which it was. That way you can get a hook and make your way over to stop it from being powered, rather than having it block a generator that nobody's working on anyway. This way it would also work very well with a perk like Pop Goes The Weasel.

    Thank you for the suggestions!

  • Thank you everyone for their opinions, even If I disagree with them ๐Ÿ‘

  • @Ihatelife said:

    https://forum.deadbydaylight.com/en/discussion/comment/410739#Comment_410739

    Not really, because you can still defend the 3 gens that you want to be uncompleted. Survivors will need to run to those gens, giving you a short time for a 3 gen strat.

    And then they just do exactly what they did at the start of the game which is just ignore the gens entirely and wait for the timer to end. Then you gained nothing.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/410787#Comment_410787

    And then they just do exactly what they did at the start of the game which is just ignore the gens entirely and wait for the timer to end. Then you gained nothing.

    Even in this scenerio it still buys a time for you.

  • That time is meaningless if you aren't downing anyone because they all just wait at the other side of the map for the timer to end. You aren't gaining any time, you are just delaying the start of the game. You're missing the point.