Would this Call of Brine rework be a good idea? Let's discuss

I think it's safe to say that COB is going to get either reworked or just flat out nerfed at some point or another, it encourages a very boring meta of "kick every gen you see" and isn't really all that fun to use

So I did a bit of thinking, what if COB was made into a synergy perk rather then a gen-kicking perk?

Here's what I mean

We keep the perk as it is, but change it's activation requirement, if a generator starts regressing in any way other then the killer directly kicking it, COB activates it's 200% regression and noise notifications on good skillchecks

This removes it's synergy with Overcharge and instead makes it synergise with a bunch of other perks, Ruin, Surge, Pain Res, and Eruption, it would cripple the gen kick meta pretty hard while also encouraging a more chase oriented meta since 2 of the 4 perks I listed require downs or hooks to work and Ruin works best if you can keep survivors busy and off of gens, it would bring Ruin back to semi-relevancy while also making Surge and Pain-Res, two solid perks on their own, even better

Would this be too strong or too weak? Would the idea work with a different effect? Let me know

Comments

  • Hmm...

    The concern you'd have with a perk like this is whether someone who only has access to Sadako and no other teachables would even be able to use it since the perk does nothing on its own. It'd make Adept Sadako a little harder since there's nothing that really synergises with it for her, but beyond that... you'd have access to at least Jolt, so I think you'd be alright to make it a synergy perk instead of one that works on its own.

    Yeah, I'm alright with that. I like synergy perks like Thrill and Undying, I'd like to see some more- I'd be all for this change.

  • Hmm, i don't think the devs will want to introduce a perk that requires another perk to activate.

    I don't know if it will be to strong, honestly it might when comboed with Jolt, Eruption, Pain Res, Ruin, Legion's Iri.

    Like perk combos and synergies are cool, but not being able to activate a perk without other perk feels weird.

  • I don't really think it needs to be nerfed, it's only as strong as old ruin but you had to kick instead of chase off, it's only broken when combined with eruption but since that has been changed its not bad at all

  • @IlliterateGenocide said:

    I don't really think it needs to be nerfed, it's only as strong as old ruin but you had to kick instead of chase off, it's only broken when combined with eruption but since that has been changed its not bad at all

    This 101% over.

  • Ruin will never be brought back as long as it keeps its dual deactivation design. Even if you made it 200%/300%, etc. the two deactivation conditions are beyond awful. You would need to "fix" that or put an absolutely busted additional effect or number on the perk ala 6.1.0 eruption.

  • @IlliterateGenocide said:

    I don't really think it needs to be nerfed, it's only as strong as old ruin but you had to kick instead of chase off, it's only broken when combined with eruption but since that has been changed its not bad at all

    To play devil's advocate, it isn't always about strength. Sometimes it's about the kind of gameplay that a perk or addon or what have you encourages, and whether that gameplay is the kind of thing you want to be popular and common. Many would argue, and I do see their point, that jealously defending a 3-gen with repeated CoB/Overcharge kicking isn't particularly engaging gameplay for anyone and things that make it popular should be changed.

  • A perk that requires another perk to function is a bad idea if you ask me.

  • We do like the idea (and it's better than ours of slapping a cd on it) but we'd like perks to be able to do things on their own with synergy as a bonus, not the goal.

  • The most annoying part of CoB is the detection ability, tbh:

    How the ######### did devs add detection feature on a kick gen perk that:

    • stacks with other gen-kick perks, allowing crazy combos (former eruption prior to nerf, still very strong combo with OverChg) and promoting 3-gen chase-free strategy form the beginning of the trial (typical 30+ minute games)
    • enables the creation of 4 slowdown perk builds (5 with some killer powers), while still having strong detection ability!
    • has poor counterplay (you can hit 90+% great skillchecks on average , the perk will still alert the killer, #########!)
    • devs nerfed detection feature from S:PR for balance reasons, when it requires a down and a hook on specific scourge hook
    • similarly, tinkerer was also nerfed to balance the game, this CoB perk can do the same as old tinkerer (10+ times on the same gen ever and ever and ever) with high mobility killers with kick-gen build, this is crazy!!!

    @ DEVS: HOW DID YOU MAINTAIN COB PERK IN ITS CURRENT STATE ???

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369884#Comment_3369884

    To play devil's advocate, it isn't always about strength. Sometimes it's about the kind of gameplay that a perk or addon or what have you encourages, and whether that gameplay is the kind of thing you want to be popular and common. Many would argue, and I do see their point, that jealously defending a 3-gen with repeated CoB/Overcharge kicking isn't particularly engaging gameplay for anyone and things that make it popular should be changed.

    “Not engaging” for survivors you mean. On the flip side, chasing one guy around a bunch of strong pallets or windows for at least a minute isn’t fun. Not all of us even want to kick gens constantly without ever going into chase. Therefore CoB OC should be left alone as they’re essential to keep gens under control without having to overcommit to a chase, especially when the perks that give benefits once chases are won aren’t even that good anymore.

  • @TigerSnake said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369913#Comment_3369913

    “Not engaging” for survivors you mean. On the flip side, chasing one guy around a bunch of strong pallets or windows for at least a minute isn’t fun. Not all of us even want to kick gens constantly without ever going into chase. Therefore CoB OC should be left alone as they’re essential to keep gens under control without having to overcommit to a chase, especially when the perks that give benefits once chases are won aren’t even that good anymore.

    Well, sure, but surely that only adds another element to consider, it doesn't override the fact that the situation we're describing isn't exactly engaging for one side of the game. It's not as though you need CoB and Overcharge at all, let alone in their current state, so we can absolutely change CoB to be less problematic while still being useful.

    That's kind of why I like this idea. Letting it synergise with more perks by having it not be based on a kick but rather on everything that isn't a kick opens up a lot of opportunities for solid and dependable perk builds, something that is pretty unambiguously a net positive.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369948#Comment_3369948

    Well, sure, but surely that only adds another element to consider, it doesn't override the fact that the situation we're describing isn't exactly engaging for one side of the game. It's not as though you need CoB and Overcharge at all, let alone in their current state, so we can absolutely change CoB to be less problematic while still being useful.

    That's kind of why I like this idea. Letting it synergise with more perks by having it not be based on a kick but rather on everything that isn't a kick opens up a lot of opportunities for solid and dependable perk builds, something that is pretty unambiguously a net positive.

    I can live with CoB getting nerfed and not killed, but I don’t think there’s anyway to do that while satisfying both sides at the same time. The proposed nerf in OP for me would basically make it useless.

  • After Eruptions change CoB is not an issue.