Forever Entwined

Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

  • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

How do y'all feel about this perk?

This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

"What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of. "

Another idea could be giving it a smaller number that also reduced hit cooldown.

Please share your ideas!

Comments

  • I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.

    The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.

    For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.

  • @Langweilig said:

    I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.

    The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.

    For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.

    Yeah I agree it totally feels good, just missing any practicality for it. Like if we were worried about blinds, just run Lightborn with less steps and guaranteed…and even then I think Lightborn is always a wasted perk slot anyway.

    To put into perspective, it could even be 100%, IE pick up, drops and hooks would be instant animations..and you'd still only save like 1/3 of what most time saving perks currently save you. Not saying they should do this, just illustrating how bad it is.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    Yeah I agree it totally feels good, just missing any practicality for it. Like if we were worried about blinds, just run Lightborn with less steps and guaranteed…and even then I think Lightborn is always a wasted perk slot anyway.

    To put into perspective, it could even be 100%, IE pick up, drops and hooks would be instant animations..and you'd still only save like 1/3 of what most time saving perks currently save you. Not saying they should do this, just illustrating how bad it is.

    I would say it is better than light born. Whenever someone found out you got light born, it always became a wasted perk slot, that didn’t do anything. This perk still safes you time, helps you catch up on sabotaging/body-blocking survivors and in endgame.

    The sad thing about the perk is behavior will probably not touch and leave it as is.

  • @Langweilig said:

    I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.

    The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.

    For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.

    They've hard capped the pickup speed at 42%, so I doubt they'll want anything like that to happen.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    They've hard capped the pickup speed at 42%, so I doubt they'll want anything like that to happen.

    Wow, that’s dumb! Why would they have something like light born which makes flashlight safes impossible and then add a cap

  • @Blueberry said:

    Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

    • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

    How do y'all feel about this perk?

    This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

    I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

    Picking up a survivor takes 3 seconds and hooking a survivor takes 1.5 seconds.

    0 tokens = no change
    1 token = .12 seconds saved on the pickup and .06 seconds on the hook = .18 seconds in total
    2 tokens .36 seconds in total
    3 tokens .54 seconds in total
    4 tokens .72 seconds in total
    5 tokens .9 seconds in total
    6 tokens = 1.08 seconds in total
    7 tokens = 1.26 seconds in total
    8 tokens = 1.44 seconds in total

    As you can see the time savings from this perk are hardly anything so in my opinion its not even close to good enough.

  • @Nomade said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441574/forever-entwined

    Picking up a survivor takes 3 seconds and hooking a survivor takes 1.5 seconds.

    0 tokens = no change
    1 token = .12 seconds saved on the pickup and .06 seconds on the hook = .18 seconds in total
    2 tokens .36 seconds in total
    3 tokens .54 seconds in total
    4 tokens .72 seconds in total
    5 tokens .9 seconds in total
    6 tokens = 1.08 seconds in total
    7 tokens = 1.26 seconds in total
    8 tokens = 1.44 seconds in total

    As you can see the time savings from this perk are hardly anything so in my opinion its not even close to good enough.

    Yeah it's pretty terrible. Needs a lot.

  • Should be 6% per token. Maybe add locker opening into the mix. Or maybe make it so it decreases your missed attack cooldown too.

  • @Blueberry said:

    Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

    • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

    How do y'all feel about this perk?

    This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

    I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

    Untitled Image

    Other Meme Perk Nobody going to use that garbage worse than Fire Up

    @Jtflorencio said:

    Starting for maybe the most!! DBD MEME PERK ( FIRE UP )

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


    This Perk continues to be useless and meme even with the Buff of 6% and gives you these options so that Behaviour can be studied

    ((Current Fire Up:)) 6% / 12% / 18% / 24% / 30% for token

    New Fire Up: (Start with 1 token) 6% / 12% / 18% / 24% / 30% / 36% ← (Best Option)
    (with this buff Behaviour needs to small buff Brutal Strength at 25%)


    Option "2" New Fire up: (Start with 1 Token) 5% / 10% / 15% / 20% / 25% / 30%
    Apply the same as Brutal Strength but with 3 tokens (maybe with other engines that are certainly advanced) the Fire Up problem is that Survis can do (1-3) GENS t same times times it does not give good use to the Perk ending up with the same tokens that the current fire up has the advantage that start with 1 token

    It is literally the riskiest Perk in all of DeadByDaylight and its risk is not worth using starting with 1 token makes it less dangerous to use….

    ————————————————

    PERK 2 ( Dark Arrogance )

    https://us.v-cdn.net/6030815/uploads/2UVZKXFGZUR3/image.png


    Current: Dark Arrogance Permanently increases your Vaulting speed by 25% BUT.... Permanently increases the duration of Killer Blinds and the duration of Pallet Stuns by +25%

    And this makes it a Perk (Another meme) that benefits Survi more than the Killer himself (this perk does not block vault like Bamboozel)

    My suggestions are these: Vault 25% but... small Enduring of 10%

    (Behaviour yes or yes you have to remove the negative effect)

    ———————————————

    Perk 3 ( UNBOND )

    https://us.v-cdn.net/6030815/uploads/EC1NT51HKO0E/image.png

    When a Survivor becomes injured by any means, Unbound activates for 24/27/30 seconds:

    5% HASTE status effect for 10 seconds after vaulting a Window

    This Perk is a meme because the time it takes to vault the "few" windows on the map 5% for 10 seconds is not enough and 30s … pathetic

    My suggestion: When a Survivor becomes injured by any means, Unbound activates for 60 seconds: 5% HASTE status effect for 20 seconds after vaulting a Window (And it is still much weaker than Play with Food)

    ———————————————

    PERK 4 (Batteries Included)

    https://us.v-cdn.net/6030815/uploads/H49ZWIDU2CXN/image.png


    Current Batteries: Whenever you are within 12 metres of completed gen you granted 5% HASTE effect , this effect lingers for 5 seconds after leaving the generator range

    This Perk, despite being "decent" on small maps, on large maps it is completely useless and with the nerf we will have to the maps it is better to give it a Buff since it will become more "meme" than it currently is.

    My suggestion: Whenever you are within 14 metres of completed gen you granted 5% HASTE effect , this effect lingers for 6 seconds after leaving the generator range

    ———————————————

    Okay, any other perks that should be Buffed/Reworked? This version is only Killer, but it could also be Survis. Would you make any changes? Please support this post and comment.

  • @SoGo said:

    Should be 6% per token. Maybe add locker opening into the mix. Or maybe make it so it decreases your missed attack cooldown too.

    While it would still be bad that's a good start. At least then it might be tempting for the feels good on locker reload type killers.

  • @Langweilig said:

    I actually like this perk (even if it’s not that good), because it makes the gameplay feel better, a tiny bit faster and it actually safed me two times from a flashlight safe already.

    The token requirement while being unnecessary is almost unnoticeable. You reach max tokens so fast. I just wished they would allow for something like 15 tokens (60%). It would feel so much better and would probably not need any more changes.

    For a secondary effect I have only bad not for the perk fitting ideas, so I’m not going to bother you with them.

    What do you think of it giving a hit cooldown recovery (like STBFL) but only on downs?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    What do you think of it giving a hit cooldown recovery (like STBFL) but only on downs?

    That’s actually a really interesting idea. Up the numbers and make it effect that as well. Realistically still not good, but a nice improvement.

  • It's fun to use, but I don't think it's actually that good.

    I wanted it to be 6% per token (for a 48% maximum), but unfortunately they capped the overall pickup speed buff at 42% because of bugs so they can't do that unless they can find a way to fix those issues and uncap it.

  • The current effect it has isn't bad, it's generally fairly useful for throwing off people's flashlight timings in some circumstances, but I agree the perk is just missing a little extra something to make it feel more worthwhile.

    I don't think the current effect needs a buff, that probably would have pretty diminishing returns, but some extra effect would be pretty appropriate. What that could be, though, I genuinely don't know. Anything on-theme for saving time would either have too much overlap with other tools, like the break action or vault speed, or would be too strong on its face, like weapon wipe animation.

    Maybe lean into the "entwined" theme and give it some effect (Scream, Oblivious, something minor, definitely not Hindered or anything like that) for survivors moving a certain distance away from you in chase…? That might be too overbearing as well, though.

  • What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of.

  • @Blueberry said:

    What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of.

    I'd be onboard with this. You're right, there aren't many perks for blindness. Most of the long-lasting blindness effects are actually killer addons.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903866#Comment_3903866

    What do you think of it giving a hit cooldown recovery (like STBFL) but only on downs?

    No, the Perk should have 46% base without any type of tokens

  • @Jtflorencio said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906007#Comment_3906007

    No, the Perk should have 46% base without any type of tokens

    Have you read my former comment? I was advocating for such a change already and I even asked for 60%!

    This would just be an additional change which would fit it well

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906359#Comment_3906359

    Have you read my former comment? I was advocating for such a change already and I even asked for 60%!

    This would just be an additional change which would fit it well

    They limited it to 54% (or something like that) because it cancels Decisive Strike.. a stupidity on Behavior's part, killer perks can never counter survival perks.

    Fire Up + Forever Entwined is yet they limit the combo that is already bad … 2 perks that counter Decisive Strike and still limit and nerf it

  • @[Deleted User] said:

    As a suggestion in the area of adding effects, would adding a basic attack miss cooldown reduction to thelsit of thing's it effects be worth it, not or wouldn't change anything?

    Yeah I thought about that as well. That would make it significantly better. I was concerned with STBFL already existing and stacking, but it did get nerfed pretty hard recently that now it might be fine anyway. We obviously couldn't use the perks current numbers also applied to hit cooldown, so maybe keep the current one for the other effects and a smaller number for hit cooldown.

  • Honestly, kind of changing the perk entirely here, but given "forever entwined" what if instead of its current effect it only hard debuffed the last person hooked? Something like the last person hooked suffers X% slower gen repair, healing ect. It would only effect them so it would have to be a strong %, however it would now be a perk that encouraged not tunneling. So if you tunnel you get nothing from it, but it makes you want to leave the last hooked alone and chase others as they are doing much less on gens or healing their other teammates.

    This debuff would transfer based on the last person hooked and only ever effect 1 person at a time.

    Think similar to Wretched Fate, except the survivor doesn't need to do anything to remove it as it just passively moves around.

  • @Blueberry said:

    Whenever a Survivors takes damage, Forever Entwined gains +1 Token, up to a maximum of 6/7/8 Tokens:

    • Increases the Action speeds for Dropping, Hooking, and Picking up a Survivor by a stack-able +4 % per Token, up to a maximum of 24/28/32 %.

    How do y'all feel about this perk?

    This just looks so bad to me and I can't think of any scenario someone would want this. Like why does it even have a requirement in the first place for a bad effect? You could just save way, way more time running many other perks.

    I think it needs some additional effects if anyone has ideas. For just those effects it currently has the numbers would have to be made on the verge of silly to be relevant.

    "What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of. "

    Another idea could be giving it a smaller number that also reduced hit cooldown.

    Please share your ideas!

    I've found it very useful for countering any form of save since your timing is always changing, plus its just really smooth feeling to use, even if its not the best perk

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907108#Comment_3907108

    Sorry i meant missed attack cooldown, like the perk Unrelenting.

    Oh. I mean that's something, but in like 99% of cases an irrelevant effect I feel. I suppose we could make it a perk that buffs things that aren't that impactful but there's many of them. Like add missed attacks and opening lockers to its current effects.

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/441574/forever-entwined

    I've found it very useful for countering any form of save since your timing is always changing, plus its just really smooth feeling to use, even if its not the best perk

    I mean for blinds Lightborn is just infinitely better, so the only case at all I can think of is pick ups under pallets..which are so rare to begin with and generally more of a skill issue on the killers part anyway..which also kind of applies to blinds tbh as well. The "feels good" part I agree and is basically all it has going for it, just not really impactful at all.