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Teacyn

Teacyn

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Teacyn
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  • Pig absolutely needs an addon rework - Most of her addons are extremely minimal or even useless, and then she has the tamper timer + gearbox combo that literally makes it impossible for a survivor to do all of the jigsaw boxes in time, resulting in unavoidable deaths. There's pretty much nothing good about her addon setup.

    Myers also does. Most of his addons do virtually nothing or are so situational they barely matter, and then the EW3 duration suite of addons and the faster stalk addons are basically mandatory to play at any kind of high level. Some of his other addons are neat but like Ghostface he needs those two specific addons so much that he's basically unplayable without them at a high level. The only real substitute can be swapping out the EW3 duration addon for Tombstone or Tombstone Piece, the latter of which is hilariously broken like the Pig combo.

    Ghostface needs a lighter rework than other killers - Most of his addons are alright, if really basic, but his base power recovery speed is so slow that you are basically forced to run the recovery speed addons. No other addon even holds a candle to them. He needs to have them baked into his base kit to some degree + the addons nerfed, and then maybe other addons for him can be looked at once that suite isn't mandatory.

    Freddy needs an addon pass. Going from the PTB, literally like 3/4 of his addons are useless or so situational they're impossible to use. His addons were already really bad and now they're even worse. The entire Dream Pallet suite is completely useless because Dream Pallets are worthless.

  • Tombstone Piece needs to be reworked in general, so I think it's fine if we work under the assumption it would be if Myers got buffed in some way. (or, possibly more likely, it doesn't and then there's mass outrage as every myers is a tombstone myers for a week, and then it gets nerfed)

    I think bringing back multi-stalk and/or making the Obsession able to be stalked infinitely would be decent buffs. They don't address his total lack of map control but they make him able to punish mistakes much more heavily, and they give him more opportunities to snowball.

  • I like the idea of making it a small permanent (as long as the Hex stands) movement buff instead of the 90% useless current temporary movement buff. Every other aspect of the perk (and most Hex Perks) lasts until it's cleansed, why is that one element temporary?

    I feel like a bigger rework needs to happen to Hex Perks in general to make them less RNG. There's some totem spots that are frankly completely unfair to survivors and will pretty much never be found without a map or Small Game, meanwhile other totem spots are literally visible from a quarter of the way across the map. Not to mention that there's nothing stopping a hex perk from spawning literally directly next to a survivor, which is supreme bullshit.

    Some ideas I've seen/had myself (these are mutually exclusive for the most part)

    • Make hex perks not lit up visibly for the first ~90 seconds of the match. They are active during that time and they make a faint sound, but are not visibly lit up, rather having some other, much more faint visual cue. Reduces chances of survivors finding them literally instantly unless they actually go up and test the totem, which wastes valuable time.
    • Make it so all Totems are lit totems, and rework Hex Perks to have scaling power based on how many totems are lit rather than being bound to a single totem (this would be a huge rework, so sadly extremely unlikely)
    • Make it so hex totems physically can't spawn within a 1-tile range of any survivor - this could have negative impacts because SWFs could use it to correlate where a Hex totem is based on what tiles they spawned in, so it might be a bad idea.
    • Make dull totems reduce Hex Totem cleansing speed by X% base for each one that stands, encouraging people to do dull totems before attacking hex totems - also makes Thrill of the Hunt stronger, since its effect would assumedly stack, essentially forcing survivors to do dull totems before they can attack Hexes.


  • Have a feeling if we do get a new map it might be Raccoon City (possibly just the police station, since the station is huge). I'm not really sure what other singular location they could use. They could use a condensed version of the RE7 map, but that seems tougher to make work. The mansion from the first game could also work if liberties are taken with the design.

  • It's pretty simple actually - There's nowhere near enough killers for the volume of survivors. As a killer you tend to get matched up against high-ranking survivors regardless of your rank because the game is desperately just trying to find a match for them. When you reach those ranks as a survivor your queue times can easily get upwards of 5 minutes, my personal record when I was rank 2 was a 13 minute queue before it eventually put me against a rank 14 huntress with 200 ping. The reason you seem to get more balanced matches (in terms of survivor ranks) when you play survivor is because it matches you with those other survivors first if I had to guess, and there's no shortage of survivors at any given rank except for the very top level.

  • They've been brightening maps in general with the reworks (other than Badham), guessing to make hiding in plain sight less effective. I think it looks really nice, even if it is a little strange to have a straight-up daytime map.

  • Yeah, sadly it's not that easy because it would be extremely abusable. I would like to potentially see the "Quitter Bonus" increased (you get like 600 BP as both survivor and killer for someone quitting, it's laughable. Keep in mind it's just added to Altruism or... IIRC deviousness for killers, so if you max out bloodpoints anyway it doesn't give you any more, so it's not really abusable), + some kind of additional rank bonus for someone quitting, possibly a few points in each medal category except Unbroken. Making it so you can't depip if someone DCs would be the ideal solution but it's too abusable.

  • AFAIK, it doesn't check for the animation at all. A flag gets set when the animation ends that tells the game you're dead. Changing that flag to become set as soon as you get last-hooked would cause the hatch to spawn/open instantly, basically forcing killers to slug in order to secure the final kill (unless they got lucky and the survivor was very close). I believe it might also cause weird interactions with some perks? unsure.

  • Yeah I could definitely get behind removing the ability to dead hard through traps, that's dumb and the only killer it majorly affects is Trapper and god knows Trapper doesn't need any more disadvantages than he naturally has. I still stand by that removing the Iframes would render the perk almost completely useless. At that point you might as well rework it entirely.

  • Yeah, I think it would be better if there were instead situational mori skill checks you can do against last-hook survivors.

  • There's a significant problem with looking purely at data when it comes to stuff like this.

    Old nurse is a great example of this. She had one of the lowest kill rates in the game, because of how high her skill floor is (she still does). If you look purely at the data, you would likely come to the conclusion that she was severely underpowered and likely buff her. In reality, they did the exact opposite and nerfed certain extreme outliers like 5-blink and omegablink, because actual knowledge and experience tell you that good nurses running those builds are almost literally impossible to win against, and a lot of people argue good nurses are still almost impossible to play against. There's all kinds of examples like this you could probably think of.

    Balancing games purely by data + insider opinion (such as top-level players) kills them most of the time. For Honor got destroyed by this for a long time before the devs finally stepped back and said "What are we doing wrong here?" There's a level of balance that has to be reached.

  • The main issue I see with a system like this is that it might allow for some crazy stacking of synergistic perks - Some of these perks are so powerful together that even with halved power they are superior to either by themselves. Such as We'll Make It + BT, (unhook safely in range of killer, fast heals if you're safe to unhook anyway) or Unbreakable + Soul Guard (recover super fast, have endurance when you do so, can pick yourself up entirely if under effect of a hex). Removing the parts of these perks that makes them synergize so well with a system like this would remove their identity.

    The other issue is balancing. A lot of perks have lopsided power levels - Their power is heavily contained in one specific aspect of the perk. I.E Saboteur, the hook aura reading on that is basically just a convenience feature that barely actually contributes to the power of the perk. Others can't be cleanly "halved", due to the designs of the perk, like Self Care. Healing yourself at 30% speed would be so utterly useless that I would physically cringe when I see all the blendettes start running it, but if you made it just take away the improved efficiency it would barely change anything.

  • The current grind is completely unreasonable. I've put almost 100 hours into the game this tome and I got less than halfway through with actively doing challenges constantly. Maybe if there were less frankly nonsensical challenges that require the stars to align to even hope to get them done it would be a little less obnoxious, but having to put in potentially hundreds of hours for one season of a battlepass is nonsensical. Every other game I've played it takes ~50-70 hours of play to max out a season, which is still a ton but makes sense for the people who play the game a ton (which is who these passes are geared towards)

  • I'd rather Dead Hard get a consistency update. I cannot tell you the amount of times I've used it as a survivor only to end up exhausted on the ground despite literally being in the animation on my end, or from the killer side watching a survivor use it, connecting with them a solid second after the animation ends, and still not getting the hit. I think the perk would be mostly fine if it actually worked consistently, it would be almost useless if it didn't give the invulnerability frames (as it would be useless for dodging melee except maybe against console killers, resulting in it becoming almost purely a ranged dodge which is not worth a perk slot over another exhaustion perk.)

  • I love writeups like this. Here's my response to every one. https://pastebin.com/VA7xrTM0

  • I got so absurdly lucky with the latest grab challenge, I got down to last survivor in a match and tried to point him at a gen and he let me just grab him off it repeatedly. Grabs are so goddamn broken and it's obnoxious. I was trying to do the challenge as ghostface for HOURS and I got maybe one grab every... 10 matches? and every match I had at least 2 or 3 broken grabs, where I just get frozen in place for 3 seconds because the survivor peeled off 2 seconds before I grabbed them on their end but they were still on the gen on my end.

  • My ideal solution has always been to bridge the gap between SWF and Solo Queue. Give survivors a communication wheel, (possibly even some proximity voice and text chat, but this would be difficult to balance), and add some additional indicators for basic game information that normally isn't possible to communicate without external comms. Rebalance killers around the idea that survivors can actually do basic communication

    Also please, rework blindness to not be utterly useless against basic communication.


    Working under the assumption that they aren't going to do this though because they very likely won't? Yeah SWFs should be indicated. I don't think there's any clean way you can seperate them out, but you can at least indicate to other survivors and killers who all is in a SWF.

  • Bubba is like, the literal definition of an average/balanced killer. His power has decently reliable counters in most situations, he has very minimal map control. His major strength comes from being able to punish mistakes a lot more than other killers, especially if multiple survivors are in an area. If survivors consistently play well he's very difficult to do well as.

  • This is a much better direction for the perk, and allows for synergies with Breakout/Sabo. It'd likely be a very niche build, but could allow you to do funky saves if also combined with some way to heal yourself (Inner Strength or a Medkit most likely, you could do Self Care + Botany but then that's your entire buiild)

  • I do understand their point of not wanting people to instantly max out new killers and survivors the second they drop. I think a better solution is just going to be alleviating the grind in other ways I.E making dailies and challenges worth more, making perks spawn more, etc.

    I do think raising the cap to 2 or 2.5 million would be a good compromise though, still doesn't let you max people out instantly but does let you at least get them to level 50.

  • This is pretty neat actually. Iris for killer IMO should always be "huge upside with notable downside" that allow for a significantly different play setup, and this definitely accomplishes that. Far more than Iridescent Head for sure.

  • Copy-pasting my post from the other thread...

    Self-care is a weak perk by itself, but that's almost 100% intended to be its main balance factor. Keep in mind it also makes medkits more efficient while healing yourself with them. Botany Knowledge, along with increasing healing speed, also increases efficiency.

    If you run both perks, you heal yourself in... 24 seconds, iirc, which while still quite some time is very manageable if you're in a bad spot (need to rescue someone off a hook and might need to take a hit for them, killer is really aggressively patrolling close exit gates, etc.) and is fast enough that you're not massively hurting your team if you use it smartly, and don't just crouch in a corner and heal. If you're worried about being a detriment to your team still: Bring literally any medkit. Even with a Common medkit you can almost get two full heals out of it with both perks without hitting any great skill checks (and even with just self-care, you can get enough leftover charge to substantially speed up your next heal), and you'll heal even faster. TL,DR: Don't run self-care by itself, bring a medkit or a healing speedup perk.

    The only buff I would potentially give it is something like this, and I'm not sure it needs it.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845350#Comment_1845350

    Like putting undying or noed at the beggining of the match?

    (They're referencing a ######### flamebait post the other guy made in a different thread)

  • Devour Hope does show up every now and then, the main reason you don't see it more is because you can't use it with Undying since it's token-based and all of the other perks to reduce totem RNG suck ass. If Thrill of The Hunt and Retribution weren't so bad you would see Devour Hope more if I had to guess. Make Your Choice is pretty awful though yeah, it can be good on some high mobility killers but it's still very situational.

    I don't think the suggestion in the OP will help. If anything it'll subtly push killers to patrol close to hook even more if I had to guess. I think giving killers more direct incentives to move away from hook would be better, such as maybe a "Safe Hook" bonus if the person is still hooked when you get 24m away.

  • @TimeOutTimmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843921#Comment_1843921

    I have ran them all... and balanced landing is quickly becoming my favourite. Mind gaming hills wastes the killers time. They have to commit to the hill, and you can drop and get your burst.

    BL can definitely work out really well if you play into it hard, but on some maps that literally isn't an option or is so situational (you have to play around like, one specific area in the map and it does nothing elsewhere) that it's sometime hard to justify bringing compared to the others unless you also play a map offering. I think it could do with a minor buff of having the reduced landing stun stuff apply even when exhausted.

  • @Mastermind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1845270#Comment_1845270

    Struggling and wiggling has a purpose and:

    1. Get better internet. Any online game has the requirement of an internet connection and if you don't have it, well too bad.
    2. The timing is very lenient already. Apart from that, everyone will tell you to put struggling on the scroll wheel.
    3. Maybe normally press the button with a finger instead of bashing it with a hammer like an enraged gorilla.
    4. If you have fatigue, you should take a break as with literally any activity in the world. That's just you knowingly straining yourself.
    1. You say this like it's something people can just, do. Maybe in some countries, but in most of the US and many other countries you literally have one internet provider option, and if you're not happy with them your only other option is to not have internet (which isn't a real option). You're passing the blame for a game issue onto players to sort out themselves, when it could easily be resolved in the game itself.
    2. Same thing here. I shouldn't need to rebind an action to the scroll wheel of all things, which isn't a very intuitive binding, when the action can just be made less obtrusive on its original key. Binding it to the scroll wheel completely trivializes the mashing anyway, so it makes literally no difference if it was just removed.
    3. I highly doubt people are "bashing it like a gorilla", unless they have other anger issues, in which case this is probably not the game for them.
    4. There is a difference between fatigue resulting from play sessions going on too long and fatigue resulting directly from something within the game itself. The former is natural, and happens with any kind of medium-high intensity game. The latter is usually a sign of a poorly designed interaction or mechanic, as it causes unneeded extra strain on users. Some games intentionally include mechanics like this for narrative purposes, but for DbD, which is a generally competitive game that puts gameplay over what little narrative there is, it has no place.
  • @Mastermind said:

    How about a feature where you hold a button for a certain length of time and the game wins itself for you?

    I fail to see how somebody asking for an accessibility improvement makes the game easier. Mashing/tilting to struggle is not hard at all, but it produces needless wear on control peripherals and can easily lead to hand soreness or possibly even injury. I have a friend with minor carpal tunnel syndrome, and he had to set up a special control scheme so that he can mash with his other hand even though it's really not in an ideal location and causes him to die on hook sometimes, because doing it with his dominant hand causes intense pain.

    In addition, like mentioned, it's even worse if you have low FPS or lag spikes. The game can just not accept a singular input while struggling and then you're dead if you weren't mashing fast enough. It's stupid and adds nothing to the game. At least with the Cage skill checks there's actually an element of skill to it, rather than senseless mashing.

  • The Walkie Talkie idea is cool, but it would also become the de-facto meta item to bring any chance you get (and if you make it a perk instead, it is going in literally every survivor build unless you're SWFing), and it would give SWFs yet another advantage since they get to bring a different item like a medkit or toolbox.

    If improved communication is added for survivors, it needs to be in the form of something all survivors can do. More emotes would be my personal choice, give us a wheel instead of two pre-bound ones. Does give them the opportunity to add dances and stuff like that later down the line if they want to, but AFAIK they've shown no interest, so it would hopefully just be for communication emotes. Proximity-based VC (that the killer can also hear?) might also work.

  • Yeah I wish that the Survivor DC bonus was larger for both sides, especially early on in a match. If some dude DCs when he gets hit by the legion once 20 seconds into the game, I know for a fact I'm going to have a ######### awful match and most likely de-pip unless the killer lets us do gens on purpose (or isn't very good, but at higher ranks that's not common). Killer will often de-pip in matches like that too, and there's not really anything they can do about it because they just got completely denied up to 3 hooks and a bunch of chases and hits. 600 points are absolutely laughable. I wish the game would let you keep your item/add-ons and not allow you to de-pip if somebody DC'd within the first like, minute, and maybe just prevent de-pipping for the next 2 or 3.

  • This isn't actually a terrible idea tbh. Gives survivors an extra objective to deal with and gives killers more things to patrol. Main concern I would have is that the intermission gives survivors a lot of extra time where they can hunt for totems, so it might unintentionally nerf Hex perks a decent bit.

  • Blight is completely unplayable on console yeah. He's pretty bad on PC with a controller too because you can't turn fast enough, but the framerate being lower on consoles makes him even worse, it's actually atrocious. There's other killers like Nurse and Deathslinger that struggle on console but holy hell Blight is next-level bad.

  • I was so confused until I realized that by "fat shames" you mean spots where you can't run between two objects even though there's clearly enough room.

    Yeah, the swamp maps have a lot of these. I tend to forget about them and go down to them once every few times I play on them, and when I play killer on them almost always at least one survivor will run into one of them and get ######### really for no fault of their own.

  • It's definitely the best of the Haste exhaustion perks (not counting adrenaline, since it's very different), but I think that more comes down to the others sucking. Lithe is alright since it gives you more control, but SB is still generally a lot better since you can activate it at any time. Balanced Landing just sucks. It's literally useless on a not-insignificant number of maps, and is very situational on most maps that it does have usage on. Quite unfortunate.

  • Autohaven is basically unplayable as a Huntress now against good survivors. There's so many random props your hatchets will collide with despite clearly sailing over, and there's so many different objects for survivors to dash behind. Add in how overly dark the map is making it very easy to miss survivors entirely because they're borderline invisible, and playing killer on that map ends up just being a slog.

  • Yeah they've said before that they have a (small) dedicated team making cosmetics and art that don't work on other aspects of the game, so I would expect cosmetics and visual changes to still come, but I would be perfectly fine with them taking the entire next chapter "off" of making fully new content (such as new killer/map/survivor) and just doing a big bugfix and balance pass on most of the game.

    There are so incredibly many perks that are utterly useless or brokenly overpowered (honestly mostly useless perks that make good perks seem brokenly OP, DS is really the only survivor perk I think is actually super OP and Ruin is only so good because base gen kicking is so hilariously useless), that everyone boils down to running the same 6-7 perks on rotation on basically every killer and at all times as survivor. There's so many random bugs and inconsistencies with the game that it can make playing downright infuriating at times.

  • @Ink_Eyes said:

    Increase hook time by 10 seconds or maybe to make hook time a little bit more interesting they could implement hook skill checks that will reward you with a little bit more time if done properly?

    Not unless they remove mashing to struggle. My hands hurt enough already.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/1843072#Comment_1843072

    pause the game and you can see other survivors ping. Not sure about the killer, but its only your ping that matters.

    Killer's ping matters too, but yeah the ping of other survivors is mostly meaningless. Might cause some weird teleports here and there but that's about it.

  • @Deadman316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1841901#Comment_1841901

    My Pings are good, always green and usually no more than 25. Is there a way to see everyone else's ping?

    You can see other survivors in the pause menu (which I don't blame you if you had zero clue existed, there's almost no reason to open it during a game unless you need to leave the match), but you can't see the Killer's ping at any time.

  • Scarred is neat, reduces the power of DS. If anything, I might suggest making it 10/15/20% for 15/25/35 seconds.

    Eagerness is nowhere near a powerful enough effect to be run. Faster hooking is nice, but it doesn't really accomplish much since you're immune to any form of fuckery once you start hooking AFAIK (the person can't wiggle out, the hook can't be sabotaged, you can't be bodyblocked, etc.) The only thing it would really do is allow you to hit survivors who are trying to pull funny ######### faster. If you want to stick to only buffing hooking speed, it should be something like 10/12/14%

    Heavy Hitter would be devastating and likely would find its way into the kit of a lot of m1 killers, and killers who spread hits out. Nice.

    Helping Hand has the same niche as Solidarity, but requires you to either be running self care or carrying a medkit to use. I think if it had self-healing built in while active it would be fine, but it also might just completely replace Solidarity. Not sure if this is a design that can work.

    Distraction would never be used. All it does is give you more bloodpoints towards your cap, and if you're running the killer around a lot you'll have no trouble hitting the cap anyway.

    Wildlife Protector is very cool, but probably needs a longer cooldown since it'll be revealing the killer to you basically every time it goes off cooldown unless they're Undetectable. I'd make the cooldown a minute, probably.

  • Camping isn't actually an issue in the grand scheme of game balance. If a killer is just sitting in front of a hook or walking back and forth around it constantly, they're going to lose the game very fast against even remotely competent survivors. The only reason it might work out for them is if the killer is using Insidious or something like that, and a survivor runs up to try and rescue you and gets grabbed or downed, and that's a very rare scenario. Against less skilled survivors it can work more frequently because they run up and try to unhook you directly in front of the killer, but that's more an issue with survivor skill. Some people have suggested l1 kindred be made survivor base kit to help counteract this, but if that happens IMO gen kicking should be buffed to compensate (see some recent threads about it)

    Camping is mostly an issue in the sense that it absolutely sucks ass for the person getting camped, because it means you're almost certainly going to de-pip, you wasted any item you brought, and you basically didn't get to play that match. There's unfortunately really not any way to fix this without degrading the health of the game itself. Directly punishing killer for staying near hook is going to lead to SWFs abusing the hell out of it and bullying killers out of playing even more.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1840611#Comment_1840611

    So it's OK to block someone in a corner for 4 minutes where they can do nothing? They can't get anymore BP and can't just move onto another match, they just sit there getting more frustrated that the devs allow that type of gameplay (and encourage it since there's no downside for killer doing that). It's things like that that encourage the toxicity in this game that players complain about. Wouldn't it be better to make it so players can't be held in corners for extended periods of time to 1. Create a better experience and 2. Lessen the amount of reports received due to something you could make avoidable by removing the collision after 15/20 seconds (that's more than enough time if someone is body blocking a hook). It's this type of game play that causes the complaints about DC penalties - BHVR allows scummy gameplay where people can't do anything to move on from the match rather than do something to fix it.

    This is the kind of bodyblocking that Mandy means in terms of griefing. If some dude is literally just blocking you in a corner and not moving (as survivor or killer), then report them after the match ends. If they're doing it as killer they're going to lose extremely fast. If a survivor is body blocking a hook, that is an intended gameplay mechanic. They're impeding your progress to save their friend.

  • @kaijudane said:

    Killers don't need anymore aura reading perks.

    This already is an aura read perk, and it's one of the worst perks in the entire game. It needs some kind of buff, and this is a really small one all things considered. It's still super situational.

  • Yeah the map is legitimately terrible. The rainbow map just being the green map with all of the tracking add-ons built in is also really lame. I can't even say it's OP because it really isn't, medkits and toolboxes are far more impactful overall, but it's just a lame design for an item. I really don't know how you would fix either of them. The regular map could probably just be dropped down to Uncommon rarity, but that just leaves an even more massive gap in the items. Honestly kind of think they should be reworked entirely but I don't know what you would do for that.

  • Pig is one of the weakest killers in the game already. If anything I wish her traps were a bit faster/activated off more things to pressure survivors even more. Her power is almost completely RNG and has so many stop conditions that if you get unlucky it can literally do absolutely nothing for you.

  • I always feel terrible when I, as a rank 8 survivor, get paired with 2 red ranks and another purple, against a rank 16 killer or some ######### like that. The game ends before they even get two hooks usually, and nobody pips or are happy.

  • Builder's Grip would immediately become an absolute run-in-every-build perk. Even a 5% speedup to gen repairs is massive, and you should be working on gens alone anyway early on. Toolbox efficiency increase is just absolutely overkill. Outlast invalidates Camaraderie existing almost entirely (and that's already a niche perk that needs buffs), and Thrived Demise is also extremely strong.

  • Self-care is a weak perk by itself, but that's almost 100% intended to be its main balance factor. Keep in mind it also makes medkits more efficient while healing yourself with them. Botany Knowledge, along with increasing healing speed, also increases efficiency.

    If you run both perks, you heal yourself in... 24 seconds, iirc, which while still quite some time is very manageable if you're in a bad spot (need to rescue someone off a hook and might need to take a hit for them, killer is really aggressively patrolling close exit gates, etc.) and is fast enough that you're not massively hurting your team if you use it smartly, and don't just crouch in a corner and heal. If you're worried about being a detriment to your team still: Bring literally any medkit. Even with a brown medkit you can almost get two full heals out of it with both perks without hitting any great skill checks (and even with just self-care, you can get enough leftover charge to substantially speed up your next heal), and you'll heal even faster. TL,DR: Don't run self-care by itself, bring a medkit or a healing speedup perk.

    Inner Strength is fine. I do wish there was some way to indicate to your teammates that you have it so they can leave totems for you (though I've found that crouching behind them repeatedly while they do the totem usually works), but as long as you pay attention/bring a map, you typically can always have it ready unless your team is very aggressively doing totems.

  • "Last Man Standing" type perks are going to always slightly encourage a toxic playstyle, it's mostly about trying to design them in a way that they're useful enough during normal gameplay that that's not the literal only way they can be used. Left Behind is a terrible perk because it does literally nothing except show you hatch once everyone else is gone, which serves no purpose except hiding and camping for hatch.

    I think this proposed rework could be pretty neat. Makes you resistant to BBQ if people are not doing well to help avoid snowballing quite as bad, gives you opportunities to dodge Nurse's Calling, and can allow for clutch plays in endgame. It'd still probably be a pretty niche perk all things considered, but it would be less terrible.

  • I'd be fine with a Roulette mode that gives a BP multiplier, like an extra 25% or something. Maybe also have it roll an item with addons?

  • Delayed Capacitor is a bit of a cluster of mechanics. I like the idea but it should probably be simplified a bunch. I would personally reduce it to just make it so the gen just has to sit at fully repaired for 10/20/30 seconds before it actually turns on, giving you time to kick it, along with the Exit gates taking longer to power on.

    Mountain Fog is a cool idea but would be destroyed by SWFs. Probably still a fine idea overall though.

    Death's Door is a "lose less" perk, and I'm not sure killers would want to run something like that over a perk that can help stop them from losing in the first place. It's a neat idea though.

    Determined is a cool perk. Would survivors be able to repeat this indefinitely or would a fourth hook instantly kill them regardless? Ideally you'd want to time it so that on average survivors can only stay on third hook "struggle" for about... 10-15 seconds? so that if they're going to be rescued it has to be extremely quickly. An alternative idea if a third-hook save idea is completely out of the question is to make it so that if you reach the end of the struggle phase on hook it activates instead, but I worry that might make it way too niche.

    Also, the bit with "the killer could just camp the last few seconds" that's still pretty powerful because it wastes 10-15 seconds of the killer's time, enough to make some good gen progress, cleanse a totem, open a chest, etc.

    Desperation is also cool, but as an FYI the endurance and deep wound would cancel each other out. Should just make it Endurance, so that they have to get hit to trigger the Wound.

    Hat Trick is extremely gimmicky and I'm not sure how you as a killer would play against it. It's way too much time to waste to check every locker in an area, so in effect it might end up being a "get out of jail free" card in some survivor situations. It's a neat idea though.

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