Saint_Ukraine
Saint_Ukraine
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- Saint_Ukraine
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I'm not sure about this, since there are several perks that do exactly what you want to game to be adjusted to. Even the concept of finding parts for generators technically, I think, would be covered by Brand New Part. But I actually like the idea of searching for parts for generators. I'd like to have something else introduced to mix it up a bit. But as I was saying, several perks already do these things:
Overwhelming Presence increases item consumption, causing survivor items to burn out faster. A Brand New Part will shave off more than 5 seconds on a generator, even with its recent nerf. Brutal Strength increases the killer's generator damaging speed, as well as pallet breaking speed. Fire Up also makes it so that with each generator that is powered, kicking generators is faster, as well as several other actions. Pop Goes the Weasel instantly regresses the gen by at least 15%, and Thanatophobia reduces the action speed of survivors when they are injured. Basically everything is covered in one way or another. And I think I need not mention that there are several other perks that work wonders for halting generator progress: Ruin, Overcharge, and Unnerving Presence are good ones.
There are many ways to counter generator completion, but it's up to the killer to use those methods to their full potential. But again, I love the idea of a secondary objective for collecting generator parts. It'd slow the game down for the killer, and give survivors something else to do. Best of both worlds, probably.
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@Dreamnomad said:
Ash really doesn't make sense as a survivor. He's known for using his chainsaw hand and shotgun to kick the crap out of evil dead creatures. Survivors can't actually fight the killer. Is he going to have a chainsaw hand just for show? That would be too much of a letdown. This just isn't the right game for him. The whole series is too silly for the DBD universe anyway.To be fair, Laurie Strode shot Michael Myers in both of his eyes in one movie, and cut off his head in another, and she can't exactly fight him in DbD, except with Decisive Strike.
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@Terrortot said:
Determined seems fine, but wouldnt be worth taking over even slippery meat, since the most effective perks affect first hooks. I would like a perk that gives you an extra escape attempt with higher chances on 2nd or even 3rd hook.Uninterrupted unhooking sounds like a major pain to deal with, since it matters most when exit gates are open and everyone is attempting endgame saves. Would be nice to see a skill check counterpart to the quiet gen one, failed checks on healing/sabotaging etc dont give audio/visual queues.
Any perk that allows you to troll a fellow survivor is going to get abused, just like diversion. Would be better if hemorrhage was applied to the rescuer.
Great ideas imo
Thanks for the feedback! Instead of inflicting Hemmorhage on the hooked survivor, do you think it ought to inflict Exhaustion onto the rescuer?
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Perfectionism sounds like the biggest middle finger to Ruin. Also, it seems to remove the purpose of Stake Out, but then again, at least you get the normal skill check size for that perk.
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Hi PizzaMafia,
Right off the bat, I'd like to say that the concept art for the perks looks most impressive; you obviously put a lot of work into them! The perks are great ideas, although, like you said some do seem slightly OP, or make other perks/items obsolete.
I won't say that Pick Locker is OP, due to the fact that finding the closed hatch is usually by accident. And in the event of finding the hatch, with this perk equipped no less, you still need to do 3 DS sized skill checks in a row to open it. It also will end up being useless if you die early on, and if the killer is not the Pig. So, I would compare it to Decisive Strike, in the fact of it having a lot of potential to turn the game in the favor of the survivor, as long as the survivor is good. So, overall, a decent perk.
The idea of Salvage is brilliant. So many times I repair a gen and the killer comes along, kicks it, and chases me away. In some situations I come back and a 50% gen has regressed to 0%. Boosting it up to 25% with just a tap could come in handy. The cool down doesn't seem necessary, as the survivor will need to be away from the gen for a while in order for it to regress, and make the potential of Salvage reach its peak. Then again, the amount that a gen regresses in 2 minutes is unbeknownst to me. Not OP, as other survivors could most definitely make the perk useless, by tapping the gen without the perk equipped. Again, I'd probably remove the cool down timer, or at least reduce it.
Under Pressure seems to just be a mimic of No Mither, but you can still be healed (I assume). I don't have any serious problem with this perk, other than the fact that every tier of this perk is the same. I would probably make it similar to Iron Will. Maybe make the blood less visible in each tier, or the time/distance between blood spots on the ground is increased. I don't have much of anything else to say about that perk.
I have mixed feelings about Padlock, as for one, the idea of being able to lock the doors of a locker from the inside seems bizarre, as well as the fact that the killer basically gets a guaranteed grab if they choose to camp the locker, but on the other hand, it would waste time. I like the idea of giving lockers a greater purpose, but dislike the idea of creating an easy way to waste time for survivors who may not be good enough to run a killer around. I wouldn't say it's OP, because it can only be used once.
Bail Out definitely gives me an OP vibe, as you can see the hatch aura within a fair distance, and kind of negates the need of a map. It also seems to promote against altruism, and makes the game a little too easy for the last survivor in that aspect.
Mirror Image seems a bit OP as there's really no way to counter it, other than guessing whether or not the survivor has the perk. I think what should happen, is that 2 auras appear, yours, and the fake aura. That way the killer gets at least a 50/50 chance of going to the survivor, instead of, well, nothing.
Again, these are fantastic ideas and obviously took a lot of thought and work. I hope you continue to come up with more perk ideas in the future.