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Trwth

Trwth

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Trwth
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  • Just when everyone had lost hope...


    There was a light! Awesome, devs!

  • @Centrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/794474#Comment_794474

    Sort of? I think your account rank should be determined by your individual rank with each Killer. This way, when you play a new Killer, you don't go against Rank 5 Survivors running 4 T3 Perks, but you also don't face newbies with 1 perk.

    Or hell; have Killer Level play into it, so if you only have 2 perk slots unlocked, you'll face people with 2-3 perk slots unlocked.

    I think instead of changing the ranking system, they just overhaul matchmaking and add an “unranked” mode that plenty of people seem to like. It’s basically the same, except it uses your Player Level to find games instead of your rank.

    Also, for individual Killer Ranks, I completely agree. I’m not sure where or when, but I heard that exact idea is real and will eventually be in the game. It’ll be hard to implement though since someone could be a Rank 1 Killer player, and then start as a new Killer at Rank 20. I have faith that they could do something to keep that from happening though.

  • @Centrum said:

    https://forum.deadbydaylight.com/en/discussion/comment/794461#Comment_794461

    Yeah but they just give pips, which then determine your ranking. The pips are a bad idea because they over-simplify the results.

    It's hard to explain but the current system is basically too simple for what it does, and makes it nearly impossible to enjoy a new Killer/Survivor when one comes out.

    Oh! So, do you mean like... each Killer/Survivor character has their own rank? Like, on Plague I could be Rank 8, but as Trapper I’m Rank 15?

    Edit: Gosh darn it. This is what I get for skipping parts of the post.


    As for pips, I think they’re really complicated actually. Earning pips and ranking up is not easy. And I don’t really see what you mean when you say that pips are bad because they’re too simple.

  • I could totally see that in a Killer’s kit. Heat Vision that highlights Survivors! It could be pretty interesting...

  • All of these are already in the game, and have more depth to them than that. If you look at the ranking emblems you receive at the end of every match, it will tell you what the conditions are for earning pips.

    For the two Survivor ones, that is the Lightbringer and Unbroken emblems.

    For Killers, that’ll be the Malicious and Devout categories.

  • I can’t wait until her buff either! SS Tier AWAITS!!!


    Hehe...

  • To me, I feel that this could work perfectly for Clown. It gives his power more depth and above all: map pressure.

    As for the lore, I completely agree! I’m sure a lot of people look at Clown like he’s a idiot when Jeffrey Hawk is actually really smart and athletic, not to mention, creative.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/791823#Comment_791823

    The reason why it's not don't like this is because it could be used to duplicate items.

    Person A has a white Ward brings in a purple flashlight with really good add-ons drops it or it gets knocked out with Franklin's demise.

    Person B their friend and picks up the item.

    Person A dies and gets the item back.

    Person B survives and escapes with the item.

    Now you have two of the exact same flashlights to which they can easily repeat this process with even more people or more times.

    After getting about five or so responses, I see what you guys mean.

    I do see what you mean, and I have a really pointless proposal to make White Wards counter Franklin’s Demise. But it’s not really like... needed, so I’m gonna not. 😅

  • I would change all Survivor interactions.

    Instead of holding a button, they’ll play a mini-game that is unique to the action. So the game will be different if you’re fixing a gen, or cleansing a totem. I made a post about it a while back, and I think it’ll make the Survivor’s side more interactive.

  • @Nikkiwhat said:

    https://forum.deadbydaylight.com/en/discussion/comment/791823#Comment_791823

    Lmao, no it shouldn't protect from Franklin's and it isn't an oversight... The Killer forcing the Player to drop their item is the same as you manually putting the item down...ot os no longer yours when you no longer hold it...

    Er, I mean if you die without holding the item, or escape. I don’t mean it shouldn’t be knocked out of your hands. It still should.

    If I bring a White Ward and lose my Rainbow Map to Franklin’s Demise but then escape without the map, I think it’s only fair to keep the map since I brought an offering that guarantees its safety.

  • If you stay on a loop for a while and then abruptly leave it, the Killer may get confused and lose you if line of sight is broken in the process. This works best on maps like Hawkins Lab or Grim Pantry.

    Also, never stay on loops for too long. The best strategy is to use windows on maps with a lot of structures and save pallets for later.

  • It definitely SHOULD protect you from Franklin’s Demise. It makes sense.

    That detail was probably overlooked when the perk was introduced into the game.

  • It’s bad for chases and more for stealth. But the fact that the only counterplay is by running certain perks or by listening to barely audible footsteps that Spirit makes while phasing doesn’t make it much fun for the Survivor’s side.

    On the contrary, gen-grabber Spirit is fun to PLAY AS, but not much AGAINST.

  • I run a Healer build using Autodidact and Buckle Up. When the Killer starts slugging for any reason, as long as I’m still standing, this team IS NOT going down! I just become a sturdy anchor for the team in these scenarios, and I love feeling useful like that, regardless of how situational it may be!

  • I don’t mind Spirit, and I think she’s fine as she is. She requires a lot of skill and guessing to play. It’s not like she can see the Survivors while invisible, so you have to rely on hearing and environmental objects more than sight.

    I only think Prayer Beads needs changing, but otherwise, try to learn a way around her. Spirit is the least of our concerns right now, and I think the only reason she’s a hot topic on this forum is everyone’s fear of a nerf after the Nurse rework.

    All-in-all, at least try to play the game against. Don’t ruin your own game experience just because you don’t like Spirit. If everybody else can tolerate her, so can you with some patience and careful play.

  • It really surprises me how well the hex totems are hidden sometimes, even if you’ve memorized the map already.

  • @TheNerdyRockstar said:

    So decisive strike was fine before the changes. (like across the board, all skill levels. it might not have been amazing at higher levels but it still worked outside of killer juggling) but since the change its unusable unless you really know what youre doing or the killer really doesnt.

    Like straight up every time i take decisive strike the killer will tunnel me off hook and leave me on the ground until its not active anymore and then pick me up and I dont get to use it OR they are like not bad people and will chase the person that rescued so I dont even get a chance to use it and by the time theyre back on me the timer expired.

    The issue before was that killers were able to stop people from using decisive by dropping them every couple steps. But now its not only easier for the killer to stop people from using decisive, but even when they dont try to stop it from triggering i rarely ever get the chance to use it anymore because people dont tunnel unless theyre desperate for kills and arent good at the game, but when thats the case, tunnelling isnt the worst thing they do.

    Basically its now only good if you're a good survivor against a bad killer so yall should fix it. Like killers are already stronger than survivor, and you keep buffing killer stuff and nerfing survivor stuff. Like killers can hit survivors through windows from like 5 feet away, have a bunch of perks that tell them exactly where survivors are, have perks that punish survivors for doing exactly what they have to do to win (or lets be real play) the game (like heal and #########), can slow the game down immensley with stuff like ruin and thanataphobia, and survivors have like, nothing even close to that powerful to fight back with and yall decided to take away one of the closest things survivors had to a decent defense.

    I vote (and Im just spit balling here):

    -We make it closer to how it used to be where it triggered automatically, not only if you just got unhooked. Or like if you get unhooked, it activates like inner strength does when you do a totem, and the next time you get picked up it triggers regardless of how long its been, but it deactivates if you fully heal

    -Remove it as a perk entirely and just make it a standard part of the game. Like vaulting, hiding in lockers, throwing down pallets. Just make decisive strike a standard ability for survivors and remove the obsession aspect of it. That way if a killer plays super tunnely, everyone has a chance to free themselves whether they take the perk or not, and it frees up a perk spot on laurie for you guys to add an entirely new perk to the game

    -Change it so that IF a killer plays tunnelly, the active timer pauses while in the dying state and while being chased. Like, if you REEEEALLY want to make it an anti tunnelling perk, then keep it as it is, but take away the option entirely. Like make the choice for the killer "Either you dont tunnel people off the hook, or you risk them breaking free with decisive." That would solve the problem we had with juggling with the original decisive strike way better than this rework ever did

    Sorry if this got a little ranty but killers are inherently way stronger than survivors, and their perks vs survivor perks just widen that gap. And it genuinely feels like you guys care more about making the game balanced for the best players who have the skill to play around unbalanced perks and stuff anyways, instead of making the game balanced for everybody. Like itd be one thing if there was a professional DBD Esports league (which, like....there should be I would watch the crap out of that) and you guys were focused on keeping it balanced for the professional players, but nah youre basically just keeping it balanced for youtubers and streamers.

    I know Im gonna get a lot of flak for this and Im fully prepared for it but I felt like it needed to be mentioned

    Decisive Strike before its change was horrifyingly unbalanced. It had no counterplay, and it fit with every single build you could think of. It rewarded Survivors for playing badly, and punished Killers for catching them regardless of the situation. You may say that Killers can just "juggle" Survivors with DS, but that's such a dumb thing to have to do. I can tell that you're not looking at this from the Killer's perspective.

    Also, it's not about using DS. It's about DS saving your life when you DO get tunneled or found within that minute. Believe me, A LOT happens in one minute in this game. It's like Unbreakable now but better.

    Lastly, Killers are not stronger than Survivors. Like Milo said above, there are four Survivors and one Killer. In a 60 second chase, Survivors can do almost two generators without certain perks. Putting pressure on Survivors isn't easy, and if they all had old DS, then the game would be child's play for them since it didn't matter anymore if they got caught. If you play Killer at the higher ranks, then you'd understand a lot better.

  • A certain someone is gonna show up and critique this...


    As for me, I'm okay with it. It's nothing too crazy, which is a smart move since Legion seems to be a very awkward Killer to "balance".

  • As a Laurie main, I agree.

    Does the Entity have make-up artists? Like, we have Survivors like Steve who’s hair is always top-notch.

    in Laurie Comment by Trwth
  • If they T-bag from all the way across the map, then I usually assume they’re on the hatch. Only then, I’ll stop struggling and cross my fingers that they escape.

    That is only if they were a good teammate in the past. I’m not just gonna give it to someone who did nothing to contribute to the team.

  • People tend to be crybabies in games like these where it’s a semi-competitive environment. I’d compare the playerbase in this game to Rainbow Six, where people are the same way.

    Just tell them to calm down and give them a GG. Don’t bother going back and forth with them, because you’ll just end up in a pointless shouting match.

  • It’s an invisible status effect, like the Deep Wound. It doesn’t show up on your HUD, but it is indeed there.

    So far, the only perk in the game to cause that effect is Open-Handed. It would be cool to have more though.

  • This will go down in history as the greatest victory for Survivors ever! A battle against not just the Killer, but a fellow Survivor as well...

  • This is the kind of positive attitude I like to see!

    And gosh, could I ever feel more relatable to this? Hide-&-Seek is the best!

  • His portals also need buffs. It’s so infuriating to have your portals destroyed moments after you place them down with no notifications. They are also destroyed way too fast. Healing is longer than destroying a portal.

    Being able to take down one of his portals manually is also something that people have been asking for. Or, alternatively, a recycling mechanic.

  • I had an idea about this game-mode involving the Legion.

    Different maps, different objectives. Four Killers: Frank, Julie, Susie, and Joe. Pitted against however many Survivors would fit.

    It’ll be very team-reliant, requiring aggressive play from both sides, and I don’t mean rushing gens, but rather, fighting back.

    It’s just a thought, but I feel like the concept of The Legion is better off as an alternate game-mode than a Killer. I do like Legion, but not a lot of other people do, and he’s impossible to satisfy people other than Killer players.

  • It’s those times when your allies assume that someone else is already coming to get you. Turns out nobody is, and they died on their first hook.

    The worst part is that I was one of those people at some point. 😖

  • I got reported for stacking mist offerings with my friends and bringing a flashlight, even though I didn’t ever use it because they basement-camped as Leatherface.

    They claimed that I was playing “unfair”, but that’s what offerings are for!

  • I genuinely thought this was gonna be a post arguing that No Mither was overpowered

    xD

  • I use Autodidact regularly since my main build is my signature healer build. I’ll be honest, everyone who commented on this post, they are all right about the perk. It is primarily meant for certain builds and HEAVILY relies on RNG. Sometimes you could get all five stacks from one Survivor, or you’ll get none at all for the whole match after healing multiple times.

    But, take my word for it, when it works, it is one of the best things to grace Dead By Daylight.

  • I remember when for the first few months of playing DbD, I felt an incentive to T-bag at the gates, and wait for the Killer to push me through. To this day, I still don’t know what the motive was.

    I also remember that I T-bagged when I made a good play, like a reverse pallet stun or a grabbed flashlight save.

    All-in-all, I think they just want attention. They don’t think about how that makes the Killer feel.

  • Hex: die


    When this totem is cleansed, all Survivors are guaranteed to de-pip 1/2/3 times at the end of the match. All emblems earned will not count.

  • You make a really good point by saying that it promotes newer players to camp, which it does.

    As for the rework, making Insidious into a chasing perk is quite an interesting one. To me, it seems more like a rework to Beast of Prey, which is a perk that is supposed to do exactly what you made, but does it poorly.

    I like it though. It’s fun reading through other people’s ideas for perks that most people just... forget about.

  • Dude, YES!

    It’s such a simple idea, but it’ll make being stealthy so much more immersive, heh heh.

    They could make I like Ghost Face’s leaning ability and have you hide around corners and zoom in to see past. While you’re standing, you plant yourself against the wall and glance in the direction where you’re looking without peeking out so that you don’t get spotted. While crouching, you sit against the wall and do the same.

    Just... yes!

    😄

  • Honestly, this sounds great! The second part of the perk seems to contradict itself though. You would want people to be in your Terror Radius if the skill checks are inaudible only then, so reducing the Terror Radius is really unnecessary. Otherwise, you’ve got yourself a wonderful perk!

  • @bubbascal said:

    I really like the idea of a mimic Killer, and I don't remember why the devs won't do it. But "Phantom Presence" sounds like a complete Killer Power. That could be used for a new Killer instead of a rework. It also doesn't match the Legion's background (Iron Maiden) they seem to frown when it comes to the use of lockers or hiding spots.

    Concerning that gen sabotage speed tho… it needs to be higher than a single Survivors repair speed.

    Also, can Phantom Presence mimic Survivor items as well? It would be interesting to see Survivor items maybe used on other Survivors... like being able to inflict a debuff on a downed Survivor with a medkit while mimicking another Survivor who has a medkit.

    Thanks for the positive feedback. The devs say no for a perfectly valid reason: “Survive With Friends”. This mode completely negates the mimicking Killer’s power. Maybe it could be good, and I’ll bet that there’s a way to work around this, but I don’t think my proposal is it. Perhaps with some tweaking, it could work. 🙂

  • Calm Spirit should literally turn you into a mute except when you’re injured or dying.

    This should include what you’ve said: falling, staggering, grunting, wiggling, screaming, everything. It’ll be pretty useful actually.

  • @GODOG said:

    I'm rather disappointed with the last 2 sets of Killer Perks as I think the Plague had one of the best set of perks released in a while. Corrupt Intervention is a great less annoying Ruin-replacement, Infectious Fright is secretly becoming a fan favorite as people realize it really helps you snowball and know when to properly slug, and Dark Devotion while kinda gimmicky can at least actually work for some fun gimmicks since it's buff.

    Then Ghostface and Demo came out and oh my god what have you guys done. Here's my suggestions to fix them with some simple tweaks to the numbers.

    Thrilling Tremors

    Your dark designs and shrewd composure rouse The Entity. After picking up a Survivor, all Generators are blocked by The Entity and cannot be repaired for the next 16 seconds. Affected Generators are highlighted by a white Aura.

    Thrilling Tremors can only be triggered once every 60/50/40 seconds.

    Thrilling is actually a Perk that is slept on a lot, but the absolutely nutty CD on it holds it back sadly. Lowering it to 40 and making the lower tier versions of the perks actually useful will help make it proc more in a match and it will have synergy with Surge.

    I'm ALl ears

    Your keen senses are sharpened in the dark Realm of The Entity. Unlocks potential in one's Aura-reading ability. Any Survivor performing a rushed action within 48 meters from your location will have their Aura revealed to you for 4 seconds.

    I'm All Ears can only be triggered once every 40/30/20 seconds.

    I'm All Ears is also slept on a lot but it's actually pretty insane on The Nurse and some other strong killers. Mega boosting it may lead to some unfortunate outcomes...A slight nerf to the aura reading should help make it better without being terrible. Having it proc multiple times in a chase potentially would be a neat QoL change.

    Furtive Chase

    When your obsession Obsessionis hooked, Furtive Chase receives a Token, up to a maximum of 2/3/4 Tokens. If your obsession is sacrificed or killed you lose all stacks.

    Each Token decreases your Terror Radius by 4 metres while in a Chase and lowers the size and brightness of your Red Stain by 20% along with your Heartbeat.

    I've seen that some people say it should just hide your Red Stain entirely if you get enough stacks but I think that would step on Ghostface's own power too much, and also Beast of Prey assuming that ever gets reworked to be decent. Having it just make the red-stain smaller would be a neat effect that could lead to some more mindgames without just completely removing it. Same with the heart beat being up to 20% volume, thus almost indecipherable. This is mostly just me trying to make it a 'chase' perk as it was intended, honestly I think the best way to make the perk decent is just say it lowers your TR by 2 for each token, period. Make it a second M&A.

    SURGE

    Your eerie presence charges the air and interferes with technology. Putting a Survivor into the Dying State causes all Generators within a radius of 40 metres to instantly explode and regress. Surge applies an additional regression of 8%. Surge can only be triggered once every 60/50/40 seconds.

    Two simple but actually game changing additions. First the requirement of it being a 'basic' attack is removed as it's completely nonsensical and pointless. Especially with Demo's Shred not being a 'basic attack' means he will often not trigger Surge making one of his own Perks awful for him. Amazing. Next a minor range buff. I'm tempted to go whole hog and do 48 meters but I think 40 is a good sweet spot as I feel like a lot of times when I feel like it should have gone off but didn't, 40m would have covered it. Other than that it's a pretty cool perk but definitely not a 'Ruin/Pop-killer' as people hoped, which is fine we have Corrupt.

    CRUEL LIMITS

    Your ties to the otherworldly manifest when your prey attempts to get away. Each time a Generator is repaired all Survivors within a radius of 24 meters from the completed Generator are inflicted with Hindered for the next 20/25/30 seconds

    Now this fits the original flavor a bit more. Blocking vaulting locations is completely map dependent and hit or miss, and it also feels kind of cheap when it happens mid-chase with a survivor and they just get told 'lol you die' because all the stars aligned right and the perk actually worked. Hitting them all with Hindered however will do several things: Slow down them running away to either another generator or away from you. Screw over a guy in a chase right next to the gen. And maybe actually make Tinkerer work. I especially like the idea of it discouraging Survivors to just finish a gen right in the killers TR as they are chasing someone or right in their face. It also combos perfectly with Mindbreaker and Surge to an extent (Assuming it gets a range buff and could maybe hit another generator).

    Mindbreaker

    Your distressing presence drains and weakens your prey. While repairing Generators below 50% repair progress, or when Hooked, Survivors are afflicted by the Exhausted Status Effect. Any existing Exhaustion Status Effect timers are paused. After ending the Repair action or being unhooked, the Survivor is afflicted by the Exhausted Status Effect for 3/4/5 seconds.

    Now this would be interesting and possibly a lot stronger than the simpler version of just removing the dumb, 50% requirement, but I think this would be awesome. Can't just waste your Dead Hard and have it back right after you get unhooked. Otherwise just removing the 50% and buffing the lingering effect would do the trick.

    The three Ghost Face perk ideas I like, except for I’m All Ears. It’s a good perk as is, but reducing the cooldown makes it way too good. Mind-gaming Survivors would become too easy since their auras would be revealed so often.

    As for Surge, I think 32 meters is fine, just not 24. It should not have a cooldown though, since it’s completely unnecessary and does nothing but restrain a perk that doesn’t need restraining.

    Your version of Cruel Limits... really won’t do much in the long run. Changing the effect doesn’t make it that useful, since people want to get something out of PROTECTING gens, not completing them. If it applies Hindered, then people still won’t use that perk since it’s still not very useful unless combined with a certain build.

    Adding Mindbreaker to affecting hooks doesn’t make it any better. If anything, it will encourage Killers to funnel since the previously hooked Survivor can not defend themself unless they have BT. What people want is to have Exhaustion affect gens at all times, not just below 50%. The Exhaustion timer increase is definitely needed though.

  • @ad19970 said:

    A few of your buffs seem a bit too much, like Cruel Limits or Distortion. Regarding Distortion, I think that perk should have 4 tokens at the start, and then you can gain one extra token for every totem you cleanse.

    However, I do really like a lot of your ideas here. Especially Territorial Imperative and Monstrous Shrine. Those could easily become new perks as well, for a killer in an upcoming chapter.

    I don’t see the issue with Cruel Limits, but Distortion... kind of? I feel like there should be a way to reobtain tokens in the match since it’ll make the perk far more useful in the long run. The conditions can be anything as long as it isn’t broken. Cleansing totems can definitely be one.

  • @S_Panda said:

    Another issue is I can't see the reason you would want to mimic survivors with the current proposition: you can dismantle a single generator at the same speed 4 other survivors are repairing 4 others. otherwise, you're slowly repairing a generator helping the other team as a .5th survivor. Unless I'm misunderstanding the 'revert after a small animation' where you'll spend time standing still (say next to another survivor at a generator). As soon as they know they're playing against legion they'll be paranoid to be near another survivor and even more so if said survivor stops repairing the generator.

    I had trouble coming up with cool things you could do while mimicked, so that’s perfectly reasonable. Generator sabotage should be definitely be more effective if this were a thing.

    Undisguising yourself takes about a second to perform, and you become Undetectable. On certain maps, you can hide behind walls and pop out for a grab. That was the motive behind this, at least.

    Paranoia is exactly what you want, isn’t it? Survivors will be scattered and unwilling to trust their allies, meaning that the game will be slower since they aren’t working together.

    All-in-all, yeah, this idea is pretty much a failed attempt. It was a good one at the time, but I see what you’re all saying now. I’m not like hurt or anything, so don’t feel bad when I say this. I appreciate your feedback.

  • @ad19970 said:

    Well this sounds pretty complicated. But from the sound of it it seems like it'll bring back some of the frustration that survivors had against old Legion as they just ran around with little counterplay until Legion downed them with their ability.

    I do think this would be way too much work for the devs as well, as they've got enough else to still balance.

    Also, your idea of Legion mimicking a Survivor won't work, as it can be countered via voice comms. It would be strong against solo survivors, but useless against swf teams, especially a 4 man swf team.

    Yeah, that all makes sense. The SWF one is something I thought about but I was just like “Eh, I’m already half-done”, so I kept going.

    Like I said, worth a try.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/764809#Comment_764809

    I really did love how inventive you were. Don't get me wrong. The amount of time you put into it is amazing. But you have to remember Killer is all about time management. Legion is all about Rush down. Take a moment, and then try again. I'd love to see any other ideas you have <3

    An example. Sure you can dismantle one gen, but what about the other 4 survivors? They will be CRUSHING gens with no Killer or TR to make them stop.

    Yeah, I know. You guys are the rightful judges of things like this.

  • @UlvenDagoth said:

    ALso "branded" give all survivors 3 hits if you use FF, making FF pointless. Keeping the vaulting speeds means Legion can still be looped in FF. 6 seconds for the stun if you arn't paying attention? What?

    No i'm sorry. I can't agree to these changes. I don't like the locker mechanic, The devs wont make a mimic killer and more importantly the more I read this the more it feels like even more of a nerf. I'm sorry but this needs ALOT of work.

    Ouch.

    Well, it was worth a try.

  • @UlvenDagoth


    Made that Legion rework thread you asked for. Happy reading.

  • @DupstepAlex078 said:

    The point of the Vigil Buff is to cover all negative status effects that can be afflicted upon a survivor.

    In one of my posts, I covered Quentin’s perks too. Comparatively, our ideas are pretty similar. I feel like a majority of the community would really like changes like these.

  • @Zoso


    I'm writing my own rework idea for The Legion and I can't think of a power name more suitable than yours to describe mine since it's almost identical to yours. Would you mind if I used the name, "The Fifth"? I'll credit you and link the original source.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/762339#Comment_762339

    WEll if you come up with anything for Legion, can you toss it into my Legion Rework Thread?

    Oh yeeeeaaaahhh!

    Well, it’s not very well-polished, nor am I sure that it’s balanced, but I’ll see what I can do.

  • Fire Up is the one I had a lot of trouble with. The only thing I came up with that made sense was increasing the max value by 1%. This way it multiplies to much higher percentages when a gen is done.

    Surge?

  • @UlvenDagoth said:

    Huh.... you got some good ideas here! Do you do more than perks? These are really good!

    Whatever is in the game that I think has potential to be better than it is currently, I’ll probably have something in store for it.

    ;)

  • I use this perk regularly and I wouldn’t mind having that. Usually you just gotta hope that you don’t get farmed without Borrowed Time though, which happens a few times.

    I do wonder though if it activates with the Deep Wound. That would be crazy.

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