Zewolf
Zewolf
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@pimin said:
So when discussing Survivor perks you have to understand their power is meant to be weaker on average as there is a higher likelihood of encountering the perks in a match than with killer perks.
I'll suggest changed descriptions below and see how you think.
Sturdy, No. Needs conditions for activation. this is too many odd passive effects stacked on top of each other to create an amalgam perk that does basically nothing against most killers. Removing the ability to be moried is interesting but ultimately worthless as when a mori is achievable most of the time it's due to the offerings which state directly that only those on death hook are allowed to be moried (or in Cypresses case when there's only one survivor left). Other methods for this require similar effects and are more tied to the power of the killer (Myers which requires an addon and Pyramid Head which requires a person to be tormented and on death hook). the only remaining method that this counters is Devour Hope, Which can be bricked (made worthless) by finding the totem.
Sturdy
Sturdy starts with 2/3/4 tokens. Any time you would take Double Damage, Sturdy loses one token and you are instead put into the Injured State and become broken for 60/50/40 seconds.
Last Hope, No. needs less conditions for activation. getting up from the dying state on your own is an effect that needs to be heavily regulated. Unbreakable, No Mither, Soul Guard and Boon: Exponential are nice balances on the effect. Unbreakable is one time use, No Mither forces the survivor to be injured when not dying, Soul Guard requires a Hex to be standing, and Boon: Exponential is able to be removed very fast and only works within its range. Last Hope has to be one of the choices it offers, not both. Then the recovery speed bonus, it's too strong to be passive through the whole Trial. and it's too strong of an increase in general for something that just exists.
Last Hope
When no other Survivors are remaining in the Trial, you can recover from the Dying State.
When the Exit Gates are Powered, your recovery speed is increased by 40/45/50 %
Dying Breath, Interesting but I'd want to see it in gameplay first before this concept is changed. I will say Turn Rate reduction might make more players mad than we might think but I don't really know.
No Change
Yet
Prowler, overshadowed by other perks. (Iron Will, Calm Spirit, Urban Evasion) and being second best at everything under a condition is not enough to justify its use. this needs to be something unique and I'm not someone who has enough experience with Survivor Perks to make them properly.
Prowler
Starting an action while crouched reduces the odds to trigger a Skill Check by 10/15/20 %
While crouching, other survivors within 12 meters of you can see your aura.
Scream!, why ever use it. this perk has no merit. you can use it when completely safe which makes all the other effects not matter. I'm led to believe this is just a meme and while I fully support the idea of things like this I want them to have at least some use. Pebble is Fun and this will just create a stigma like Object of Obsession. a killer that's doing something will just ignore it and you'll have wasted the effect.
Scream
While Standing Still, press the Active Ability Button to create a noise notification at your location. After Screaming you don't leave any scratch marks for 3 seconds and for the next 10/15/20 seconds all other noise notifications from you are suppressed.
Scream has a cool down of 50 seconds.
For the Struggling!, this is a yes. there enough stuff here to not overlap with other perks and synergizes with others immensely.
No Change
Keep in mind my criticisms usually rely on the current game balance so a lot of this may become null if the game shifts unexpectedly in the next few chapters.
Thank you for your insight,
Surdy the token system seems good. But i would add when a killer atempts to mori you, a token is consumed and you gain protection againts mori for 30 seconds. Just so you can have a chance to have survivors pick you up or to run away from a Myers mori.
The last hope change makes it worse than adrenaline. The idea was if everyone is slugged you can get up. But now that i look at it the perk isnt really a good idea since there is Unbreakable and Adrenaline.
Dying Breath would need to be tested first yeah.
Prowler maybe while crouched you can see the auras of other survivors within 12/18/24 meters or while working on a generator. Odds of triggering a skillcheck are reduced by 40/45/50%.
Scream is like a distraction perk so you can make a loud notification at your location for the killer. The exposed is so the killer has a better reason to check it out. And yeah scratch marks can be hidden for a few seconds after that and no sound notifications for 6/7/8 seconds. 10 and more sounds too much. You can hide in a locker within those 8 seconds.
For the strugling is a nice protection perk. Plus you get something for doing so. Tho counter to this would be starstruck. So it has a risk.
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@neb said:
There was an early game objective mechanic that Patrick play tested or something, but survivors thought it was "boring". So your idea won't work because somehow in someway survivors will find it "boring".
How? (Reading that it sounds like youre calling doing generators boring.)
Its the same thing as doing generators but a bit more interesting.
1-4 people can work on the shrine but atleast one player needs to apply the clensing water.
And the envelopes are just generators but you need to get close to them as survivor to see them.
It just adds a bit of variety nothing too different.
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@LuluTheLion14 said:
https://forum.deadbydaylight.com/en/discussion/304536/%F0%9F%9F%A2survivor-anti-camp-perk-updated
It sounds good, but some would argue that the perk tiers should be 100/105/110. Because a teammate could be on their way to save you from the hook but the perk could activate a few seconds before they can save you leaving you broken for the rest of the game. It’s a bit weird this one because it wouldn’t really be fair on the killer.
If youre on a hook for 100+ seconds those are quite bad teamates heh. But yeah it can be just flat 110 seconds then since the endurance can be the level up.
But yeah its mostly if you play solo and 50%+ the time survivors focus on gens that unhooking. Even in higher ranks peope dont unhook which is sad.
But yeah the perk can be good if a bubba facecamps you from the moment you get hooked and suvivors cant really save you at that point.
Its a strong perk but its just like deliverane if you are on the hook for the second time it does not activate since its not 110 seconds but 60 seconds.
Yeah its a arguable perk but its interesting :)
Thank you for feedback
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2742716#Comment_2742716
Just for reference that’s how Stridor and Iron Will used to work, but at some point the devs changed it from modifiers on sound being Sound * (Iron will modifer + Stridor modifier) to being Sound * Iron Will modifier * Stridor modifier. Which unfortunately means that since the Iron Will modifier is zero it now completely negate all sound regardless of whether or not someone is using Stridor or the perk you suggested.
Ah okey. Didnt know that.
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@SuzuKR said:
Last Chance is insanely beyond hyper busted. Scarecrow having the stun is excessive when them wasting time searching is effectively a stun. For Us All seems relatively fine.
Broken Risk is hyper killer dependent. On some it’d be busted. On others it’d be useless and literally throwing to run. All Ears is mostly useless because Iron Will will counter the injured sounds, and without it, they’re easy to hear. Also overlaps with Stridor. Unforgiving Heroism already exists as Forced Penance.
Last Chance can be edited to 4/6/8 meter radius.
Its a anti facecamp perk.
Cant count how many times a killer mostly bubba just stood next to the survivor for two minutes.
Its just a idea.
But thank you for your feedback.
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@dugman said:
Since I’m a killer main I’ll comment on the killer perks
🟥Killer Perks:
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🔴Broken Risk
You start the trial with two generator completed.
All survivors are broken for 120/140/160 seconds.
Survivor grunts of pain are increased by 25%.
I think the idea of a killer perk where the match handicaps the killer with two generators completed is interesting, I’m not sure everybody being broken for 3 minutes is enough of a benefit though, hard to say.
Grunts of Pain being increased is a fun touch. Just a minor note that Iron Will would still completely negate that though because of how the system multiplies its reduction.
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🔴All Ears
Survivor Running, Breathing and injured noises are increased by 50/75/100%
Seems really similar to Stridor, probably a bit too much overlap with that.
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🔴Unforgiving Heroism
If a survivor takes a protection hit they are broken for 60/70/80 seconds
There’s already a killer perk that does exactly this called Forced Penance.
Thank you for your contribution :) Tho I think Stridor negates Iron will. In makes Iron will only 50% effective.
Yeah im not a killer main so I didnt know or remember killer perks.
Thank you :)