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HaterMcTater

HaterMcTater

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HaterMcTater
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  • @UlvenDagoth said:

    Side note: I saw the word "Optimal" thrown around for just doing the gens and leaving instantly. Don't do that. As a Killer that really just makes me think "Why Bother" or that it was ultimately uninteresting cause of not being able to do much about the gens popping like popcorn. Play the game, have fun. It's not about being "Optimal" and alot of people think it is... it's about enjoying yourself.

    Hi! I like to play the same way and have fun, but unfortunately, optimal players are the ones who have played this game for quite some time and focus on winning. It's hard to balance anything since it's closer to being a spectrum, ranging from newer players, casual players, good players, and optimal players. It's quite a task to balance between everyone since not everyone can be pleased. I personally agree with your idea of having fun and just casually playing, but others prefer playing this game to their highest efficiency.

  • @StevePerryPsychOut said:

    I don't think "rewarding failure" is a good excuse to nerf or rework a perk. Getting injured or downed is "failure" for survivors, but I don't think that means that resilience, this is not happening, unbreakable, tenacity, or flip flop need to be changed. A survivor team dying without finishing gens is a "failure" does left behind need to be changed?

    Losing an injured survivor could be considered a "failure" but I don't think nurse's calling or bloodhound need changes. Letting a door open might be considered a "failure," but I don't think bloodwarden needs to be changed.

    I think the "noed rewards failure" argument just doesn't make sense. In a balanced game sometimes things just aren't going to go the way you want them to.

    NOED does in fact reward failure. If you base success and failure off of killer pipping system, what developers say, and how many survivors escape, the end game collapse is considered a failure for killers. Their job in the gatekeeper scoring category is to complete the game as soon as possible with as little gens done as possible. The issue with NOED is that it encourages survivors to things that are considered non optimal in order to achieve end game (the very state that you don't want to be in as killer). You can easily tell when a killer has NOED because they participate in chases for way longer than they should, this is the bad habits I'm talking about. Optimal killers need to understand how long they should chase a survivor for without gens being completed like crazy, NOED killers will stay in chases for way longer because they hold the mentality of "I have NOED, I'll get him soon." That should never be the mentality of a killer, the killer needs to understand time is precious and needs to be treated as such. I don't personally mind the perk too much, but newer killers get to higher ranks based off of one perk that will ultimately betray them in the future. Unfortunately, it's the very definition of a crutch perk since NOED itself makes worse killers better but only when they "fail." This is the issue I have with the perk, it rewards failure, teaches bad habits to newer killers, and overall dulls the objective for killer.

    Also, for your second part, I think perks that reward failure are inherently flawed, for both killer and survivor. Being downed and hooked is part of gameplay for survivors, if it wasn't, killers wouldn't win. Perks like unbreakable, tenacity, and flip flop will help survivors in the injured state, the killer's job is to hook survivors, by slugging them, they failed their job to secure the hook on the survivor. In reality, those perks reward survivors for failure on the killer's part. I will admit that there's survivor perks that reward failure, for instance DS. However, this isn't the topic for those kind of perks, and I will discuss them on a later date in a discussion of it's own. I respect your opinion on the matter since it's interesting from seeing multiple perspectives, thanks.

  • @UlvenDagoth said:

    I mean, what else am I supposed to do when Survivors pop the gens like popcorn? I don't run NOED myself, but honestly... you get high rank and watch those gens. Even more from a Killer's perceptive. I feel NOED is used by people tired of games shorting than Lobby q times.

    Well that's the issue, the meta for killer perks right now are all slow down perks. The end game is undesirable to get to for a killer since 2-4 survivors alive makes it hard to get another kill (making NOED still a bad choice) the rework I'm suggesting is designed to help slow down the game, keep the perk similar to its intended lore and previous ability, and not be seen as a "toxic" perk.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/758350#Comment_758350

    i have a problem with you saying the perk would reward failure though.

    in fact, it actually punishes failure - the survivors failure in completing their secondary objective.

    i know many survivors dont want this to be true, but if they had just done totems, they wouldnt have to fight NOED. they brought that uppon themselves.

    though, this is something i believe the current NOED is not doing in its full potential. my main problem being that no matter how many totems you did, as long as there is at least one standing, the perk will strike in its full power. and the other way around. no matter how many totems there are left, all they need to do is having this one cursed totem destroyed to completely negate the effect.

    and this is where my rework suggestion comes into play: the more totems the survivors did, the less charges my NOED will have, rewarding you for actually searching some totems instead of always striking at full force, therefore making the entire totem hunt seem pointless.

    it would also encourage you to do the totems before you repair the last gen - well unless you like mori animations that is.

    your idea is just straight up killing the perk, nothing more and nothing less. having it light up before it even gets to activate renders the entire perk utterly useless. if your only concern is nerfing the perk, i will not stand behind that. the perk is already weak enough.

    and one more thing: just because you completed 5 gens does not mean you are out yet. you have not won at that point. NOED is just a tool used by killers to show that, even if you came so close everything can be taken from you again in the blink of an eye, because you made some silly little mistake back then (which funnily enough ties in perfectly with the story of the game and the entity feeding on the survivors despair when they see their chances of escape fade away). the perk just allows every killer to get to a deadly new standart: when you can just leave after getting hit once, why not make it so that one strike is actually lethal? that way you will have to leave or risk dying.

    Well, I'm sorry to say, but, totems are not a secondary objective, they're not even considered optimal to go for. I play in Rank 1 for both killer and survivor where players play optimally more than anything. It is not the survivors job to go out and cleanse 5 totems for a perk that may not even be in play, it's just too much of a waste of time. NOED is hardly used in the higher ranks, and the killers who use it are obviously shown in their skill. The reason I bring up the issues with NOED is that it's harmful for newer players and anyone who wants to learn killer. Your perk proposal is asking for NOED to be essentially buffed (instant mori is toxic in of itself since it enables a killer to tunnel a survivor all game and mori them, I have a similar issue with Rancor but that's for a different discussion). The idea I'm hoping to achieve is a perk rework that can fill the same roll as the previous perk but in a better way. Essentially, the perk NOED is to prevent escapes when the game is reaching it's climax, however, it encourages players to reach the climax in order to receive it's benefits, otherwise it is a useless perk slot.

    Based off of the scoring system and overall game flow, the goal of the killer is to stop the survivors as soon as possible with as little progression as possible, the finale should not be a desirable state for the killer to be in. The finale is designed for the killer to get some last minute plays going, but, the match is ultimately over at that point, especially with 2-4 survivors still alive. No perk should make you want to reach this point as a killer. Your perk rework suggestion not only encourages that same issue but buffs it even more by allowing moris (again, controversial topic already). The rework I suggested is designed to slow the game down while the game is still going, while keeping the same lore behind it (the closer they get to escape, the more the entity feeds off of their hope and plunge them into despair).

    I appreciate your opinion on the matter and do enjoy discussions, so please don't say I'm "killing the perk" when I'm trying to make it competitively viable and doesn't promote any bad game play habits. Also, I think you got a bit confused when you said "having the perk lit up but not activated" I'm assuming your talking about having the hex totem lit up before the perk activates. This is untrue as the perk is active from the very start of the game, it just gains power with every gen done, on the 3rd completed gen, it turns into a hex totem to be destroyed if found. However, this doesn't mean it wasn't active during the match, if the first gen is completed, the 2nd gen is 10% slower, on the 3rd completed gen, the next one is 20% but now it can be destroyed if sought after. Hope that helps.

  • @Mister_xD said:

    here is my rework idea:

    when the last generator is repaired, every remaining dull totem will light up.

    gain tokens based on the number of NOED totems.

    if you get close to a survivor, press M1 to immediately throw them on the ground and start your mori animation on them. this animation can not be cancelled by eigther the killer nor the survivor.

    after killing the survivor, lost 3/2/1 tokens and an equal amount of Hex totems will be destroyed.

    if the perk has not enough charges left to perform a kill, the perk deactivates and all NOED totems will turn back to dull totems.

    survivor destroying a NOED totem will also remoe 1 charge from the perk.

    i went into great detail on why i think this is better in other posts already, so i'll leave it with the basic idea here for now.

    Well, the issue I had with the perk and started the discussion of the rework is that it rewards failure. Unfortunately, I believe the rework idea you suggested would make the situation worse. Moris in of itself is highly controversial, to gain the ability of immediately being able to mori someone off of 0 hooks on that person AND that the killer has failed in their job is the opposite direction I had planned. I really do appreciate your opinion and your suggestion, I just think that the suggestion isn't the direction I think they should move with the perk.

  • @Frosty said:

    https://forum.deadbydaylight.com/en/discussion/comment/757448#Comment_757448

    I'd like to point out that the devs have stated that an ideal out come of the game is 2 die 2 escape. This implies the game is balanced around the gates being powered and opened every game. With that being said, gens being completed does not constitute a failure of the killer.

    Also, what are these bad habits you speak of? Any serious player will quickly learn that just waiting for NOED to pop to get easy downs will not earn pips or points.

    It's possible to 4k before the gens are done and it's possible To 0k with this perk. So I don't think it's OP, it just steam rolls when a team hangs around and doesn't gtfo when they have a chance

    Well, to begin with, the developers saying that "the ideal out come of the game is 2 die 2 escape" is either untrue or completely contradictory of what they've shown. Numerous sections of the killer pipping system is to prevent progression and sacrifices. Both the sacrifice and gate keeper pipping sections are important parts of killer progression, the issue is that killers are complaining the 3 kills and 1 escape warrants a black pip, which is a topic in of itself.

    The bad habits I speak of are the mentality of "It's okay to waste time in this chase, if the last gen is done I'll have NOED" or anything similar to that. Killers need to optimize the time they have in order to prevent the survivors from completing the gens, thus bringing the game to it's finale stage. The killer's job is to prevent this stage from even happening, the pipping system also supports this. NOED is a perk that enhances the killler's strength in this finale stage, the stage that shouldn't be desirably to reach, let a lone bring perks for it. Slow down perks are the meta for killers since it prevents survivor progression in reaching the finale stage. Should the survivors reach finale stage, the killer should be pressured to get kills, not be relieved that they can now be faster and get on shot downs, it's the wrong mentality to have in that scenario. Newer killers will then gravitate towards this perk instead of investing in and learning other perks that prevents that stage entirely. This is what I've observed and learned from play time experience, it's fine if you have a different opinion.

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/757448#Comment_757448

    An optimal survivor play style includes either a perk to secure totems or totem hunting itself. It’s not hard at all to find and take out five totems. I solo queue as survivor and make it my mission to cleanse totems. I rarely come across NOED and routinely finish atop the survivor scoreboard in my matches or very near it.

    Your idea of optimal sounds like it’s spawn, hammer out gens, leave. That’s only optimal in terms of live or die. It doesn’t get you optimal bloodpoints or emblem progress.

    Optimal survivors are the players who have played this game for quite some time and understand the game extremely well. They also make sure to optimize everything extremely well, they can optimize pallet loops by taking longer to throw the pallet, optimize wasting the killer's time, and optimize the gens. An optimal team can finish a match in 5-7 minutes if done correctly. At no point do optimal teams go out of their way to do totems (unless there's ruin, but even then, they can do a great job on skillchecks where it doesn't even matter). Optimal players do not waste time cleansing 5 totems instead of doing generators, that's why killer perks that slow down or delay survivors in any way are the meta ones. The best way to beat optimal survivors is to give them more stuff to waste their time on. If you ednd up wasting time every single game searching for 5 totems (which will set you back 2-3 minutes at least) is not optimal. I'm not saying every player should play like this, but this is the definition of optimal survivors.

  • @Ark_the_Bonsai said:

    Personally I just really want a totem counter.

    I wouldn't mind your idea though. It's the first community noed change that didn't boil down to "delete this"

    Thanks! I don't believe perks deserve to be "deleted" as I think perks are unique and awesome. Unfortunately, a lot perks are considered toxic or not fitting in the meta. I want to submit perk rework ideas to make perks fun, viable, but keep their uniqueness.

  • @MysticAdvisor said:

    I don’t think noed needs a rework right now.

    We have other perks that need to be desperately addressed.

    I'm not being rude as I'm genuinely curious, what perk(s) do you think need desperately addressed over NOED? I think NOED could do with a change since it's been in the game for so long promoting the same mentality issue.

  • I have no control as to who posts what, I had asked to discuss NOED and NOED's impact on the mentality of players in the game. Your question as to why people are talking about adrenaline is directed to the wrong person. I never once brought up adrenaline, so, please don't ask me why people are discussing it in the comments of my possible NOED rework.

  • @PigNRun said:

    Then why is BT still a thing? It is the very definition of encouraging bad habits.

    BT has issues of it's own, but please like I said, this is a discussion of NOED and I wanted to discuss the issues that NOED holds and how it's mindset is flawed. BT teaches bad habits too, which is undeniable. Should you use the perk to rescue players with the killer nearby will train survivors to do just that, but it's still possible to play optimally and use the perk if the killer is trying to secure a last minute kill (which is where the perk shines). NOED has an issue that rewards failure and teaches bad habits. I won't compare NOED to BT or any other from now on since I want this to be a discussion on this perk exclusively. I probably will make more posts and discussions based off of the other perks that create bad habits. So, please, respect my discussion and let's discuss NOED and not compare it apples to oranges, thanks.

  • @Tzeentchling9 said:

    We're really equating NoED to old MoM and DS? Those weren't just annoying or controversial even, they were game breaking.

    Maybe if you equating them to OG forever NoED, but the current version has plenty of counter play.

    Well, like I said, I don't think NOED is game breaking. Just teaches bad habits to anyone playing killer and rewards them for failure. I didn't like DS and MoM was flawed, they taught bad habits to survivors as to "it's okay to be caught because I'll just use DS" or "it's fine the killer found me, I'll just get MoM." That's the same mentality with NOED on killer, that is the issue I have with it. The idea I suggested is to help slow down the game while the game is still active but also make it preventable where survivors can cleanse it's totem. It's a hard perk to balance to any side and no matter someone is going to be left dissatisfied. I hope you understand my view on it, but if not, it's completely fine and you're entitled to your own opinion on the perk and how it should be handled.

  • @Dr_Trauts said:

    https://forum.deadbydaylight.com/en/discussion/comment/757426#Comment_757426

    Well originally it wasnt a hex perk. It just activated at the end of the match and there was no counterplay to it.

    Then it got nerfed so it only lasted 120 seconds after the gates had been activated (still not really any counterplay)

    Then it got turned into a hex perk so survivors could actually counter it now and destroy it before it even had chance to activate it.

    This was done as well as reducing the movement speed bonus throughout.

    granted it got a qol update so all tiers now give the exposed status effect. but if people have borrowed time or just cleanse totems, it really doesnt do anything as a good group of survivors can counter it before it even has a chance to activate.

    Thanks for the heads up, I forgot about what it was originally.

  • @Well_Placed_HexTotem said:

    The only failure NOED rewards is the failure of survivors doing totems.

    The issue I have with noed isn't that it's annoying or makes me mad to go against. I understand that it's preventable. Please note I'm speaking about this from the perspective of optimal players. It isn't optimal to search the entire map for totems instead of doing generators, and newer players have issues finding generators let alone totems. The only issue I have with the perk is that it teaches killers bad habits to think "Oh I shouldn't worry if they get all the generators done, I'll just use NOED." I believe that both killers and survivors need to think and play optimally, which NOED directly negates. The perk itself isn't a bad one, it's the message it sends to all other players. That's why I compared it to Mettle, since it rewarded survivors to be found and hit, which teaches bad habits.

  • @Dr_Trauts said:

    Noed is a completed balanced perk with built in counter-play, something both mettle of man and decisive didnt have, thus having those 2 perks reworked.

    Noed has also only really seen nerfs since its release, not buffs.

    So yeah, noed is in a good spot with a fair amount of counterplay to it.

    I haven't heard about any noed nerfs, it's only been buffed with the inclusion of one hit downs at all tiers. If there was any buffs made to the perk, please let me know since I didn't hear of them.

  • I've been loving all the comments and discussions everyone has posted thus far and will post in the future. I make sure to read every single one and understand everyone's points and opinions. I knew some blatant hate was going to be an issue, especially when some are discouraged to read my points and instead just claim that the perk is over powered. I am NOT denying the fact that this perk is strong, I think it can be very strong if used correctly and conditions are met, nor am I against the idea of the perk being changed, hence why I suggested my changes. I'd only ask that everyone remains respectful and kind to everyone's opinions on the matter. Thanks!

  • @Blueberry said:

    You really need to try and summarize better if you want people to read things. The MoM nerf is very deserved and a good thing.

    I understand what you're saying, but I did provide a summary at the bottom for those who didn't want to read every detail. Hope that helps!

  • @BoomStik said:

    https://forum.deadbydaylight.com/en/discussion/52648/ash-williams-leaked-and-perk-discussion

    So stoked this is a thing you don't even know. I've been a fan of the Ash vs Evil Dead franchise since I was a kid so if there's anything Ash related you can bet I'm all over it.

    I saw this on Youtube and came here as fast as I could to find out whats going on. If they still decide to add in Ash as a survivor and the Evil Dead manifestation as the killer your going to see a huge influx of fans rushing to buy Dead by Daylight including myself.

    I don't think I'll buy though unless they confirm this intellectual property has been bought and they have people working on it. It's wait and see for me.

    Well, they used the character's name, quotes from the tv series, and even used the actor's face in one of the perk images. They could only do this once they've acquired the property, seeing as how that's already in the game and that's what got leaked, we can be sure that he's coming to the game.

  • @Theluckyboi said:

    I would abstain from talking about unreleased content, just for respect to the devs

    I understand that, it's not fair to them that a project they've been working on was released accidentally, however, I think it's important to clear up some information on the perks since the community is crying out for fixes and changes when they're clearly still working on it. I'm just trying to show the community that these perks aren't horrible or overpowered and to trust the devs a bit and let them finish their work. I appreciate the concern as I feel the same way about it.

  • I'm a big fan of the new map, I feel it did a lot of things right. There isn't as many pallets as other maps, however there's more spots to hide. This allows chases to be possible but encourages a play style that revolves around stealth. It can be frustrating as killer to try and find survivors, but tracking perks are helpful on this map, not to mention, totem spots are pretty good on this map. I can understand that this is not a good map for Myers' that seems obvious, but I wouldn't call the amp trash.

  • Well first off, this post isn't about any other perk except for Autodidact, so this will be the last time I talk about this. The "core issue" is the core of the perk, if you would want it nerfed to your certain way, the perk would require a complete overhaul. Personally, I think sprint burst is balanced, I play killer too and it doesn't bother me. The reason I think it's balanced is because 1. Survivors need to walk everywhere to conserve it, it's a huge waste of time on the survivors part 2. You can no longer use it more than once in a chase, before, everyone ran vigil with it and got sprint burst every 32 seconds, you would've never been able to catch the survivor if they knew how to loop. And 3. A survivor could have sprint burst, but it won't help them, skilled killers can kite a SB survivor into the open instead of running a loop, or even in some cases, killer can hit them while using SB. This perk is not "op", it may be annoying for you, but it's a lot better in it's current state than it was only a few patches ago. When playing killer, I sure am glad that SB isn't what it used to be.

  • @Bravo0413 said:
    It relies on skill checks... run spine chill, empathy with it this is what I wanna try maybe with BT or we'll make it...

    With spine chill, it does increase skillchecks by 10%, however, you're still at the mercy of RNG and requires the killer to be within 24 meters of you, which is unsafe to heal, especially with negative impacting healing. Empathy seems decent, but if a survivor is injured, odds are they're being chased (at rank 1, injured survivors don't usually lose killers often enough for this to make an impact). Borrowed time is a good altruism perk in general, but if killer is close enough to proctor, it's not a good idea to heal anyways (similar to spine chill), then We'll Make It is another great altruism perk, but faster healing means less skillchecks, meaning it'll take even longer to build tokens. Part of the issue with autodidact is that it takes too long and by the time it begins gaining momentum, the match is almost/already over.

  • @yeet said:
    HaterMcTater said:

    @yeet said:

    HaterMcTater said:

    @yeet said:
    
    Survivors don't realise that their meta perks are absurdly broken and they're never getting perks that strong again.
    
    
    
    I'm a survivor main; I find it more enjoyable, but I also play killer. When I say perks like these need buffing, it's to add incentive to pick these kind of perks OVER meta perks. If you're tired of survivors running the same annoying perks in your killer lobbies, then that's why perks like these need fixing, to be used over the annoying meta perks. Not to mention, it's designed to slow down the game and give survivors other things to focus on rather than just generators. If you're saying this perk shouldn't be fixed, you're agreeing that survivors should only focus on generators, especially since the games go by so fast. If you don't want that to happen, it's why we need autodidact to be fixed and other perks to follow it's lead of getting survivors extra tasks to do.
    

    Why don't we just nerf the absurdly powerful meta perks?

    It's been done already, exhaustion perks have been nerfed, decisive strike is being nerfed, sabotage was nerfed, etc. Instead of nerfing every perk, making other perks viable give more options to pick from while giving survivors options of what to do. Autodidact rewards survivors for leaving gens and focusing on healing, meanwhile, you can nerf decisive strike but survivors still do gens. That's why it's important to give survivors a choice of what else they can do with their time to slow down gens.

    They where "nerfed" yet they're still absurd 🤔

    Well, tell me this, would you prefer sprint burst now where there would use it once and can't in a chase, or sprint burst with vigil where they got it every 32 seconds, despite running or being in chased. I would say they seriously fixed it by nerfing it.

  • @Well_Placed_HexTotem said:
    Usui said:

    Like I said a million times, there hasn't been a good survivor perk since David King. Yet killers have been getting at least 1 good perk every single chapter.

    Huh?

    Vigil and Pharmacy are good. Vigil was nerfed with the Exhaustion change, but hey it’s still better than Surveillance.

    All three Tapp perks are good. I run Detectives Hunch in my setup, it’s amazing. 

    I dont care for the window and pallet aura perk (forgot its name) but it’s good for newer players and “runners”. I use Boil Over sometimes. In some maps it legit gets you off killers shoulders easy. Dance is another good perk with the correct setup. As a killer main, it legit confuses the ****out of me sometimes.

    Deliverance gives you a guaranteed self unhook just for getting a safe rescue. It’s a great perk. The pebble perk sucks and Autodidact is in a bad spot but can be amazing if adjusted.

    The problem is most of these perks don’t replace the ultra good meta perks for many people so they’re considered trash. But in reality there are good perks there, just require some thought to be put into your builds.

    Not to mention, you could say killer perks have been all trash for awhile too. It’s all about personal opinion.

    I agree completely. Perks shouldn't be made or designed to be "meta" they should be designed to compliment different builds or give survivors more options. These perks can be argued that they're not as good as meta, which is obviously true, meta is meta for a reason. However, a perk doesn't need to be meta to be good. I love deliverance, but it doesn't mean its meta. That's why I wish autodidact needs to be fixed, it's a very interesting perk that rewards doing options instead of gens.

  • @yeet said:
    HaterMcTater said:

    @yeet said:

    Survivors don't realise that their meta perks are absurdly broken and they're never getting perks that strong again.

    I'm a survivor main; I find it more enjoyable, but I also play killer. When I say perks like these need buffing, it's to add incentive to pick these kind of perks OVER meta perks. If you're tired of survivors running the same annoying perks in your killer lobbies, then that's why perks like these need fixing, to be used over the annoying meta perks. Not to mention, it's designed to slow down the game and give survivors other things to focus on rather than just generators. If you're saying this perk shouldn't be fixed, you're agreeing that survivors should only focus on generators, especially since the games go by so fast. If you don't want that to happen, it's why we need autodidact to be fixed and other perks to follow it's lead of getting survivors extra tasks to do.

    Why don't we just nerf the absurdly powerful meta perks?

    It's been done already, exhaustion perks have been nerfed, decisive strike is being nerfed, sabotage was nerfed, etc. Instead of nerfing every perk, making other perks viable give more options to pick from while giving survivors options of what to do. Autodidact rewards survivors for leaving gens and focusing on healing, meanwhile, you can nerf decisive strike but survivors still do gens. That's why it's important to give survivors a choice of what else they can do with their time to slow down gens.

  • @yeet said:
    Survivors don't realise that their meta perks are absurdly broken and they're never getting perks that strong again.

    I'm a survivor main; I find it more enjoyable, but I also play killer. When I say perks like these need buffing, it's to add incentive to pick these kind of perks OVER meta perks. If you're tired of survivors running the same annoying perks in your killer lobbies, then that's why perks like these need fixing, to be used over the annoying meta perks. Not to mention, it's designed to slow down the game and give survivors other things to focus on rather than just generators. If you're saying this perk shouldn't be fixed, you're agreeing that survivors should only focus on generators, especially since the games go by so fast. If you don't want that to happen, it's why we need autodidact to be fixed and other perks to follow it's lead of getting survivors extra tasks to do.

  • @UncannyLuck said:
    Yeah, on the other hand if people want to do true "hardmode" builds then Autodidact 1 is perfect for that as it makes all your skill checks only slightly better than great ones after you do like 3.

    Well, if you take a perk that's not supposed to be a challenge and say it's a challenge perk further proves as to why it's not a good perk. Since it's not supposed to be a challenge perk, it needs to be reworked. But, yes, you can use it as a challenge perk in its current state

  • @FunC said:
    I've been using this perk since the chapter release and so far I only killed few people with it (trying to heal after the unhook, killer is coming and skillcheck appears while I have 0-1 tokens). No sick insta-heal plays. Only killing my teammates. I've never seen a perk that would harm your team this hard since no mither.

    Yup I've had a few scenarios like that, if only I didn't have the negative I could've healed them.

  • @Mringasa said:
    Does it proc on self-healing? I can see it being useful at lower Ranks, where new players might not have SC or a medkit, but if it only procs on other person heals... that's a pretty garbage return for a Perk slot. Better to run We'll Make It since most other healing will be done after an unhook.

    Mringasa, it doesn't work on self healing, nor does it work on healing other people with a med kit. You have to heal other survivors with just your hands, just another reason why the perk needs a fix.

  • I see what you mean, overall you've done more negative towards healing than you did positive, it really shows how bad the perk is in it's current state.

  • If I had to pick from any of the current survivors we have on PC, Bill would have to be my choice. He had led a rag-tag group of survivors with no real connections to one another throughout a zombie plagued world. With constant fights, bickering, and disagreements within the group, Bill was always able to get everyone back on track and remain focused. When it came on plans of where to go and what to do, Bill was almost always the one to suggest them. He led his "squad" through some of the deadliest places on Earth over 6 times in hopes of being rescued, only to have rescue snatched from them. After being able to survive and adapt to the new world, he led all of his fellow survivors to a boat and led them to salvation while sacrificing him self to save his group. The sacrifice is a very alpha male thing to do as the leader will do anything to protect the ones who follow them. Bill is the obvious choice in my opinion.

    If Bill is not an option, for instance, he could be considered as non-canon (along with any other licensed survivors), my choice would be Benedict Baker. He seems to be one of the survivors who've been there for the longest. Although we never see him (yet), he seems to write about a lot of things and seems knowledgeable on most topics. Although, he may appear to be losing hope. However, this is solved by other survivors as rescuing, protecting, informing, and leading other survivors gives him hope. With his ability to learn and adapt, he can pass his traits on to the other survivors and coheres them into following his lead. Not to mention, he even has slight understanding about the fog and the entity itself. Within the Ace Visconti reveal, you can read what Benedict has wrote and said that the man who always wore a smile gave him hope, hope to protect, lead, and inform this person in order to prolong survival.

  • @UncannyLuck said:
    Fun fact: you actually never positively impacted a match with that perk. At 4 tokens, you've healed -10% of a bar (-25 + -10 + 5 + 20). You need an average of 5 tokens (aka 5 skill checks) for it to not be a net negative per match.

    I think reducing the starting penalty and reducing the number of tokens would make it more usable. It'd still be better to run We'll Make It most of the time, but if you wanna run an empathy healing build it'd be usable then.

    I think the original math you said is incorrect since by the 4th token, you'd have a +35%, (-25% + 15% = -10% + 15% = 5% + 15% = 20% + 15% = 35% + 15% = 50%) however, it still doesn't positively impact the match like you said. The amount of time it takes to work, not to mention the amount of time you waste on healing action for the initial build up is detrimental. Then most importantly, with skillchecks being RNG based, you may not get a skillcheck until the end of a heal, and by then it wont even matter what token you have unless its a -25% or a -10% which shows how it hurts healing progression rather than help. I agree that if they can limit the initial build up penalty to something like -10%, it could help this perk a bit. Thanks for the comment!