bleblablu
bleblablu
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/355364/list-of-possible-perk-changes
Holy moly, since these are so many I'll only comment on those I find problematic in some way...
- This is not happening: It might be too strong in combination with hyperfocus and Stake out for a "gen rush" build... Also the interaction with the wiggling is already faster than the normal one without the skillchecks, but with this in addition it will be really easy to hit them and potentially wiggle out faster...
- Cruel Limits: So the windows just stay blocked forever?? I mean yeah sure, the reduced range will probably make it hard to get much value out of it in general, but with permanent blocked windows this could be really rough with the right rng...
- NOED: I am really not a fan of NOED, since it helps killers that played bad get a kill or two without really deserving it... But with this change it is basically impossible to get value out of it... As soon as the gens are done they will look around once and immediatly know where to go and if they need to play stealthy or not... Maybe show the aura after the first hit? Or show that it's NOED immediatly but only after xy secodns the aura is visible to everyone? So the killer at least has some time to find them...
- Spies in the shadows: Why does it have a cooldown? And also 42 m is huge... On some maps you can stand in the middle and this won't even activate... Also survivors trigger crows all the time... You will never get value out of it, if it has a cooldown... Especially when it is that long...
- Breakout: The whole playstyle of denying hooks by sabotaging and staying in a corner of the map with no mither and so on is annoying as it is, and I really don't want anything that playstyle consists of to be buffed...
- Corrective Action: I mean when playing with players that hit skillchecks that could be a nice interaction... But you might not have the stacks this way when you actually work on a gen with the weak link who can't hit skillchecks...
- Counterforce: Totems will be gone in an instant because you don't need to travel all across the map anymore... I generally don't play with hex perks but this will really destroy anyone that does... But then again everyone hates not finding that one stupid totem in some bush at the end of the world... So it could be fine.
- Fast Track: If you run this perk 4 times... and each one gets basically 72% of a gen out of it... with 2 hooks on everyone... That's really rough to be honest... I think this might be a little bit overbuffed... Perks that mess with gen speeds are a problem already :/
- Saboteur: Could lead to potentially never being able to get a hook if people are coordinated and play the (no mither) sabo build...
- Eruption: I really like this change, the 25 seconds of not being able to do anything is always so annoying (The one change I liked and still said something about it ^^)
- No Way Out: I mean yeah sure it is kind of unfair when the hatch gets closed and you are basically dead no matter what you do... But at that point you already lost the game... So at some point the survivor should just die... Or at least make it something that gives you something for a good chase... Let's say Killer and survivor see each others aura until a chase is started and from the beginning of the chase a timer of xy seconds starts and if the survivor can survive for the amount of time (that could be dependant on the killer you're playing like smaller amount of time against nurse or spirit or blight or so...) you will get an extra amount of bloodpoints...
- Pop Goes the Weasle: It did get nerfed for a reason and I'm fine with it... I'd rather have jolt and sloppy work on special attacks instead of this...
- Remember Me: Same as for No way out....
The rest I didn't comment on is fine I think, most of the buffs won't really make the perks meta or so, but they won't be as bad as they are currently, which is nice... And a higher perk variety is always good.
Yeah sorry about there being so many. This was mostly just for fun and to keep a list of everything I have thought up so far. In addition, you have given some really great feedback!
This is not happening:
- I originally made it affect all skill checks because I wanted it to be more unique, but based on your observations it would be too imbalanced and difficult to implement. For gen rush builds, While experienced players can hit great skill checks reliably without this perk, it would make it far too easy to hit skill checks without any downsides. so a possible change:
- Increases great skill check zones while injured, but always increases good skill check zones.
- This would still make it helpful for newer players, but add some risk in order to make great skill checks easier
Cruel Limits:
- My thought process behind this perk is to both encourage survivors to not loop around completed generators and to encourage killers to chase around completed generators. From my experience, during late game killers will want to stay in an area around unfinished generators while survivors will want to run to areas with completed generators, which makes sense. Killers will be able to force survivors off of gens while chasing someone during the process, and survivors will be able to run killers around while their teammates safely finish those generators. However, this kind of creates a mini stalemate where neither side wants to leave a zone which benefits them more. However upon rethinking it, there is way too much rng in where generators are located and what windows are nearby, so a potential rework:
- Increase blocking duration to 40/50/60 seconds
- I'm not sure if it will be any better, but in the end I'm not a game designer lol
NOED:
- I think I didn't make it clear enough how I wanted to change it. The perk doesn't immediately reveal its aura at a 24 meter range, rather it will grow in size from 4 meters to 24 meters for 30 seconds like it does right now. The only difference is that it will immediately begin growing once the last generator is completed and not when a survivor is downed. However, if my intention was clear, then this is a change I will stand my ground on. Seeing the aura revealed after a survivor goes down to it is like railroad lights going off after the train has passed.
Spies in the shadows:
- I wanted this perk to give you value outside of the range you would usually get value from crows. The cooldown ensures that this perk doesn't become a better BBQ. The change I made now makes it more of a random information perk. Survivors startle crows much more often than you think, but I will agree that the cooldown is a bit too lengthy.:
- Reduce cooldown to 40/35/30 seconds
- hopefully this will help make it stronger.
Breakout:
- I feel like this is more of a personal bias if anything. I have rarely seen sabo squads since they changed toolboxes during deathslinger's release, and when I do they usually only manage to complete 1 or 2 generators. Breakout by itself is very underwhelming, and like you said most people will run other perks instead like no mither, soul guard, tenacity, flip flop.
Corrective action:
- this is a situation of doomed if you do, doomed if you don't. If you make it work on good skill checks then you won't have any for when someone does mess up. If you don't make it work on good skill checks then you will be at max tokens for the entirety of the game, save for that one time someone misses a skill check. Its a slippery slope both ways
Counterforce:
- You are completely right. I don't know what I was thinking:
- Reveals aura of furthest totem for 3/4/5 seconds
Fast track:
- ever since this perk was released, i thought it would be better if it did what i changed sole survivor to do. but ever since they added gen speed to sole survivor, i just kinda forgot about it. I dont think I have ever seen that perk both as survivor and killer, so i kinda just went overboard. So I'm actually gonna change two perks here:
- Fast Track: For each dead survivor, gain a token. Each token increases repair speed by 15/20/25%
- Sole Survivor: Removed repair speed bonus. Increase exit gate opening and hatch unlocking speed by 75%
Saboteur:
- All I am doing is removing the cooldown If you cancel the action partway. I dont see how that would make it impossible for killers to hook people, especially since toolboxes can already do that (with the cost being a few charges). There have been too many times where i accidentally tap m1 near a hook and have to wait 60 seconds to get my perk back.
Eruption:
- TBH this is not my idea. Basically everyone has been suggesting this change (including me) so i just threw it in there because I am very original :)
No way out / Remember me:
- At this point I don't know what to do about these two. The whole 1v1 endgame right now is just kind of an RNG mess (hatch spawn, door location, where each player is located when it starts) so for now:
- No longer deactivates when there is only one survivor remaining
Again, thank you for your time, insight, and criticism.
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@YOURFRIEND said:
Your numbers are all over the place. I agree that situational awareness needs a buff but doubling the range is excessive. 40m would probably work. You want to more than triple the spine chill repair bonus? God help the killer that tries approaching a half finished gen with three survivors with that perk and prove thyself. It's getting done in their face. Then the next. Then the next. You're removing what little counterplay bitter murmur has, for some reason. It's already a great perk for killers that can capitalize on that info.
most of the changes i made were to improve some perks that feel generally weak. The original range on situational awareness was very small and more often than not felt unnecessary considering that a survivor would hear the generator being repaired when close. For spine chill, yes the bonus speed change is very extreme, but in order to get that speed the killer must have a clear line of sight of you and be within 36 meters. at most you will only get the increased speed for 5 or 6 seconds before you put yourself in considerable danger. bitter murmur is much weaker than you assume. it is only useful during endgame and in very specific situations, but even then it is mostly unnecessary. Unless you are huntress, the aura reading is very brief and completing a generator will already notify where a survivor is located. consider that Rancor does a similar action, but is more focused on nullifying a survivor during endgame
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@YOURFRIEND said:
This is a lot to get through but I'm just gonna say equating boons and pentimento is goofy as hell. One is reliant on survivors cleansing a totem and the other can be done by survivors at any time, at will. You can have four boons pop up simultaneously but that can never happen as killer because the killer has zero agency whether or not they get to rekindle a totem.
While it is true that boon totems can be set up at any time, they do require a time commitment in order to set up along. A killer can snuff a boon in only a few seconds (However there are some totem locations that take a long time to get to e.g. ironworks of misery or eerie of crows, but these are more of totem location issues rather than base game issues). Rekindled totems are the same way, the killer only spends a few seconds to rekindle a totem, but survivors need to spend much more time to do so. this change is not intended to nerf rekindled totems as a whole, but to lower the extremes for both sides. as a survivor, it can be quite frustrating when a rekindled totem you just cleansed gets relit just a few seconds later, and the same goes for when a boon totem you just snuffed gets reblessed.
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@Devil_hit11 said:
interesting post. A lot of changes reverts to the old perks. Decisive strike 5 seconds stun.
Yes, several changes do revert some perks because many members of the community, including me, think that the changes made to these perks were more harmful rather than helpful. For example, Decisive Strike's nerf to 3 seconds greatly hindered the perk and it's effects. While it could still be fairly helpful against some killers, other killers could easily down the survivor before they could have a chance to get to a pallet or window such as nurse, blight, wesker, huntress, deathslinger, and demogorgon.
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@bjorksnas said:
Tuning guides effect + PWYF effectively makes old bubba with a high speed single charge, the addon was basically made to keep that old synergy and dominates while using it
The problem with tuning guide is once you use it, you cant get its full effects until you get all 3 charges back. also, tuning guide's biggest weakness are windows. even a LT loop can easily shut down tuning guide
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@GrimReaperJr1232 said:
I think the reason they got rid of the charge time add-ons is that Billy was notorious for his insta-saw, and believe it not, Bubba's rev time is even faster than Billy's (2.0 secs compared to 2.5 secs). So I don't see them adding in any charge time add-ons again. If they do, it'll be a give or take like with what you suggested as a change for the rake.
I don't know what they were thinking with the Engravings (what i call Beast Marks/Knife Scratches for simplicity). Their benefit is so marginal that you're better off running a chili instead—if they wanted to keep the downside, they could at least buff the numbers slightly to maybe 5% and 8%.
I can see what you say. maybe i went a little overboard with the charge addons
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Hex: Bloodthirsty
your lust for blood grows as your prey bleeds
while this related hex totem is standing:
upon a survivor being hit by an injuring attack , gain a token up to a maximum of 12 / 16 / 20 tokens.
for each token, you gain a 1% haste status effect
if this hex totem is cleansed, lose 75% of your tokens rounded down
if this hex totem is cleansed while Hex: undying is active, lose all of your tokens
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I agree. Balanced landing doesn't need to be an exhaustion perk. The passive reduced stagger and silence would be great by itself.