Rework for Resilience and This is not happening.
Resilience: I would personally remove the effect speed for the generator's and replace it with dropping pallet's faster.
Slightly increasing the number's of percentage to 10/11/12%. Also resilience would work in the full-healed state like in injured state.
This is not happening: The good and great skill check's success zone are bigger by 10/20/30% on ANY action while you are injured or in full-healed state.
Comments
-
surely after they fix the pallet animation that change for resillience would be almost useless?
0 -
Ihatelife said:
Resilience: I would personally remove the effect speed for the generator's and replace it with dropping pallet's faster.
Slightly increasing the number's of percentage to 10/11/12%. Also resilience would work in the full-healed state like in injured state.
This is not happening: The good and great skill check's success zone are bigger by 10/20/30% on ANY action while you are injured or in full-healed state.
30% increase without any downsides is stupid.2 -
@Dr_Trauts said:
surely after they fix the pallet animation that change for resillience would be almost useless?Not really, resilience offer's a speed also for opening the gates, cleansing totems, healing, vaults, unhooking someone, jumping into the hatch and sabotaging.
0 -
yeah but i mean, i swear the reason most ppl equip that perk in the first place is purely because of the incrased generator repair speed. Ik it is when i run it with no mither for example
0 -
I agree with @Aari_Piggy66 these two perks are fine... giving survivors bonus while not injured gives them perks with no draw back... there's a reason why deadhard has the condition it has0
-
Bravo0413 said:I agree with @Aari_Piggy66 these two perks are fine... giving survivors bonus while not injured gives them perks with no draw back... there's a reason why deadhard has the condition it has
1 -
Visionmaker said:Bravo0413 said:I agree with @Aari_Piggy66 these two perks are fine... giving survivors bonus while not injured gives them perks with no draw back... there's a reason why deadhard has the condition it has
Wake up is specific
Botany is specific
We'll make it and technician have requirements and are specific.
What the person is suggesting would be like making Thanatophobia reduce action speed by 15% without injuring survivors.0 -
"When injured" perks shouldn't work when you are at full health.
0 -
It would be great if recovery speed was added to the list of things that Resilience hastens. This would synergize well with No Mither, too.
Resilience came out before the Hardened status effect was implemented. Now, given the name of the perk, I think that Resilience should grant Hardened under certain conditions:
- Maybe if the killer reaches a certain level of Bloodlust;
- Maybe Hardened could be granted for t seconds after being hit by the killer (where t = the default time it takes the killer to wipe their weapon), granting protection from the Save the Best for Last "machine gun" builds.
0 -
Aari_Piggy66 said:Visionmaker said:Bravo0413 said:I agree with @Aari_Piggy66 these two perks are fine... giving survivors bonus while not injured gives them perks with no draw back... there's a reason why deadhard has the condition it has
Wake up is specific
Botany is specific
We'll make it and technician have requirements and are specific.
What the person is suggesting would be like making Thanatophobia reduce action speed by 15% without injuring survivors.I agree.Though as they are now, they are not beneficial enough to be used. Once Self-care is nerfed, they will completely fall out of favor for every situation except No Mither cheese.I just think they should be merged. Resilience could be changed to a double hook-time perk.1 -
Visionmaker said:Aari_Piggy66 said:Visionmaker said:Bravo0413 said:I agree with @Aari_Piggy66 these two perks are fine... giving survivors bonus while not injured gives them perks with no draw back... there's a reason why deadhard has the condition it has
Wake up is specific
Botany is specific
We'll make it and technician have requirements and are specific.
What the person is suggesting would be like making Thanatophobia reduce action speed by 15% without injuring survivors.I agree.Though as they are now, they are not beneficial enough to be used. Once Self-care is nerfed, they will completely fall out of favor for every situation except No Mither cheese.I just think they should be merged. Resilience could be changed to a double hook-time perk.
Just not having them activate when you're healthy.1 -
@Aari_Piggy66 said:
Honestly I would be fine if they buff the numbers of injured perks as remaining injured or using no mither is a massive risk.
Just not having them activate when you're healthy.
But people can just heal to 99% and when they complete the gen or when the killer is coming they can just click m1 if they have self heal and get to full health.
0 -
@PolarBear said:
@Aari_Piggy66 said:
Honestly I would be fine if they buff the numbers of injured perks as remaining injured or using no mither is a massive risk.
Just not having them activate when you're healthy.
But people can just heal to 99% and when they complete the gen or when the killer is coming they can just click m1 if they have self heal and get to full health.
Not when the Self Care nerf comes in.
They can do that now and it's still rarely, rarely, rarely used.
0 -
@Visionmaker said:
@PolarBear said:
@Aari_Piggy66 said:
Honestly I would be fine if they buff the numbers of injured perks as remaining injured or using no mither is a massive risk.
Just not having them activate when you're healthy.
But people can just heal to 99% and when they complete the gen or when the killer is coming they can just click m1 if they have self heal and get to full health.
Not when the Self Care nerf comes in.
They can do that now and it's still rarely, rarely, rarely used.
They pushed back the Self care nerf. Who knows if we'll get the same one that resets your progress.
0 -
@PolarBear said:
@Visionmaker said:
@PolarBear said:
@Aari_Piggy66 said:
Honestly I would be fine if they buff the numbers of injured perks as remaining injured or using no mither is a massive risk.
Just not having them activate when you're healthy.
But people can just heal to 99% and when they complete the gen or when the killer is coming they can just click m1 if they have self heal and get to full health.
Not when the Self Care nerf comes in.
They can do that now and it's still rarely, rarely, rarely used.
They pushed back the Self care nerf. Who knows if we'll get the same one that resets your progress.
I know, but I highly doubt they'll leave it alone forever. It's bound to be nerfed.
I'm gonna guess it's either come with decay or full regression.
0 -
@PolarBear said:
@Aari_Piggy66 said:
Honestly I would be fine if they buff the numbers of injured perks as remaining injured or using no mither is a massive risk.
Just not having them activate when you're healthy.
But people can just heal to 99% and when they complete the gen or when the killer is coming they can just click m1 if they have self heal and get to full health.
Remember the self care nerf that’s happening?
1 -
Maybe replacing the injured state drawback with something else?
0 -
@Jack11803 They never confirmed anything. They might just nerf it to have slower healing speed. They were only testing it.
0