Perks, flavor and NOED/DS

Heyo! I just found out about this forum, and I gotta say I am enjoying reading it, although I will probably not write on it much. BUT, this is an exception!
I'll briefly explain my standpoint of the perks, owning both but using none.
All perks have a reason to be, or almost all perks, and all have a particular flavor, may it be good or bad, to them.
May it be Deja Vu, where the flavor is great (Fear of errors and constant anxiety and paranoia gives you a way to commit yourself to doing what will let you free) but the perk is awful (When's the last time you've seen Deja Vu on someone?) and viceversa. Looking at you, Lightweight (The flavor text of the perk is centered on slowness, but the perk works only if you're going fast? What is that all about?).
But I'm not here to describe what the flavor of each perk is, but to describe the two in the title: NOED and DS.
The community has a lot of hatred towards those perks. But they all say that, but ignoring what the perks actually are and do on a flavor standpoint: NOED stands as the epilogue of the bloodlust, try to ignore how annoying it is to be insta-downed and think of what the perk actually is, not on a gameplay standpoint but on a flavor standpoint: The entity fustigates the killer, forcing it all to give all he has in a do-or-die situation.
"And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."
Now, think of the flavor of decisive strike: The survivor keeps his cool even after being chased down by the killer: and thanks to this, he strikes down the killer at its weakest point, escaping the grasp for a second chance.
"There's nothing to be scared of." — Laurie Strode
Now, I think nobody can argue on the fact that these flavors are bloody amazing. But at a gameplay standpoint (What most people care about, anyways) both of the perks are annoying to be dealt with (I didn't expect so many people to hate NOED, weird. I never had any problem with that.).
How about changing the perks, keeping the flavor BUT changing the mechanic in and of itself?
I thought of some changes that could be done to get the perks to be usable while still keeping the flavor that they currently have.
Here's an idea of mine with Decisive Strike:

Once per match, when the Killer's Obsession, when the wiggle meter is a 40/35/30%, succeed a moderately/moderately/considerably difficult Skill Check to escape the killer's grasp and stun them for 2/2.75/3.5 seconds.
When not the Killer's Obsession, during the grasp, you'll be faced with many difficult skill checks. Hitting each skill check will result in a 10/15/20% progression each.
Increases your chance to be the Killer's Obsession.
Only one Obsession per trial.

This would keep the flavor of Decisive Strike, if not even accentuate it: The killer is so blinded by the fact that he just caught the one survivor he was so obsessed with, that he doesn't seem to notice the fact that, while transporting it, they grabbed X object. Thanks to that, they get a chance to escape. The flavor remains intact, while being just an alright perk.
Here's now an idea of mine for No One Escapes Death.

You are animated by the lashing of the Entity when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, cool-downs on successful and missed attacks are decreased by 4/8/12%, your movement speed is increased by 5/6/7%, and gain the ability to kill survivors that have been hooked after the exit gates have been powered by your own hands.

So, here's my own idea to NOED: Combos with BW, BBQ&C, but instead of downing survivors (That didn't made much sense. The entity lashes the killer, and he gets.. Stronger? That's not how it works!) he kills them. It's even more flavorful than before this way, in my opinion!
What are your thoughts though? Do you want to remove a perk or change one? This is what I would do, but get this with a grain of salt: I'm not a game designer! :D

Comments

  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Machinations_A said:
    Heyo! I just found out about this forum, and I gotta say I am enjoying reading it, although I will probably not write on it much. BUT, this is an exception!
    I'll briefly explain my standpoint of the perks, owning both but using none.
    All perks have a reason to be, or almost all perks, and all have a particular flavor, may it be good or bad, to them.
    May it be Deja Vu, where the flavor is great (Fear of errors and constant anxiety and paranoia gives you a way to commit yourself to doing what will let you free) but the perk is awful (When's the last time you've seen Deja Vu on someone?) and viceversa. Looking at you, Lightweight (The flavor text of the perk is centered on slowness, but the perk works only if you're going fast? What is that all about?).
    But I'm not here to describe what the flavor of each perk is, but to describe the two in the title: NOED and DS.
    The community has a lot of hatred towards those perks. But they all say that, but ignoring what the perks actually are and do on a flavor standpoint: NOED stands as the epilogue of the bloodlust, try to ignore how annoying it is to be insta-downed and think of what the perk actually is, not on a gameplay standpoint but on a flavor standpoint: The entity fustigates the killer, forcing it all to give all he has in a do-or-die situation.
    "And the beast became faster and more powerful as if the Entity's shadowy whips were lashing at its back."
    Now, think of the flavor of decisive strike: The survivor keeps his cool even after being chased down by the killer: and thanks to this, he strikes down the killer at its weakest point, escaping the grasp for a second chance.
    "There's nothing to be scared of." — Laurie Strode
    Now, I think nobody can argue on the fact that these flavors are bloody amazing. But at a gameplay standpoint (What most people care about, anyways) both of the perks are annoying to be dealt with (I didn't expect so many people to hate NOED, weird. I never had any problem with that.).
    How about changing the perks, keeping the flavor BUT changing the mechanic in and of itself?
    I thought of some changes that could be done to get the perks to be usable while still keeping the flavor that they currently have.
    Here's an idea of mine with Decisive Strike:

    Once per match, when the Killer's Obsession, when the wiggle meter is a 40/35/30%, succeed a moderately/moderately/considerably difficult Skill Check to escape the killer's grasp and stun them for 2/2.75/3.5 seconds.
    When not the Killer's Obsession, during the grasp, you'll be faced with many difficult skill checks. Hitting each skill check will result in a 10/15/20% progression each.
    Increases your chance to be the Killer's Obsession.
    Only one Obsession per trial.

    This would keep the flavor of Decisive Strike, if not even accentuate it: The killer is so blinded by the fact that he just caught the one survivor he was so obsessed with, that he doesn't seem to notice the fact that, while transporting it, they grabbed X object. Thanks to that, they get a chance to escape. The flavor remains intact, while being just an alright perk.
    Here's now an idea of mine for No One Escapes Death.

    You are animated by the lashing of the Entity when the Survivors are on the verge of escaping. Once the Exit Gates are powered, if there is a Dull Totem remaining on the map, this Hex is applied to it. While this Hex is active, cool-downs on successful and missed attacks are decreased by 4/8/12%, your movement speed is increased by 5/6/7%, and gain the ability to kill survivors that have been hooked after the exit gates have been powered by your own hands.

    So, here's my own idea to NOED: Combos with BW, BBQ&C, but instead of downing survivors (That didn't made much sense. The entity lashes the killer, and he gets.. Stronger? That's not how it works!) he kills them. It's even more flavorful than before this way, in my opinion!
    What are your thoughts though? Do you want to remove a perk or change one? This is what I would do, but get this with a grain of salt: I'm not a game designer! :D

    im okay with the NOED one it would make it easier to kill survivors but you couldn't one shot them