The Three Worst Perk Concepts

So, there is a lot of complaining over perks, but most perks, IMO, are at the very least good concepts. They may need some number tweaking to make them useful, or to make them fair, or maybe a slight change in how they are used, but overall, their concepts work.

But, there are three perks whose very concepts do not fit into DbD, and no amount of number tweaking is going to fix them. This is not a discussion on how bad or how good they are, only that they are, as very concepts, terrible for the health of the game. I think these perks need complete and total overhauls, and I wanted to see if the community agrees with me, and if they do, I would love to read your suggestions for them. In reverse order, here are my thoughts on what I consider to be the three worst perk concepts;


Insidious - Insidious started off as a camping perk way bad in the day. Since there, camping is now heavily punished, and to be honest, it was never a fun way to play the game to begin with. Sitting still, doing nothing, is not the way to make gameplay fun, and no one wants to be camped by an Insidious user (Bubba). That is why I suggest this perk gain an overhaul, and I think there is actually a recent perk that can be looked to for inspiration

Insidious (Lucky Break Mode) - Your hunger for the hunt to begin is held in check by your deliberate methods. While no survivors are hooked, Insidious activates, making you Undetectable. Insidious works for a total of 60/120/180 seconds before it deactivates

I don't know about the rest of you, but when I start a survivor game, I work under the mantra of "It's Ghostface/Pig/Wraith/Meyers till I find out otherwise" and the second I hear a special terror radius or see something like a Deep Wounds status effect or Plague Vomit, or hear a chainsaw/gunshot, I know I am safe, and I stop looking for anything if I don't hear a terror radius. With this new Insidious, all killers could just show up at any point, so long as no one is hooked, allowing for a much greater sense of fear. It would especially be handy to trap killers such as Trapper and Hag, as they can set up without anyone being able to hear their TR.


Rancor - Normally, to Mori a survivor, a killer needs to hook them at least once, or the group needs to play really badly. (Devour/Tombstone) Rancor is like NoED, but it takes all the danger and pressure NoED would put on a whole group and puts it solely on a single survivor, who may very well have been picked purely through RNG. Outplay at every turn? Never get caught or hooked? Played well the entire game? Too bad. One shot and moried, no counter play option at all. No perk should work to such an extreme to target a single player with no build up.

Rancor - Your hatred for them grows with each misstep they take against you. For each generator completed, you gain a stacking 5% boost to movement speed and successful attack cooldown for 10/15/20 seconds.

The idea here is that, since Rancor is meant to represent a long, seething bitterness, every time the survivors trigger said anger, the killer gains a moderate burst of speed and violence for a short period of time, rather than just saying "Well, GG [Obsession], get wrecked."


Object of Obsession - Constant Aura reading is just too much of a problem, and has some gamebreaking issues. A single survivor in SWF can feed the killer's exact location at almost all times they are not in a chase with them. Additionally, the effectiveness is in almost no way determined by the killer's skill, but who the killer is playing. Playing Freddy? Constant wall hacks, nothing he can do. Trapper or Hag? You know where every trap is, and their entire power is useless. Wraith, Ghostface, or Pig? Lawl, get wrecked. Nurse, spirit, or huntress? Only moderately inconvenienced. The perk is almost never used solo, because of how dangerous it is, but is god tier with SWF, an even then, certain killers can just beat you down without any recourse. It ends up being a perk heavily revolving around the ability to communicate out of game and/or the luck of who you play against.

Object of Obsession - As the killer bares down on you, you do not relent. You will survive... or buy the others enough time. You get an audio ping when the killer gains blood lust, and a 3/5/7% Haste bonus. Additionally, you can see the killer's aura while in a chase with a killer who has blood lust.

This way, you are not just arbitrarily an 'object of obsession', but rather when the killer focuses on you too long, they suddenly find it even harder to catch you, letting you punish them more for longer chases, meaning the killer has to outplay you quickly, catch you quickly, or avoid obsessing over the same survivor for too long.


These are the three perks whose very concepts I disagree with, rather than the numbers/current power level. Anyone else feel these perks are poorly designed, and would like to see them reworked? Any other ones you think are poorly designed? Any ideas for them?

Comments

  • animalmak
    animalmak Member Posts: 399
    edited June 2020

    As a survivor with the WORST luck, I agree with the Rancor thing. I don't bring obsession perks, yet somehow it's always me when Rancor is in play. Had an incredible game one time - some won chases, some unhooks, some totems, some gens. Not once hooked. Rancor'd at the exit gate just before it was opened. Feels bad man. And unless someone's got like DS or FTP that switches the obsession to them, there's really no counter to it. /:

    I like the idea of your rework for it! Would the stackable mean that it's 5% when first gen is done, then 10% when second gen, etc? And in that case, I think the time is really good too. 25% movement speed increase is CRAZY, so it's good that it maxes at 20s.


    I don't have too much experience with the other perks, so not much discussion from me on those.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited June 2020

    Most poorly designed perks: Pop, Rancor, Furtive Chase


    I use Insidious outside of just camping. It just takes imagination and the willingness to look stupid. It has fueled my disgust at SWF comms, but I'm holding out hope for some future indicator of who's SWF and who's a solo player, and that has kept me mollified but not dispassionate

    P.S. about OoO. **** SWF comms players who use OoO. Props to solo players unless I'm a stealth killer. If game mechanics can be finagled to resolve those different feelings, go for it, but I like the perk's design.

  • BastardKing
    BastardKing Member Posts: 784

    Yes, when the 5th gen is done, they would get a 25% boost for 20 seconds.

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400

    Your insidious change is either worded in a very weird way or its insanely overpowered.

    Do you mean "At the start of the game and for 60/120/180 seconds afterwards you become undetectable. When this time is over or when a survivor gets hooked this perk permanently deactivates"

    Then yeah I think thats fine, limited but could potentially give a good opening for killers.

    But if you mean it the way you have described, you are only detectable when no one is on a hook. A perk being deactivated doesnt mean much if its requirement for activation is still possible. Unless its permanently deactivated.

  • BastardKing
    BastardKing Member Posts: 784

    It is the same wording as Lucky Break. You have 60/120/180 seconds of undetectable which pauses when a survivor is hooked, during which your terror radius can be heard. After that time is up, the perk deactivates for the rest of the match.

  • Reaver_Raziel
    Reaver_Raziel Member Posts: 400

    Sure but thats just not what you wrote in your first post.

    "Insidious (Lucky Break Mode) - Your hunger for the hunt to begin is held in check by your deliberate methods. While no survivors are hooked, Insidious activates, making you Undetectable. Insidious works for a total of 60/120/180 seconds before it deactivates"

    'Deactivates' is temporary. Permanently deactivates isn't. Thats why I said I wanted to be sure what you meant.