List of perks that could be buffed in numbers
There are a lot of perks in the game that could be decent and playable, but the numbers are so low that you're not gonna get any use out of them in most matches. So here's the list of the most obvious ones with some examples:
Any Means Necessary - 140/130/120 seconds -> 80/70/60 seconds
Babysitter - 4/6/8 seconds -> 10/12/14 seconds
Boil Over - 25/50/75% -> 75/75/75%, 10/12/14 meters -> 16/18/20 meters
For The People - 110/100/90 seconds -> 80/70/60 seconds
Second Wind - 34/32/30 seconds -> 24/22/20 seconds
Solidarity - 40/45/50% -> 60/70/80%
Wake up - 5/10/15% -> 15/20/25%
Cruel Limits - 20/25/30 seconds -> 35/40/45 seconds and / or 24 meters -> 32 meters
Dead Man's Switch - 35/40/45 seconds -> 40/50/60 seconds
Surge - 8% -> 10% and / or basic attacks -> any type of damage and / or 60/50/40 seconds -> 40/35/30 seconds
I don't believe that any of those changes would break the game, but at the same time they could shake up the meta a little bit. It's also the easiest way to buff the underused perks (just like the Tinkerer changes in 4.1.0).
Comments
-
Honestly they should just remove the cool down from any means necessary, I still don't think it'd be good enough to see people running it very often, but at least the perk wouldn't be a literal joke to equip.
Literally, when I play with my SWF people equip that perk as a literal joke so they can waste god pallet then pick it back up.
2 -
Simple number changes like this could be done on a weekly basis. If they're popular, keep the changes, if not, change them back.
I don't understand why the devs can't do something like this. It would really help with balance.
2 -
I'd argue that Cruel Limits should always be a consistent 60 seconds and instead the radius should be what scales. When a gen is finished usually a survivor runs out of the area anyway and most maps don't have that many structures with lots of vaults. If anything it should be 32 / 44 / 56 meters. Also consider YOU ARE LETTING A GENERATOR GET FINISHED to let this perk proc. It can only proc 5 times JUST to block vault locations. Not a strong perk even if it was global and 60 seconds.
The big change for Surge to be decent is make any down on a survivor proc it and it be based on where the survivor was downed.
0 -
I must agree, Any Means Necessary is a complete joke with the cooldown. Just remove it, it takes 4 seconds to pick it up again, so if the Killer isn't braindead he can just kick it, so it can't be abused infinitely stun them.
In tiers it could be: It takes 5 / 4.5 / 4 seconds to pick up the pallet. (maybe even 3 seconds)
0 -
Nah the perk must have a CD, imagine someone dropping the unsafe pallets, Killer ignoring them and another one following them around getting all the pallets up. I agree the CD it has now is way too much but it needs at least 60 seconds.
1 -
Since it's an unsafe pallet, I don't think it's such a big deal, and it's the killer's fault if they don't kick the pallet tbh.
If it needs to have a cooldown, than something like 30/25/20 seconds should be enough.
0 -
If the pallet is so unsafe you can ignore it in chase it's unsafe enough you can ignore the next time they dropped. the pallet doesn't sudenly get safer because its getting dropped a second time.
plus if you're pressuring two people in chase because one is just following you the whole time you're probably gonna win anyways if you're any good at the game. The time spent picking up pallets is the cost of using the ability in this circumstance.
0 -
It can be used to stun the Killer and prolong the chase, helping you reach the next loop or pallet, getting one unsafe pallet up is not going to screw you over but imagine a SWF of 4, one gets chased, he runs towards all the unsafe pallets, the other using coms keeps getting them up with no CD, the Killer might notice it after the first pallet or after the fifth one. Also, having to stop to break all pallets (even the unsafe ones) because there is someone getting them up non-stop would make chases way too long.
With no CD on Solo queue it would be strong, on SWF would be totally broken.
0 -
Still a lot less powerful than you think. Following the killer around the whole match just results in everyone dying because you're not doing gens fast enough.
0