http://dbd.game/killswitch
A balance to Laurie Strode's Perks
As we all know all of Miss Laurie's perks are either overpowered, or awful. These are some possible balance ideas for these darn perks.
Object of Obsession: The perk starts off with 1 token, whenever you have been chased by the killer for 30/25/20 seconds you gain a token. When you stand still and hit the active ability button, Object of Obsession consumes a token and both you and the killer can see each other's auras. Can only gain and use up to five tokens.
Decisive Strike: Whenever you are unhooked, Decisive Strike activates. When you are picked up by the killer from the ground within 30/35/40 seconds of your unhooking, a skill check appears that is 80% smaller than a normal skill check, hit this skill check and you stun the killer for three seconds and escape his grasp. Escaping from the killer's grasp with Decisive Strike gives you the deep wound status effect for 20 seconds.
Lone Survivor: Whenever a survivor is killed, Lone Survivor gains a token up to a maximum of three tokens increasing your luck by 5% for each token. Does not stack with other luck increases.
I hope these all seem pretty balanced, if they're not, I tried my best. Have a great day!
Comments
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That DS nerf is too much, leave the timer the way it is 60 secs, even the stun 5 secs and just make it to where if the killer is chasing the person that got unhooked it pauses the timer and if the person is doing anything the time goes down twice as fast since they are obviously not being tunneled or if the killer hooks someone else the other person's is disabled until they get unhooked so 2 DS can't be active at one time.
I'd like it to do what it's supposed to do which is be an antitunneling perk, but not a weapon to abuse and punish the killer for playing too well by destroying his momentum.
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I knew I was forgetting something a BD that something was having it cancel after you hook someone else, thanks! And I do like the idea of the twice as fast timer when not in chase, although what if you're like, wraith and stay cloaked? They can't do anything about it because 1. You don't start chases while cloaked and 2. If they stop to mend then you'll just come out of cloak and down them.
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That is true, killers like wraith would be tunneling kings, maybe make it if the survivor is running the timer stops like deep wounds or the timer slows down so if they try to preserve it they aren't doing gens and if they are slugged the timer will go down normally.
I really don't want to over nerf it cause it punishes a pretty scummy way of playing that some killers do.
I wouldn't even want them to have DW after they get off the shoulder because it's not there fault the killer is trying to tunnel them down.
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So Sole Survivor goes from bad to a dumpster fire.
Luck only works on two things: Attempting Hook Escape and Escaping Trapper's Traps.
And now you get a pathetic 10% Luck increase (you're sped up when hooked as the last Survivor so little point in that 15% that doesn't stack) and hope you go against one certain Killer out of 21 of them. (4.76% if every Killer was played evenly at all times)
I'll stick with the synergy of possibly maybe once in a long while of running OoO + Sole Survivor instead.
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Do you even know what "luck" is? It is used only to get out of Trappers traps and off hook, and, when 3 survivors are dead, the last survivors is instantly sacrificed. All your ideas are bs and only nerf to her perks. Nobody will ever use her perks.
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They're all fine as they are now
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The only perk that desperately needs changing is object tbh. The change I keep seeing suggested is to only reveal auras if you're both looking in each others direction, and if you're not, the perk will only light up like spine chill. It'd still be really strong, but not nearly as bad.
DS is a dumb perk, but there aren't many good ways to change it. I think the easiest change would be to reduce the timer to 50 seconds. I don't like the idea of it deactivating instantly when you touch a gen, I think making it deplete the timer twice as fast would be a better change.
And sole survivor needs some kind of aura blocking on it to begin with. Maybe 12m to start with or something, and each dead survivor now gives +28m instead of +24m.
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I think working on a gen for 5-10 seconds and then deactivating would be better than just tapping one, but I think it definitely shouldn't just be how it is now. So much of the game is played around DS+Unbreakable, even when they're not present. This is also true to an extent with perks like Dead Hard, but the counter to that is to get up close and wait a few seconds for the survivor to use it. It still buys time whether you have it or not, but not either a full minute or a 20 second head start. (The stun might only be 5 seconds, but that's enough time to build up enough distance to basically restart a chase from the beginning or just disappear entirely.)
Frankly I'd be at least somewhat satisfied if DS just deactivated once the last gen is powered. In end-game, all bets should be off. It can already be rough with BT, body blocks, the odd flashlight save, etc. Having DS basically be a free escape at endgame never really feels satisfying. At least a BT can be played around.
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I didn't think it'd be possible but you've somehow managed to make Sole Survivor worse.
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I like the object one but i still think object would be a bit too powerful. It just needs a complete ground up rework.
DS should be active for 30 seconds, but dissipate 2x slower when being chased and should stun the killer for 4 seconds.
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You actually found a way to make Sole Survivor worse then it already is. That's actually really impressive
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