http://dbd.game/killswitch
Poised, Lucky Break, and Up The Ante Changes
So I recently got back into DbD after I took a 3 month break out of pure boredom. Before I left I started what I wanted to be a series where I would look at some under-preforming perks and see how I would fix them. I do this purely because I enjoy it.
Poised
(BUFFED) After a generator is completed, your scratch marks are hidden for 10/11/12 seconds.
(NEW) Additionally, get an auditory warning whenever a generator is repaired to 95%.
Poised is pretty close to being what I consider being balanced, but it has a few issues. The lack of a warning ahead of time makes it difficult to get usage while in a chase. This is why I added the auditory warning, and I also added 2 more seconds to the effect to make it slightly better.
Lucky Break
(REWORKED) After being hit by the killer, you leave no blood trail and make no grunts of pain for 10/12/14 seconds.
(NEW) While outside of a chase for 30 seconds, Lucky Break is always active.
So I wanted Lucky Break to be an alternative to Iron Will that sacrifices some of it's in-chase potential for more power on the stealthy side. If you play around it properly, then it's basically Iron Will with the added benefit of no blood trails.
Up The Ante
(Reworked entirely)
Once per trial, you can mark a generator. Other survivors cannot see that you have marked the generator.
For each generator completed that is not the marked generator, gain a Token. Tokens increase your healing, sabotage, unlocking, and exit gate opening speed by 6%/7%/8%.
If the generator you marked is completed, then all of your tokens are consumed.
So I honestly had no idea how I would fix this perk without completely scrapping the luck mechanic and starting over so that’s exactly what I did. I had to think of what a perk called “Up the Ante” would do and have it make sense for someone like Ace. So I thought “What if at the beginning of the game you would bet which generator would not be completed and be rewarded if you are correct”. I think it’s a cool idea and it makes sense for someone like Ace. It’s almost as if he’s gambling on which one wouldn’t be completed and with each completed generator the stakes get higher.
Thoughts?
Comments
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I think that Poised would still be useless, it's nice that you buffed the duration, but what is the point of it showing you when the Gen pops? I think that this change wouldn't make a difference, it would still be too situational.
Maybe if you could somewhat hold the activation, maybe when the Gens pops and you start or are running Poised starts to remove Scratch Marks?
I like the Lucky Break change, but maybe 14 seconds is too much? I think 8/9/10 seconds should be fine.
I like the Up the Ante idea, does the bonus stay if all Gens are completed? if Survivors didn't even touched the marked Gen and they finished every other Gen the Gens get blocked, so I'm not sure, also if it doesn't work when all gens are done, what's the point of increasing the exit gate opening speed?
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The bonus that Up The Ante gives will not disappear if it is not one of the 5 completed generators required to power the exit gates.
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Lucky Break should work like how Sloppy Butcher affects blood and scale in the same way.
And Ace is all about luck, and I actually like the idea of Up The Ante, so I'm a hard no on your version.
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Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
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I really like your idea for Up The Ante and Lucky Break. The change to Poised I doubt would make any difference though.
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