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Lets talk perks |Chapter: Stranger Things|

Hoodied
Hoodied Member Posts: 13,098
edited October 2020 in Feedback and Suggestions

The Stranger Things chapter has alot of bad perks, while you get some good perks





Nancy Wheeler

Nancy's three perks, Inner Strength, Fixated, and Better Together only need tweaks to make them better

Inner Strength needs to work on a token system, every totem you cleanse you get a token, 1 token is used whenever healing inside of a locker (Ever cleanse a dull totem and look around while inner strength is active and see a hex and think "If I cleanse that, I lose 1 possible heal on my inner strength", yeah this fixes that)

Fixated's walk speed increase should work when you are injured (Pretty much Urban evasion, but walking)

Better Together needs to have a bright red aura instead of yellow (Helps make survivors know what perk is currently active)

Steve Harrington

Steve's three perks, Camaraderie, Second Wind, and Baby Sitter, all need changes to them to make them better to use overall

Second Wind needs to not display the broken status effect to the killer, while perks and add-ons that heal other survivors (I.E Syringe and Karina's perk For The People) to count as 1 health state

Baby Sitter make the unhooked survivor have no grunts of pain as well (This makes it harder for the killer to track the unhooked survivor and force them to chase you instead)

Camaraderie needs to extend the duration of the struggle phase overall, instead of pausing when a survivor is nearby (If the killer is camping, then this perk will make the killer camp you longer, causing generators to get done faster and the killer to lose more pressure. This also helps other survivors have more time to get you without needing to be near you)

The Demogorgon

Demogorgon's perks need discussed (Cruel Limits), MindBreaker needs a change, and Surge needs a change


Surge needs to have other gen related perks affect it in special ways

-Pop: Divide pop's regression by how many generators exploded and add that to surge's regression, if only 1 generator exploded then its Pop's default number not applied to surges (1 gen equals 25%, 2 gens will be less

-Overcharge: All gens that exploded will have overcharge applied to them

Mindbreaker: Applies to exit gate's levers as well (Prevents survivors from Sprint Bursting away from the gates when you arrive)

Cruel Limits: This perk's 32 meters still isn't good enough on cornfield maps, however it can be annoying on haddonfield. This perk is going to stay the same until cornfield maps are changed so it will still be a decent perk

Post edited by Mandy on

Comments

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    These are all pretty neat but Cruel Limits is god awful on all maps so should be buffed. Hiding the Broken status is also iffy, maybe instead just make the speed you heal yourself affected by Botany Knowledge and give a score event for completing the self heal that gives survival points.

  • Hoodied
    Hoodied Member Posts: 13,098

    Oooo so make second wind work like a syringe? That sounds interesting

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    Nancy's perks are fine and i dont think inner strength needs a token system, that would allow you to do healing plays more than once in a chase in the build most people use it in which is inner strength, head on, and quick and quite. better together doesn't need an aura change the perk is fine as it is even if other perks have a similar aura color, and the walking speed should only apply when your healthy since it is used for evasion without leaving scratch marks and it makes since that being injured will slow you down.

    steves perks most are fine. When any survivor is broken that effect should be displayed in the health state bar and its another unneeded change that wont effect game play. I like the baby sitter buff since its for anti tunneling and that would help the unhooked get away. lastly Camaraderie just needs a rework its a trash perk that even if the buff you provided was put live wont increase its usage. making so it can somehow help your team save you or provide another effect like stunning the killer by kicking them if they get near you would be better.

    Demogorgon's perks are also fine. A better surge buff would be to increase its regression% or getting rid of its cool down and also perks shouldn't have specials effects based on other perks being used. the other two perks after the changes introduced in the mid chapter ptb are fine and mind breaker doesn't have a reason to affect gates. i do agree that cruel limits is still really bad and i think a better buff to it would be to decrease its range slightly but block off the windows until a different gen gets completed.

    When you provide idea's to buff something look at two things. Does the perk need a buff or nerf and is it fine as it is? and does this change make sense, isn't overly complex, and actually affect gameplay. All of nancys perks currently dont need changes, steve perks are mostly fine but the baby sitter idea is good but as said camaraderie needs a rework, and Demogorgon's perks either just need value changes or are fine.

  • dspaceman20
    dspaceman20 Member Posts: 4,699
    edited October 2020

    I think a better buff to cruel limits could be to make it so that while chasing a survivor any generator that is complete will block windows and valuts within the survivor your chasing location.

  • Trwth
    Trwth Member Posts: 923

    Nancy's perks are all phenomenal and don't need changing. Inner Strength and Fixated are balanced stealth perks and support specific playstyles. And the only reason you want to change Better Together is because Trail of Torment exists.

    Steve's perks are all terrible, as much as I hate to say it. Despite that fact, I still use them quite a lot in my builds, so here's my data.

    Second Wind should have an easier trigger requirement (or none at all), and you should also receive Haste while you're Broken and healing. The perk is meant to help you get back on your feet (think Off the Record or DS) after being unhooked, so it shouldn't leave you too vulnerable in its duration.

    Babysitter needs its values increased and also show the unhooked Survivor where the Killer is. We can give them aura disruption and mute their voice, but that's a bit much for a perk description.

    Camaraderie has the same problem as old Kindred. The effect should stay the same (and/or receive a slight range increase), but it should also trigger for other Survivors on struggle too. For example, if you're running the perk and you go near someone else who is hooked and struggling, they have their hook timer paused. It buys time in a camping situation and may save you if you're teammates are lagging behind schedule, especially in the endgame. Lastly, other Survivors should be notified when you get your extra time. Communication is key.


    Demogorgon is interesting. His perks all have potential to be really solid, but fall short in practice due to how tightly bound they are to specific requirements... only for a lackluster effect.

    Surge is pretty alright. The cooldown is justified since it's not designed to be a snowballing perk like Infectious Fright. However, the basic attack requirement is totally unnecessary and needlessly inhibiting. Just get rid of that and the perk is perfect.

    Cruel Limits needs a complete rework. What the perk is designed to do is create dead zones and trap Survivors. However, due to map design and the fact that the effect trigger is dictated by the actions of the Survivors, it's just... utterly terrible. If we were to rework it, I'd say to make it block windows and pallets in the immediate vicinity of gens over 50%, which is approximately 16m radius. Or something more elaborate than that.

    Mindbreaker's upcoming buff is alright but the numbers are still too low to have a noticeable effect on the Survivors. Increase it to about 20 seconds and it'll do fine. I'd say 10, but that'll make it too easy for Survivors to 99 Sprint Burst and ultimately use the perk against you.