http://dbd.game/killswitch
Survivor Perk Changes! [Concepts]
Just figured I'd throw out some suggested perk changes and tweaks for fun! Lemme know what y'all think.
Object of Obsession [Overhaul] - In its current state it's annoying to deal with as a survivor, and typically results in nusiance on the killer side. To keep the perk's function intact while making it less arduous for the killer to experience, and to lessen the chance of the user being tunneled to death for using a generally acclaimed annoying perk, I think that the perk should be overhauled and work like this: Object of Obsession works on a timer that's depleted at the start of the game. When the timer is up, you are permitted to use Object of Obsession, and pressing the Active Ability button will let you and the killer see each other for a small window of time, before the perk goes on cooldown once more. That way, you can't constantly feed information to a SWF, as well as not constantly providing yourself and the killer with a possible grievance.
Decisive Strike [Nerf] - I believe DS should deactivate if another person is hooked while DS is active, since at that point they are no longer tunneling you, and have switched targets to hook another survivor. While it may be unfortunate that they might find you quickly after, it solidifies the perk as an anti-tunneling perk, and discourages annoying behavior such as rushed-locker spamming and likewise, locker immunity.
Open-Handed [Buff] - I'm not too sure what to do with this one but I feel like a small range buff is needed to better justify it's use for a whole perk slot, so I say that bumping the aura reading bonus to 12 meters better solidifies its need for a whole slot. Since the perk doesn't appear too often, and aura reading perks aren't used nearly as often as some others, I feel like the trouble wouldn't be that great.
Dead Hard [Nerf] - I am aware that Dead Hard is going to recieve a change with the next bundle of perk changes, but I still would like to get my two cents out about it. I believe that Dead Hard should work on a gague similar to Stake Out and Diversion, instead of the terror radius though, I think it should fill up in chase, possibly while injured. After chasing for a long enough period of time, the perk will activate and you'll be able to use Dead Hard, then exhausting you so you can't use it again. If the gague only works when you're injured, it encourages survivors to stay injured to use this poweful perk, thus giving the killer more opportunity to apply pressure.
Vigil [Buff] - In it's current state, people mainly use this perk for the small exhaustion alleviation. Seeing as how limited status effects are not nearly as commonly applied in favor of perks such as Sloppy Butcher - which applies a permanent two status effects until you are healed - I think Vigil may benefit from working such that it not only increases recovery time from those status effects, but also that it makes permanent status effects such as the previously mentioned Sloppy Butcher to downgrade to a timer. That way it makes it so that all effects you recieve will eventually come to pass, while still handling the immediate downsides. This is probably my least unsure idea, as status effects have an interesting position in gameplay.
Boil Over [Buff] - Boil Over doen't work very much often except for mostly occasional incidents with a saboteur team of friends, or occasionally on indoor maps. I think slightly extending the hook aura reading by 2 or 4 meters, as well as hiding the hook auras during the pickup process instead of when you start wiggling would be fantastic. That way the killer can't immediately nitigate the Boil Over effect by spotting a hook during the stationary animation and makes it more important for the killer to remember hook locations.
Second Wind [Buff] - Often with Second Wind, when healing someone with another individual, or finding someone who is partially healed, I have been unable to use this perk due to missing a small sliver of the heal bar. I simply think that decreasing the health state requirement to at most 75% would make the perk more usable and less likely to be in scenarios where you are a sliver away from usage.
Autodidact [Buff] - Dear lord this perk is a huge hit or miss sometimes. Increasing the skill check chance similar to Unnerving Presence of Spine Chill would make the power of this perk much more consistent rather than being entirely RNG dependant.
Distortion [Buff] - This perk is consumed very quickly whether it be the 3 of possible 12 barbeque reads, A Nurse's Calling, Hex: Undying, or other addons. Either this perk could use more tokens, such as 5 tokens, or have a slow recharging token system / criteria for getting tokens back such as staying in the terror radius or whatever it may be, would most certainly make its usefulness aparrent.
Comments
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These are all fantastic ideas, but I disagree with your Autodidact and Second Wind ones. Autodidact is in a weird balancing place where luck is the balancing factor; if you get lucky, the only thing that can heal faster than it is For The People. Having more skillchecks would make it the meta healing perk.
As for Second Wind... just trash it, honestly. It's not a good perk, period. None of Steve's perks are good.
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