Unbreakable suggestion

One of the things about perks that let you pick yourself up are the risks it possesses. No Mither you can tell and Soul Guard depends on how long the hex stays active. These 2 perks in the right condition will usually force the killer to almost never slug. There are 2 problems with Unbreakable

  1. You get to pick yourself up for free with the only cost being unable to do it again
  2. If a killer is dedicated to slugging, they'll just ignore Unbreakable and slug you again

Hence why I think you need to earn these tokens by doing something healthy.

After helping a survivor fully recover from the dying state, if the survivor is not put into the dying state for 20 seconds, gain a token.

While in the dying state, you may fully recover at the cost of 1 token

Increases recovery speed by 25%/30%/35%

Basically it encourages survivors to be smart with altruism, discourages slugging even more, pairs decently well with Buckle Up and WGLF, and makes Deerstalker and Nurse's really good.

Comments

  • Chchchcheryl
    Chchchcheryl Member Posts: 1,531

    This seems a million times more practical but on slugging build killers

    If one person goes and picks everyone up they suddenly have three unbreakable

    Idk but that seems kinda strong to me

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,443

    Are you asking for an unbreakable buff? You know, one of the most powerful perks in the game.

    Unbreakable in it's current state allows people to win matches that they already would've lost, giving it multiple tokens would be insanely overpowered.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Great idea! Slugging can happen multiple times throughout a match, and this would make a killer have to keep better track of the slugged survivors. Only one question: can you define helping a survivor "fully recover from the dying state"? For example, does this mean you have to fill the recovery bar for them completely for a token? Or bring them all the way to healthy? Just get them off the ground? Etc.

  • SkeletalElite
    SkeletalElite Member Posts: 2,704

    It's not free, it costs a perk slot.

    Why do people call everything "free" it doesn't even make sense.

    "Everything I don't like is free"

    While we're at it lets nerf surveilance because it's "free" info + stealth

    Let's nerf balanced landing again because it's a "free" speed boost

    Let's nerf prove thyself because it's "free" gen speed

    Let's nerf self care because it's "free" healing

    Let's nerf brutal strength because it's "free" break speed

    Let's nerf enduring because it's "free" stun reduction

  • Saltjar34
    Saltjar34 Member Posts: 766

    Remember, that person has to stop from doing their objectives to help their fallen teammate get up and not immediately downed. I'd say they kinda deserve it. Plus if it was a slugging build, the killer would be running either Deerstalker, Knock-Out, or Infectious Fright. Deerstalker means they'll be proxy camping the dying survivor (Thus making it harder for them to survive), Knock-Out makes your teammate harder to find, and Infectious Fright means you need to start running. It means now you have to dedicate at least one perk to slugging and one of those perks is used by almost everyone

    Think of this buff like Second Wind. You heal others and in return you get to be healed yourself. In my version of Unbreakable's case, you have to help others in order to get it's effect. It means now they don't just have to slap in on, they have to actually work for it and in doing so, you save many others from being helplessly stuck on the ground

  • Saltjar34
    Saltjar34 Member Posts: 766

    You have to be in contact with the dying survivor as they are brought back to the injured state. It means you can't just touch the dying survivor and then ask them to recover themselves. You have to be there and be the one to help them on their feet.

  • Saltjar34
    Saltjar34 Member Posts: 766

    Think of Unbreakable like old Ruin. It's only useful for a part of the match and it's guaranteed to be removed at some point, wasting a perk slot. Problem is, there is no requirement for either of them. You can a be camping the Ruin totem and the survivors would still be slowed down. Same with current Unbreakable and worse, it has another effect that persists even if its main effect is removed. What is the requirement? Get slugged? Even DS has a requirement.

    Surveillance requires you to use another perk to cause regression, Balanced Landing requires you to be at an advantageous spot and not have any other exhaustion perks, Prove Thyself requires you to group up which is something nobody does anymore, Self-Care is used so dumbly that honestly I don't mind it being free, Brutal Strength is a good example because it's actually free but if it had a build up to a strong effect it would be called Spirit Fury, Enduring requires you to actually get hit by the pallet making it useless on Doc or Clown

    As seen in some of my examples, strong perk effects need big requirements. Deliverance gives guaranteed self-unhook at the cost of being broken and it being unusable if you get hooked first. For the People gives intaheals which you can't use on yourself and it breaks you. I've even given some examples regarding No Mither and Soul Guard. Picking yourself up is a strong effect and it needs a requirement or downside.