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Suggestion: Iron Grasp rework

Hi everyone,

the reason for this rework is to give the perk a unique identity and not be overshadowed by others of similar function like Agitation or Mad Grit.


Iron Grasp:

Your powerful grasp on Survivors causes escapes to be nearly impossible.

While carrying a Survivor:

  • The Survivor's Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 25/50/75 %.
  • Being stunned or blinded does not make you drop the survivor


Trivia:

  • Stuns will continue to affect the killer, but will only leave him in place for as long as it lasts.
  • DS will continue to release survivors (or maybe not)


Comments

  • swager21
    swager21 Member Posts: 1,019

    what do you mean "ds will continue to release survivors (or maybe not)? what would be the point of the perk then?

  • Dreadnight
    Dreadnight Member Posts: 125

    I thought that if with this perk, ds only stun the killer for 5 seconds but not release it would be a good counter and people would use it more,

    but that function would depend more on how it affects the balance of the game.

  • Dreadnight
    Dreadnight Member Posts: 125

    the point is, mainly, to avoid pallet saves, or any stun save

  • Lexilogo
    Lexilogo Member Posts: 587

    Making avoiding stun saves easier is something I'm fine with, but total removal less so. It's not that prevalent a strategy so I don't think it'd be balance-destroying, but a bunch of Survivor Perks like Power Struggle would have even less value than before.

    Maybe if stuns/blinds inflicted a lot of immediate Wiggle progress instead? (eg. 50%) It'd still be worth attempting saves with that, but Killers would have an opportunity to deny the save with Iron Grasp, just a limited one.

    Also, I think IG could afford to just remove Survivor wiggling entirely, as a QoL change for anybody who just doesn't want to deal with it. (And an extra buff towards one of the Perk's significant uses, dragging Survivors to the basement when that might ordinarily be impossible)

  • Dreadnight
    Dreadnight Member Posts: 125

    Stun a killer while is carrying a survivor is indirectly wiggle progression. The time that the killer is stunned he dont move but the survivor is filling his wiggle bar.


    The perk should be strongly situational like Lightborn.

    Lightborn remove totally the blind and give the killer aura reading, but the perk is not op and only strong in some situations. I want to do the same for Iron Grasp.

    Survivors can take hits to save his mate or sabo. Iron Grasp is not necessary a free hook, but need some value.

  • Seraphor
    Seraphor Member Posts: 9,425
    edited April 2021

    Yes, stuns transfer to wiggle progression instead of immediate drops. Maybe a stun is 25% progression so if you need to walk any significant distance to a hook it could still reliably cause a drop, but no more flashlight saves or DS's when you pick someone up right by a hook.

  • Micheal
    Micheal Member Posts: 288

    That sounds pretty stupid.

    People would abuse this and tunnel people and not even worry about getting blind or pallit stuns some perks won't even have a use in the game. And that's what flash lights are best used for. And there a fing in this game called skill look up the definition if you don't now what skill is because all this tells me you want every thing to be handed to you. Just get better at the game. There is a perk where you down a survivor one's that are close scram.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    I would take this over dragging people across the map to the basement. The only problem is that some Rift challenges, achievements, etc. require much to be happening in the basement. It's extremely frustrating when it happens to you though. Also keeping in mind this perk was from an era in the game hooks were able to be permanently sabotaged.

  • Dreadnight
    Dreadnight Member Posts: 125

    I play both sides, Killer and Survivor. Maybe more survivor than killer.

    About skill in a chase, Killers are trying as hard to win as the survivor to escape. Like survivor you have tools to save your mate. Its not about tunnel. Its about, if you waste 40s in a chase, with this perk you can protect better your "inversion".

    If a killer decide tunnel, the rol of the survivor is:

    1- Do gens

    2- Try bodyblock the killer

    3- Take a hit for your mate

    4- Share hook counts

    5- If someone have BT, let them unhook your mate


    Survivor plays needs coop with other survivors. Its not a 1v1 game

  • notstarboard
    notstarboard Member Posts: 3,903

    My initial gut reaction was "Oh god I hate this", but in practice I think this would be fine. It'd probably end up being run frequently at low rank, just like Iron Grasp today, while being mostly ignored at high rank. It's a bit of a downer because flashlight and pallet saves are some of the most enjoyable plays a survivor can make, but then again those probably aren't happening much at low rank anyway.

  • Micheal
    Micheal Member Posts: 288

    I now all this the buff you want for the perk well brack the game like I said killer would just abuse the perk. Ds all ready got nerfed now your asking for a perk that can nullify it and power struggle. We all ready have to drop the pallet or blind at the right time.😑

  • Dreadnight
    Dreadnight Member Posts: 125

    yeah, some perks nullify other mechanics or other perks. Like Lightborn or Calm Spirit. But you use an slot perk for that situation.

    I dont think that the perk is going to be meta, but I would like it to be more used.

    I have no problem on limit the perk to only stuns and allow flashlight saves if people think its too strong.