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Territorial Imperative,Iron Grasp,and Poised Perk QOL Change

Whomst
Whomst Member Posts: 168
edited April 2021 in Feedback and Suggestions

Territorial Imperative

The Aura of a Survivor Entering,Within,or Exiting the Basement is Revealed to the Killer for 3 Seconds and when the Killer is at least more than 32-Meters Away from the Basement Entrance.

The Basement Hooks are highlighted by a White Aura to the Killer when they are Further than 32-Meters Away from the Basement Entrance.

Territorial Imperative has a Cool-Down of 30/25/20 Seconds.


Iron Grasp

Increases Action Speeds for Picking Up,Hooking,Dropping while Reducing the Stun Duration from Being Stunned by a Pallet or being Blinded by a Flashlight or Firecracker while Carrying a Survivor by 35%.

The Struggling Effects of a Survivor while being Carried by the Killer is reduced by 75%.

The Time to Wiggle out of the Killer's Grasp for a Survivor is increased by 8%/10%/12%.


Poised

Each Time a Generator is completed, you gain a Token.

A Token will be consumed the next Time you begin to Run.

For the next 6/8/10 Seconds,your Scratchmarks will not be Shown to the Killer.


QOL: The Noise Notification Territorial Imperative provides should be more Discernible as to not be Drowned out by other Miscellaneous Sound.

Comments

  • Lexilogo
    Lexilogo Member Posts: 587

    Territorial Imperative would still be terrible. It's worth pointing out to others reading the thread that you did reword the aura activation condition, to a minor extent. (current is simply "entering the basement", you essentially make that "in the basement", though the still-present cooldown means that doesn't matter too much) Knowing the Basement's location at the start of a match is a very minor convenience though and doesn't move the needle at all on the Perk's strength.


    Iron Grasp's buff is simple but would certainly help. It's honestly weirdly tough to assess the strength of, because reducing stun duration by 35% sounds innocent, but Enduring's 50% reduction feels like it might as well be ∞%, so it'd have to be tested practically. I still don't think it'd be good, but this is probably the strongest buff out of the three and it could prove strong enough to make the Perk a niche counter Perk.


    I don't think the Poised buff does enough to make it viable, either. Survivors sprint a lot so practically speaking it wouldn't be that much different from regular Poised, just with some situations where it's a little less wasted. The best I can think is that IF a Survivor is repairing a gen, another gen gets popped, and they pop their current one, that allows them to start sprinting and keep a Poise stack in reserve as long as they keep sprinting, to pop whenever they want via stopping and starting again.

    However, that's a LOT of hoops to jump through for 10 seconds of no scratch marks, compared to something like Dance With Me.


    I don't mean to sound too negative, though. If all these changes became part of an official patch tomorrow, I'd be okay with that! I'd prefer buffs that made these Perks truly viable, but any buffs are appreciated, and all of these are totally on-theme with the Perk designs.