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Rebalancing Every Carrying/Wiggling Perk

Lexilogo
Lexilogo Member Posts: 587
edited April 2021 in Feedback and Suggestions

To preface this, I believe most of these Perks should remain niche options. However, "niche option" and "worth taking" aren't mutually exclusive, so here's my attempt at making all these Perks more powerful and interesting, if not necessarily meta.

Coincidentally, there's also exactly 4 of each of these Perks for both Killers and Survivors right now, so theorycrafting their worst-case scenarios where they're all working in tandem isn't even really that hard.

Survivor

Boil Over: In addition to its current effects, if you are not Exhausted while in the Struggle State and reach 80% of your Struggle Progress bar, you will immediately break free of the Killer's grasp and inflict the Exhaustion status upon yourself for 60 seconds. (note: this Exhaustion proc not decreasing in length with perk Tiers isn't a mistake)


Breakout: In addition to its current effects, while Breakout is active, the Killer suffers a 50% increased Basic Attack Cooldown to both successful and unsuccessful attacks. This effect does not stack.


Flip-Flop: 100% of your Recovery progression is converted, but the cap of 40/45/50% remains unchanged.


Power Struggle: In addition to its current effects, whenever you stun the Killer in any way, Power Struggle gains a Token, up to a max of 3. These are immediately expended once the Killer picks you up, adding 5% wiggle progression for each Token.

Killer

Agitation: Agitation is now by default not activated. You activate it by pressing the "Pick up Survivor" button again while either carrying a Survivor, or in the middle of a pick up animation. This inflicts the following effects:

-Your Terror Radius is rendered map-wide

-Your movement speed is increased by 6/12/18%

-You may move during pick up/drop animations for grabbed Survivors (note that you do NOT gain camera control during this time, though)

-You have no protection from Blinds or Stuns causing you to drop Survivors, even if you are in the middle of a pickup/drop animation

Agitation deactivates once you stop carrying a Survivor. (Note: this is similar in practice to current Agitation, but it allows you to speed up hooking times more thanks to movement during pickup animations, and can also be saved to come as a genuine surprise for Survivors pulling things like flashlight saves. Plus, a little extra utility in being able to dodge flashlight saves easier, though you can't dodge pallet saves in the same way)


Iron Grasp: Now lowers Survivor Struggle effects by 100%. (note: kind of like Iron Will and Stridor's interaction, Survivors with Boil Over equipped will override this and enable Survivors to wiggle Killers around again, just to a weakened potential) Increases wiggle free time by 4/8/12%. If a carried Survivor is in any state that would free them aside from reaching 100% on the Struggle Progress Bar, they do not escape your grasp, and they instead gain +50% Struggle Progress. You can see the Struggle Progress Bar.


Mad Grit: Successfully hitting a Survivor now fully resets the Struggle Progress Bar to 0%, in addition to pausing their wiggle progression for 2/3/4 seconds. (Note: Some people might object to this under grounds that this'd shut down Survivors taking hits to delay hooking, but frankly Mad Grit's current effect already does that. This just adds some extra gravy and punishment for Survivors who fall for this)


Starstruck: Probably a bit too new for me to have serious rework feedback, but I think the cooldown should be ditched in favor of "Starstruck deactivates once the Survivor is no longer being carried, and can only be reactivated after Downing a Survivor." I think it's a better solution than a cooldown, which I generally find unnecessary on perks that require Killers to down people, and helps reward the snowball playstyle Starstruck encourages.

Comments

  • Trwth
    Trwth Member Posts: 921

    While I appreciate the creativity, some of these changes are way too over the top. With the exception of Iron Grasp and Mad Grit (maybe Flip-Flop too), all of these perks are fine the way they are. For the Survivor perks, they're not designed to have immediate effects unlike most other perks. They're situational because they're good at what they do. They don't need extra fluff to force their effects out. Again, except for Flip-Flop.


    As for Killers, I like that you're thinking creatively. However, they suffer the same flaws as the Survivor ones.

    Agitation: I think increased pick up/drop speed is a fair change, but being able to pick up/drop while moving is a different story. It's... interesting. I wouldn't be opposed, but I can't help but feel that this overcomplicates an otherwise simplistic perk.

    Iron Grasp: Simply too complex. Increasing its values is an okay change and maybe adding some other small things (like shorter attack cooldowns or losing collision to be able to walk through body-blocking Survivors, things that make sense) would be okay. Denying pallet/flashlight saves completely, while not being overpowered, is just suffocating the perk with too many features.

    Mad Grit: Good change. Nothing much to say here.

    Starstruck: I wouldn't be opposed to swapping out a cooldown for a down. I would just be cautious, as we wouldn't want to make this perk too oppressive (though I doubt it would be).


    TL;DR Creative approaches. Personally, I think the changes are a bit over-the-top, but I'd be willing to test it out if it were possible. Just make sure that when you make/change perks, you don't add so much to the perk that it feels awkward to use or difficult to combine with other perks.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    I really don't like the Agitation change.

    I feel like camera lock blinds are the most annoying thing in this game.


    And yes, I know about Lightborn, but fixing a problem and adding a hard counter are separate things and should be treated as such.