Vigil rework to make it more relevant in modern DBD
You look over your friends even in dire situations.
After unhooking a survivor safely or completing 2 healing actions on another survivor, you gain a token.
When facing another nearby survivor, press the active ability button to perform a 2 second channeling action and use a token on that survivor. Pressing the active ability button while facing no one will use the token on yourself.
Using a token will remove the Blindness, Hemorrhage, Mangled, Hindered, Oblivious, Exposed, Broken, Incapacitated and Deep Wound status effects from the selected survivor, as well as gives them immunity to those status effects for 16/18/20 seconds.
Status effects given by a killer's base power triumph Vigil and can not be removed.
The removable status effects of other survivors are revealed to you when they are near you.
With the new rework laid out, I will answer some questions that you might have had.
Q: Wouldn't this ruin some killers that use status effects as their powers, like Ghostface or Myers?
A: With this rework of vigil, any status effects caused by a killer's power won't be removed, but status effects caused by a perk or add on can be removed. So you can't remove an Exposed caused by a Ghostface stalking you, but you can remove an Exposed caused by Starstruck. Similarly, you can't remove a Broken caused by Plague's vomit, but you can remove a Broken caused by the Legion pin add on. This works the same across the board.
Q: What about perks like Devour Hope or Rancor, which cause a permanent status effect?
A: As a general rule, status effects caused by an once off action like getting hit or breaking a totem are permanently removed and don't come back after the 20 second immunity, while perks that cause a constant effect do come back after the 20 second immunity. So perks like Devour Hope or Rancor would make you exposed again after 20 seconds, while other perks like Iron Maiden or Haunted Grounds would have their exposed removed permanently until you perform the required action to get the status effect again. If you have a question about how any specific perk or add on interacts with this perk feel free to ask me.
Q: What about the Exhaustion status effect?
A: Since the perk removes status effects instantly, I decided to remove exhaustion from the list. Exhaustion perks are already powerful enough and I want the perk to focus on other status effects, as current Vigil is only used for reduced exhaustion, which I feel is a missed opportunity for a unique perk.
Q: How would you counter this as a killer?
A: First of all, if you don't have any perks or add ons that cause status effects, you can ignore this perk. If you do, try to look out for status effects being removed, for example maybe you noticed Broken being removed far too quickly, or that a survivor with Hemorrhage is not bleeding as much, and then try to find out who is using the perk. You can also catch the survivor performing the unique channelling action, which would show you that they have vigil, so you can focus on them and don't let them gain tokens. Another thing to note is that killer status effects like Bloodlust or Undetectable are not affected by Vigil.
What do you think of this rework? It might be a bit complicated and maybe overtuned, but I think that this rework is a great way to bring this perk back into relevance in modern DBD. Let me know what you think of this.
Comments
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I had a similar idea, it essentially does the same as your idea, albeit less complicated or worded more friendly.
Vigil
Your kind heart has the ability to repeal evil.
When under the direct influence of the Cursed status effect, become immune to its associated effects up to a maximum of
40/50/60 seconds
. While active, survivors within 16 meters to you will be protected as well. Once out of range, they remain protected for an additional 15 seconds.Once the duration has been used, Vigil deactivates.
Vigil Matchups Against Hex Perks
Ruin
Without Vigil
Canceling / interrupting a repair action will cause the generator to enter the regression state, at an increased speed of 200%.
With Vigil
Canceling / interrupting a repair action will put the effects of Ruin on hold for the duration of the timer. If another survivor touches your generator, Vigil is no longer protecting that generator if they decide to leave it. You have to be the last survivor touching that generator to prevent Ruin regression with Vigil.
Crowd Control
Without Vigil
Vaulting a window will cause it to be blocked for 20 seconds by the Entity.
With Vigil
Vaulting a window will cause Vigil to protect that window from the effects of Crowd Control, which is 20 seconds for each vault [3 uses before deactivation].
Haunted Grounds
Without Vigil
You become exposed for 60 seconds.
With Vigil
Vigil makes you immune to the exposed status effect for 60 seconds [would deactivate Vigil].
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I don't think our ideas are similar at all. My idea is a counter to negative status effects but doesn't have much impact against hexes, while your idea is a Lucky Break that directly counters hexes.
It is a nice idea, but I feel like if you want to counter a hex, you would bring Small Game, Detective's Hunch or Counterforce, as it would help all survivors as opposed to the ones close to you. I feel like it would encroach on the territory of those perks.
There's no other perk that counters status effects like Mangled or Blindness, so I would prefer if Vigil kept that functionality rather than be another perk that counters hexes.
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I don't want my favourite perk to be reworked, the perk is fine as it is... :/
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Id use it with no mither
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Since No Mither makes you broken for the entire game, Vigil would affect it the same way as Devour Hope or Rancor. So after the 20 second immunity you would be broken again.
You could pull off some interesting plays with it, like maybe using Vigil and a fast healing med kit to take a hit that you couldn't otherwise. It would be a very interesting perk combo if that's what you were thinking.
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To be fair, a lot of perks overlap each other, it just depends on the playstyle.
Detective's Hunch, Small Game, and Counter Force have their own niche that they support despite having their similarities.
You would use Vigil if you believe a threat cannot be shutdown in time — giving you extra time. Detective's Hunch reveals objects, including totems, potentially helping you prevent a threat. Small Game gives you pinpoint accuracy and counter to know your team's totem progress. Counter Force gives you a cleanse boost and gives you direct aura reading on totems. As you can see, most totem perks focuses on preventing a threat while Vigil reacts to a threat.
However, either way, I like the idea of Vigil reacting to status effects. It's something that we don't have in DBD.
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You are right about perks overlapping each other, like Deja Vu/Visionary, Poised/Self Preservation and Built to Last/Streetwise.
I think it's a nice idea and maybe deserves its own perk in the future.
However, I would prefer if Vigil focused on negative status effects, since that has been the perk's identity since it released.
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