perks like these
It's about time we get perks that do these 3 things:
1) stops the killer from dropping the survivor when stunned by a pallet
im defending this one by saying this rarely happens to me
2) gives a notification when survivors begins to work on a generator.
kinda like friends from the shadows
3) gives a notification when a survivor enters a locker
cool down type of perk. maybe even obsession?!?
Comments
-
3 would mean little-to-no counterplay to a mobile killer with BBQ, I don't want an unavoidable reveal
1 -
1) Yeah that could be pretty cool.
2) Kinda like Thrill of the Hunt ? Yeah i’d love this !
3) I mean we already have Iron Maiden and it’s not like the noises aren’t loud already, so it’d be pretty useless IMO
1 -
that was the reason for it being cooldown/obsession so there is some sort of counterplay. i was also thinking [within x radius] or [not within x radius]. something like that.
could read "When trying to hide you gain a 6th sense that alerts you to them". could work like spine chill or whispers, but for lockers.
1 -
i mean if im trynna get that "grab survivors out of a locker while using iron maiden" it could be easier. but the real inspiration is elsewhere.
0 -
#1 feels more like a buff that Iron Grasp would have.
0 -
probably, but i wouldn't want it to make wiggling even worse for survivors.
0 -
Buff Iron Grasp so that while a Survivor has less than 25% wiggle they can't be knocked off your shoulder via pallet stun. This would prevent stun drops when first picking up (unless Flip-Flop) and not interfere with Power Struggle as that kicks in at 25%. Give Killers more of a reason to run Iron Grasp and Survivors more of a reason to run Flip-Flop.
For the other two ideas, well, both of them would need to either have small ranges, somewhere in the 16-20m range, or have somewhat long cooldown. And #3 is a bit too close to Iron Maiden, and paired together you'd basically just prevent anyone from ever entering a locker ever so if you ran BBQ or were on Doctor it just cuts out a gameplay factor entirely which isn't a good thing.
1 -
the gen perk in my eyes shouldn't have too many requirements knowing that gen defense perks are borderline useless. and in game where the survivors are bound to get on and off of gens it can be used as a proxy rather and not be too much an issue. maybe the same 5 second cool down though per each gen? or in general would be okay.
the locker perk i can see as being within conditions like being the obsession to balance it out and not ruin stealth gameplay and give too much away.
0 -
My main problem with the gen Perk is it's not a gen defense Perk at all but an information Perk. A very big part of this game is finding Survivors, that's why Aura reading perks and things like Whispers and Spies are used and why a lot of people suggest your Perk loadout always have at least one Info Perk of some kind. Having easy access to knowing what gen to head towards is huge and is one of the reasons Tinkerer is so strong. If it was only limited range than I think it would be fine, really strong if you could set up a good three-gen but rarely helpful on its own in the beginning and midgame.
As for the other one, I don't like super conditional Perks. If it only worked with the Obsession then as soon as they are dead you have an empty Perk slot for the rest of the trial. Or as soon as they work out you're always finding them when they enter a locker they stop doing that just like how a lot of Obsessions will try and body-block when you're running Save.
Being told when a Survivor enters a locker just seems really conditional and also shuts down some good plays like using Quick & Quiet, either by itself or along with Deception or just taking the risk and Iron Willing it out in a locker you slow entered after breaking line of sight. I find that if you really, really, really don't want Survivors to use lockers then Iron Maiden is more than enough.
0 -
Unavoidable endurance buff, unavoidable free healing state when the last gen pops, unavoidable dash, unavoidable burst of speed, unavoidable silence, unavoidable aura reading.
Literally Survivors have so many things that the Killer has 0 control over. Survivors don't need to be able to counter every single thing, especially when the Killer can't counter more than half the stuff Survivors can do already.
So yeah 3 is a great perk, and well worth 1/4 perk slots to accomplish.
0 -
This wouldn't be the DBD forums without whataboutism
1 -
The gen perk as long as the radius was pretty decent i think i would overall be happy about. in theory it should be pretty simple and not have the ability to clog your sound with notifications.
With the locker perk it could pair with furtive chase, give it some value. otherwise i'm fine with a weaker perk that can give at least 1 or 2 good grabs a game. and in gameplay you probably wouldn't be able to get a lot of value out of it. and i would be fine with it countering deception or quick and quiet. killers deserve counter play too.
0 -
1) Pallet saves are rare enough and hard enough they dont need a perk that flat out makes them stop existing.
2) Please tell me in what world would a single player run Discordance. Adding perks that are another perk but straight up better isnt good design
3) I mean Iron Maidens a thing...
0 -
Iron Maiden does exactly that but when you leave and it makes you instadownable...
0 -
1) kinda the same thing with flashlight saves and lightborn. i mean i like to use lightborn, but also always avoid picking up in vulnerable positions just incase of a flash light.
2) being able to prevent gens from being worked is on fine even if it's only a single person. the more you can get them off the better. also agitation and iron grasp are a thing. bamboozle and crowd control. same perk, used in different ways. same with exhaustion perks.
3) this would help with chases and or locating the obsession (if its an obsession perk cold be debated). otherwise it's just the opposite. you know there there before they leave. kinda of the same with bloodwarden and no way out.
0 -
1) Lightborn is really terrible perk design imo we do not need more perks simalar to it.
2) Yes but like take Agitation and Iron Grasp one makes wiggling a lot less effective on you the other makes you get to hooks faster. Getting a notification when 1 person touches a gen vs when 2 people touch a gen is the same perk but better unless you really care about the aura. Comparing bamboozle to crowd contorl is the worst. They have 1 thing in common they block windows, one is a hex one isnt, one procs when survivors vault and can apply to multiple windows one is when the killer vaults and applies to 1. Unless it was to be a hex it is just a better discordance in every situation I can think of.
3) Who tf even uses lockers, it is a pretty direct counter to quick and quiet which isnt a great perk, even if the idea was obsession locating A) dont go into the locker if your the obsession and B) compared to Iron Maiden they wont be exposed when leaving. Also a survivor entering a locker is pretty pointless to know. Ok so a survivor entered a locker nearby are they gonna stay in there or just instaleave or what. Knowing when a survivor leaves the locker is 10x better
2 seems like a direct upgrade to a current perk and 3 seems like a direct downgrade to a perk thats bad to being with. Of the ideas 2 seems the best but like it needs to be a hex or have some condition.
0 -
We're talking about balance, come back when you actually want to contribute
0 -
I'm a Killer Main, I play about 80-20 Killer-Survivor. When I play Killer I see the following Survivor build most often; Decisive Strike, Dead Hard, Unbreakable, Iron Will. I've had games where all four Survivors run this same build. Sometimes Unbreakable is replaced with Soul Guard (because of how prevalent Ruin + Undying is), sometimes DS or IW is replaced with Bowered Time and rarely Spine Chill. Very rarely is DH another Exhaustion Perk, normally either Sprint Burst or Head On. I'd rather see four Head Ons with four Vigils for perma-stun than a single Dead Hard.
I love getting people who run Deception, Lithe, Quick & Quiet and some other Perk, normally Spine Chill or Resilience for that little extra vault speed.
I agree that Killers should have access to counter play against the Survivors, but right now "counter play" consists of "1) Find someone on a gen holding M1 and hit them. 2) Chase after them as they Hold W and pre-drop every pallet. No mind games, only W and pre-drop. 3) Once you actually catch up to them wait out Dead Hard. 4) Repeat step 2 after they Dead Hard to a pallet or a vault and continue holding W. 5) Finally get a down and don't ever slug, hook right away." and then when that person is unhooked you can't hit them right away because of BT and you can't pick them up or grab then because of DS and you can't slug them because of Unbreakable so it's all just no fun, no counter play, not interesting.
What I'm getting at here is I don't want any Killer Perk that would remove what little incentive there is for people to run off-meta Perks and combos. If we got a Perk that just outright shut down Deception and slash or Quick & Quiet then we'd see less of them and more DS + DH + IW + Unbreakable slash Soul Guard and I'm already totally sick of it.
I'd love to see some kind of Perk that gave Exhaustion on hit. We have Mindbreaker, which shuts down "Sprint Burst off gen" but doesn't do anything against DH. There's the Huntress add-ons that helps a bit as well but it's, well, only for Huntress. I want some FUN counter play to DH that isn't just "ride their butt until they dash away". Just some kind of incentive to shake up the meta Perks.
0 -
1) lightborn can be useful in situations where you might be able to benefit. something like breaking a pallet and them trying to blind you, you might get a free hit. or when you down a survivor in the open and someone has a flashlight. not every perk needs to have a amazing effect. it can be simple or even seemingly useless.
2) my gen perk and discordance work differently. my perk (probably would) have a shorter range and give a notifcation if a surv is working on the gen within a smaller radius. discordance is farther and gives an aura of the gen rather than just a notification.
3) who cares about who uses lockers. the obsession part is still under development. other than that it's a simple perk that could counter some chases with deception, iron will, or quick and quiet. and if you know there in a locker you might get a grab which is good.
0 -
i had thought about the pick up perk to also counter ds, but i thought it might have been too unfair. it would give incentive and a direct counter to it. but then surv would complain how killers then would be able to tunnel with no counter and we all know how that would go. though maybe it could counter ds only if the killer performed a grab animation via a vault or locker? but only a locker would be the best option.
as for the locker one, that i admit is still the odd one out and might have some ways to go. i'd still it want to counter some perks, but it only working outside of a chase is also a good alternative. this way you could maybe counter flashbang or innerstrength while other perks are still viable. then again i doubt this perk would be used very often anyways. then there is the problem with it being very similar to iron maiden.
0 -
i always thought about iron grasp doing that, preventing you from dropping a survivor. but rn, for the sake of the benjo build, i think a new perk with that effect would be best
0