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Perk Rework: Iron Grasp

//Taking inspiration from Otzdarvia's Bad Perk Rework video; and I am start my own, with only one perk at a time, for proper Rework, Buffs, and Nerfs. I would love to hear your buff, rework suggestion, and nerf proposal. The first perk I will be talking about is Iron Grasp.

Iron Grasp is a mediocre perk that outshine by Agitation, because increase movement speed when carrying is much better then increase wiggle timer and less wiggle bumping that boil over can do. Yeah, the perk could be strong when pair with Agitation and Mad Grit; but by itself; the perk isn't that great when it comes to distance to far hooks and Boil Over being more useful.

Here's my new proposal changes for Iron Grasp; while buffing a bunch of other perks to have the same attributes as old Iron Grasp.

Agitation: Will now have the reduce 75% Wiggle strafe, to help combat Boil Over.

Mad Grit: Will now have the increase Wiggle Duration by 12%, to help combat bodyblocking Survivors.

New Rework: Iron Grasp will have a new Effect, and it is token based.

When you start off the trail, you can have one maximum token, and gain more tokens per hooking.

Your Determination to hook Survivors enrage you with strength to keep a Grasp on the Survivors. Per token usage, you can prevent a Survivor ability to stun you and drop their fellow teammates one time.

For example, a downed Survivor is on top of a pallet or near a locker, alot of things can go wrong.

Situation A: there is a hidden teammates itching to go for a pallet save.

Situation B: Down Survivor near a locker and wait for their teammates with head on.

Situation C: Nearby teammates have Flash Bang, Flashlight, etc. To blind the killer.

The new improved Iron Grasp, will be as Otzdarvia put it, "the killer's own DS", and be like Screw you Bully squad, I have Iron Grasp and you all will not make me drop the Survivor so easily.

Of course, i can make it fair in which DS can still be used; as it would not be fair if you hook a Survivor, gain a token, tunnel the poor lad after unhook, and no longer worry about eating a DS, thanks to new improved anti stun perk. Basically any perks that the downed Survivor has at his disposal like DS and Power struggle, can still be used at their disposal. It just Iron Grasp will only punished your Aultristic teammates with no free saves.

Comments

  • Reshy
    Reshy Member Posts: 402

    Honestly, the duration on it needs to be more sizable (like 25-33%), and it ought to have an anti-mad grit effect where it reduces the cooldown on successful hits while carrying.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    No thanks to removing stuns. Killer stuns, especially while carrying survivors, are already situational and limited as it is. Plus it would screw a survivor out of a WGLF token, and they’re not always easy to come by.

    It might also be busted if it lowered basic attack cool down, as it would stack with STBFL. But it might be ok.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    While I agree that iron grasp is too similar to (and is outclassed by) agitation, I don't really like that rework because pallet saves/head on saves are already kind of situational and don't happen every game.

    I wouldn't necessarily be opposed to merging iron grasp and mad grit into one perk, if not for the fact that the increased wiggle time would instantly give it away and a SWF could then just tell their teammates not to bother attempting to take hits since it won't do them any good.

  • Valik
    Valik Member Posts: 1,274

    I 100% agree with the Iron Grasp part where stuns are prevented, however, I disagree with exactly how.

    Here's my rendition

    ~

    Survivors you are carrying have their wiggle progress speed reduced by 15/20/25% and gain no additional wiggle progress from Great Wiggle skill checks.

    When afflicted with a stun while carrying a survivor - ignore the stun effect and do not drop them. This disables the perk for the remainder of the trial.

    Flavor-text: “When I felt the beast’s hand ball up against me – I knew there was no escaping.”

    ~

    Iron Grasp is in a strange niche, but this alone will save it from obscurity. By reducing wiggle speed itself by a flat value, the perk can already increase greatly in practical value. The true change is making it so that any stun will be rendered ineffective once per trial. Being able to ignore a Pallet stun, Head On, or DS will be indispensable in certain matches. This simple change makes it a strong choice in many matches, denying a save in many circumstances. While it may not be elevated to Meta status - it becomes certainly stronger than it ever could be without a change. Nullifying this perk on a stun also makes stunning the killer a high priority to remove this perk from play, which makes engaging the killer more rewarding in the long run.

  • GoshJosh
    GoshJosh Member Posts: 4,992
    edited April 2022

    Removing the additional wiggle progress from great skill checks is not ok. It gives survivors no reason to try for the great skill checks apart from additional BP. I don’t mind if it reduces their gain a little or anything, but flat out removing it ‘because perk’ doesn’t fly.

    Edit: meant to quote @Valik ’s post above mine, and this was a direct response to it.

  • Dream_Whisper
    Dream_Whisper Member Posts: 750

    You can still get WGLF stacks for attempting saves, and try to go for another if you are a persistent Aultristic Survivor. Body blocking and hook sabotage does still exists, along with picking up your teammates for WGLF stacks. Plus, if you are lucky enough to stun them again, you can currently the save as they end up using the one and only maximum totem.

    Of course, I would reduce the BP count from failed successfully saved by half, thanks to New Iron Grasp.


    As for STBFL, I understand it is a strong perk with the new iron grasp: but as soon as Survivors realized that it is he running the new Iron Grasp; they either try Harder enough to stun him again; or simple make the recall and let their teammates get hook.


    But of course, I would also be down with nerfing it to only give 3 tokens at the start of the match, instead 1 per hook; it would be decent starter perk at the start match when you get very Aultristic Survivors and Survivors on top of pallets.