Fixing Bad/Terrible Perks GO
Comments
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I don't really mind this, except for healing speed not affecting healing, that's what it's supposed to be used for otherwise the perk would state "when healing others" like WGLF, empathatic connection, or NOLB
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Exactly... if only CoH just gives you a Self-Care only attribute alone and doesn't offer any healing bonus, nor stack with medkits. I would be fine with this nerf proposal. There is no penalty, like our current Self-Care.. if only it just striaght up make you heal in 16 seconds flat, or longer if effected my Mangled and Hemorage effects. Then it is a balance Boon perk.
The ability to heal without a medkit is very strong on it own; it doesn't need healing bonus added to it. It makes Killer's not have to deal with 4-8 seconds healing speed when it is stack with other healing perks.
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I've had several of these floating around in my head, here are just some of the ideas I've had.
Solidarity
-Increases altruistic healing speed by 25% while injured
-Grants complete and total immunity to the Hemorrhage status effect
-No longer loses self-healing when cooperatively healing alongside another survivor
Bite the Bullet
-In addition to hiding noises, also hides auras
-Activates when another survivor is healing you
-Effects linger for 3 seconds after the healing action is interrupted
-While self-healing, the Mangled status effect is ignored
Fixated
-While walking, your scratch marks fade 10% faster
Resurgence
-Also activates on being picked up from the dying state or wiggling free from the killer's grasp
-Healing caused by Resurgence cannot be regressed by the Hemorrhage status effect
Aftercare
-Instead of losing all aura-reading effects of this perk when hooked, the effects are lost only for the survivor who most recently activated the perk
Any Means Necessary
-Pallet reset time reduced to 3 seconds
-Killers stunned with a pallet reset by this perk are stunned for 10% longer
Corrective Action
-Whenever a survivor fails a skill check anywhere on the map, a token is consumed and the failed skill check is ignored
-You and the affected survivor see each other's auras for 7 seconds
Second Wind
-Heals you to healthy even if you are suffering from the Deep Wound status effect
Dragon's Grip
-Cooldown reduced to 60 seconds
-The cooldown is not incurred if a survivor does not activate the perk in time
Fire Up
-Each token also increases lunge movement speed
Grim Embrace
-Generator block duration increased to 60 seconds
-If the obsession is the final survivor hooked, all other survivors' auras are revealed instead
Knock Out
-Basic attack restriction removed
-All negative effects applied to the dying survivor last until the survivor is healed or picked up instead of for the first 15 seconds of being downed
Mad Grit
-Unlocks the ability to break pallets. breakable walls, and vault windows at 75% the normal speed while carrying a survivor
Predator
-Scratch marks left by running survivors are visible through walls in a 24 meter radius
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You forgot to add the deafness effect back to knock out :(
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Buckle up just becomes a better WGLF lol
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Some of these perks proposals is nice, others are situational... let me tell my quick review on each one.
Solidarity: Not a bad proposal, considering that Hemorrhage pretty indirectly nerf the useful of this perk and makes such a waste perk alot. Your proposal keep not only the progress permanent, but gives a add benefit counter to Hemorrhage status effect.
Bite the Dust: also not a bad change; makes it practical to used against Nurse's Calling or any killer detection perks while healing. Yet, I am considering that would make Nurse's Calling terrible perk to run, so I would rather if it used for solo healing builds. I would definitely leave Mangled Status Effect, as one additional benefit, as it fits the theme of taking on the pain.
Fixated: Not a bad buff, it would fit well with ninja builds.
Resurgence: Seem bit strong, for both. I will probably only applied to one of the stats, like pickup from the ground specifically. Having both would make healing very strong. Also I like the added Hemorrhage status effect not being applied.
Aftercare: Glad you agree with us, on the whole not losing every stacks and just make it applied to only losing one stack. Aftercare is has the potionial to be just as good as Empathy and bond and kindred; yet it hard to earn the tokens everytime you get hook. I think being hook should remove a token, or the last Survivor whom saved you.
Any Means Necessary: Good change; I do not know why it takes such a long time to reset a pallet, so it should be three; and it definitely would be great if you can stun the killer by a extra 10% along with being somewhat a good counter to Endurance abit.
Corrective Actions: It definitely would be a nice buff to fix new player mistakes; yet it might be a terrible perk still; if you have Team whom constantly fill skill checks or facing a doctor; or a killer running Hex Huntress's lullaby. I feel like there needs to be more ways to earn more tokens like doing good skill checks or something; so that you can carry your pathetic team from making mistakes. I don't know. 2nd affected is nice; so that you have a reason to hate on the one teammates whom keeps screwing up skill checks.
Second Wind: Not a bad buff, considering that Adrenaline is more powerful and offers a speed boost; it would be far rewarding to rescue survivor, get hooked and then broken along with the deep wound after the killer hits you. And suddenly, you can be fully recovered and healthy.
Dragon's Grip: Yes, I would make both the cooldown and the lasting effects of being exposed be 60 Seconds. They should take inspiration from Make Your Choice, and make the activation and cooldown together; everytime a Survivor touch the kicked generator. 80 seconds is too long, it deactivate for the cooldown even if no one touch the generator, and there is obviously no value if a injured Survivor touch the gen. I would also add another debuff, like no exhaustion perk to injured Survivors for touching the gen; so that it would encourage them to heal. Or wait out 60 seconds on the kick gen.
Fire Up: I like that, but it would be nice if they buff numbers abit by one percent or two. Maybe I am asking much, but it would make it worth running by itself; but it also might make it strong on some builds, especially Myers.
Grim Embrace: I like those buffs, adds a new strong Gen Blocking perk that rewards killer for hooking every unique survivor. The obsession buff is also can be bit op, as I do not know if the aura reading lasts for a few seconds or for the entire of the perks effects. It can be busted on strong killers like Nurse.
Knock Out: Basic Attack Restriction needs to be removed, as it restrict the perk to half the killer roster that doesn't relie on special Attacks. The movement speed penalty while down would make a great Anti Tenacity and will help killers track down invisible slugged teammates; it would be nice if I can add one single buff; in which the killer can detect the the Survivor; with aura reading, similar to deerstalker; but only within 6 meters. Just to help killer's find hard to spot slugged Survivor.
Mad Grit: Sounds not physically possible, nor realistic; it would be neato; if I can walk through a obstacles like that; at the cost of 10% of the survivor wiggling progress, yet paused the wiggle by 3 seconds. Window vaults is not possible, but it can help you break drop pallets and Breakable walls.
Predator: I would love to see that possible, especially in some of the strongest loops like jungle gym or main buildings in some maps; it would very awesome to used this information to make good mindgame decisions to catch up with a Survivor whom hold w at loops or juke the other way at killer shack when attempting a mindgame as killer.
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I would have preferred perks that do not cannibalizing other perks, and lean towards brand new and unique design. Not saying you perk is bad change, but I rather not have perk be better then WGLF.
Predator on the other hand is not a bad buff; as it would allows killers to track sneaky Survivor attempting to get away with the end of scratch marks better. Brightness is not bad, as the scratch marks could lose their visually quickly after a few seconds.
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Just a quick FYI, Grim Embrace's aura reading is for 5 seconds, so once activated with this buff it basically serves as a one-time better BBQ.
Also, I definitely do not think Resurgence getting healing on those added scenarios would be insanely strong. There are much stronger healing perks in the game, and I think that getting off Resurgence like, three or four times at most per match wouldn't be all that insane.
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Or Bitter Murmur, for that matter. Yet, I think Bitter Murmur is better then BBQ as you can get free passive aura reading per gen loss, and 10 seconds of aura reading value.
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I was saying better BBQ since the perk triggers upon hooking a survivor.
Also, regarding one more thing you said: Killers vaulting or breaking while carrying someone would entirely be physically possible, especially given the immense strength they are granted supernaturally by the Entity.
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