http://dbd.game/killswitch
Suggested change to the reworked Background Player
I believe that this perk is projected to be the worst exhaustion perk in the game. In this post i explain why i think that, and how i would change this perk to be more adaptive and effective
There is a few common situations where i feel like this perk will disappoint players.
One scenario where i think this perk will fail is if you are playing on a large map like red forest, the survivor gets picked up about 60 meters away from you, this perk will not give enough distance to take advantage of a sabotage or flashlight play. It would help you get a fast unhook but doing so is very risky as you may be found by the killer and/or it would be too early for an unhook.
Two more scenarios are against two different perks but it also applies to anything that apply blindness.
The first is against Fearmonger and i think this perk will almost completely shut down Background Player. When you are playing survivor you should be repairing gens when a survivor is getting chased. Fearmonger exhausts survivors that are repairing and additionally killers can pick up in less than 5 seconds and this means that this perk will probably never trigger against fearmonger, unless the survivor chooses not to do gens when they should, at that point the game will probably be lost.
The second is against knock out and any blindness effect. If you cannot see where a survivor was picked up you will not know where to run. So you will either run somewhere to a potentially unfavourable position or simply get exhausted whilst you continue to presumably repair a generator.
To remedy the problems this perk has here are the changes i would make :
- The activation condition is changed to trigger when starting a sprint whilst a survivor is being carried. It will also trigger if you are sprinting and a survivor begins being carried.
- The 6 second duration is restored.
Thank you for reading.
Comments
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Oh, it still keeps it's exhaustion? Imma be real, I thought they removed exhaustion from it.
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Just took a perk which is for the next chapter to use it on "Background Player", because they realized that they didnt thought about tunneling.
This is the perfect example how you can see how much time the devs are investing in their perk-design: almost nothing. The same goes for their Killer-Ideas. Just watching a movie and thinking: hey, lets implement this in the game. We have 2023 and they keep bringing M1-Killers, now with various types of AI or Information without thinking that MAYBE the killer cant have any value out of it, because he has no map-pressure at all, because he is a slow 4,6m/s Killer. No Teleport, No Speed-Up to reach the information, nothing.
Here is an Idea, if u are so slow and/or desinterested: Just bring out 2 chapters instead of 4 and find other ways to get money. Cosmetics, Addon-Shop, Perk-Shop etc.
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I agree with changing the activation condition since as it is now it just gets wasted if you’re far away and have no intention of going towards the killer. You should only get Exhausted if you’re actually trying to use it.
Increasing the sprint duration is unnecessary though.
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I realised this too. Chapters are supposedly in development for many months so it's a bit shocking how they stick with a perk design for that long and then less than 2 weeks before release it gets completely reworked.
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