http://dbd.game/killswitch
Coup de Grâce shouldn't lose a token on standard-length lunges
You can only get 5 tokens each game, and you currently lose a token every time you lunge at all. The perk shouldn't lose a token if you end your lunge before Coup de Grâce's lunge length comes into play, allowing you to perform normal lunges without losing a token if you time it right. This would be a small change that would make this perk more intuitive as well as buff it.
Comments
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I would be fine with losing token for each lunge, so that perk is basically trade off.
But generators finished is very limited requirement, it would be nice to have some other way of gaining tokens. 5 per game is not much.
Good thing is noone expects it when you use it, but it's just too limited to be meta perk.
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Do you think it would be too strong if it didn't lose tokens for standard lunges? I think it would be if it weren't for the generator finish requirements and the max of 5.
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It would be more difficult to implement.
Right now you either did lunge, or you didn't. It would be kinda annoying to track animation duration, when you also have different hit (ping issue) on survivor and killer side. So it could be unreliable.
It would be way easier to just give more tokens. You could simply add 1 per unique hook. This way it also promotes going for different survivors, which is good thing.
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It's a typical 1 out of 10 games perk.
It needs different way of getting tokens. It should also not get spent if hit was not successful but go into some form of short cooldown so killer can't ''spam'' it so mindlessly.
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They already track animation duration because you can end any lunge earlier by letting go of M1. Plus, the default lunge duration is the same for every killer. They could just make a simple timer that takes away a token if the killer is still lunging. I'm sure the dev team won't have problems with making a timer and some if statements.
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Right now I know exactly how it work and what to expect.
Feature to give more tokens wouldn't take it away, perk would just get better, that's it.
This system could create weird situations, where I could swear it was normal lunge, but I lost one of my tokens anyway etc. This is something they would make server validated, so good luck with high ping.
Current system there is no room for error, you either did lunge, or you didn't. That's it, simple.
Making this normal / long lunge feature for one perk is simply too much work for little benefit, when it can be fixed with easier methods.
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killers lunge like 20+ times in a match. coup the grace only works 5 times. the perk needs more tokens or an entire removal of tokens to be relevant.
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Entire removal would be super broken. That Lunge is insane.
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personally I think that the perk is the key to making a lot of weaker m1 killer stronger in the chase. Unfortunately, the perk is unusable in the current state.
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Without any tokens it would become basically must have perk for M1 killers, it would be really annoying playing against it too.
They just need to add more tokens.
I would give 1 for finished gens and 1 for unique hook.
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I understand that it would be must-have but that speaks a lot to base-kit m1 lunge being inadequate for regular looping. I would see the perk more of a plaster-fix perk.
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CdG lunge should be an activated ability with another button.
One stack gained per hook.
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OP's suggestion is too weak (the perk would be still bad on anyone, but meyers and even he would probably rather take anything else), @Devil_hit11 's one just too strong. I would go with @DaddyMyers_Mori 's one, or simply add 2 tokens per gen (should be easy for devs).
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I would like to see mechanic about unique hooks on more perks to promote going for different survivors.
BBQ did it best, but that's gone...
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If you control exactly when the perk uses its tokens, it could be strong on any killer. 80% bonus lunge range is no joke, but in the perk's current state, it's a bad joke. There are actually a lot of places in my matches where the lunge range would net me a hit that otherwise I wouldn't have gotten. It's just that the times where I actually have a token available, a normal lunge is required, or I don't get the hit, making me use the token or play badly.
I do like @DaddyMyers_Mori 's idea too, but it doesn't fix the perk's issue at its core. What's your opinion on combining our two ideas together? Would you feel like that would be too strong?
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IMO - It would potentially still work. But it's dangeriously close to too strong. Maybe that would be in line with that "let's watch it and maybe nerf it after".
Otherwise I agree with your assessment.
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