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Survivor perk idea - A hard counter to dropping your item

To preface this I’m a killer main who plays the vast majority of my matches as killer and am loving the new Franklin/Weave combo.

However as a solo survivor it’s a nightmare to play against, particularly if you like being able to get one or two heals without relying on teammates so I think a perk similar to Lightborn but for survivors that stops the killer from being able to force you to drop your item in any way would be a nice if niche perk.

It could also have another minor effect, not sure what.

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    They could call it "Iron Grasp".

    wait i've heard that one before

  • scoser
    scoser Member Posts: 602

    Can I have a perk that prevents my teammates from bringing items in solo queue, so I don't have to roleplay as an Amazon delivery driver to haul their dropped items to the corner of the map in every game where we face the franklin's/weave combo?

  • Nazzzak
    Nazzzak Member Posts: 7,681

    That would be nice. Followed a couple team mates from hook to a gen that should have been done ages ago and both ran over a toolbox near the gen and I was the only one to pick it up and check, and of course it was Weave Attunement. Had to go find a corner near a completed gen to leave it. I'm glad killers are enjoying it but it's ridiculous and I'm not sure why the devs felt it was fine unless they were worried about Vecna not selling.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    At least you can counter it with that roleplay driver, as opposed to something like old PR/DMS or just plain bad players

    It seems dozen times better for a 2 perk slot of a killer

  • Emeal
    Emeal Member Posts: 6,865
    edited June 2024

    I think you are touching on some great points here, the Franklin/Weave Attunement has really rustled the item system to its core.
    The parts of this game that deals with item-drops is designed a long time ago and they leave me wanting for better systems.

    • The Survivor who drops an item should see the aura of that item within 24m.
    • Survivor side needs a perk that prevents dropping of items.
    • Killers should have a 10% chance to cause a survivor they hit to drop item as base.
    • Item and Killer Power addons should use item droppage increases and decreases.
    Post edited by Emeal on
  • Fuzzycube
    Fuzzycube Member Posts: 316

    It’s why I mentioned Lightborn, it’s not really necessary at at all but can be very convenient, plus I’m really not sure teammates would consider me bringing Self Care an improvement over that perk idea.

    If there’s some perk or meta in the game that I find really annoying I’ll start bringing a perk to counter it even though it could just be considered a skill issue, like for example a while ago I was getting really annoyed with bully squad SWF teams bringing a map, Boil Over and whatever else so I started bringing Agitation, it wasn’t exactly meta but it made matches more fun for me, similarly before the Deja-Vu changes I’d bring Bond and Prove Thyself when I first started playing survivor so I could consistently find generators.

  • Ohyakno
    Ohyakno Member Posts: 1,499

    It's ok. They'll absolutely gut weave attunement in response to the complaints and we'll have yet another pointless perk that does nothing at the end of the day. Then everybody will slot the game stall perk of the week in it's place and the sweet sweet status quo will be preserved. Nobody's allowed to have anything interesting or new. Just the same stuff, for forever.

  • Chiky
    Chiky Member Posts: 1,139

    true, we all know killer perks get nerfed really fast. I'm giving it at most 1 update to see it nerfed to the ground.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788
    edited June 2024

    And the difference is light or hook denial in general is more or less basekit feature many people uses, then what you are suggesting here is a perk that completely counters already extremely niche perk combo that isn't even strong

    Do we need a perk that just disables flip flop/power struggle completely without any way to "counter" the counter? no definitely not, unneeded, excessive and honestly kinda ridiculous

  • Fuzzycube
    Fuzzycube Member Posts: 316

    Lightborn completely counters Flashbang as well more or less Residual Manifest, the fact the combo is niche I guess would mean it wouldn’t get used except for survivors who really don’t like dropping their item.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Flashbang or residual manifest is still an extension of flashlight, item drop isn't such common effect

    It will definitely not be an "OP" but I'd rather wish them to use OTR, any exhaustion perks, reassurance or whatever meta than that hard counter perk, even from killer perspective

  • WingerSenpai
    WingerSenpai Member Posts: 52

    Welcome to the life of someone who doesn't like using meta perks, or doesn't look at them like they are meta (because I want to enjoy the game but somehow I always find the sweatiest and untolerable killers :) ) and I could almost make every perk work, but whoops. BHVR just came and slapped buffs-nerfs across the board and now nothing exists just the meta.

    Thankfully I don't mind such things. Because at the end of the day something will ruin a game that otherwise I would've had fun in. Let it be perks, maps, or in some cases certain killers with obnoxious combos.

    For some god forsaken reason somehow no one in the dev team came up with actual perks that could influence one another to have a different effect/or tweaked numbers. (Like DH + No mither combo should remove DH's hook requirement so the adapt would be doable, and you are still 2 hit if you look at it.

    Imagine a couple of these:

    • DH + No Mither —> DH doesn't have hook requirement
    • Calm Spirit + Iron Will —> Iron will becomes 100% again / 75% isn't linked to exhaustion
    • Decisive Strike + Object of Obsession —> Stunning the killer by any means shows their aura for 3 seconds (or other value)
    • Call of Brine + Overcharge —> Would cause additional gens to gain the effect if they are not being worked on with the color change on the kicked gen.
    • Pentimento + All hexes [?] —> If a hex is broken all additional totems are blocked for x seconds (10 [?])
    • Tinkerer + Enduring —> Enduring gains a token every x seconds spent in chase to resist a pallet stun completly.
    • Hope + Resilience —> Hope gains tokens for each generator completed and each token gives 0,5% haste while in chase for x seconds for a period of x seconds.
    • Resilience + This is not happening —> While injured great skill checks gain +x% progression bonus.
    • Bloodhound + Predator —> Survivors noises are increased by +x%

    And these are just a couple ideas. Some weaker perks could have multiple ones. Otherwise the balance of these combos would be up to the developer teams and would shake up the meta a little.

    Back to the original topic though. The only gripe I have with Weave attunement is it combos with franklin's too well and 12 meters is almost an unconditional wiretap. And survivors don't have as many chances hiding their auras unlike killers.