Septic Touch
Alright, so with Genetic Limits getting its upcoming rework in next week's update, we no longer have 2 perks competing with each other as the anti-exhaustion healing perk. Septic Touch is the only one remaining and it is unfortunately pretty bad. Restricting its use to within the killer's terror radius severely limits how powerful it can be, and coupled with the fact that healing is not survivors' primary objective, it's just too situational to justify using it.
We already have Mindbreaker which is a similar perk for generators yet is far more effective than Septic Touch, both because it works map-wide and generators are the primary survivor objective, so survivors are spending more time there and being affected by the perk more often. They are also more likely to be interrupted by the killer while working on a generator, thus allowing its exhaustion effect to actually matter in a chase, because generators take much longer than healing does. With that in mind, and knowing that Mindbreaker isn't an overpowered perk or anything, I would love to see Septic Touch be brought up to be similar in strength. Therefore, I suggest the following changes to Septic Touch:
- Septic Touch now works on all healing actions. (removed the requirement of being in the Terror Radius)
- Survivors performing a healing action suffer the Blindness and Exhausted status effects. (unchanged)
- New effect: Any existing Blindness and Exhausted status effect timers are now paused while healing. (similar to the current Mindbreaker)
- Both status effects linger for 12/14/16 seconds after the healing action is completed or interrupted. (was 6/8/10 seconds)
Comments
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here's an idea:
survivor spawn in the trial with exhausted status effect. Survivors put into the dying state have their exhaustion status effect removed and are inflicted with mangled and blindness for 90/100/120 seconds.
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Septic touch
Whenever a survivor perform the healing action (was within your terror radius), that survivor suffers from blindness and Exhausted.
Those effects linger for 20-30s (was 10s) after a healing action is interrupted by any means.
That was my idea and how I would change it in another discussion, where I made a longe list of perk changes a few days ago.
Thisway it would be strong, but fair
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