Feedback and Suggestions

Feedback and Suggestions

Selfish Perks And How BHVR Can Improve Them For Teamplay

Member Posts: 3,549
edited January 28 in Feedback and Suggestions

With BHVR changing the way Wake Up! is going to function to "reduce the impact of selfish playstyles", I think BHVR could at least address more problematic perks that promote selfish playstyles.

Sole Survivor…

Old Effect:

Each time a Survivor is killed or sacrificed, gain a token. For each token, your aura cannot be read by the Killer within a range of 24 meters up to a maximum range of 72 meters.

While you are the last Survivor alive;

  • Gain 75% action speed on repairing Generators
  • Gain 50% action speed on opening the Exit Gates.

New Effect:

Each time a Survivor is killed or sacrificed, gain a token. For each token, gain the following effects:

  • Your aura cannot be read by the Killer within a range of 24 meters (up to a maximum of 72 meters).
  • You repair Generators +30% faster (up to a maximum of +90%).
  • You open the Exit Gates +10% faster (up to a maximum of +30%).

Notes:

The intention behind this change is to make the tokens more progressive and impactful throughout the game.

Instead of being a perk where you throw your team under the bus for the effect, the progressive bonus enables the perk to act as a "comeback mechanic" provided the team with increase repair speed (for the Survivor using the perk) whenever a teammate is killed off early.

The Exit Gate effect has been reduced so Survivors are less likely to stealth out for the effect, instead the Generator repair speed has been increased.

Finally this should make getting the Left For Dead achievement easier by providing more opportunities to complete the final Generator as the last Survivor alive, which is often the hardest part of this achievement.

Left Behind

Old Effect:

If you are the last Survivor remaining in the trial, you can see the aura of the Hatch within 32 meters.

New Effect:

Increases your chance of becoming the Obsession by +100%.

When all Generators are completed or the Hatch is closed, the following effects activate:

  • The Exit Gates become highlighted for all Survivors.
  • You scream and reveal your location to the Killer, the Killer sees your aura for 15 seconds.
  • If you are the only Survivor being chased by the Killer, gain +3% Haste, gain +10% Vaulting Speed, and you see the location of the Hatch within 72 meters.
  • If you and another Survivor are being chased by the Killer at the same time or you are within 8-meters of another Survivor, become -10% Hindered.

Notes:

The intention behind this change is to make Left Behind have some effect that can benefit the team during the end-game.

Instead of it only providing benefits as the last Survivor remaining, the new effect has a massive focus on pulling aggression away from the Killer for the rest of your team while still standing alone.

To put more emphasis on the "Left Behind" part of the perk, being near teammates while being chased provides debuffs to still fit a "lone wolf" playstyle while still fitting as a "team player". And, lore-wise, feels more fitting towards Bill as a character.

The Haste value is set to +3% to fit more in line with the Haste effect from Made For This. Since this effect has more of an impact near the end-game, it also had to be designed with Hope in mind, so the Haste can never go beyond +3% with this effect, and needs to have a heavy debuff to compensate for the usage of Hope.

This perk is moreso designed to be a fun and more engaging take on the concept of the perk.

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