Bardic Inspiration Rework Idea

A while has passed since the DnD chapter, and while I have thoughts about all of the survivor perks, right now I want to talk about Bardic Inspiration. I love the idea behind the perk, I especially love the lute animation, but I find that the actual effect you get is lacklustre and uninspired. I don't want to just buff it, that doesn't help from a variety of angles, so instead I pitch a change.
Here's what I suggest:
- Press the Active Ability Button to channel Bardic Inspiration. After two seconds of channelling, a dice is rolled, and any survivor standing within 16 metres of you when the dice is rolled or for two seconds if they enter the radius after the dice is rolled are affected by the associated buff for 120 seconds.
- Bardic Inspiration itself has no cooldown, but if a survivor is affected by a buff from Bardic Inspiration, they cannot be affected by the perk again until that timer has elapsed.
- The buffs, tied to the number you rolled, are:
- 1-5: Healing and Unhooking speeds are 50% faster for the duration;
- 6-10: No grunts of pain or pools of blood are generated for the duration;
- 11-15: Vault speed is increased by 10% for the duration;
- 16-20: Great skill checks for Repairing and Healing gain 3% extra progress for the duration.
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The goal here is to make Bardic Inspiration more interesting to be on the receiving end of by giving it more potential effects, but to also randomise those effects so coordinated groups can't really lean in to any of the effects with extra tools since they can't guarantee they'll get the correct buff. Neither version of the perk would really evoke how Bardic Inspiration actually works in DnD, but I think mine evokes how versatile it is a little better.
It also means that any roll is actually useful and worth having, there are no "dud" rolls, you might just not want the specific buff you get over the alternatives.
What do we think?
Comments
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Your idea is good and better than the current version, but I would still not play it, because the effects are random and not super strong.
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1 problem would be the teammate recieving the buff, has no idea what they've been buffed with. The only one aware of which number was rolled is the person using the perk. The reason the current version works is everyone just associates the perk with skill check bonuses
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It would be some extra work, but I don't think it'd be impossible to have it flash up in the little perk-icon notification you get in the bottom right when a perk's affecting you.
Conveying which buff it is to people who don't know which number is which would probably be harder, but as with many things, that'd be solved by being able to see your teammate's perks mid-match, haha.
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