Conviction Suggestions
I think this perk is too strong or at the very least way too available so it needs to be toned down to a degree (largely because of its combinations with other perks/strong items). I have some changes I'd make to tone it down while still keeping the identity.
- Conviction requires a full altruistic heal like Second Wind instead of completing a heal on yourself or another person
This would make it so you would actually have to fully heal someone to charge it, and wouldn't just get it off of tapping someone who is close to healed, or healing yourself, especially through means like a syringe, adrenaline, plot twist and cleansing at a plague fountain.
- Conviction counts as a self-pick up for plot twist
I'm honestly pretty sure this should be considered a bug, since plot twist is supposed to disable on any self-pick up, but the fact you can conviction then plot twist yourself somewhere else to get up fully healed seems a bit unusual to me.
- Conviction requires 40% recovery (was 25%)
I think especially combined with Exponential this perk is way too quick to activate. If you hit a survivor + vault a window/break a pallet/kick a gen they'll be able to get up. Against ranged killers, or knight/twins they'll always be able to get up before you get to them. I think it needs to require more than flip-flop power struggle (30% recovery) because that requires going down on a pallet. Because of the other nerfs I'm leaning towards the 40% value (an extra 4.8s on the ground or 2.4s with expo), but I think this would keep it a strong anti-slug perk especially in end game, without being too overpowered when combined with stuff like Exponential, Plot Twist, and Soul Guard.
Comments
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Hey, here's a strat, don't slug. Pick up immediately and conviction is useless. End of story.
Conviction is only strong if you don't counterplay. Otherwise it has little impact if the entire build isn't a synergistic one, like some of the perks you mentioned.
To add to that, someone running this type of build is meming more often than not and not particularly spending a majority of time doing the important thing, fixing gens.
In a very rare case scenario it may help the solo remaining survivor get out after hatch is shut powering the exit gates. if the killer was not suspecting the build because you don't show your cards til the last moment, you have a chance but not a guarantee.
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Sometimes you have to slug. A survivor is in the area after you down another one, for example. Saying just never leave anyone in the ground for five seconds is untenable. It just happens sometimes.
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If you pick up immediately when someone can get a save, I don't really think that's the counterplay you think it is (they only need to hover for 5 seconds with the weapon wipe, less with any recover speed modifier). The perk is good on its own, but you're right it's not extremely oppressive unless you dedicate 2-3 perks to it. It also probably wouldn't be as much of a problem if the things that it went with weren't already strong on their own, which is why the majority of these changes aim to make the combinations with Plot Twist/Self Healing/Exponential less strong. I think its also a bit wild to say picking up instantly is the same as "just don't slug". There are a variety of reasons why a killer should do something before they pick up a survivor, that should not be punished i.e. setting up a trap, sending a guard, kicking in a gen, getting out a resource, even if they don't intend to go for a down on a different person, especially if the hook they are planning on taking the survivor to is outside of the area where they went down.
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Good idea lets ban flashlight and palletsafe. Than you can just brainless pick up every survivor….
How can somebody just be that mutch in their bubble unbeliveable… It realy sounds like you never ever have played killer in your life.
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They need to up the recovery amount and it will be fine. The main problem with it is that 25% is way too fast to get with right builds. Just getting downed on the other side of a window that killer has to vault can be enough to you to recover enough to get up. Pairing it with Soul Guard and you can just keep looping.
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Requiring a full altruistic heal would be incredibly annoying, it's one of the reasons I don't run Second Wind more often, because if a teammate who has no idea you have the perk joins the heal for even a fraction of a second, then the activation is ruined.
I wouldn't like to see the recovery activation increased either, as that would cause it to have to rely on these perks to be reliable.
Maybe a compromise would be to have it be based on the time in the dying state, instead of recovery progress. Making it take 8 seconds to activate after being downed would keep it just as effective standalone, but removes the synergy with recovery perks.
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If they could make it time on the ground (stationary) I would be fine with it, but if not the recovery def needs to be increased a bit. As for the second wind thing I would also be fine if Conviction was just altruistic instead of counting self heals rather than requiring the full heal. Self healing is my main issue with it's activation requirement.
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They need to:
- make Conviction be if you heal another survivor
- make Conviction (and Second Wind) work like Lucky Break's healing requirement and therefore not get activated by one tap but also not get completely ######### by team resets
- up the recovery progress percentage for picking yourself up except in endgame where the perk is intended to be used
This should fix literally 95% of issues with the perk, and the other 5% are synergies, which require you to take away slots meant for other perks that could further the objective. I'm also not opposed to having it be a anti tunnel perk, where it activates post-unhook, which would mean killers would have to get through the unhook BT, DS, DH (or Soul Guard, for the next part) and then Plot Twist into the Conviction back into the Plot Twist.
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i think its fine, its a very niche perk and if someone is running it they've probably got an entire build for it, meaning no second chance, no anti tunnel, no gen rush… lets be real without plot twist that perk is bunz and even then plot twist requires time down on the ground not doing gens, whilst also going somewhere to not get caught.. if it gets nerfed it will be useless and then it's back to DS,OTR, deja vu, resi.
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They need conviction to require 60% bare minimum. That might sound like a lot, but that can still easily pop off when taking other perks into account like tenacity, boon exponential, and unbreakable.
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