http://dbd.game/killswitch
The Grimoire Perks need work
- Unless I'm missing something, this seems like an obsolete perk. The greatest % modifier you could get with this is 89%, which sounds like a lot until you consider that the base regression rate is very low (-0.25 c/s) and, by extension, so are any % modifiers applied to it. At best, this would get the regression rate up to -0.4725 c/s, but you're not very likely to consistently interrupt Gens at 89 charges, so the value of this perk drops even lower.
- Call of Brine already provides an unconditional +50% regression speed, information on the affected Generator AND has no cooldown, and even that perk isn't good enough for people to actually run.
- Back when Call of Brine and Overcharge had stronger values, the ability to lock down a 3-gen relied on being able to indefinitely apply the perks to the target Generators. Now that Generators can only be kicked a limited number of times, even that niche use case doesn't exist for this perk to fill.
- With such an enormous cooldown and a recycled effect, this just isn't a good or interesting perk, and buffing the numbers wouldn't fix it IMHO. A different effect entirely is needed here, although I'm not sure what.
- Hexes as a perk type rely on getting a good Totem spawn, the Survivors not having any anti-Totem Perks or a Map, and some kind of synergy with a Killer power or other Perk to be able to protect them (e.g. Undying, Thrill, Yamori's Mask). By their very nature, they're a high-risk perk to equip, and so to make them worth running the rewards also need to be high. Sadly — like most Hex perks — this one just doesn't meet that threshold.
- Moreover, the function of this perk is better served by perks and add-ons that Exhaust the Survivors, which prevent all of the common Haste sources from activating at all. 25% Haste is still a perfectly adequate head-start in a chase. This perk just isn't worth it.
- I think a better option, that still retains the spirit of the concept would be:
- "The first time each Survivor becomes Exhausted, a Dull Totem ignites:
- "The Exhausted Timer does not recover for that Survivor.
- "The Hex Totem is blocked for all other Survivors for 90 seconds.
- "The Hex Totem reveals its aura to the Cursed Survivor within 16 m."
- "The first time each Survivor becomes Exhausted, a Dull Totem ignites:
- That way, each Survivor can get one use out of their Exhaustion perks, but after that they either need to play the rest of the game Exhausted, or take some time to cleanse their specific Totem (think Plaything, but for Exhaustion perks). That way it doubles as a counter to common Haste sources, as well as provides some slowdown — which might make it an actually appealing perk and not yet another high-risk mediocre-reward Hex.
- This one is actually okay. It's basically just Deerstalker in a different font, but it's easily the best of the three Killer perks, and might actually see some use.
- Oh dear. This one absolutely needs redesigned; it's genuinely unsalvageable. It would be bad enough if the 50% repair penalty applied just to people running this perk, but the fact it affects teammates too is inexcusable. This is currently a "press E to throw the game" perk.
- In order for this to provide a net positive value, everyone repairing the affected Generator would need to bring something that can guarantee Great Skill Checks, like a Toolbox/Hyperfocus/Stake Out. Which is something you could only ever communicate if you were a SWF. In solo queue, this perk will ALWAYS be a throw. To be honest, even as a SWF, the penalty is so harsh that it probably wouldn't be worth it.
- I think the whole concept of this perk is flawed. The entire point of Boons is that they provide an AoE benefit to anyone inside. But this one only affects a singular Generator based on its proximity to the Totem, which doesn't really fit the mold of a "Boon" perk. I understand the community voted on this, but I genuinely think a Boon that grants permenent repair progress is just an unworkable concept and it'd be better off if a different idea completely was pursued here.
- Not a bad effect per se, but I don't think it's strong or unique enough that people will run it. I think they need to go further with the concept of sharing Auras here. Keep the current effects, but add a new one too:
- "Whenever the Killer starts chasing you, for 10s, other Survivors:
- "See your Aura.
- "See the Killer's Aura.
- "See any other Auras that are currently revealed to you."
- "Whenever the Killer starts chasing you, for 10s, other Survivors:
- The problem I have with this perk isn't this perk directly — I actually think this is a good perk. The issue I have is that it effectively renders Adrenaline obsolete.
- Adrenaline heals a health state, grants some Haste, and Exhausts you when the last Generator is repaired. Fruits Of Your Labour provides that same benefit, with no Exhaustion, AND you get smaller versions of the effect throughout the match too. It's basically better in every way.
- Adrenaline will probably need a rework or a buff to help it remain a viable pick against this.
Comments
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Very well said and I agree with much of this post.
I cannot stress enough on Steadfast that having a team-wide penalty on a boon totem is incredibly bad design when 3 of those survivors didn't have that choice. I don't necessarily have an issue with penalties on certain perks, but I do have a problem with one that impacts all survivors equally including those that don't have any control over it. This is 100% going to be used in situations where it will overall hurt the team more than it helps, and at the same time designing any boon around generator progress that doesn't have some downside like that seems incredibly difficult. I'm not sure how to fix this perk, but I don't think number changes alone are going to be sufficient.
I also have to agree that Fruits of Your Labor seems like it'd outclass Adrenaline almost entirely, as the last generator gives you the same full heal effect, not as much haste but no exhaustion, and still has smaller effects prior to the endgame as well. Overall I like the perk's design but this would be an issue with it, and I'm not really a fan of the idea of buffing Adrenaline, either.
The 120 second cooldown on Lay Waste is definitely too long. Granted, it SHOULDN'T be as good as pre-nerf CoB because that perk was busted, but a regression speed increase that only activates once every 2 minutes is very restrictive, especially when that generator needs to be above 50 charges for the effect to be better than current CoB.
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