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Gen Perk change for both sides.

The idea is to spice things up and make things more risky for the survivors with great rewards. I don't have the visuals setup yet to show how the skill checks would work or the size of the window.

This will also make things much more interesting for the slower killers as well as making survivors much more careful about skill check. The killers can also play much more tactically and strategically with this perk and it allows fo someinteresitng gameplay.

When combined with the survivors perk and the greed it will force survivors to choose how risky to play and lesser used killers and perks will become more useful now.

New perks for gens both sides. (this is a WIP and will probably need lots of tweaking, it also might only use the latter part of the perk.)

Survivor:** Greed Is Good** - Greed has always been good for you even when it hasn't but you can't resist it's lure.

Effect: - When doing skill checks the skill checks are separated due to the greed effects influence and the speed increases with each skill check.

All skill check zones are decreased in size based upon perk level but the bonus for hitting the skill checks increases.

Tier I: - All good skill check grant an additional 1 bonus % generator progression but all failed good skill checks grant 2% bonus generator regression.

Tier II - 2% progression but 3% regression and same bonuses apply.

Tier III - 3% progression but 4% regression and same bonuses apply.

Great Skill Checks: - This is where you show how greedy you truly are and where you pay the price for your greed should you fail.

All skill check zones are increasingly reduced based upon perk level and the speed is much faster the closer it gets to the great skill check zones.

Tier I: - All great skill checks grant you 3% bonus generator progression but all failed skill checks come with a harsh penalty.

If you fail any great skill check all progress you made from the last great skill check is completely lost and the generator regresses back to where your progress started. Normal gen regression commences for failing the great skill check.

You're also unable to work on that same generator for at least 20 seconds, you can't even gen tap it to halt the regression.

The lockout timer also means you can't touch any other generators for 20 seconds not even to gen tap ones being regressed or to start any up as you run by.

Tier II - All great skill checks grant you 5% bonus generator progression but as above you suffer the same effect but the lockout is 40 seconds now.

Tier III - At Tier III all great skill checks grant you 9% bonus generator progression but same effects as above but it's a 60 second lockout timer.

Unique Effects: - This perk isn't affected by any bonus effects from any other perk or offering and if more than 1 person = using this perk is on the same generator the effects don't stack.

Also this will still grant it's bonus effects even under Ruin's effects but will also give bonus regression penalties when under Ruins effect.

Any generator suffering from failed great skill checks is immediately locked out from being worked on by anyone else not currently working on it for 5/10/15 seconds.

If another person not currently on a lockout timer but running Greed is Good tries to repair the generator once the lockout is over they can use their perk.

Only 1 persons bonus can apply which is whomever started on the gen 1st gets the bonus effect, the other person will have their perk inactive on their icon screen. This lets them know that in order to
get it's effects they need to be on a different generator. They can still work on the generator and use any bonus perk effects like Prove Thyself or Leader but all progress will be normal.

Because you're so confident in your abilities and so greedy you don't ever use toolboxes when running this perk. While running this perk you can't equip any toolbox in the lobby or pickup any toolboxes you find in the trial even if you're not going to use them.

Note: If someone fails a great skill check and gets locked out from that gen another survivor can still try and repair it once the lockout timer is up.

To activate the perks ability you press M2 as if you were using a toolbox and simply unclick M2 to cancel the perks activate ability. You can reactivate the perks ability as long as you're not under a lock out for a failed check.

Note: if you cancel the activate ability and a skill check comes up it will still count as a failed skill check so choose when to cancel wisely.

The great skill check window starts as a normal size but gets smaller and the speed as it approaches the window gets faster. The more you do it the faster it gets and the harder it gets but the more rewarding if you succeed.

Killer: Gluttony Kills - You know survivors can be greedy at times and that the Gluttony kills and you intend to punish them for their greed.

Effect: - For each missed good skill check you earn a token and for each great missed skill check you earn 2 tokens. When you reach 4 tokens you may press your E to activate and consume all 4 tokens to receive a 1/2/3 second movement speed boost. This effect can occur on any missed skill checks, Generators, Healing or Sabotage or even Decisive Strike (looking at you new rework:P )

The tokens are capped at 4 tokens and each activation puts the usage activation on a 15 second cd timer before you may use the ability again.

If the movement speed ability is on cooldown and the gates become powered the ability may be used if enough tokens have been accrued as if the ability wasn't on cooldown.

Unique Effect: Using an ability immediately locks out the usage of the activate ability for 2/4/6 seconds.

This perks movement speed may not be combined with any other movement speed perks like Play With Your Food but it does work with bloodlust at all tiers.

@fcc2014 @SenzuDuck @Peanits @Doc_W__HOLLIDAY @DocOctober @Orion @whoemver I forget that's also been here awhile those good with the maths.

Comments

  • DocFabron
    DocFabron Member Posts: 2,410
    edited February 2019
    By missing a great/good skillcheck, I assume you mean if you hit the skillcheck too early/late?
  • powerbats
    powerbats Member Posts: 7,068
    edited February 2019

    @Doc_W__HOLLIDAY said:
    By missing a great/good skillcheck, I assume you mean if you hit the skillcheck too early/late?

    Yes, which is why the skill check windows would be separated and so if you miss a good one early or just after it counts as that. But if you miss a great right next to it before or after it's a missed great kill check and i left the good one in for newbies.

    I'm sitll working on getting a good picture representation of how the skill check windows would look.

  • vampire_toothy
    vampire_toothy Member Posts: 381

    I like how these perks sound considering that this could make generators influence how people play in more ways, but I have a couple of questions and one suggestion.

    As far as questions go ;

    • how big of a speed boost are we talking about when they activate their perk?
    • With the lockout, can any other survivor interact with the specific gen that you tried to use greed is good on? Or is it just totally locked out for all survivors for that one specific gen and the person who failed can't interact with any gens, could you go more in-depth on this?

    In addition to this I would like to suggest that perhaps the Gluttony Kills perk automatically activates when spirit, wraith, legion, leatherface and maybe hillbilly have the 4 tokens and use their power as their powers modify their movement speeds so it would be nice especially for spirit users to be able to just get the speed boost while specifically focusing on using their power properly. This doesn't need to be the case but this seems like something that would be very convenient. Regardless, I like these perks.

  • powerbats
    powerbats Member Posts: 7,068

    @vampire_toothy said:
    I like how these perks sound considering that this could make generators influence how people play in more ways, but I have a couple of questions and one suggestion.

    As far as questions go ;

    • how big of a speed boost are we talking about when they activate their perk?
    • With the lockout, can any other survivor interact with the specific gen that you tried to use greed is good on? Or is it just totally locked out for all survivors for that one specific gen and the person who failed can't interact with any gens, could you go more in-depth on this?

    In addition to this I would like to suggest that perhaps the Gluttony Kills perk automatically activates when spirit, wraith, legion, leatherface and maybe hillbilly have the 4 tokens and use their power as their powers modify their movement speeds so it would be nice especially for spirit users to be able to just get the speed boost while specifically focusing on using their power properly. This doesn't need to be the case but this seems like something that would be very convenient. Regardless, I like these perks.

    The movement speed boost would be similar to how PWYF works, it gives a flat 1/2/3 second movement speed burst at your current speed. So if you save it for say Bloodlust 2 then you get a movement speed burst for 1/2/3 seconds at that same movement speed.

    The lockout timer affects both you in the sense you can't work on any gens if you fail the great skill check depending on perk tier I/II/III. It also locks that gen out from anyone else coming to working on it for 5/10/15 seconds.

    However if someone else is working on the same gen at the time it goes on lockout they're not locked out from continuing to work on it during the lockout timer. However if they stop working on it and retry to work on it they still have to wait out the lockout timer that remains.

    The reason i've got the ability lockout is so that the high mobility killers that can already go flying across the map don't become op with this perk. So for instance if Billy charges up his chainsaw and flies across the map to where he knows people are at he can't just immediately pop this for an easy down.

    However he can still activate the ability to move closer to them say for instance he's got Tinkerer activated he can then move even closer before using his chainsaw.

    If there was no lockout the lesser mobility killer would really suffer and think of amanda, goes into crouch and then 2/4/6 seconds later pops that speed boost to get really close.

    For an even scarier and I do mean scary think Mirror Myers or even just regular Myers with this sneaking up on you with M&A and or Tinkerer.