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New Survivor Perk Idea: Nexus Ward
Your sheer will to protect a friend manifests in a peculiar way.
At the start of the trial this perk is deactivated. After you are adjacent to another survivor you can press the action key to ward them at which point the perk activates.
While the perk is active any time your ally would've taken damage you take damage instead. This effect persists until you enter the dying state. Once you enter the dying state the perk deactivates and your formerly warded ally will take damage again. After you re-enter the injured or healthy state again you can reactivate the perk (while adjacent to another survivor and after you press the action key).
Gain 100% more Bloodpoints in the Altruism Category.
The ward effect from your perk does not stack and can only be applied to one survivor at any given time.
The survivor you warded receives a perk pop-up, (think Leader or Prove Thyself) that lets them know that they've been warded.
* Survivors cannot ward other players with Nexus Ward equipped in their perk loadout.
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Each time your warded survivor is hit you receive the Protection score event (which also grants 1 WGLF token)
The idea here is that this a renewable second chance perk with a high cost, your life.
I made the perk un-stackable as otherwise a SWF could theoretically all bring MoM, Adrenaline, and Self-care alongside Insta-heal med-kits to have their mutual ward partner basically become immortal.
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Optional changes:
*When you are put into the dying state the ward shatters and you scream in pain, revealing your location
*The warded survivor will have a white glow briefly after being hit to signify that they are warded.
What are your thoughts guys?
Comments
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It seems pretty good and gives that "I'll protect you at the cost of my own life" feel. I for one enjoy this, and pretty good way to prevent abuse.
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would the white glow be constant or when hit? would it be an obsession perk? I like it.
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@Shad03 I'm glad you like the premise. I was debating on naming the perk "Tag Team" at first but I decided against it since I wanted the perk to sound cooler. Though I just noticed that I forgot to add in that the survivor you warded receives a perk indicator, like Up the Ante or Leader when they have been warded.
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@pootis_Bear Okay, the white glow I think would be only appear after the survivor was hit, and only for a few seconds. Just enough time for the killer to realize that the glow was there and that halfway across the map somebody screamed in pain and lost a health state. I originally thought about making the glow permanent, until the ward was broken, but then I realized that this would neuter your ally's ability to be stealthy.
I had no intention of making this perk an Obsession perk originally and I'm still be against it becoming an Obsession perk now. This is mainly because it would be absolutely dreadful against Remember Me. Remember, the perk doesn't really do anything awesome for the player who used it other than make them feel like an absolute Chad and gain double BP from Altruism score events.
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@Peasant if it were an obsession perk I don't think remember me should gain stacks from it because they are not hitting the obsession just a random survivor.
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@pootis_Bear But that's the thing. The entire premise of the perk is that by warding the other survivor you take all damage and effects they would take. They get hit? You take the health state damage. If it were an obsession perk and they got hit you would take the damage instead, making it a hit on the obsession overall.
That's why I would just make this a normal perk. I imagine the reason you wanted to make this an obsession perk was to help killers spot it? Well there's no need to worry there. Hitting a survivor and seeing an entirely different survivor get hurt as well as the white glow should make it very obvious that the perk is in play.
Post edited by Peasant on0 -
@Peasant I am guessing then if then if the person with this perk becomes obsession (because of a different perk) can get rid of stbfl tokens if they ward someone because that would be funny. Would status effects happen to instead like the killer has the third seal would the person using the perk get blindness instead of the warded survivor?
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@pootis_Bear Excellent observations. So if the survivor that equipped Nexus Ward happened to use Decisive Strike, for example and became the obsession then any attacks on whoever they warded would incur the penalty from hitting the obsession, as long as the obsession was capable of taking the hit.
Post edited by Peasant on0 -
What happens if you place a nexus ward on someone who placed a nexus ward on someone else?
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@Peasant I thought the clowns gas would still effect the warded survivor because they are not hitting them for the status effect. If it does make the clowns gas ineffective for the warded survivor does that mean addons from a rbt affect the the survivor using the perk instead of the one who actually has it on their head. I feel like i am asking to many questions, if this true you can tell me to stop.
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@NuclearBurrito Excellent question! Basically, the hit would go to whoever warded first, I think. Let me put it like this:
Suppose 4 survivors are in a trial:
Dwight, Meg, Jake, Claudette
Dwight comes along and wards Jake, then Jake wards Claudette. So if Claudette got hit the damage would normally apply to Jake, however since Jake was warded by Dwight the hit actually just effects Dwight.
The damage and effects of wards placed on someone else who wards would just continue down the line of wards until someone was unwarded at which point they'd take the damage. Does that answer your question?
(DISREGARD THIS POST IN THE OP I ADDED IN A RULE THAT YOU CANNOT WARD SURVIVORS WITH NEXUS WARD EQUIPPED IN THEIR PERK LOADOUT.)
Post edited by Peasant on1 -
Ok so in that situation what happens if Claudette also wards Dwight?
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@pootis_Bear There's nothing wrong with asking questions, ask as many as you like!
The perk actually just affects health states, the gas will still slow survivors and all RBT add-on effects only effect the survivor that wears the trap.
Post edited by Peasant on0 -
@Peasant Oh ok cool. I have one more question before my study hall ends.What if the warded survivor is grabbed? Does the perk deactivate or does it stay active until the perk user is downed
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@NuclearBurrito In order to reduce the amount of headaches this perk cannot be used to ward someone else with the perk equipped. This is so that survivors can't chain the ward into a cycle of invincibility.
Post edited by Peasant on0 -
@pootis_Bear If the warded survivor is grabbed then the ward just instantly breaks and the grab does what grabs do.
Post edited by Peasant on0 -
@pootis_Bear That would be hilarious.
Dwight: -working on Gen-
Ace: -Goes into a locker-
Big Daddy Trapper: -Finds Ace-
Dwight: AHH! -Magically gets teleported onto Trapper's shoulders-
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@Peasant better hope the survivor you doesn't get grabbed then.
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I feel like this is applying to too many situations. Like pig bear trap for example makes you instantly lose because of the ward. That doesn't help you win. I'd make it only effect offensive actions that remove health states.
Which means no grabs, instakills or statuses.
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@pootis_Bear On the bright side you'd get 800 BP in protection instantly.
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Make Sure the Killer Never Gets a Hook: The Perk.
Would give a great gatekeeper score though, since three out of four players would be busy running and healing.
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@NuclearBurrito Okay. So we'll have the perk only transfer health states then? Any status effects on the warded person are their problem and any grabs or insta-down abilities just immediately break the ward?
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@BillyIII What do you mean? The perk won't stack wards so you can't have 3 survivors all ward one guys to make them immortal. It just extends one survivor's lifespan at the cost of another survivor's lifespan.
The killers loses no time with the perk as while they not be dealing damage to the intended target, someone is still actually getting hit with their attacks.
Post edited by Peasant on0 -
Well, that's pretty cool. I like the idea.
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@Saint_Ukraine I'm glad you like the perk! That being said, I just want to make it perfectly clear that the ward will only protect whoever you warded from standard damage attacks. They are still vulnerable to standard status effects and instadowns or grabs.
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@Peasant So, if you're anywhere on the map and your teammate is hit, you'll take the damage instead? If the survivor is attacked a second time, will you enter the dying state?
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@Saint_Ukraine Great question! The answer is yes. You will take hits across the map for the one survivor you warded until you can't take anymore hits. After you go down though, the perk will deactivate and you'll have to re-ward in order to activate it again.
Needless to say, bring Leader when you grab this perk or at least Tenacity.
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@Peasant I'm imagining a funny scenario:
>You're being chased by the killer and you're injured.
>Warded survivor takes a hit for you.
>You go down anyway.
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One is running, one is taking hits, one is healing. The one taking hits doesn't go down. The last one does the gens.
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@Saint_Ukraine Well perks have always had the chance of being funny.
I've seen old DS users break free and run straight to the nearest pallet just to have the Huntress they just escaped down them with a hatchet.
I saw an Ash use MoM user to extend the chase by running around the corner just to get a tonic and knife to the face.
Perks will always be funny. This just has a slightly higher chance of getting facepalms for screwups.
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@Peasant Well, I hope this post gets more exposure, because it's an awesome idea.
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@Saint_Ukraine Aww, thank you so much! Though I must confess, I'm not sure how they could tie one magic related perk to a standard survivor so I'll get to work brainstorming 2 more just so the designers and devs will have a full set to work with. Thanks for the great feedback!
Post edited by Peasant on1 -
@Peasant No problem. ☺️
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Swf groups could use this perk as an advantage. activate it on someone, that person becomes a proxy. another can heal the one taking the damage and the fourth can follow the killer and the first survivor to activate the perk again to continue the cycle. purple instaheals with this perk would be a broken troll meta.
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@Sziosis That's not really a big deal though because it's just not sustainable. Yeah you could make it really freaking hard to down that one survivor, but you'll see at least one or two other survivors on the ground. Sure the healer could help negate this, but this doesn't change the fact that people are going down. Eventually the medkits will run out, eventually it will all just fall apart.
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