We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
It's stats time! Sign up for our newsletter with your BHVR account by January 13 to receive your personalized 2024 Dead by Daylight stats!

Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1

Survivor Perk---Mechanical Awareness

HatCreature
HatCreature Member Posts: 3,298
edited August 2019 in Creations

You have a 6th sense when it comes to engineering

You see the Auras of Generators that are 85/80/75% completed for 4 seconds.

VERSION 2---When a Generator reaches 75% repaired it is revealed in Red, when a Survivor stops working on that Gen it will turn Yellow for 3/4/5 seconds, 5 being Tier 3.


I wasn't sure about the tiers for this perk, maybe you would want it when it was just about done so you'd know when AdrenaWin was about to proc but I felt this perk would be more useful for Solo players who have 1 Gen left and no one is working on any. This way when a Gen is highlighted at 75% you know that Gen is almost done and if it doesn't go off because everyone is going down you know where that Gen is and you'll go for that one instead of a random that's at 0.

If you think the tiers should be opposite I'll change it but sometimes in these situations it won't get to 85% and you'll get no use from this perk at Tier 3. Yes this is the Survivor version of Tinkerer.

Post edited by HatCreature on

Comments

  • screamdreamsx
    screamdreamsx Member Posts: 213

    I like it. As you said, good for solo plays, especially when down to the last generator - if a gen is at 75% and all seems well, you can get a head start to an exit gate.

    in terms of the numbers, I think 75% is best for tier 3 perk. Perhaps 75% could be base and the timing changes? To 4/8/12, only because I think 4 seconds is not enough. If you had longer times, there could be another part to the perk that you get a notification on the highlighted gen if progress stops.

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    I would put an additional effect on it so it can be a good team perk too. Something like; "can see the aura of a survivor who start working on a generator for 2s/3s/4s" or something

  • HatCreature
    HatCreature Member Posts: 3,298

    @screamdreamsx and @TheUnendingNightmare I made a 2nd version of the perk.

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    Not bad but I feel you think this would be OP but you should reduce a bit the amount and start at 40%-50%.

    As a killer main I wouldn't be mad about a perk like that.

  • HatCreature
    HatCreature Member Posts: 3,298

    But that's only halfway, what would be the advantage? This would actually get Survivors working Gens together, ''oh that Gen is 50% I should get over there and team up''. If it's at 75% it's almost done and more for finishing the Gen when no one else is, that way you know to get over there in case it got kicked. Your version is like a reverse Discordance which sounds scary lol

  • screamdreamsx
    screamdreamsx Member Posts: 213

    yeah that seems good. It’s like a survivor tinkerer & Surveillance combo perk, which I’d really like to see.

    Also useful if you’re being chased, you know not to bring the killer that way (like bad teammates seem to do every chase ever when the gen is almost done)

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    That's what I'm saying.

    Idk if it's just weirdly written but the way I read your perk it doesn't trigger before 75%...

  • HatCreature
    HatCreature Member Posts: 3,298

    Exactly, so at 75% the Gen is revealed as Red so you know it'll get done soon.

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    No...

    My point is that the perk should tell you before that. If not this serves no purpose in a team scenario.

    Also, since the hatch spawn even if you did no gens qhy would I work on gen after everyone's dead ?

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    Even if I wanted to, any killer will just go look for the hatch and close it to trigger end-game.

  • HatCreature
    HatCreature Member Posts: 3,298

    Well the scenario this is for is when you're solo, there's 3 maybe 4 people left and your team is #########. You have 1 Gen left and someone is on a hook and you're healing, why hasn't the last Gen popped? All of a sudden you see the Killer and get hooked and see the 4th Survivor is on a Gen, awesome. You get unhooked but...where was that Claud working a Gen? Why hasn't it popped yet? You don't know so you find a Gen that's a t 0 and start working on it. You get to halfway and then your team starts dropping like flies and then in the end you get the hatch because you didn't know where that last Gen was.

    If you had this perk, maybe she was at 75% and then it highlighted and you would finish it if she got off. Sure this would also work at 50% but that seems too powerful, Prove Thyself promotes Survivors working together but you need another perk to find where they are. This would be a stronger version of that if it was 50%, that's scary and I would like Tinkerer to go down some if that were the case.

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    Or you could use "Bonds" and see what everyone is doing.

  • TheUnendingNightmare
    TheUnendingNightmare Member Posts: 1,172

    Also, I'm starting to see it's just basically a map with a killer perk...

    I think this perk has potential but it needs to be something like;

    "You can see the aura of the generators your teammates have worked on, they are highlighted white within a 120 meters radius. If they are at more than 50% their aura turns golden."