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An interesting thought on Borrowed Time

Blueberry
Blueberry Member Posts: 14,472

Instead of the perk being run by the rescuer, what if the perk was made to be run by the rescued survivor?

So you would run the perk to prevent yourself from getting farmed ever by bad teammates and not just have to hope they are running it.

Also has the benefit of now survivors would be more inclined to make better saves since they aren't sure if you have it.

Trying to think of a downside here but I'm just seeing positives.

Thoughts?

@Peanits @not_Queen

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Comments

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2020

    Yeah this change doesn't really effect anything from the killer perspective, but at least from the survivor side now you can near guarantee you won't be farmed, which is one of the biggest survivor complaints.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    So solos have no counter to camping? Sounds fair enough, they'll just have to run another core survival perk that covers up issues with game mechanics.

    Memes aside, this would only be healthy tbh. Too bad that there are no more options for altruistic builds, but them's the dice.

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2020

    I actually see the no TR on some killers as one of the only weaknesses/downsides to using the perk which seems fine to me. Kinda like facing a Plague after you brought We'll Make It, Botany, etc. Gotta have some downsides, it's a game swinging perk that asks nothing of the survivor already. As far as downsides on other perks go I'd say having it countered by just a couple killers situationally is already being pretty generous. For how strong it is it should have probably had more tbh.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I don't see what's game swinging about the killer not hitting the unhooked for 15 seconds, but I guess we always have to consider its "endgame potential" which is "very powerful".

  • Blueberry
    Blueberry Member Posts: 14,472

    Well endgame is one factor, yes.

    Another is that this is almost the exact same scenario as we talked about with DS. I don't want the survivor tunneled, but the fact that it prevents him from creating pressure is the issue.

    If we could find a way to allow it to protect the survivor but still somehow give the killer pressure we'd be solid.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    And you cant save others cause you cant know if they run the perk or not. Would just make cheap play on killers more benefitting. Really bad idea.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    No. Killers often camp/tunnel and for some reason many of the survivors I get put with donโ€™t bring DS. This means the killer can freely and quickly tunnel them out of the game.

    If the killer is playing campy then I can unhook a survivor but they may just go straight back down, losing me rescue points and hurting the team in the process. With BT now at least I know for sure that survivor will have a fighting chance and at least be able to keep the killer busy for a little while longer. I wouldnโ€™t be relying on someone else to run the perk like I do with DS.

  • Blueberry
    Blueberry Member Posts: 14,472

    I know we're being sarcastic but I think that is actually what Deep Wounds was supposed to do...which is laughable lol

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2020

    It wouldn't make it more benefiting for the killer because whether it's on the rescuer or the person being rescued he has no idea and will being playing no different. Effects nothing on his end.

  • Boss
    Boss Member Posts: 13,618

    They could change their minds, but i remember them saying they want the Perk to put the user at the usual risk while giving the hooked one a chance.

    Maybe as a different Perk.

  • Boss
    Boss Member Posts: 13,618

    Not quite, i said those things cause...

    "Instead of..."

    Meaning no more regular BT.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Couldn't it be changed so it does accomplish that goal? Just spitballing.

  • TraitorousLeopard
    TraitorousLeopard Member Posts: 156

    I think this is a much better solution. I can understand why the devs like the idea of a "selfless" Perk, but BT is so strong that it makes you feel like an ######### if you're not running it. Killer camps/patrols for the entirety of a hook phase timer? Then you just gotta run in and do the unsafe rescue before they hit phase 2 or die. Killer completely ignores you and beelines for the person you unhooked, and immediately downs them because you didn't have BT? Guess you're a bad teammate because you didn't run BT.

    The unfortunate truth is that depending on the game progress, hook location, and Killer's behavior, you will have situations where an unsafe unhook is the only unhook. And I'd much rather that the decision to have that extra hit of protection from BT was a decision made by the person I'm rescuing, rather than the game expecting me to make that decision every game.

  • Blueberry
    Blueberry Member Posts: 14,472

    Even as "instead of" it fulfills "they want the Perk to put the user at the usual risk while giving the hooked one a chance." better than it does in its current form.

  • Blueberry
    Blueberry Member Posts: 14,472

    That would be a good idea. I'm just not sure how they'd change it to accomplish that without it being too annoying to the survivor dealing with it.

    They also made that almost impossible to do by tying it in with Legions power as well.

    It can't be too strong now because Legion applies it too easily.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318
  • Blueberry
    Blueberry Member Posts: 14,472

    Which is part of why I still think Legion needs a rework. I'm just not sure how inclined they are to do so with how many times he's already been "reworked".

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  • Boss
    Boss Member Posts: 13,618

    That's also where they could change their minds, but are clear on for now that they want to have the unhooker make that choice by equipping the Perk or not.

    To have them make the initial decision of: "Do i take this with me to maybe get some Endurance saves, or do i pick something else?"

    Not to have the Perk be: "Do i take this with me to further secure me being unhooked, or do i pick something else?"

  • Blueberry
    Blueberry Member Posts: 14,472

    I'd like to know why they have that rational then because the positives outweigh the negatives for the change in my eyes.

  • NMCKE
    NMCKE Member Posts: 8,242

    I only have one gripe: Other anti-tunnel perks won't be able to compete.

    • Decisive Strike: One time use, 60 seconds of invulnerability.
    • Second Wind: Two uses, but has a healing requirement and needs 32 seconds to activate.
    • Borrowed Time: Two uses, no requirement, free health state for 15 seconds.
  • Blueberry
    Blueberry Member Posts: 14,472

    Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.

    DS is still way too strong already and needs more stipulations.

    Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.

  • NMCKE
    NMCKE Member Posts: 8,242

    Second Wind isn't an anti-tunnel perk, it's an efficiency perk. It lets you go straight to gens without wasting time healing.

    During the PTB, Second Wind required the survivor to stand outside the killer's TR for the activation timer to deplete โ€” it was later changed so that it didn't matter where you was at, the activation timer will always deplete.

    Second Wind is made to do both, punish tunneling and be efficient. However, it doesn't do neither jobs correctly, so people will consider better perks.


    DS is still way too strong already and needs more stipulations.

    I agree: DS needs more conditions.

    • A 20/25/30 second timer that pauses while chased or downed.
    • Timer immediately expires if:
    • โ€”You start a repair, heal, unhook, sabotage, cleanse, open, and search action.
    • Killer hooks another survivor.


    Borrowed Time with my change should last 30 seconds with no DW effect but only have 1 charge. Still game swinging but actually has a cost as now you're down a perk. 2 charges is too much. With 4 survivors that might as well be infinite charges, they aren't running out. It's essentially a DS that can't be countered with slugging.

    I don't like survivors having the Endurance status effect for that long because it removes the counterplay of waiting the timer out.

    I believe it should remain at 15 seconds and have two charges.

    I'm indifferent with removing DW.

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2020

    Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.

    Perfect change for DS, that's balanced.

    With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.

  • Nos37
    Nos37 Member Posts: 4,141
    edited February 2020

    This change could affect the killer if only 1 survivor has Borrowed Time equipped. If the killer wants to camp, but this 1 survivor keeps countering the killer's camping then the killer can tunnel them out of the game to continue their camping.

    After the change, only 1 survivor would have the camping counter and the killer would avoid hooking that survivor if they wanted to camp.

    The Borrowed Time user changes from a high priority target to a low priority one.

  • Feyd
    Feyd Member Posts: 428

    Uh... You have BT to counter camping. If you unhook someone in front of a camper and they weren't running BT, that's on them, not you. The perk still does exactly what it was designed for, but now let's you decide if you want that protection instead of the random stranger coming to farm... er unhook you.

  • Feyd
    Feyd Member Posts: 428

    Asks nothing of the survivor running it? Just a perk slot that's useless against people that don't camp.

    Exhaustion perks aside, every single survivor perk is heavily situational. Most games will go by without using half of them. Even the "meta" perks are all situational.

    Adrenaline requires gens completed and even then can be completely useless if you're uninjured and not currently in a Chase.

    DS is useless if you don't get tunneled. BT is useless if the killer doesn't camp. Unbreakable does nothing if you don't get slugged. So on and so on.

    Hell, three of those perks wouldn't even be the "meta" if killers just played better. They'd be useless.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666
    edited February 2020

    Boy, do you even play killer?

    • DS can be used even when not being tunneled
    • BT can be used even when not being camped
    • Adrenaline allows you to speed trough gens and can save your ass if slugged or being chased after the last gen pops.
    • Agreed, unbreakable is easily counterable by just picking up survivors
  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    You'd have to give some indication to other survivors you have it. Not a bad idea though.

    However at this point I think it's better to leave it as is. It makes more sense for the rescuer to have it because they are the ones that want the safe rescue ensured.

    The ONLY change I'd like to see for BT is that the icon flashes when you give someone BT, just because sometimes you might think you did when you didn't, and vice versa.

  • Joelwino
    Joelwino Member Posts: 550

    Maybe it could notify people if someone with Borrowed Time is within range, like what they did with We'll Make It.

  • NMCKE
    NMCKE Member Posts: 8,242

    Second Wind isn't anti-tunnel in any shape or form. It has nothing to do with being overshadowed. There could be zero anti-tunnel perks in the game other than SW and people still wouldn't run SW for anti-tunnel. It doesn't punish tunneling at all. If someone makes it 30 seconds off the hook they weren't being tunneled anyway.

    I see SW as a hybrid perk: It's anti-tunnel and efficiency.

    If the killer tunnels you off the hook, if you can manage to last 32 seconds in a chase, you just increased the requirement for the killer to down you by 100%.

    However, if you don't get tunneled, the perk changes roles, it now helps you to be efficient on time.


    Perfect change for DS, that's balanced.

    Awesome, glad we can agree!


    With the form of BT you're wanting it turns into quite literally just a better form of the current DS we have now...in a world where the current DS is stupidly OP and currently the best perk in the game. There's basically zero counter play in this BT.

    You can down the savior or you can wait out the Endurance status effect. Your version removes the second part of the or statement because you increased it to 30 seconds.

  • Nos37
    Nos37 Member Posts: 4,141

    If other survivors are aware that I have Borrowed Time while I'm on the hook, it turns into a hook-rush race to get the free and safe rescue points, leading me to be unhooked sooner than I would like. Keep that info private.

  • thesuicidefox
    thesuicidefox Member Posts: 8,222

    Well if you do they wouldn't know you have it and wouldn't even attempt the save when they maybe should. This is the EXACT issue with DS sometimes. I get hate messages from survivors like "you should have just farmed me I have DS" and it's like I have no idea you have DS I'm not taking the risk.

  • NMCKE
    NMCKE Member Posts: 8,242

    It doesn't, the timer continues to deplete regardless of your status ๐Ÿ˜

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Huh it's not as bad as I thought. Also, Dying is a status I'm pretty sure.

  • NMCKE
    NMCKE Member Posts: 8,242

    My apologies, by status I mean where you are compared to the killer. ๐Ÿ˜

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    BT for myself would be a nice thing to have and I have asked for it in the past. Yet I see a problem for solo players:

    People could farm other players following the line of thought "they don't bring BT, then that's their own fault".

    We can't predict whether such a change would encourage safe unhooks or encourage farming.

  • Blueberry
    Blueberry Member Posts: 14,472

    I don't see how I could frame my reasoning on SW any better, we just aren't going to agree here.

    For BT, waiting out the Endurance buff is pretty unrealistic. They are getting to another loop. I'd hardly consider that a reasonable counter, especially at end game.

  • Blueberry
    Blueberry Member Posts: 14,472

    And what if all 4 are running it? Then he has no option.

    He also has no idea who's running it and who isn't until BT has soaked a hit. By that point you've already gained a lot of its value anywhere. I don't see the issue here.

  • Blueberry
    Blueberry Member Posts: 14,472
    edited February 2020

    If a perk slot is the cost itself then we have a lot of other perks that are getting double negatives that aren't even as strong. Calling that the cost for it's strength level is a bit of a stretch. Current BT you just yolo in for the save with zero thought or timing because of it's current design.

    "Exhaustion perks aside, every single survivor perk is heavily situational. Most games will go by without using half of them. Even the "meta" perks are all situational."

    The current survivor meta perks are quite literally the opposite of situational. DS, BT, Unbreakable etc are not situational, let me explain. Even IF the perks do not activate, they have STILL done a lot for you. If they didn't activate then the killer played completely "fair" by survivor standards and you would have won the game anyway if you and your team were actually good. If you still lost then ya'll misplayed a lot. The fact that they force a killer to play a certain way to intentionally avoid them activating IS why they are strong.

    "Adrenaline requires gens completed and even then can be completely useless if you're uninjured and not currently in a Chase."

    I have zero issue with Adrenaline. It rewards doing their objective with a perk down. Well designed perk.

    "DS is useless if you don't get tunneled. BT is useless if the killer doesn't camp. Unbreakable does nothing if you don't get slugged. So on and so on."

    Refer to my response on meta perks above. You're entirely missing the value those perks are giving you even when they don't activate.

    "Hell, three of those perks wouldn't even be the "meta" if killers just played better. They'd be useless."

    I don't think you play killer at a high level or you would see how much this sentence isn't accurate at all.

  • twistedmonkey
    twistedmonkey Member Posts: 4,307

    What if running BT did both? Helps when you rescue another or if you are the one being rescued? Like how they changed kindred.

    The only issue I see with BT is that it makes instant farming viable for safe rescue points right now.

    To help with change while on the hook its instant so being farmed gives you the effect but while off the hook it takes 15s to activate but only when not within a set range of the hook giving the killer a chance to leave and counter it.

    I think BT having one use is ok but I also think its usage should be dependent on how the killer is playing. If they camp they lose chaser emblem points so for every so many minus points in chaser it adds a stack to BT making it stronger over time.

  • Dr_doom_j2
    Dr_doom_j2 Member Posts: 869

    My question is, would this synergies with Slippery Meat in any way? Because I actually think it should under this condition, would really help Solo que