What if popped gens weren’t permanent? Perk ideas:
- (Killer perk) Hex: Equilibrium - While active, this hex has no effect. When it is cleansed, all 7 gens explode, start regressing, and the total combined repair progress is spread evenly across all gens. Completed gens are NOT immune to this effect. For the remainder of the match, the killer can damage gens 5%/10%/15% more quickly.
Early game this can almost completely reset the survivors, as the small amount of repair progress is spread across 7 gens and then lost to regression. Late game, popped gens will need to be stabilized and re-completed, but won’t take as much time to complete since there is more overall progress to spread around. Read the discussion here: https://forum.deadbydaylight.com/en/discussion/125667/hex-equilibrium#latest
- (Survivor perk) Enshrine - this works like a hex for survivors. In the last 5 seconds of a generator’s repair progress, receive a very difficult blue skill check. Hitting the skill check enchants the now complete generator and earns you an additional struggle phase on the hook (you now die on your 4th hook.) Every survivor touching the gen when this special skill check is hit will have their items recharged by 33%/66%/100% (but not above max). Unless exit gates are OPEN, the killer can damage the generator at any time to remove the extra hook phase (and cut power to the switch if timed right). This particular generator regresses at 1.5x normal.
Read a more in-depth description here: https://forum.deadbydaylight.com/en/discussion/129720/survivor-hex-enshrine#latest
- (Killer perk) Balance of Power - Open an exit gate by your own hand to cause 2 completed generators to revert to 80%/65%/50% complete. The exit remains closed. Once 5 generators are powered again, both exits and the hatch will open and EGC will commence.
There’s not another thread in this one because I just now made it up! But heck, this one sounds fun!
Comments
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I think removing a survivor’s certainty-of-progress could go a long way toward reintroducing tension to the game. Imagine running toward an 99% exit switch just to see it power down right before your eyes!
This new aspect could certainly evolve the game play some, both in terms of strategizing and in increasing the chances of clutch moments occurring, for both sides!
So what do you think? Are these too strong, too weak, or just right? I know I’d get some use out of these perks if they were currently in-game!
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The hex seems pointless because survivors don’t cleanse anymore anyways also it would be pointless in the end game the average would be like 95% also I’m not so crazy about recharging items because hook saboing is annoying enough I think the third perk is fun and could add an interesting play style to end game builds but it would be unusable on pig
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I appreciate the points you made, so I’d like to address your concerns by describing a scenario where these would be extremely useful.
Equilibrium: all 5 gen pop and survivors are headed for gates. Someone thinks they found a NOED hex and cleanse it. Boom! All 7 gens blow, gates lose power, and survivors have 0 completed gens now. Yes, they all have a high level of completion, but they’re also all regressing. Survivors have to go find them all again just to slow the bleed. I see this as being VERY powerful!
Enshrine: The recharge effect won’t actually see much use except for very coordinated teams. For max effect, all 4 survivors have to finish one of the final gens together (after their items have been mostly used up). This alone would be very difficult to arrange. Most of the time it’ll be 1 or 2 survivors benefitting from a little bit of recharge in the early match. This is because they want to pick an ideal generator that’s
- far from exit gates — so the killer doesn’t save it to cut power to the switch when chasing you out
- and out-of-the-way in general —so that the killer doesn’t accidentally discover that it’s kickable just by walking by.
If you wait too long because you want to max your recharge, you might have to apply the effect to a riskier gen.
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I like your creative ideas!
But your perks need some adjustments, so they wont become unfair.
Hex: Equilibrium
Add, that all the remaining gens are highlighted to the surviors (in a different color, lets say pink) for 10 seconds.
Balance of Power
50% is WAY to powerful. 75 or 80% might be fair.
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I think both of your suggestions are fair, especially the aura idea for Equilibrium!
For Balance of Power, I went for the lower number because (and I should have specified this) the gens are reduced, but not regressing. I think 80% makes it too easy for survivors to quickly finish them, though I agree 50% might be a little steep. The killer risk, and survivor reward, is huge (3 open escapes), so it needs to be enough of a challenge to make the risk worth it. However, I think I could settle for a tier 3 at 65% or 70%. 😏
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No, killers should not be able to have any effect on completed gens. They are completed. You failed to prevent them from completing it.
That's like giving survivors a perk that gives them 4 hooks till death instead of 3.
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Sarcasm can be lost over text, so just to be sure — did you see that I gave survivors a perk that gives them 4 hooks instead of 3?
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It would add a unique new factor to the game. But there would also need to be maybe a secondary life state for survivors that have been hooked or else it would be crazy unfair imo
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The 2nd perk I suggested, Enshrine, does add another hook phase for survivors.
As for the Equilibrium suggestion, there is significant counterplay to this one. Either cleanse the hex early so that the effect is minimal, or don’t cleanse hexes at all in late game. The effect can be strong, yes, but the beauty of it is that it all relies on survivor actions!
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That just seems like it'll further the divide between solo queue and SWF even more than it already is.
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When I posted I didn’t think you meant that gates could be de powered
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True, but SWF is unbalanced anyway. Designing a balanced perk that accounts for an unbalanced situation leaves you with 2 options:
- make the perk practically useless so that SWFs don’t abuse it
- make a good perk that is fun for normal gameplay, and tackle the SWF balance issue separately.
Recent perks seem to have gone with option 1. I’m choosing option 2 for these.
For what it’s worth, SWF can still have a hard time with Equilibrium. If they “gen rush” and ignore totems, then the fear of this perk might help protect the killer’s NOED after gates are powered.
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No worries! So what do you think of it now? Can you imagine the dread and panic those survivors will experience when they see that 5 become a 0? I think this would add a whole new layer of excitement for both sides in the match!
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Did you read it? What didn’t you like? Did you notice that one of them is a survivor perk granting you a 4th hook?
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Definitely sounds stressful also would be fun with surveillance because you’d instantly see all the gens
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Oooooooh! Nice synergy, yes!
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I truly want balanced perks. So then, what didn’t you like?
- No counterplay? (There is).
- Killer sided? (2 of 3 depend on survivor actions to even be used. A different 2 of 3 provide significant benefits to survivors.)
- Not fun? (Open for debate, but why do you think this?).
Please, share your thoughts. Elaborate.
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