We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Let's Make It Better! [#1]

NMCKE
NMCKE Member Posts: 8,243
edited August 2018 in General Discussions
Okay, I'm gonna make a thread series of making a two perks more viable to use! I'll pick a perk from both the survivor and killer side, hopefully you agree with me! If you don't, well, of course tell me why without being uncivil! :+1:

Technician:
You adapt to machinery and take well care of it's components. When you fail a skill check, you'll prevent the explosion and the regression penalty. Preventing the explosion is very overwhelming, causes exhaustion for 40/30/20 seconds.

I feel like this perk will be a lot better if you know 100% that you'll be safe from the generator explosion at the cost of getting a exhaustion penalty. Yes, it won't be as good as some of the other strong survivor perks but being able to skip a difficult skill check is so strong believe it or not!

Fire Up:
You hate seeing your prey getting closer to their escape. Every time a generator is completed, receive a token up to a maximum of 5. For each token you have, gain a 2/3/4% decreased cool down on all successful and unsuccessful attacks. Additionally, when all generators are powered, all survivors will suffer from the exposed status effect until one survivor enters dying state.

Fire Up didn't do much, it basically forced you to get GR (gen rushed) for a little reward from the perk. Now this perk will grant a faster attack cool down and a exposed status effect for the first survivor you attack. Again, this isn't much but it's enough to consider a perk slot sometimes!

Please tell me your thoughts about this! :)

Edit 1: Fixed Typo

Comments

  • RagingCalm
    RagingCalm Member Posts: 408

    I HECKING LOVE IT

  • NMCKE
    NMCKE Member Posts: 8,243
    Dudddd said:
    Nickenzie said:
    Okay, I'm gonna make a thread series of making a two perks more viable to use! I'll pick a perk from both the survivor and killer side, hopefully you agree with me! If you don't, well, of course tell me why without being uncivil! :+1:

    Technician:
    You adapt to machinery and take well care of it's components. When you fail a skill check, you'll prevent the explosion and the regression penalty. Preventing the explosion is very overwhelming, causes exhaustion for 40/30/20 seconds.

    I feel like this perk will be a lot better if you know 100% that you'll be safe from the generator explosion at the cost of getting a exhaustion penalty. Yes, it won't be as good as some of the other strong survivor perks but being able to skip a difficult skill check is so strong believe it or not!

    Fire Up:
    You hate seeing your prey getting closer to their escape. Every time a generator is completed, receive a token up to a maximum of 5. For each token you have, gain a 2/3/4% decreased cool down on all successful and unsuccessful attacks. Additionally, when all generators are powered, all survivors will suffer from the exposed status effect until one survivor enters dying state.

    Fire Up didn't do much, it basically forced you to get GR (gen rushed) for a little reward from the perk. Now this perk will grant a faster attack cool down and a exposed status effect for the first survivor you attack. Again, this isn't much but it's enough to consider a perk slot sometimes!

    Please tell me your thoughts about this! :)

    Edit 1: Fixed Typo
    Exhaustion from doing a gen?? Im sorry but that’s ridiculous 
    It's just 20 seconds for a safe skill check, it's seems like a good trade off! :)
  • RepliCant
    RepliCant Member Posts: 1,436

    I disagree with the (I know you call it a buff but..) nerf to technician.

    It's not nearly a decent tradeoff for what it does.

  • NMCKE
    NMCKE Member Posts: 8,243
    edited August 2018
    Brady said:

    I disagree with the (I know you call it a buff but..) nerf to technician.

    It's not nearly a decent tradeoff for what it does.

    The only negative is the removed decreased audio range however not losing progression when missing a skill check is so strong. I use technician a lot and even when I get the 50%, I still lose the same amount of progression as if the generator exploded. It's just RNG. This version grantees that the generator won't explode as long as your not exhausted. Overcharge? No problem! ;)

    Edit: Can you explain why it's not a good trade off? Thank you for the kind comment! :)