Stake Out Suggestion
Current iteration of "Stake Out" according to the wiki for reference:
The Problems With Stake Out:
- No effect for players that consistently hit great skill checks.
- Countered by stealth killers (Pig, Myers, Wraith, Ghost Face).
- Meager effect on progression.
- Outclassed by other perks such as Prove Thyself and Resilience.
how i would fix steak out:
Getting close to the Killer fills you with determination.
For each 15 seconds you are standing within the Killer's Terror Radius and are not in a chase OR each 15 seconds spent looking directly at the killer within a radius of 24 meters while not in a chase, you gain a Token up to a maximum of 4 Tokens.
When Stake Out has at least 1 Token, Good Skill Checks are considered Great Skill Checks and consume 1 Token.
Great Skill Checks achieved using a Token grant an additional 1%/1.5%/2% progression bonus to healing or repairing.
NOTE: Current bonus progression for Great Skill Checks is 2%.
How this Fixes problems with original steak out:
- Veteran players will now have a use for Stake Out because you gain bonus progression for using Tokens.
- No longer countered by killers with built in Undetectable status effect, but of course a heftier requirement if they are Undetectable.
- Bonus progression for using a Token so Stake Out has a considerable impact.
- No longer outclassed by perks of similar effect, but still has a sizeable requirement.
As always, feedback would be nice 😊
Comments
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I see your thread has shown back up. ^_^
This is an interesting idea but I don't think survivors need any more perks that would boost gen speed right now, even though it'd only be a small increase.
One of the biggest uses of this perk before was to counter ruin for people that had a hard time with skill checks. As it is now, I honestly think it should be reworked entirely or given a slightly different effect.
What about increasing the time to maybe a minute per token and the token effect instead becomes a permanent increase to the side of the great skill check bar, doubling in size at 4 tokens or around a ds skill check size. The permanency would give the perk an ever so slight buff but have the same effect although it'd still be rather weak thinking on it.
As for a slight rework, how about you keep the 15 second terror radius per token but then have the effect be every time you get a great skill check you can see the killers aura for a few seconds. This would make it a neat little killer tracking perk similar to alert but tied to skill checks instead of pallets or kicking gens. It'd also fit the name Stake Out pretty well.
In fact you could even combine both effects together in a minor way.
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I really like your idea of making it into a sort of killer tracking perk tied to skill checks!
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It used to be that Stake Out was a must have in my loadout as insurance against old Ruin, but since Ruin doesn't really do anything now, I definitely wouldn't mind seeing it buffed a little. An additional 2% increase does not seem unreasonable to me.
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I was thinking the same but when you factor it all in a 2% increase would be massive. 4 Tokens and a 4% progression bonus for each token would be 16% of the generator shaved off. I'd either make it hard to get a token, reduce the cap for the Tokens, or give it an entirely new effect like the one about revealing the killer when a token is used.
Generators just fly these days 😪
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Thing about that is that generally when running the perk you won't have all 4 tokens at your disposal unless you are playing altruism/boldness that game. If you are dedicating to gens then you usually won't ever have more than 2 tokens, and if someone were to exploit it to gen rush they would have to trade off by wasting generator time following the killer around, and putting themselves at risk of getting in a chase. I think the potential for exploit with 4% increase can only be capitalized on with a well coordinated SWF.
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I only used it as a counter to Old Ruin because of console lag. Now though, it's still a good perk. I don't think it needs a change, even if it is weaker to stealth killers.
It rewards stealth play instead of braindead looping, which I can always get behind.
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the reward is really just a small bit of extra bloodpoints, that's about it, without being a counter to ruin anymore it's pointless to bring now
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