We need more non teachable perks for survivors.

I think it would be nice for the newer players. Here are some ideas.

High Confidence: You have 1/2/3 stacks to start. Every time your are hit from the exposed status effect when you are healthy, you only go down one health state. Whenever you or another survivor is hit with the exposed status effect you lose a stack. 0 stacks is when the perk deactivates.


Now Or Never: When endgame activates and a survivor is put on the hook your perk activates for 40/50/60 seconds. When you save the hooked survivor the survivor gets a installment heal in 10 seconds after being saved from the hook. Stunning the killer lasts .5, 1, 1.5 seconds longer when the exit gates are open.


Tricky Situations:: When 2 or more people are downed or on the hook your perk activates for 40/50/60 seconds. In this time as soon as you start healing another survivor within this time you get 2 difficult skillchecks. Each skill check heals 50% of the survivor. This perk is activated till the time runs out then it is deactivated and can not be used again.


What do you guys think? Good, bad, op?

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,734

    High Confidence: Broken OP

    Now or Never: Broken OP

    Tricky Situations: OP

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    High Confidence only really counters NOED, any insta-down killer will burn through it really quickly. Remember, you lose stacks if OTHER people are hit as well. So this perk can only ever block 3 insta-downs in a match, no matter how many people bring the perk.

    Now or Never won't be that good. It's already insanely easy to bodyblock to an exit gate making the 10 second heal meaningless, and practically all pallets are gone by the EGC anyways so the stun wont matter except for DS, which already guarantees the Survivor will escape. An extra 1.5 seconds won't change much.

    Tricky Situations will literally counter two killers. Myers and Oni. Very few other Killers will ever have to worry about this. If you down a survivor, and leave to chase another, the perk will only activate once that other survivor is downed, which most killers (Myers and Oni being the exception) will take a bit to do. By the time the Killer could down the other survivor, the first one would likely be picked back up. This perk is only useful if two survivors are downed very quickly, otherwise you wont even get a chance to use it before they're brought back up.

    None of these are OP. At least try to bring something to the post.

  • FreakPrince
    FreakPrince Member Posts: 526

    No thanks, we already have too much grinding

  • toxik_survivor
    toxik_survivor Member Posts: 1,221
    edited May 2020
  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318
    edited May 2020

    Or we can just buff the ones we already have?

    About your ideas:

    One or two stacks is the only way to balance this. Free health states need to be very situational and limited.

    The extra stun is pretty broken, 1 extra second is probably the max a perk could theoretically have. The instant heal should have a condition, maybe the healing starts after you take a protection hit for the survivor you unhooked while the perk was active? Fun concept tbh.

    So you instaheal people just for existing on the map? What if it activates for 90 seconds after you are unhooked and deactivates for the rest of the trial when you instaheal someone? There needs to be effort and planning required to utilize a perk, straight up boosts usually don't fly, especially free instaheals.

    Edit: Misread the third perk. It looks like a faster Unbreakable to me, so I still prefer my redesign. If I had to fix it, I'd make the perk only give 30% progress per skill check but it can activate 3 times per trial.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    High Confidence: Don't do Myers like that.

    Now or Never: Multiple seemingly unrelated effects, a little complicated for a generic perk.

    Tricky Situations: Why use For the People if this exists?

  • FreakPrince
    FreakPrince Member Posts: 526

    More perks to unlock for every character

    we already have dlcs each 3 months for that

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,941

    My criticism for Now or Never is that it scales with two factors- all other perks only scale with one thing (Infection Fright for example is 4/5/6, NOED is a 2/3/4 movement speed boost, DS is a 40/50/60 with a flat 5 second stun, etc). I'd say have the 40/50/60 scale and go for a flat 1 second increased.

  • LordGlint
    LordGlint Member Posts: 9,796

    Exposed doesnt just mean NOED. Theres also make your choice, devour hope, haunted ground and iron maiden.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    High Confidence is situational even against Myers because it loses tokens when your teammates get hit.

    No One Left Behind has the same amount of effects and is generic.

    Agreed, this perk needs to not be an instaheal.

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    I forgot about Haunted Grounds. That perk would be hard countered as well. But Make Your Choice will have plenty of chances to go off, Iron Maiden is literally never ran and never activates when it is ran. It's basically just a deterrent, the most it's used is with Huntress reloading. Devour Hope doesn't get countered, you get it before gens are powered and have a lot of chances to use it. And given that you get it earlier then NOED, there's less of a chance that Survivors know where all the totems are.

    My point still stands though, countering these perks doesn't make the perk itself OP. It wont help against Myers, Leatherface, Oni or Ghostface. Once the Killer knows you have it, it would be very easy to get rid of. It hard counters two perks, only one of which needs a hard counter, the other isn't that popular. Devour Hope won't feel it that much, Make Your Choice won't feel it that much, Iron Maiden is never ran so that doesn't matter. Haunted Grounds and NOED.

  • LordGlint
    LordGlint Member Posts: 9,796

    Devour hope gets countered same as anything else... There was no stipulation about gens being done. It would also still counter Myers and Ghostface because whether the killer knows you have it or not...the counter here is just "hit them more"

  • TheMythicalCat
    TheMythicalCat Member Posts: 175

    The perk blocks 3 hits total. On all survivors. All 4 could run the perk, they all deactivate after 3 hits on any survivor. And it doesn't need to hit someone who runs perk to remove a token. If one guy runs it, they could lose it before even beginning a chase with the killer if he gets 3 insta-downs on other people who don't have it. Take this example. The Killer builds up Devour Hope for half the match, and gets it. Great, now you can't be insta-downed right away! Except, if the Killer gets three hits before getting you first. Then the perk no longer works. Or Make Your Choice. If you want your perk to activate, you have to be the one to save them. Anyone else and they are victim to Make Your Choice, and if they get hit, you lose a token anyways. And with Myers and Ghostface, they'll know after one hit if you have the perk. Then, they can just ignore you and waste the perk slot. If the perk didn't lose tokens when ANYONE got hit, it would be busted against insta-downs. But as it stands, how you lose tokens when anyone is hit, it's not very good.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    At least they still lose 2 tokens if you commit to them. Then you hit another survivor with exposed and their perk is gone. The conceptual counter works fine.

  • Exerlin
    Exerlin Member Posts: 1,352

    I do not like your perk ideas at all, but I do think we need more non-teachables.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Why not just buff the non-teachables we have already? NOLB, for example, should activate when the generators are powered and not when an exit gate opens.

  • toxik_survivor
    toxik_survivor Member Posts: 1,221

    I'm just saying add more because of Bill's 3 perks are now teachable and before they weren't

  • SpiritLover1133
    SpiritLover1133 Member Posts: 214

    Survivors have 7 pages of perks, killers have 5.5 pages... so its obvious who needs more perks.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    Now or never's effects aren't really related though. One heals a survivor automatically, the other stuns killers for longer

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Oh so you'd like more strong general perks for survivors? Makes sense, atm there are only like 2 or 3 lol. People who choose to invest in a survivor with no strong perks first are literally having a perk slot wasted until they invest in a good survivor. Quentin, Steve, Ace, and Jeff come to mind.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Good point, but at least they are both active together lol.

  • Exerlin
    Exerlin Member Posts: 1,352

    I also support buffing the existing universal perks, but I would still like to see some more perks added.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Well to be fair killers have powers...each one is kind of like a perk imo.

  • MadArtillery
    MadArtillery Member Posts: 826

    Honestly they all sound super broken. I do however we need more generic perks both for survivors and killers. Far too high a percentage of perks are teachables. Survivors already have a perk for every situation so I can't think of any off hand but killers definitely need a gen perk generic. Would probably reduce the complaints about noed if it wasn't the singular available option to combat gen speeds.

  • Dzeikor
    Dzeikor Member Posts: 704

    what stupidly broken perks,did you have too many noed games that triggered you to make this post?

  • ayaya
    ayaya Member Posts: 163

    I'd rather they buff current useless perks

  • RizeAki
    RizeAki Member Posts: 1,209

    I agree a bit on more non teachable but for both sides and maybe an overhaul on older ones to make them more viable I don’t play survivor enough to know more then kindred spine chill and resilience as ones that are used but on killer all I ever see used is sloppy butcher would be nice to have more options for newer players on both sides

  • MadArtillery
    MadArtillery Member Posts: 826
    edited May 2020

    All t3 perks? I don't even have 50% of the perks let alone a single character with even the full t3 of what I do have. Survivor and killer. The grind is titanic in this game. 200 hours is nothing perk wise and it's damn painful trying to work around it especially when I don't even own characters like clown for critical teachables like pop. Weird question to ask though.

  • Snowstruck
    Snowstruck Member Posts: 564

    We actually need more for killer, seen as killers have less perks than survivors.

  • Exerlin
    Exerlin Member Posts: 1,352

    Two survivors and 2 killers I'm pretty sure. A few others are almost capped off.

  • Vox_Nocturne
    Vox_Nocturne Member Posts: 545

    I'm uncertain about more non-teachable survivor perks. The Killers have even less, and the non-teachables have a decent variety from the practically useless Slippery Meat all the way to the all-seeing Kindred and the power-heal of We'll Make It.

  • Dehitay
    Dehitay Member Posts: 1,726

    I don't see how anybody who has maxed out perks on a number of characters could be asking for even more random perks thrown into the game unless they're specifically OP perks. I just wanted to verify whether you haven't unlocked full tier 3 perks on a high number of characters.

    With that many, you should realize why adding more random perks into the game isn't worth the effort. Modifying other perks would be far smarter.

  • MadArtillery
    MadArtillery Member Posts: 826
    edited May 2020

    See that's the problem. It's fine if you've grinded a million hours into it but the new player experience desperately needs a functionality update. Hell it would help the midgame experience a lot too as to be honest I don't feel like my 200 hours have done overly much to really resolve the perk situation. Haveing a slightly larger and more flexible base perk pool would do a LOT for the new player experience. That's what generics are mostly, new player perks, the baseline for anyone coming to the game and hasn't bought dlc yet. There shouldn't be massive gaps where entire important parts of the game like gen pressure are left out completely. Atleast most of the survivor exhaustion and meta perks are baseline or free character teachables. The complete opposite is the case for killer as most baseline teachables are literal garbage and the generics amount to sloppy and whispers essentially. While good it's pretty boring having nothing else to choose from perk wise. It's also really frustrating when sloppy doesn't actually work well on quite a few of the baseline killers. The best baseline teachables are definitely on Nurse, the hardest to play killer in the game and def not something the devs should encourage so much to level for new potato killers. Especially as even if they do end up learning her they won't learn a lot of important things about killer because nurse bypasses so much with blink. Aside from that it's pretty much entirely dlc locked teachables, ESPECIALLY GEN INTERACTION PERKS!

  • Mew
    Mew Member Posts: 1,837

    id rather not add more perks to the mix, we already have pages and pages of useless junk

    cant the devs just change already existing perks to do different things?

  • Dehitay
    Dehitay Member Posts: 1,726

    It's vastly more often I hear new players complain about the grind required to get the perks they want than the perks they want being tied to certain characters. Of matter of fact, once they figure out how teachables work, they tend to be grateful for a system that limits how many perks they have access to which makes it easier for them to get the perks they want. Adding more general perks would actually be harmful to new players trying to get specific perks.

  • Exerlin
    Exerlin Member Posts: 1,352

    With that many, I know that three or so more perks isn't going to do much harm. To unlock three new perks on a character that previously had all the perks, it only takes about 250k-350k bloodpoints depending on your luck and pathing with the bloodwebs.

    You can only do so much by modifying existing perks. I think that all existing universal perks should have a similar function and only get buffed. New universal perks would give new and existing players more to play with, and would extend the grind significantly less than new DLCs do.

  • Dehitay
    Dehitay Member Posts: 1,726

    While your math probly isn't too far off, you're neglecting to mention that there's around 40 characters in the game. So you might be off by a factor of 40.

  • MadArtillery
    MadArtillery Member Posts: 826
    edited May 2020

    I think you are completely misunderstanding those new players complaints. The amount of hours required to grind out characters is bloody high. Especially given newer players will be getting far from optimal bp per match and only survivor side having access to a bp multiplier perk. All my bp go into trying to get teachables I need for builds so I have none to spare to even keep up an addon collection or perk collection on characters I want to play or main.


    The reason I don't have a full sweet of perks on any character is because especially for killer the best perks for a killer are always another killers teachables. Any character I leveled up early because I liked playing them, yes I know, such a horrible crime for a newbie to commit, leveling a character because they might like them. What a foolish waste of bp on my part. They are nearly unplayable because have completely useless perks. My poor trapper and demogorgon, characters I leveled up early to play them are just painful to even try to play now because all they have is hot garbage. It took about a hundred hours of grinding before I even started having a bit of fun as killer because that's how long it took to grind out a starting set of teachables. Playing with the super limited set of current generics is a nightmare. Noed being pretty much a garentee on a majority of my killers just because it's a generic and all I have a majority of the time. This of course just means new players get bombarded with even more toxicity on top of thousand hour players being their primary opponents because I suppose unsurprisingly not many newer players stick around. The devs are damn lucky they have so many content creators doing a good job making the endgame seem like a lot of fun because I damn well wouldn't have stuck around myself if it hadn't been one of my favourite games to watch.


    None of this ######### is theoretical or hearsay from me. I only started a month or two ago so this is all my personal experience as a new player. So try the hearsay all you want, I'm an actual relatively new player telling you how garbage the new player experience is. I wouldn't have anywhere near 200 hours at this point if it wasn't for Covid. So this experience is quite fresh and unfortunately due to the absolutely retarted grind levels, still a long way from ceasing to be an issue for me. Seriously the grind in this game is so bad even in a pandemic it's nearly impossible to get even the basic things unlocked in a reasonable number of days. Probably would have been half a year before I got anywhere close to this point. It feels like a miracle to actually have some usable perks show up in blood webs of my more recently leveled character. Hell some of my characters that don't have full 4 perkslots have better perk builds than my early 40's just because teachables matter that much as killer.

  • Exerlin
    Exerlin Member Posts: 1,352

    I considered that, but who the hell tries to unlock everything for every single character? To even get close to that goal, you'd need to play a ton. Every DLC that gets released would make you spend ~24 MILLION bloodpoints just to catch up with the ~40 characters. Most players don't even like playing all the characters and only try to max out those that they enjoy a lot. I doubt your scenario would apply to anyone that would mind the additional grind.

  • thrawn3054
    thrawn3054 Member Posts: 6,368

    I think the better route is to improve the existing perks. It's better to have 10 solid perk choices then 30 mediocre ones.

  • Dehitay
    Dehitay Member Posts: 1,726

    There's a special kind of irony of saying that I'm misunderstanding new player complaints and then going on to state that the first few characters you levelled up feel nearly unplayable because they were levelled up before you got around to using/understanding the teachable system. You seem to have even gone so far as to call it a waste of bp. The only thing that would logically make sense from whatever you said is if you want all the best perks to be generic and all the other perks to be teachables. But that's definitely never going to happen.

    Also, if you want to define your own personal experience as non-theoretical and not hearsay, you're technically right, but guess what. My experience is exactly as much non-theoretical and not hearsay if not even more valid because it's over 10 times as much experience as yours. I know for an absolute fact that having new perks as teachables is far more convenient when it comes to getting the perks you want because I have enough experience to know that limiting the perks you have availability to increases your chances of getting the perks you want. You're idea that more generic perks would be better is not only theoretical but completely against given evidence.

  • MadArtillery
    MadArtillery Member Posts: 826
    edited May 2020

    I don't want the best perks to be generics. I want atleast a few decent perks, especially atleast one slowdown perk of some sort. Killers shouldn't need to buy dlc for decent perks just because the base game comes with such garbo for the most part.


    And yes being an actual new player means more then "I heard newbies agreed with me so." having having been here that long you've clearly forgotten what it's like to be a new player, having too many perks is a 1000 hour+ problem and arguing a minor inconvenience is more important than having a reasonably fun base game is absurd. Oof you might have 1-2 more perks in your bloodwebs and some old useless perks might be removed and replaced with more useful ones, how doomsday, how critically more important than keeping a healthy growing community. Wouldn't want that to happen.