Desperate measures buff
Should desperate measures work on totems too ? With hexes becoming more meta this would make this perk a more versatile option
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Honestly it feels really balanced just where it's at. If we hypothetically didn't have any of the second chance or Exhaustion perks in the game I think it would make it into the meta.
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It feels like it's missing something, I am using it atm, maybe I just want more totem perks for survivor
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Thats beyond overkill..hexes have too many counters already
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It would too closely mirror Resilience, just that it gains strength with the increasing number of injured survivors.
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While I could see the perk being buffed. This doesn't feel like the way to go.
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Desperate Measures is in a good place. The problem, (as a Killer-preferred play), is how powerful perks like Thanatophobia and Coulrophobia are at reducing speed and efficiency.
Set yourself up an efficiency/speed medic build -- Self-care; Botany Knowledge; Desperate Measures; and a fourth of your choice (I usually will do We'll Make It for the ridiculous speed buff after unhooking).
Without the above killer perks, your healing times are ridiculous and you can patch up several injuries from a single medkit. Make your fourth perk something like Built to Last and you can recover your medkit to heal even more injuries.
It's not a perk designed to be a "pick me up and play me with the meta/crutches" kind of perk; it will work, but it is more effective to sacrifice some of your crutches to play a more dedicated role.
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They have two.
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More like 3+
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Detectives Hunch, and sort of Small Game, which no one uses. What's the 3+?
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That's a meme build, not a proper survivor build. That build would never make it into being the next meta.
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Imagine if desperate measures affected vault speed 😳
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Never said it was going to be "meta". Not every perk is designed or meant to be designed to be "meta" or the next crutch for Survivors to lean on.
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No, but all survivors perks have to compete with the meta, and if they don't hold their own, then they're deemed trash and are never used, like Deja Vu. Killers at least get variety with their perk builds because different killers have different powers and some perks have synergy with those powers. With survivors it really comes down to what will help them not die in a trial.
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No the only reason they have to "compete" with crutches (and yes 90% of the meta is a damn crutch) is because Survivors cannot play without those perks - they absolutely cannot; it will kill them, they'll cry, and so they convince themselves they 100% must have these perks at all times, every time. And then if a perk doesn't compete with one of these crutches it automatically is "too weak"; and if aa killer perk outperforms or beats one of these precious crutches, they cry out that it is "too strong" and needs a nerf.
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Uhuh. It's not like survivors have to go up against mori's or A class killers with powerful add-ons or the occasional camper/tunneler.
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Mori's suck - but are not "too powerful"; A-Class killers are a result of killers having to work harder in almost all of their matches because of the SWF-vs-Solo disparity; and camper/tunneler is a Survivor-main and pandering Dev "rule" from the Survivor's Handbook of Killer Etiquette; effective for achieving killer's goal of kills, but goes against the "fair chance" policy Survivors/Devs want from killers.
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camping and tunneling are strategies and they have counterperks for it. otherwise it would be too easy. but those counterperks are to strong in the endgame.
at least one should have dstrike to create an obsession.
i think deperate measures is fine. the healing speed in critical situations is good and the unhook speed can be crazy good at the lategame facecam scenario and combine it with bt and dh and you can give someone a free escape and you will probably escape too.
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Indeed they are - that was my point. They are only "toxic" because of Survivor and Dev mentality on what is "appropriate" for killers. Desperate Measures is fine where it is and doesn't need to be buffed or nerfed or anything to remain "relevant" it is just another playstyle that requires not relying on 4-crutch builds.
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yeah i only see it as toxic when there is no need to do it, like early dc or something. well 1st hook facecamp games are pretty boring but it seems to work often enough^^
DM could find its place in "Rambo Save" builds that like some ppl to run if they realice how good the unhookspeed can be. with 4 stacks its like "one tap"
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Resilience, maps, inner strength (to a certain extent), leader, spine chill
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