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Should there be a self-use variant of Borrowed Time?

AetherBytes
AetherBytes Member, Alpha Surveyor Posts: 3,186

What I mean by that is basically a perk that is borrowed time, but if im hooked and i have the perk, when i get unhooked I get the BT effect?

Comments

  • ZCerebrate
    ZCerebrate Member Posts: 641
    edited September 2020

    So instead of being that killer that can make mental notes like "Meg has BT, Claduette didn't" now killers just have to assume everyone has BT at all times. Not trying to be mean as I understand your pain when I play solo queue survivor but would it be a crazy idea if survivors just got better at rescuing without BT in most situations where no BBQ auras are shown and 3 survivors rush the hook without BT - I just roll my eyesr. "Camper!" they scream as the killer (or even when I'm on killer) didn't go into the corner and stare at the wall and count til 15 before coming out to play tag again

    Hell even with BT - so many survivors love doing 1 for 1 trades by beeling for the hook before the killer has even walked 5m away (maybe because Hook saves give so many points + emblems atm compared to other actions) that I find the perk misused more often than not and why these people aren't bringing it.

    Rather than a brand new perk - I would actually suggest to remove the terror radius aspect of Borrowed time itself and just make it straight proximity based like 32m. Freddy's and Wraiths tend to abuse this free slugging mechanic to gain free pressure and it induces frustrations when a perk is just disabled for free... yet another reason why survivors need to learn how to safely rescue

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Yeah, maybe. Probably. The amount I get farmed would make me very happy to have a self-BT. Problem is, it would also be pretty abusable. But I'm sure the Devs could find a way to work around that. I certainly know if a few that they refuse to impliment, like reworking the chase mechanic to prevent moonwalking.

  • Xyvielia
    Xyvielia Member Posts: 2,418

    Killer mains will hate your idea, those of us who play both sides shouldn’t mind it

    ...or this:


    Right Back Atcha!

    You’re always eager to return the favour!

    Injured altruistic survivors who unhook you will receive the endurance status effect for 15 seconds. Any damage taken that would put the altruistic survivor into the dying state will instead apply the deep wound status effect. The altruistic survivor has 10/15/20 seconds to mend themselves.

    If the altruistic survivor takes any damage while affected by deep wound or if its timer ends, the altruistic survivor is immediately put into the dying state.

    Possibly place a “once per trial” bind on this perk, similar to DS.

    It’s like a double BT effect if the unhooking survivor has BT an the hooked survivor has RBA, where no matter which survivor (or both) the killer hits, they won’t get the immediate down. This way the killer can’t simply slug one, then easily tunnel off hook and slug the other.

    The other option is to feature a Mettle of Man effect included in the perk to benefit altruistic survivors who are fully healthy when going for the unhook.

    This version of the perk would be reserved for Solo que survivors whenever Devs figure out how to make 3 entirely separate queues (SWF/Solo/Killer), making 4 person SWF the ONLY SWF option. Any players who don’t have 4 people, don’t get to SWF and have to play no coms Solo queue.

    No mixed queues. Solo queue has a moderate buff to their perks than the nerfed version of the same perks of SWF queue. Players want to play with their friends with coms, they’re playing a nerfed survivor version of DBD.

    Killers stop getting nerfed.

    Solo queue has a slightly buffed set of perks, items, etc.

    This keeps it fair across the board.

    That’s what everybody is arguing about the most, everyday. It all stems back to balance.

    It would only take a lot of time on devs behalf to get enough personnel working on this feature, put it into play, and have a balanced game. A lot of time, sure... worth it to have a balanced game, absolutely.

    The SWF version of RBA would only apply a Second Wind effect (nothing else) to the altruistic survivor, where the injured survivor unhooking gradually is healed over time. This may discourage the killer from tunneling off the hook and instead encourage them to chase the other survivor before they are fully healed.

  • BioX
    BioX Member Posts: 1,378

    A better option would be the long requested option to kick a farming survivor in the face to stop yourself from getting unhooked

  • Xbob42
    Xbob42 Member Posts: 1,117

    The game should be receiving core changes to buff teamwork and nerf solo shenanigans. Note I didn't say solo play or solo queues, just doing stuff all on your own in a match. Already the best strat in the game if the survivor team wants to survive is just to split up across the map and do gens solo, and if it's a real good team, just ignore the person on the hook entirely. Altruism is essentially a trap and being near other survivors enables snowballing.

    Even working on generators together is often worse because there's a penalty to it. A penalty for working together! You need a perk to cancel out this penalty, it's ridiculous. That doesn't mean there's no benefits to teamwork, of course. A good sabotage or some body blocks can put in some real work at clutch moments, but for the vast majority of the match, it's basically just the killer chasing someone, and anyone not being chased just sitting on a gen.

    I think it's a very critical issue that needs to be resolved at a fundamental level. Enough with the band-aid fixes or letting perks be quasi-answers to things. But I bet they're scared stiff to change anything that deep about the game.

  • NursesBootie
    NursesBootie Member Posts: 2,159

    BT as a perk is kinda problematic regarding EGC and bodyblocking. I think it's kinda dumb anyway that the devs still create perks that use the endurance status effect.

  • ZCerebrate
    ZCerebrate Member Posts: 641

    Been suggested before and turned down directly by the devs as a tool that survivors would "troll" others with and discourage survivors from going for rescues at all. I can see it being annoying as rescuer too considering how flightly 90% of solo queue survivors are (They saw the aura of a survivor on the opposite of the map being chase while they were hooked and they still go sprinting off after being unhooked and teabagging for a heal from behind cover in the corner of a map...)

  • MrLimonka
    MrLimonka Member Posts: 545

    What would be the reason to equip BT, then?

  • BioX
    BioX Member Posts: 1,378

    Yeah ...and? Right now the people on the hook are being trolled...at least with the suggested concept there is a personal high risk to doing a kick

    Namely not being saved and dying on the hook...

    If nothing else I think we should at least try it for like a month

  • Exerlin
    Exerlin Member Posts: 1,352

    idk, an idea I had a while ago was to make DS this kind of perk and rename it to Decisive Strife or something. Or add that effect to WGLF. I really don't know how a perk like that could be implemented well with Borrowed Time still in the picture as we'd end up with two perks that basically do the same thing... 🪑

  • AhoyWolf
    AhoyWolf Member Posts: 4,645

    I had an idea for Second Wind buff to be kind of like self BT.

    Healing a Survivor for 1 health state activates Second Wind, after being unhooked you will be instantly healed to healthy and SW deactivates. (So like Adrenaline does)

    While Second Wind is deactivated, heal other Survivors 10/7.5/5 % slower.

  • Accullla
    Accullla Member Posts: 984

    It's a decent perk idea. The issue I see with it, that people will farm each other more and use the excuse that the hooked person must have that perk, which will make it pretty much mandatory in solo queue.

  • Kumnut768
    Kumnut768 Member Posts: 789

    it wouldnt be too bad i would like for bt itself to affect you if you had it after being unhooked, to make it so that all 4 survs in a swf would have to bring it and it would make solo q i little more playable

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    You can't get better at saving your teammates when the killer is practically facecamping with killers like Leatherface, Billy, Huntress, etc. that defend the hook during EGC. I think there should be a perk for survivor that during EGC, it grants unhooker the endurance effect. Dream perk for good survivors that always get to the end game but have to leave their teammate to die.

  • ZCerebrate
    ZCerebrate Member Posts: 641

    Not that I'm really saying this gameplay interaction couldn't be improved but playing it out from both sides. The killer "has to hover around" the hooked person to hopefully chain another hook at this point hoping the survivors don't just all leave. Not saying face camping but giving them just enough room to think they can rescue then downing another person to hook is all he can hope for if EGC is already engaged (meaning door is open) and he isn't running Blood Warden.

    For the Killer's side, this usually means he has built up a mental tab on who on the survivor's side has BT and who doesn't... meaning he has a chance to punish over-altruism by using that knowledge to down multiple people and if the save goes off from the BT user(s) then to down the unhooking person quickly.

    Playing that same scenario from the Survivor's side - this is the last bit of interaction in what was otherwise a pretty dull game if everyone is still alive and 1 person got hooked (probably rescuing the other guy) and EGC has started. If NO one has BT then you better body block like gods and hope the 3 people are on the same page about it - the goal usually is to get that person who may have DS (or not if he spent it or didn't use it) as close to the door as possible while taking the slug for the team if someone else is going to go down... then crawl out. Obviously if people don't have certain perks that scenario becomes more and more difficult but that's on the SIXTEEN (Twelve here) perk slots to be covering for this scenario. If the group of solo queers or well even SWF decide it isn't worth the effort - then it isn't wrong to just leave. You still "won" by any definition of the game and a potentially fun "high risk" rescue where all 4 people can be slugged and all hooked together is just closed.

    Whelp onto the next game... Having a harder time at a 4 man escape because you didn't prepare for it properly should be expected... and for the record it's entirely possible for a team of solo queue folks to come together and rush the hook effectively WITHOUT BT and get out together. It requires a misplay or two from the killer but short of removing grabs for survivors unhooking other survivors (which has been suggested before) it shouldn't ever be a guarantee.

  • whammigobambam
    whammigobambam Member Posts: 1,201
    edited September 2020

    Ds should be endurance hit for the rescued and bt should be endurance hit for the rescuer. This timer balogna needs to go just make both for getting away from the hooks when the killer is within a certain distance of the hook. Do away with the terror radius shenanigans and do away with the obsession shenanigans.

  • Orion
    Orion Member Posts: 21,675

    Sorta, but instead of punishing the killer it injures and reveals the guy who didn't hook you safely if you get hit within 10 seconds of being unhooked.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    @ZCerebrate I am not sure what kind of mistake your talking about, Bubba just revs his chainsaw if you try to unhook in end game, Huntress has fast recovery after hatchet throw and will M1 directly after so at best your hook trading vs her. Billy has instant down. I am not exactly sure why you think facecamping is healthy for the game, but its DBD. The end game for survivor is easily one of the most boring aspects of playing survivor. If the perk did exist, it would be soloqueue version of Adrenaline that SWF sometime use for 4 man.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited September 2020

    Yes, but only if the Endurance status effect didn't work on protection hits. If there's something I hate is people using it to protect the unhooker while I do my best to be nice and not tunnel.

  • PoppaSquat
    PoppaSquat Member Posts: 78

    Maybe add it as a secondary effect for deliverance with a 6 second timer?

    Honestly deliverance comes into play so rarely I wouldn't mind the buff, and it would prevent the issue of getting first hooked, using deliverance and getting downed again instantly by a sweaty killer, giving it a little more assurance that you're not just throwing away a perk slot

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    MoM

  • Kebek
    Kebek Member Posts: 3,676

    My man I get why you want that but that's a really bad idea for several reasons. I would be against creation of such perk unless it had really heavy disadvantage paired with it. For example permanent oblivious status effect on yourself.

    Actually, now that I think about it, if it worked like that I would be for creating such perk. But seriously, it would need some downside, not just free BT for yourself without any disadvantage.

  • Zoophage
    Zoophage Member Posts: 122

    I like this idea. You rarely need to use BT more than once per match anyway. As mentioned by others, the BT mechanic is easily "abused" by certain Killers, namely those without a terror radius, or, in the case of Huntress, a long-range "camping" ability. The reason for the quotes is that I don't think this was initially overlooked by the Devs; and secondly, is it really camping when a Huntress does this? Unsure, but it is annoying at times.

    As @Xbob42 pointed out, when the gens are completed in a trial, the Killer has little incentive to leave a hooked Survivor. That Survivor is, quite literally, livebait. This is one of those times when I think that "camping" the area around the hook is practical for the Killer. Sure, it sucks when you're the one on the hook, but it's infinity better than watching as your surviving teammates all sacrifice themselves for the ill-advised rescue. Depending on the circumstances, I'll sacrifice myself on hook to discourage this misstep from occurring.