http://dbd.game/killswitch
What if DS and Unbreakable triggered a status effect that left the other one unusable for the trial?
Say for example you are slugged and pick yourself up with unbreakable. This leaves you with... let's call it "Enraged" (I can't think of a good name for it, honestly) for the rest of the trial. If you're enraged, you can't use DS. Effectively DS and Unbreakable would be 'Enraged" perks. So if you use DS, you then can't use unbreakable to pick yourself up. Or if you use unbreakable, you then can't use DS when picked up the next time.
This would limit the synergy between the two perks without absolutely destroying all synergy.
Might not really fix all the problems, but just an idea I'm throwing out there.
Comments
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The only way this wouldnt break the game entirely is if the DS timer stopped while slugged/chased.
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Then people would stop using UB and just jump into lockers because almost every generator and hook is next to one.
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I think exhaustion would work better
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This doesn't solve the issue.
You either get picked and use DS or get slugged and UB, alone the perks are okay, its just when both are active at once does it become an issue.
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This sounds like a bandaid solution. Don't want to discourage new thinking though.
Just saying, there was also someone saying "classify a list of perks as S tier and you are only allowed to pick one S tier in your build"
I don't like these solutions because they don't adress the problem, they create a workaround. And I'm pretty sure that they won't implement a new status effect just to fix two perks
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I feel like that would be a good addition to the game. It would give the devs a new tool to balance future perks and minimize certain synergies that are too powerful, like DS + UB. Plus, it would give the killer information about what perks a survivor will not have available to them after they use a perk with your "enraged" status effect.
Also, maybe "weakened" is a better name for it? Since it makes you unable to perform a feat like stabbing the killer or stopping yourself from dying and all
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KInda like Exhaustion perks?
OP's idea isn't perfect, but I think putting some limitation on bringing 4 second chance perks could be a way to go. Maybe not shutting down entirely, but making each other less effective than standalone.
F/E making survivors do more actual work to earn activation of perk or have survivor be affected by some nasty effects or simply weaken other perks when they are used together.
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I'd been trying to come up with a way that DS could work as an Exhaustion perk; therefore damaging it's synergy with other popular Exhaustion perks without actually hurting its viability for anti-tunneling (since you auto-recover from Exhaustion when hooked).
There's just one problem: some killers have Exhaustion-causing add-ons which could be abused to give these killers a "tunneling pass". So long as they use their power to apply Exhaustion before downing this survivor, the status would prevent DS from saving them from the exact situation that a lot of us actually want it to work in.
Alternatively, if we give DS the same "ignores Exhaustion but then inflicts it" like Adrenaline, then we don't fix the fact that other Exhaustion perks could be used BEFORE DS anyway and would effectively change nothing.
For Unbreakable, limiting it through Exhaustion would just feel like a clunky attempt to remove its synergy with DS. Especially since it's mainly DS that is construed as the offending perk.
As much as I wish Exhaustion could be the solution here, I just don't think it would work.
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My solution would be successfully triggering the DS stun, or the self revive with unbreakable triggers the broken state for 30 to 60 seconds, and also adjust the perks so that neither can be triggered while in the broken state.
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I was thinking of something almost similar, but I thought of calling the status effect Second Wind and tying it to all the second chance perks.
My reasoning is to give these perks a similar treatment that the exhaustion perks got before this status effect came to be what it is today. They used to be a pain to deal with at that time and exhaustion helped that quite a bit. So, I think a new status effect for these second chance perks will help as well. After reading all the complaints and suggested solutions, I feel as this is the best way to TRY and please everyone:
The 'Second Wind' status would appear in the same spot as other status effects. The white circle that would surround it would start off full and deplete bit by bit as the perk effects are used. Whenever a Second Chance perk would be used, it would eat up a portion of the 'second wind' status. So, if you have other Second Chance perks take effect too many times, you could wind up not having enough left for a Decisive Strike or the like when you really do need it. Also....if this is done...I really think Self Care should be added to the list of perks that take this effect. If you Self Care too much you could really make things difficult for yourself later. Not only will it limit the amount you can Self Care, but it should make certain people think twice about bringing it into every match.
Just a small idea.
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Yet again this doesn't provide any remedy for the issues the survivors are faced with in almost every match. This is just about making it easier for the killer to Slug and/or tunnel and making it much easier to circumvent the two perks that provide some relief to these issues that only work one time.
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I still think fixing the perk itself is the better approach than adding workarounds for certain scenarios. As I said, don't wanna block anything off, this is just my opinion. I think there are several good approaches mentioned already on how to adress DS. Because UB itself is fine imo, no need to nerf it in certain builds just because of DS being too strong.
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And what if, as long as Ruin is up, BBQ and Chili wouldn't reveal people's auras? Why should survivors be punished for using perks that work well together? If you slug them, Unbreakable is there to counter it. If you decide to tunnel them, DS is there for that.
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What if as long as Ruin is up you cant use Pop? Wait...
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Did I say pop? Pretty sure I said BBQ. The point is that the OP is asking for two perks that mesh well to not work together because they inconvenience him.
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I was just showing the devs are fine with make stuff not work together if they are too overbearing.
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Considering those are single-use perks, I wouldn't say they are overbearing. It's annoying for a few seconds, but most killers who get stunned by DS, or watch a player get themselves up with Unbreakable just go right back and smack the person down. DS does have a 5 second stun, but it's not like the killers are inherently faster or anything, right? Those perks are quite literally the "Come back and kick me" whistle for killers. I think the new Ruin/Undying meta is overbearing. I think the Blood Favor perk is overbearing, since it completely blocks a necessary survivor tool. It doesn't matter what I think. They're in the game, and people are going to use them. As with any game, the reason these metas exist on both sides of the aisle is because it is the most optimal way to play. Killers can mix and match because they at least get the benefit of built-in powers that their perks actually mesh with. Survivors are glorified skins with perk packs that can be used on literally any other survivor, so of course most of them are going to use a certain meta. The issue is that no matter what build they use, be it a healing and unhooking build, a chase build, a gen build, etc, killers get upset because they feel like it ruins their ability to do one thing. But when killers use cheesy "strategies" that ruin a survivor's ability to do, well, ANYTHING, that's okay for some reason. Survivors don't exist solely for the amusement of killers. This whole thing goes both ways, you know. They are entitled to strategieze and use the most optimal builds too.
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