Updates to The Twin's perks, since all of them need it.
Hoarder
- Upon hooking a survivor with a held item, their item will be relocated to a random chest.
- If the chest was unopened, the item will replace the loot that would have spawned.
- If the chest was already open, the item will be placed in it and the chest will shut.
- If the chest was already open, but there was still an item resting in it, the prior item will be ejected to the floor in front of the chest, the hoarded item will be placed inside, and the chest will shut.
- The victim will see the aura of their item for 6 seconds after being unhooked.
If somebody is going to search a chest, they're going to do it in the first minute of the trial. As a result, Hoarder is useless later in the game unless combined with Franklin's, Spinning Top, or Begrimed Chains.
To make the perk self sufficient, it now has a way of removing items from survivor's hands built in.
- Once again reduces the rarity of items/add-ons found in chests, following this loot table
- 66% of items looted will be common.
- 33% of items looted will be uncommon
- 1% of items looted will be rare
- Higher rarities are impossible
- Plunderer's Instinct adjusts the loot table
- 25% of items looted will be common
- 50% of items looted will be uncommon
- 25% of items looted will be rare
- Higher rarities are impossible
If you're going to add more chests with a killer perk, that perk also needs to take care of the possibility that a survivor loots a game-winning item (A key, Strong Medkit, or a Styptic with Ace in the Hole)
Oppression
- Oppression now gives a visual indication of what generators start regression.
- Instead of giving a skill check, afflicted generators that have a survivor on them will simply explode and regress 5%.
It's a decent information tool at low levels of play where survivors can't land skill checks, but its strength massively hinges on the presence of thusly unskilled survivors.
With this, it's reliable across skill levels.
Coup de Grace
- Increased from 40/50/60% to 80/90/100%
The perk isn't fundamentally bad, but it didn't need the nerf.
Comments
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These feel like overkill but I agree each of the perks needs some kind of buff.
I also agree idk why they thought to nerf Coup De Grace when it's already a very niche perk.
Oppression I wish just had a shorter cooldown. I really like the idea of it it's an active gen regression perk kind of like Pop but with the potential to affect 3 gens it feels almost like a Ruin you do yourself which is really interesting. The problem is, Twins are just better off running Ruin + Undying (It's oppresively strong on them, no pun intended).
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Should point out that the reason the rarity reduction was removed from Hoarder was that it was bugged, and they didn't have the means to fix it in a timely manner, so they opted to change the effect rather than leave it bugged for a lengthy period of time.
Also, I agree with bringing back the PTB values for Coup de Grace (or I guess improving the Tier 1 and 2 versions in your case). I really don't understand why it was nerfed.
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All of these are good changes. The perks in of themselves, with the exception of Hoarder, are still gimmicky but no longer completely awful.
Which is why none of these changes are going to implemented. Sadly.
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Perfect
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Honestly, I agree with all of your changes with the additional change of Coup not losing a token if you stop lunging before the extended lunge would take effect
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Opression showing what generators regress would make perks like Surveillance look like hot garbage
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No it wouldn't.
This would still only tell you what generators got hit by the perk.
It doesn't continuously tell you whether they're still regressing, which is the reason you run Surveillance.
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If you have good intuition, Oppression also has a really easy counter.
Normally the Killer will kick a gen after a hook. So when someone gets hooked, get off your gen and wait a couple of seconds. If you see it break, start repairing it again. You didn't get a skill check and the gen didn't regress at all.
If you don't see it break... start repairing it again. lol
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It would still show you they're regressing, which would stop if they get repaired, that's just Surveillance without the yellow aura.
I run them together and if they made Opression like that I would drop Surveillance, all I'm saying
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I just don't understand why Oppression has such a massive 80 seconds cooldown when all it does at best is trigger regular regression on 3 generators. Regular regression speed is absolutly terrible and survivor can undo with a 0.1 second tap. It also can't multiply the effect of Pop Goes the Weasel or Overcharge. And if survivors pass the "difficult" skillcheck it just does noting.
Its just not good enough to warrant the massive cooldown.
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...again, no.
The indication only shows when the effect begins, with no indication whatsoever of whether the regression has been stopped unless a survivor was already on the gen when it triggered, in which case it explodes.
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