Deep Wounds Discussion
I've had a random long thought process of this status effect.
Why is it so easy to get rid of? Why can't we change it so that its actually a threat?
As of right now, Deep Wounds is a very very weak status effect (at least in my opinion) Even with the recent change of 20 seconds. it just feels like a minor inconvenience, I play both sides and every time i use it, it either
A. Feels useless, like a waste of time (R.I.P legion)
B. Annoys me (as survivor)
The name Deep Wounds would imply as something more severe then getting slashed in the back by a blade.
My suggestion is to change it from downing you to make your ACTIONS slower. This wouldn't be permanent (like sloppy butcher) because it would be too oppressive, but then it would actually mean something.
Discussion is welcome :D Please keep it civil
Comments
-
It is pretty useless as an effect.
I personally always thought it should also apply the deafened effect similar to Hags addon.
This makes it much more scary as now you have to be cautious and make sure you're safe before you start mending. It also adds more strategy as now playing Legion you could try and fake that you're going to hit more people with FF but instead cancel it as soon as you break LoS and try to double back on them.
Just raises the skill ceiling and gives Deep Wounds more purpose/risk. Actually a scary effect.
3 -
i'd change it so when the effect is applied, the timer starts, and stays, paused.
when the survivor decides to perform any game progressing action (so any progress bar action - e.g.: repairing, healing, mending, cleansing, opening a gate / chest, unhooking, ...) the timer gets activated.
once active, the timer will continue ticking down until either the survivor mends themselves, or they bleed out.
this would effectively get rid of any way a killer could possibly cheese the mechanic, while it would also force the survivors to actually go and search for a safe place to mend, as, should they be interrupted during their mending, they will be running on a timer and bleed out eventually if they cant lose the killer quickly.
0 -
Some ideas could be
1. Survivors with Deep Wound suffer from Exhaustion until mended. (Meh)
2. Survivors movement speed drops gradually over time the longer the wound remains on the survivor.
3. The longer the survivor waits to mend adds more time to the mend action time as long as the survivor is not in a chase. Additional time added is doubled if in the killers terror radius.
1 -
It's supposed to waste time which it does. More then any other effect so I think it's quite fine as it is now. Not that I would be againt some way to make it more interesting, just pointing out that it has it's uses.
3 -
It’s a hard status effect to balance as it is so integral to legion and to a lesser extent slinger.
If you add an effect to reduce survivor looping ability deathslinger becomes too oppressive in chase but legion barely gets effected
If you add extra slowdown it might become oppressive on legion(infinite mend flashbacks) but not very useful on slinger as he already struggles there
3 -
Deep Wound's purpose is to provide a weird 0.5 health state and waste time. Survivors are not really meant to go down from it, its just there so survivors have to mend eventualy. But 20 seconds its still 25% of a generator. So a survivor can easily ignore deep wound for a while to push an objective.
I think having the timer go down faster if you perform any interaction other than mending is an interesting path to explore. I also like the idea of removing a few seconds if you interupt mending, to discourage mending right next to the killer, but this one is maybe a Legion specific issue, so maybe it would be an effect to replace the current Frank's Mixtape or Stab Wound study, alongside pausing exhaustion recovery.
3 -
Because it’s not intended to be an actual threat. It’s simply a stall mechanic that forces the survivor into a limited set of actions lest it DOES put them into the dying state.
It’s to buy a killer time, and waste the survivors time, not an actual means to try and get downs.
2 -
The funny thing is, despite feeling quite weak in a vaccuum. Deep Wounds is one of the strongest status effects in the game
Blindness: on vanilla survivors only boost slugging a little. get's better the more survivors bring aura perks ofcourse but they usually don't
Broken: Ussually last longer then Deep wounds but also doesn't impair the survivor in any way. they can still progress the game just fine. You need to be there to capitalize on it. A broken survivor in a strong spot can still run you around for quite a while and will instantly jump on a gen if you leave them. with Deep wounds they atleast have to spend 12 seconds mending
Exhausted: the better status effect but killers are slowly losing their way of applying it. after the addon passes only a handfull of perks will apply it and the survivor needs to have an exhaustion perk for it to be usefull. Unlike deep wounds that always works
Exposed: same as Broken. you need to be able to capitilize on it. and if you didn't it might as well not been applied at all.
Haemorrhage: Is honestly kinda a joke. you might get vallue out of this with tracking but it usually doesn't make a difference
Hindered: pretty good but not a lot of ways to apply it. Usually doesn't last too long either. outside of dreamsnares and clown's tonic it's not that usefull
Mangled: adds a 20% penalty to healing. that translates to 4 extra seconds. That can be ignored to finish gens instead. Deep Wounds adds 12/8 seconds and they have to deal with it or go down after 20 seconds. Deep wounds kicks mangled out of the park
Oblivious: can be strong but as with broken and exposed you need to be able to capitilize on it. while catching someone ofguard can be gamechanging. If they see or hear you coming or you don't find them it might as well have not been aplied at all. Also with current OoO you are sawnoff shotgunning yourself in the foot if you apply it
So from the above exhausted, broken, exposed and oblivious seem to be the only ones that can be argued stronger and they all are situational. exhausted needs the survivor to actually run an exhausted perk and broken, exposed and oblivious need you to capitilize on it
Deep wounds will always do what it needs to do and it's apply and forget it. everytime you apply it that's atleast 15% of a gen you're saving cause that the survivor had to mend instead of working on it. 17% if another survivor mends them.
Not to say that it's amazing and gamebreaking or anything. Just that most status effects in this game aren't really that threatening
0 -
It's meant to slow you down some and keep you from immediately going to an objective. It's a stall tactic.
You can argue it's effectiveness or balance but that is why.
1