Calming Hum - Perk Idea
Calming Hum - A toggleable perk that calms and aids allies around you.
Description: Your soothing voice brings peace and serenity to those who gather.
Ability: Press A on controller and E on keyboard to toggle a soft hum, audible within 25/20/15meters by killer and 8/12/15 meters by survivors. When activated, injured survivors will slowly heal if not in a chase (takes 60/45/45 seconds). Goes by a token system, 1 safe unhook obtains a token. A token is consumed each time someone heals fully.
Comments
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You know there is a thread pinned for perk ideas right?
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yeah but it might get downvoted since everybody including me wrote on it
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Yeah, that was my thinking
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yeah because there is 148 replies your might be seen since its a post about your perk alone
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What are your thoughts on the perk?
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i think its a very good perk what happens if everybody run this perk faster healing.
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I feel like this would be unbalanced if everybody were to run it. If everyone were to and it was activated all at once, the audible range would increase by 8 meters per activation per person. Another option is that only the obsession can activate it; since ds is a popular perk, Calming Hum would triumph DS's obsession increase because it has a higher chance to make you the obsession.
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i also created a hex perk for suviour where if this perk is ranned a totem become lit until broken if this totem persist you can be hook 4 times basically if u own your third hook you stay in struggle for 25 if unhook you are exposed for the remainder of the trial so it is not op
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good idea! What happens to the killer's totems? And is there any indication that it isn't a killer's hex perk to survivor's cleansing?
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you see your totem like the killer see his totem hopefully your team dont see it because if they are running the perk they will see a lit totem and break it. so it is balanced
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basicaly they dont see the aura indicating its yours unless they running the perk as well
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Seems a bit powerful. Granted, the audio cue is a great balancing idea, serving as a 'hey! look! there's at least two survivors over here!' as a tradeoff to essentially free heals, but 10 meters is not very far, especially when the use of this perk is to be able to do other things while healing (running together, working on a gen/totem) and all of those things already produce visual and/or audible cues that are discernible from farther away. So the distance needs to be farther.
30 seconds seems too short when you figure that's still less time than self-caring, and one survivor healing another is 16 seconds (or 32 seconds wasted between them.) This allows both of those survivors to spend that time doing a gen together with zero risk if the killer is currently occupied with another survivor - even if they get downed immediately after, by the time the killer's finished hooking them and is moving in your direction, your friend's probably healed and your gen is done. Basically, this gives you 34% of a gen for free. More if you've got more injured survivors with you. I think the passive heal would have to be at least twice as slow, or otherwise nobody's ever going to manual heal again when you can just bring a cleric and Prove Thyself as you heal. Longer heal means more risk of the killer hearing your song and interrupting you, and nobody ended up fully healed when they scattered, so there's still a reason to hunker down and do the backrub instead of sitting on gens and letting it take care of itself. (But even getting a partial heal from this is useful, because the rest of your heal is shorter, and you might group up with that survivor again anyway.)
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Good Idea! I wanted to make it seem useful but not like self care useless. Maybe 45 seconds to heal and 25m for hearing distance.
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I like the idea of challenging Huntress to a sing off. xD
Anyway I think it is a nice idea maybe cap the healing to some percentage and running and humming doesn't seem ideal... So maybe it is only usable while not running. but the effect could be like vigil when they go out of the range the effect will persist for 5 seconds or the the effect will slowly fade away as the memory of the song disappears...
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Those numbers seem sensible than the original ones. I do have a question though... will this be affected by Mangled and Dying Light? Would this get seen by Nurse's Calling? Would it set off Deathbound?
I personally don't think this should also bypass Killers anti healing perks like Inner Strength does, but I'm curious what you think. Especially since this gives the upside of both healing up and staying injured to work on gens at the same time.
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I really like that! Also yeah, it should only be usable when doing passive actions. Traversing the map logistically wouldn't allow you to hum loudly.
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No to Nurse's Calling due to the fact you can already hear it and Nurse's Calling is within the audibility range; Yes to mangled; a debuff of 8 seconds; no to deathbound since that requires physical touch. Or another idea is that to heal a survivor with the hum, you must safely unhook 1-2 survivors like for example:
Gain a token for every safe unhook, with every token you can lull your allies into a calm state and passively heal them within 45 seconds. If tokens reach 0 it causes a new status affect called "Apathy" when apathetic, you cannot heal survivors; excluding yourself. The debuff will not apply until the first token is obtained.
For reference, get 2 unhooks but only using one token won't apply the debuff but if you use both tokens, you'll suffer from apathy.
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So... slight hair splitting. Nurse's Calling's detection range is 28m, which is 3m longer and Aura Reading is easier to work with than something akin to Huntress's humming, but I do get where you're coming from.
I think with that Token system you could potentially change the numbers to 16m or 20m hum and 32s to heal. Also I don't think the Apathy debuff is necessary. Its an interesting effect... kind of a reverse version of Broken, but I don't think it is necessary here.
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Good idea! I do like the idea of apathy though.
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I do too, I'm just a bit wary of giving Survivors a perk with a downside that could end up hurting their teammates. The potential to use it to Sand Bag is too high. Having a Killer inflict it though? Well... the Killer is supposed to be the Survivors' adversary, so the Killer inflicting something to make a Survivor overall less useful to their teammates is fine. Similarly... there are no Survivor mechanics that self inflict blindness... or mangled... and I would say for good reason.
Edit: Also, just with the token system being connected to safe unhooks, you've hard limited the perk to activating 6 times and it'll probably be less. It doesn't need as steep of a downside as Apathy probably would be. Doing that drastically lowers the overall power of the perk and drastically raises how crazy the effect can be because you'll only get it a handful of times. Like... We'll Make It would be beyond broken if it was active all the time... but it isn't, not even close, so its numbers are high but fine.
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