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Overwhelming Presence: The Perk Nobody Uses.

Jane_Is_Mega_Thicc
Jane_Is_Mega_Thicc Member Posts: 137
edited May 2021 in Feedback and Suggestions

Welcome back to the 3rd lesson on the perks that nobody uses, today we’re gonna be talking about Overwhelming Presence, a level 30 perk for the doctor.

Basically this perk right now makes the charges of your item deplete extremely quickly when in the killers terror radius, that’s it. This perk is very useless unless your running a current build. So I have a change for it.

Overwhelming Presence Buff: When survivors are in your terror radius, the perk removes there ability to use there item. When there out of the terror radius, they can use it but there’s charges deplete 5/10/15% faster.

This change can be a good anti flashlight save perk, or if a survivor is healing in front of you in a drop pallet it can stop that, and they can also stop them from using syringes in chases, or when your coming to a gen and there gonna finish it quicker with there toolbox’s it can stop it. A good perk with the buffed overwhelming presence would be Thanaphobia probably.

More things it can counter are stuff like this:

•Sabo Squads

•Flashlight Saves

•Using keys in front of the killer with the perk.

Post edited by Rizzo on

Comments

  • Dingodork
    Dingodork Member Posts: 8

    I like this idea, or maybe just deplete it faster throughout the trial?

  • lagosta
    lagosta Member Posts: 1,871

    That's too OP. Lightborne alone counters 1 item, this version of OP counters all. In maps like Midwich it would be impossible to use items. Open a hatch inside the TR? impossible. Track auras with a key? no. Sabotage with a toolbox? also no.

  • Jane_Is_Mega_Thicc
    Jane_Is_Mega_Thicc Member Posts: 137

    It stops survivors from escaping with a key in front of you, sabotaging hooks when your carrying somebody, but when I created a somewhat perk that can counter all of that your already crying about it? There’s counters to it you know, go to a area where there’s no terror radius and then use it if you need it?

  • gatsby
    gatsby Member Posts: 2,533

    It's actually a cool idea. The Killer trades a perk slot to neutralize the Survivors items. Sort of like a different take on Franklins

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    Nah, I agree it stoo powerful. I could see adding onto its current effect with also having the item be half as effective while in killers terror radius while double consumption of an item

  • StardustSpeedway
    StardustSpeedway Member Posts: 882

    Sometimes I'm glad the devs don't read these forums that often because some of these ideas, sheesh.

    No thanks to your idea buff.

  • glitchboi
    glitchboi Member Posts: 6,023

    I think this is a little too much, it seems like a more powerful version of Franklin's.

    Although I agree Overwhelming is trash-tier and needs a rework, I'm not in for this one.

  • BenZ0
    BenZ0 Member Posts: 4,125

    I would reduce the range from TR to 16 Meters or maybe 8 but besides that seems very cool.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    It actually isn't that bad against medkits as losing even a single charge of a medkit makes them lose the ability to finish healing one healthstate.

    What it really needs is the lingering effects that survivor perks like streetwise have

  • Warcrafter4
    Warcrafter4 Member Posts: 2,917
    edited May 2021

    I feel like it could have the effect that basic attacks prevent item usage or dropping for 35/40/45 seconds in addition to its current effect.

    It would make it a dedicated item stall perk while leaving Franklin's as the item destruction/trapping perk.

    The no item dropping is so survivors can't pass a key as easily to use the hatch if they want to taunt you with a chase to it.

  • zombitehdeath
    zombitehdeath Member Posts: 587

    This could be a good change but I don't think it should be a terror radius perk because of double calm doctor.

    It should have a range requirement or something else that would negatively affect items. Do like keeping it original affect and make it universal while keeping it fair.

  • lagosta
    lagosta Member Posts: 1,871

    Again, perks usually serve a niche. This iteration completely shuts down Sabotage, Flashlight saves, Firecrackers, Medkits for self-care and heal others inside TR (common use in slugging situations), and gen repair with toolboxes inside the TR too (common case in 3 gens). Wish upon a star as hard as you want, the Devs would never approve of something like that.

  • FancyMrB
    FancyMrB Member Posts: 1,250

    That seems a bit op with it stopping item use but I do agree it needs a buff.

    I like the idea that terror radius perks have a lingering aftereffect.

    For instance for Overwhleming Presence the effect continues for 10 seconds after a survivor leaves the terror radius.

    This would also work really well with coulrophobia (a perk no one uses).

    With that small buff I think terror radius builds would be more valid and fun to run.

  • GingerBeard
    GingerBeard Member Posts: 273
    edited May 2021

    I do like that idea, but it seems that it might be too good.

    What if it gave a survivor a status effect, such as Oblivious, whenever a survivor uses an item and for a duration of time after (no TR requirement)?

    I haven't really thought about how to buff the perk, not too much you can do if you want it to still play around with items.