Gearhead
Why not buff it to show auras instead? Seems like it’s meant to be a weaker Discordance and can be countered if great skill checks are hit. I feel like this perk isn’t too bad, it’s just “Outclassed” and not worth a perk slot in many builds.
Up the timer to 40 seconds or increase skill check chances when active.
I am kinda tired of the Meta tbh. It really hasn’t changed in a very long time. Gearhead could definitely be buffed
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Wdym it's so op and game breaking
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As a whole I think all of deathslingers teachables could use a buff
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This perk by it own summarize the balance of this game.
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I think it would work better if when you put someone into the dying state with m1 it highlights the nearest generator that is being worked on for 6/8/10 seconds. If no generator is being worked on and someone starts working on one then it will highlight for the remainder of the time left.
Would synergize really well with knockout and deerstalker
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Sound like it would promote slugging even more. I don’t think it would be a good idea. The reason I would want the aura to be shown is to be an anti stealth perk and show proper survivors locations.
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Theres a TON of antislugging perks so it shouldnt be an issue.
The problem as it is is that it relies to heavily on rng to ever be useful and perks that require the survivor to do something so you can use your perk are/will always be weak
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Honestly I don't think Gearhead's concept deserves entertaining as something worthy of trying to redeem? At least a mega-trash Perk like Monstrous Shrine has a concept I think is worth trying to salvage, but Gearhead, despite not being totally unusable, still just grosses me out on a primal level with how bizarre it is.
But, to entertain the ideas OP throws out anyway:
Buffing the timer to 40 seconds: Would definitely be a substansial buff, and easily justified. Doesn't solve Gearhead's issues at all IMO but it would be an "oh, neat" thing to see in the patchnotes.
Increasing skillcheck trigger odds while active: An understandable idea but as seen with Unnerving, increased skillcheck odds are a boon for (good) Survivors, not a downside.
Both are noble tries but I think fall short. But, I'm not just here to be a downer, I'll suggest my own Gearhead rework. No, you know what, screw it! THREE Gearhead reworks, so there's one for everyone:
Concept 1 (my personal preferred concept):
Gearhead starts the Trial with 2/3/4 Tokens. Whenever a Survivor succeeds a Great Skill Check while repairing, the Generator will produce a loud noise notification and a Token is consumed.
If Gearhead runs out of Tokens to consume, the loud noise notification will still trigger, but Survivors will be warned of Gearhead's activation via the HUD.
Concept 2 (another weird total rethink of the perk that would probably be too complicated):
After hitting a Survivor twice with your Basic Attack, Gearhead triggers a Skill Check for all Survivors currently repairing a Generator, with a random delay between 5 to 15 seconds. Succeeding or failing a Gearhead Skill Check cannot influence the Generator or its progress in any way.
If the Survivor succeeds the Gearhead Skill Check, they are Exposed for 20/30/40 seconds, with this duration being doubled if they succeeded using a Great Skill Check.
Concept 3 (a more grounded redesign of what the perk currently does):
After
hitting a Survivor twice with your Basic Attack,downing a Survivor, Gearhead activates for 20/25/30 seconds.Each time a Survivor succeeds a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura as long as it continues being repaired.Any Generators that complete more than 10% of their total Repair Progress while Gearhead is active will be revealed by a yellow Aura until Gearhead deactivates.
Pick your favourites so I can take the other two into the forest and blow their heads off.
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I made a lengthy post with how I would rework all underused killer perks with detailed explanations. I don't have many posts, so if you want to see you can check out my profile for it.
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My idea to rework this perk:
Gearhead: Reveal the aura of survivors near to generators (16m) blocked by the entity for 8s, 30s cooldown
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