Fearmonger (previously known as mindbreaker) needs a couple tweaks
The killer perk fearmonger appears to be a little too powerful, especially for a general perk. I believe that having this perk be active all the time no matter what is too much. It will force survivors to play very strangely. If they have an exhaustion perk, the fact that it will pause the timer will force survivors who are exhausted to basically be useless. They will wonder around doing nothing to remove the exhausted affect, becoming incredibly weak links as they will be off of gens for around 40 seconds. Not only that, but the blindness affect will make communication without being in a vc be at an all-time low. While repairing a gen, you will not know where a survivor is downed, you will not know where someone is hooked, you will not know i anyone is going to save the person, meaning what could have been 2 people still doing gens and one person rescuing, is now a jumbled mess that could end with no one on gens, basically doing the killer's job of pressuring gens for them with little to no effort.
Instead of having this be active all the time, i feel as though having it be proximity-based would create a much more interesting way of playing and create a much more fun environment. Whether it be a fixed distance for all killers, or terror-radius based, it will create a much more interesting game. It will mean exhausted survivors are not useless for a long time, however it will make committing to gens a lot harder. It will penalise survivors for trying to commit to generators close to the killer. Meaning if a generator is about to pop, the fact that the exhaustion lasts for a few seconds afterwards would create a very interesting situation. With the killer approaching, it will create a panic for the survivors, either commit to the gen, possibly not complete it in time, and then be unable to use exhaustion perks immediately. even if the gen does get fully repaired, the extra few seconds will create uncertainty for survivors and open up a lot of opportunities for the killer. Either that, or a survivor will not want to risk it and will run before completing the gen, allowing the generator to be damaged. The blindness will also create uncertainty for survivors, meaning if a killer hooks a survivor while another is working on a gen nearby, perks like kindred will momentarily lose power, allowing killers to be a little more sneaky.
what do you think should be changed about this perk, if at all?
Comments
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I mean I feel like this is a needed change to a perk that barely gets used, the exhausting effect is active all the time ever since they changed it and it still isn't that useful. I feel like the blindness effect being added will significantly help this perk to do more and be more useful to the killer, making it a much better pick.
I feel like people put too much emphasis on exhaustion perks, as well you make it sound like survivors who don't use exhaustion perks are useless, but it only really depends on how well you run loops, etc. I have seen people with exhaustion perks get downed within seconds because they don't know how to run tiles, while me running a gimmicky build and actual run tiles well without exhaustion perks.
The blindness effect doesn't turn off sounds, you will hear the survivor across the map as they are getting hooked, then you will need to walk for 5 seconds then you see the aura, I don't see the problem. Honestly, it seems like you moreso have a problem with a solo survivor in general because the problems you are stating are mostly just bad cooperation between survivors without comms.
The buff to the perk is fine as is and it isn't particularly powerful even with the new buff, blindness status effect only really works on survivors who don't have a full grasp of what is happening.
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First, it's a survivor's choice if they want to be useless to get back their exhaustion perk. Not to mention buffed Vigil which will help get exhaustion back faster. It's one of the few killer options killer have to stop exhaustion perks and it's not even great at that since the base 5 seconds exhaustion doesn't take long to recover from in a chase. Not to mention survivors get back their exhaustion when hooked so unless the killer is playing hit and run the only exhaustion perk this really hits is sprint burst and maybe dead hards if survivor don't heal up.
Second, blindness is one of the weaker status effects they could have gave the perk. Something like Obliviousness would have been way stronger, but blindness does help against Kindred, Better Together (it has aura reading when a survivor goes down when on a gen), or any other aura reading perk that would be useful while a survivor is sitting on a gen. Mindbreaker did need something else since if survivors don't have exhaustion perks it does nothing.
I just don't really get the complaint. Mindbreaker isn't going to become meta with this change.
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Little too strong? You know nobody used it before and probably won't use it now either right?
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The blindness effect is literally useless on this perk since it only lasts 5 seconds
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I thought for sure this would be a buff post. I’m surprised you find it too strong. It’s balanced how it is, in my opinion.
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It's not something really interesting, but I think it can be annoying. Mainly for soloQ tho.
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What do you mean 'powerful for a general perk' lmao
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Just don't run off a gen then for 5 seconds it usually takes that long for a killer to reach a gen and provided your paying attention to the heartbeat of the killer you should be fine. If anything it's 4 seconds for "mind breaker" at max which I believe that it needs to be 5 and to be honest I hardly see killers using this other than me on demo until I get better stuff.
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It pauses the esxaustion timer and then resets it to 5 seconds after you get off a generator if I believe right it completely removes the whole timer of the previous instead of pausing and adding 5 seconds.
Also blindess for 5 seconds isn't too bad honestly.
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