http://dbd.game/killswitch
How would you Buff Hoarder?
Ceno aside.
also, I don't think it needs a buff, I'm just curious.
any other perk buff suggestions would also be cool to hear*.
*read
Answers
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Finishing a chest search exposes the survivor for 60 seconds (doesn't reveal aura)
That way if you finish a chest vs a killer with hoarder you have to decide if its worth taking the item and revealing yourself to the killer while exposed or waiting to grab it later and still reveal yourself to the killer
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I think Hoarder should make chests close themselves 10-15 seconds after being opened, like Vaccine Cases. No additional item would appear inside - instead, any survivor that takes the time to unlock that chest again will have their time wasted and location revealed. It would also uniquely interact with Elodie's Appraisal perk, as it would (probably) cut off the Rummage action halfway.
I think it'd be a nice buff to a perk that's weak by design, and maintains the subtlety of Hoarder. Part of what makes Hoarder even slightly useful is the fact that the survivors don't know it's active, and therefore aren't prepared for you to ambush them while knowing their location. If you gave an Exposed status effect or something the perk would lose a lot of its surprise factor.
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First of all, map wide. No need for a distance cap on mediocre effects.
Second aura reading, not some measly location ping.
Lastly the aura reading lasts while they are within 12 meters of any chest. Will Persist for 10 seconds after leaving the area.
This all would be a good start.
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What I would change:
Give items gained from chests a specific addon that causes the item to be revealed to the killer every 8 seconds. Meaning survivors could carry an item gathered from the chest, but at the cost of revealing their location. This, IMO, would fit with the perk as the killer wants to keep all the items. Since it needs to be gained from a chest, it wouldnt apply to temporary items like the box or vaccines(it would still trigger killer instinct on where the survivor picked it up).
Eh, countering Appraisal like that would never make it work, as you would effectively deny an entire effect simply by equipping it. That is not how perks are designed. Even Iron Will and Stridor are not denying each other everything. Stridor still gains an effect from healthy and downed survivors. No Mither counters Stridor more than Iron Will, and I doubt people would consider No Mither to be a strong perk.
This is personally my biggest question, I am guessing because it hard countered plunderers, but then they could simply tweak it to the point where iridescent items are never found rather than no iris and purps. Or that it maybe lowered the rarity effect a bit too much without plunderers that survivors would only gain grey items(so no flashlights, meaning you literally do not have access to the weakest item). Otherwise, they could have simply used the perk to have a completely seperate loot table.
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10 seconds is a very long time to see someone's aura though. Even Bitter Murmur and Rancor dont give 10 second aura reads untill the final gen is done. And even after that, the only other aura reading perks that last longer than 5 seconds are pretty much 1 time uses or hexes.
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And most those perks are generally garbage. I'd argue most of them need to be brought up to be more competitive.
Even if we be hypothetical and say we make it 5 seconds instead of 10. Would realistically anyone run that? Probably not.
I feel like my idea is being conservative is my point I suppose. It may even need more.
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Make the perk match its name.
When an item is on the ground for x seconds, it appears in the corner of your basement.
Oh what fun I would have with Hag.
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If they actually did use that idea for some reason the perk description would change reflect its new use. Eventually survivors would catch on and be tempted to check the basement if they ever find an item missing probably.
It'd be like DS. A killer never knows if you have it, but they might still respect the possibility of it and act around it.
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- Remove the range cap on tier 3. 64/96/128 metres.
- Give it a secondary effect. My idea is to make it so that once all chests have been opened, all survivors that have opened at least one chest will be exposed until they get downed. If a survivor opened two chests out of three, they will be exposed until their second down. Coin offerings can increase the amount of exposed for each survivor, depending on how many chests they've opened.
I don't think this would make the perk OP at all, since it would still be very situational, but it would actually be somewhat useful in terms of downing survivors and tracking.
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For me, simply readd the reduced rarity of items. I don't like the idea of simply giving them more items for a little knowledge.
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Making that person exposed for 20 secs.
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All right, this is goin' a bit too far for a joke.
It was not a serious suggestion, hence why I added the "for some reason" bit to imply that even I don't know why they'd use that idea. Other than seeing a pile of items, and camping it with Hag (or maybe Bubba) as a meme, there's no world where teleporting items into a basement is good standalone perk now that keys have been nerfed.
So you're right there, it's definitely not an idea worth changing a perk over.
My follow up post was only to point out that survivors would know where the items were because the perk description and use had changed, and people adapt.
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If you want a real suggestion though on how to improve Hoarder, it would be a map-wide effective range paired with the added ability to detect interactions with some special killer objects.
This change is primarily aimed at disarming Trapper's traps and opening Nemesis' vaccine boxes (currently only affects vaccine pick-up). I'd want to add sabotaging hooks too, but then that Hangman's Trick perk is literally even more useless. But hey, Hangman's is overdue for some changes anyway.
Of course it would not apply to totems nor killer objects that are immune to blindness status effects (pig boxes, plague fountains, etc).
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Doesn't give the survivors free chests.
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I honestly forgot its existence.
But maybe increase the time to open a chest? I don't really think it needs a buff tho. Sure, it's a bad perk. But at least it does something compared to other perks, Like, furtive chase
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They had trouble making it work. The whole A Binding of Kin was a cluster #########.
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Items claimed from chests only have 75% of their charges remaining. Instantly nerfing any brown medkits found in chests.
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Make it give only brown items from all chests (but countered by Plunders).
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I could be misremembering, but if memory serves correctly, that part of the effect was bugged. They didn't know how to fix it, so they just opted to remove it instead.
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Spaghette code, they only made the code work for increasing rarities and not decreasing them iirc.
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Hoarder: I'm okay with the current effects for chests, but would remove range. 2nd effect of all items pulled from chests will result in Killer Instinct within 12/24/36m when being used. I think these 2 QOL changes would make it better as it'll give much more information. Killer instinct versus aura to combat Shadow Step
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I had an idea for this months ago:
1 addon per chest might be a bit much, but having an Ace in the Hole equivalent for killers would be pretty cool.
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joke:
Items dropped on the floor, can be picked up by the killer, and kept.
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