Grim embrace

Should be increased to “ the bare minimum ” 60 seconds basically a full minute, seeing as it’s a one-time use....

Comments

  • Veinslay
    Veinslay Member Posts: 1,959
    edited December 2021

    I'm looking into my crystal ball to six months from now:

    Patch Notes:

    After monitoring its performance for six months now, we feel comfortable with raising the time that generators are blocked when using Grim Embrace to 35/40/45 seconds. To compensate, any generator that is currently regressing will stop regressing throughout the duration that Grim Embrace is active.

  • Bennett_They1Them
    Bennett_They1Them Member Posts: 2,513

    um... blocked gens already stop regressing.

    That's part of why dead man's switch is so bad.

  • Veinslay
    Veinslay Member Posts: 1,959

    Lol they actually do? I've never even used the perk. I assumed it kept regressing while it was blocked if it was affected by Ruin or something. Wow what a hot garbage perk. the new Scourge hook is way better

  • Labrac
    Labrac Applicant Posts: 1,285

    I think it should be able to be used twice. It would be nice because it would encourage killers to always keep going for different people. Right now the best use you can get out of the perk is to tunnel someone out and then start going for the rest once one person is dead.

  • themoobs1984
    themoobs1984 Member Posts: 619

    Also, should be 4 hooks total. Not 4 first time hooks. They're trying to force killers into playing a way that is usually not effective.

  • GoshJosh
    GoshJosh Member Posts: 4,992

    I really admire them making perks with that activation condition, but it’s not worth it in the case of Grim Embrace. The difference is also that the others give you something even if you can’t get all four tokens; whereas Grim Embrace can end up giving you nothing for trying.

  • dugman
    dugman Member Posts: 9,714

    If Grim Embrace turns out to need a buff I'd kind of like it to be something where it's something like

    After you have hooked every remaining survivor once all gens are blocked for an amount of time based on how many gens are completed

    0 complete - blocked for 20 seconds

    1 complete - blocked for 25 seconds

    2 complete - blocked for 30 seconds

    3 complete - blocked for 45 seconds

    4 complete - blocked for 60 seconds

    That way no matter how many gens are done when the perk triggers you're always getting a relatively good value in terms of total time blocked.

  • Blueberry
    Blueberry Member Posts: 14,460

    Way undertuned perk. Make it 60 seconds and it should activate twice, ie once you’ve one hooked everyone and again once you’ve two hooked everyone.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    Nah, making Grim Embrace 60 seconds would be a pretty bad idea design wise, since people could just facecamp an entire hook stage with basically no consequence.

    The perk is fine as it is, honestly. It's pretty good.

  • Predated
    Predated Member Posts: 2,976

    4 hooks total would make it really easy to trigger tho. 4 first time hooks is fine. 40 seconds of not having to patrol any gens is really good.

    You shouldnt focus on Grim Embrace to trigger, just like you shouldnt focus on hooking everyone once for 4 BBQ stacks or 4 No Way Out stacks. You basically let the game do it's thing, and when Grim Embrare triggers, it's gonna be very powerful.

    Forcing a perk to work is always going to end up in bad effects. Forcing Grim Embrace early on is not gonna buy you much time. Having Grim Embrace activate when there is only 1-2 gens remaining, is actually really good. It doesnt need to be upped to 60 seconds, in the late game, that's often 2 chases worth of time. 40 seconds is 1 chase or 2 fast chases. If you're capable of hooking 2 survivors without any risk of losing a gen in the late game, you can easily win.

    So yeah, 4 first hooks for a powerful effect. I've played 5 games in a row where my perks were effectively useless(No Way Out, NOED, Bloodwarden, Remember Me, got a 4k with 2 gens left because of addons instead). No Way Out didnt get it's 4th stack untill 1 survivor was already dead in both cases. If I had Grim Embrace instead, I would have won all those matches with 3 gens remaining.

    I'm not the best killer, I'd still call myself a good killer, but I was also facing good survivors. They were in no way terrible. I just happened to have really good map pressure those games.

    If I forced No Way Out to get it's 4th stack early on, I would have definitely lost.


    Dont force effects to work when there is still time for them to work. You forcing Ruin too much will tend you to either losing the totem early on, or if you defend the totem much, survivors doing gens instead while 1 of them keeps you nearby your precious Ruin. Letting Ruin do it's job and not going out of your way to protect it is far more likely to benefit you over the course of 100 games.

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    The perk is not that bad. People are making the mistake of thinking you have to play supernice with it.

    You can still hook survivor A, then B, then A again, then C, then kill A and then D.

    Normally the gens tend to be done at this time. Grim embrace gives you time to lock in pressure 3 survivors can't get out of.

    Now i'm not going to pretend this is some meta defining stuff but it does tend to turn games that should have been 1-2k's into 3-4k's.

    Not good cause you still need to get to that point but certainly not bad

  • themoobs1984
    themoobs1984 Member Posts: 619

    The perk isn't that good though so 4 hooks seems reasonable to me.

  • Steel_Eyed
    Steel_Eyed Member Posts: 4,033

    What if it reverted all gens to zero, too? Would a killer use it then?

  • Predated
    Predated Member Posts: 2,976

    Thing is, No Way Out is a one use perk that blocks both exit gates at once. This can already be the difference between a 1k and a 3k. Having that effect happen twice in the same game(No Way Out and Grim Embrace have the exact same requirement) would give the killer 2 moments where a 1k can be turned into a 3k without having to care about the survivor objective.

    No Way Out is an endgame perk, Grim Embrace is not.

    Thats like giving Deliverance an instaheal since it's a one time use perk. Or giving DS a 10 second stun since it's one time use, and Head-on gives you a 3 second stun and can be used infinitely.

    Just because it's one time use, doesnt mean a 50% buff would not drastically change things. 40 seconds is fine. Having it trigger on first time hooks is also fine. It triggers when you have 1 survivor on the hook, and 40 seconds is enough time to get another survivor on the hook. During a game, having 2 hooks for effectively free is extremely valuable. Only a handful of perks can grant you that power. If you would gain tokens by hooking any random survivor, it would be more comparable to Devour Hope than No Way Out. And sure, turning it into a hex could easily buff the blockade by 20 additional seconds. But for a non-hex to effectively give you a better power than No Way Out without being endgame? 40 seconds is a lot of time,

  • Predated
    Predated Member Posts: 2,976

    You havent been using it properly then, by that logic Devour Hope isnt good untill you kill someone, even though the instadowning ability is gonna give you a ton of value. And that's a hex.

  • themoobs1984
    themoobs1984 Member Posts: 619
    edited December 2021

    I don't use it. At all. I can read and comprehend just fine. It's not a good perk for what it requires. All I feel I need to say about the perk and this subject. We can agree to disagree.

  • Adjatha
    Adjatha Member Posts: 1,814

    Change the perk to "after hooking each survivor once, a 100% completed generator loses all progress and goes back to 0% complete."

  • Predated
    Predated Member Posts: 2,976

    Well, you have missed the most important lesson in DBD: Just because something may seem bad/good in theory, doesnt mean it's bad/good in practice.

    There are a lot of things that are both bad in theory and practice, while also being good in theory and practice. Grim Embrace falls under the bad in theory, good in practice.

    So, lets create the scenario:

    1. a survivor MUST be on the hook for the power to activate, meaning at the most, you have 3 survivors being there.
    2. the average late game chase lasts 40 seconds. This means that in those 40 seconds, you can have 1 survivor unhooking and healing a teammate while you hook a second survivor, *for free*.
    3. its better than Corrupt Intervention, because it actively blocks generators that you need to patrol, while Corrupt Intervention blocks gens you might actually want to be gone(examples being the 2 side-gens in Groaning Storehouse, the corner gens in Haddonfield and the generators close to the killershack in Father Campbell's).

    The only downside about Grim Embrace, is that it doesnt count DC's, but at that point, you dont really need Grim Embrace anyway.

    Are there better perks? Sure, but there are plenty of builds that are only lethal to survivors with Grim Embrace in the equation.

    It does depend a bit on the rest of your build, like every other perk in the game. But if you want 4 random hooks to trigger the effect, it needs to be a hex.

  • Predated
    Predated Member Posts: 2,976

    Ah yes, the "i am an entitled killer player" mindset. The counter to this would be to extend the DS stun timer to 10 seconds and BT to last 30 seconds to truly discourage killers any oppertunity of tunneling a survivor out of the game.

  • Impose
    Impose Member Posts: 400

    No. It should be completely reworked. A perk that issues a reward for you playing in a way that generally LOSES you the game is a terribly designed perk.


    If you are 4 hooking survivors you're either already going to win that game, or have Noed and its EGC already.

    Assuming you are playing to win and not playing for the sole purpose of just dilly dallying around this perk actively rewards bad play. Terribly designed perk

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,860

    I just don’t see the point in running it over No Way Out.

    Both perks encourage you to hook everyone once to either activate (GE) or reach maximum power (NWO). GE gets you 40s of delay in the middle of the game, NWO gets you 60s of delay at the end of the game. Additionally, GE will do nothing for you if you fail to get 1 hook on everyone (which is when you really may have needed it), while NWO will still activate, it just won’t last as long - but any partial amount of time it lasts is better than the 0 seconds grim embrace will give you in that scenario.

    That said, I am not sure if increasing it to 60 seconds is really a good idea since that would allow the killer to just camp a hook state for free, although you technically can do that anyway with NWO (but that’s endgame, so it makes more sense). And I like these kinds of perks that encourage you to go for different survivors, but I just don’t think it’s worth it if it becomes a dead perk when you have a rough match.

  • themoobs1984
    themoobs1984 Member Posts: 619
    edited December 2021

    I didn't miss anything besides a long winded reply from a windbag that has to keep going on and on to stroke his ego. I've already said multiple times that, in MY opinion, Grim Embrace isn't worth running. By all means, you run it since you like it. I'm not replying any further. Does anyone on this forum understand the concept of agreeing to disagree?

  • CrowVortex
    CrowVortex Member Posts: 985

    Myself i would rather run Deadlock with Thrilling Tremors, would give you more value during the course of the match.