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Make Dragon's Grip function similar to Blast Mine

You probably read the title and were like "wth does that even mean"

Basically:

Blast Mine has you fufill a condition to activate the perk then the perk only resets to a deactivated/cooldown state once the effect successfully triggers. I'd like to suggest that the perk 'Dragon's Grip' works the same way

Here's how I think it would work:

The perk is active from the start of the match, when you kick a gen it becomes affected by the perk for 45 seconds. It can only be applied to one gen at a time. When a survivor touches the generator they become exposed for a minute. Dragon's grip then goes on it's usual cooldown since it successfully triggered

However If a survivor doesn't touch a generator in those 45 seconds, the perk doesn't go on cooldown and can be applied again.

Does anyone think this would be too overbearing or make 3 gen situations too hard? Let me know!

Comments

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Totally fair and needed change for the perk.

    +1

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,905

    Honestly idk.

    I do feel that could possibly be overbearing in 3 gens (especially since you also increased the duration of the perk). But at the same time the perk kinda sucks the way it is right now and definitely needs something. Maybe I’m wrong though.

    What if, instead of being active for 30 seconds and then being on cooldown for 80 seconds afterwards (meaning you have to wait 110 seconds total) the cooldown started as soon as you kicked the gen?

    So you kick the gen, and it goes on cooldown. Then if anyone touches the gen in those 30 seconds, they’re exposed for 60 seconds. If not, then you only have to wait 50 more seconds (instead of 80) before you can try using it again.

  • Brokenbones
    Brokenbones Member Posts: 5,698

    Keep in mind, the current counterplay to the perk right now (and in any updated version) is to simply have an injured survivor tap the gen - which even in a 3 gen wouldn't be super difficult to do

    I do get where you're coming from though, thanks for your input!

  • dugman
    dugman Member Posts: 9,714

    When I saw the subject line I thought you meant that when a survivor touches a gen under Dragon's Grip they get blinded for five seconds.

    ... Which I'd be ok with. 😄

  • Brokenbones
    Brokenbones Member Posts: 5,698

    Ahahaha, I had a hard time coming up with a good title but

    Touching the gen and it exploding in the survivors face would be really funny. Giving killers a way to blind survivors would be cool

  • Icaurs
    Icaurs Member Posts: 583

    You have to remember that Blast mine can only be used so many times. It does not recover through time, but through gen progression, so I don't think they're a fair comparison. I would be fine with making it so Dragon's grip auto-recovers like blast mine, if a survivor does not touch it, but they would need to make it harder to activate the perk. For example, each time a generator is completed, the killer can use it one time. Making it a total of 5 times a match. Otherwise Dragon's grip should be left the way it is. Its still a fun, viable perk.

  • Brokenbones
    Brokenbones Member Posts: 5,698

    I don't see why it needs to have such a limiting condition like that?

    It's a killer perk, it should be much stronger by default


    Also I disagree, it's not a viable perk because it spends half of the game in cooldown and does nothing for you. The only killers I've seen Dragon's Grip be useful on is Onyro and Wraith. It's a fun perk for sure, but It could be much better imo!

  • Icaurs
    Icaurs Member Posts: 583

    Blast mine is balanced, because, it can only be used a set amount of times, while Dragon's grip is balanced, because the killer can re apply it indefinitely.

    Dragon's grip is far stronger then blast mine because generators are the survivor's objective while the survivor is the killer's. Lets say a killer is approaching your gen and you activate blast mine, if the killer stops to kick the gen, you gain a tone of distance. However if the killer chooses to ignore the gen and focus you, you gain no value. Its a bit of a gamble of a perk. Its entirely possible the killer won't even bother to kick the gen if they are running, pain resonance, dead man's switch, Hex: ruin (ect). However a survivor is forced to work on the generator, as it is their objective.

    Dragon's grip woks better on high mobility killers (Nurse, blight, Hillbilly) ect. Its certainly not meta, but pop, dragon's grip combo, can work, and its quite fun.

  • Brokenbones
    Brokenbones Member Posts: 5,698
    edited May 2022

    My point of comparison isn't anything to do with Blast Mine balance wise. Blast Mine is being used as an example of a perk that can be applied to a gen but then refreshes if it doesn't trigger. You can constantly apply Blast Mine until it goes off, which is what causes it to 'reset' (Which is basically its cooldown)

    Dragon's Grip also has an easy counter - touch the gen while injured which will trigger it's length cooldown. The cooldown is what kills the perks viability. Letting the perk be 'refreshed' if it's effect doesn't trigger would make running it actually worth a perk slot

    Call of Brine also works in a similar way, but it's a v different effect.

  • TeabaggingGhostface
    TeabaggingGhostface Member Posts: 3,108

    That's fair, a good change to it

  • Icaurs
    Icaurs Member Posts: 583

    So would you rather it worked like blast mine, where, yes, you can re apply it if it doesn't go off, but in order to trigger, lets say you need a hook. As blast mine requires a set percentage of a generator in order to activate, instead of being able to apply it whenever you want. In addition, you cannot hold multiple dragon's grips at once. So while the perk is active, you cannot apply it until the timer has warn off, and once it does get value, the perk is then disabled, until, say your next hook. Because that's how Blast mine works. If I had a choice between making Blast mine work as the same way Dragon's Grip works, that would be a massive buff. I know that hooks and generators are not an exact comparison, but then again neither is blast mine and dragon's grip.

    Your counter to dragon's grip is a little.. weird. You assume that the survivor knows you have dragon's grip applied to that generator. If he was injured, why would he activate it, near the killer? Also is this under the assumption of SWF, because if not I doubt everyone will wait for an injured person to touch a gen and even be able to communicate that is the gen that has dragon's grip applied? Even if they do know, by the time an injured person arrives at the gen, the timer would almost be over, and they may as well wait it out. It would be better to use the time to heal the teammate and wait out the timer of the perk. This also doesn't counter Dragon's grip, second effect, making the survivor scream, giving away their position, and having their aura revealed, showing which direction they ran in.

  • Brokenbones
    Brokenbones Member Posts: 5,698
    edited May 2022

    In your first paragraph you essentially outlined how I think it should work

    It starts activated like it does now, you kick a gen - that gen now has Dragon's grip applied to it for however long. If a survivor triggers it, they are exposed and the perk goes on cooldown. If that gen doesn't get touched, then the perk refreshes itself. The same way Blast Mine does if the killer doesn't kick the marked generator. Only 1 gen can be affected at a time, same way it works now.

    I think it's fine for it to start activated because like I said it's a killer perk I don't think it needs any pre-requisite. The way it is now with a QOL change is all the perk needs to be decent. Not meta but decent

    Again I'm not comparing the perks on a 'balance' level, I'm not saying the perks are as strong as each other - I'm saying that I like the way you keep Blast Mine (With a lesser cooldown basically) until it's used then it resets.

    Btw Dragon's grip does not reveal auras, it reveals a survivor location bubble. It doesn't show which direction they went in. It's the same as the Pain res scream

  • Deadeye
    Deadeye Member Posts: 3,627

    I'd even say you can move the Dragons Grip effect if you kick another gen, even keep it active on multiple gens but remove it from all active gens once the effect is triggered on any gen.

    I don't think it is too strong for 3gens, first of all it is the duty of survivors to not 3gen in first place. Second, you still have the cooldown if it triggers. Until 3gen, survivors should know about this perk and be able to outplay it (injured guy tapping, wait for the opportunity and get distance).

    So regarding how much value I see currently when this perk is in play, this would be a totally fine change

  • Icaurs
    Icaurs Member Posts: 583

    The problem is the exposure status affect, is very strong. Not every meta killer perk needs pre-requisites to activate, but by default exposure based perks generally should. The change you want is to make it so that any generator, kicked, has the exposure status attached to it, and can be applied whenever the killer wants, if the survivor avoids the perk, the killer gets 30 seconds of no progress on the gen. If they don't the killer is then informed, that not only is somebody is exposed, where they are but which generator the survivors are working on. You really don't think that would become a meta perk? That would be way stronger then Haunted ground. Even worse, is as the game progress, the few generators the killer has to patrol, the stronger the perk becomes. At 5 gens, survivors can work around. At 2 or 1 gens? There would be no way to work around it. I would only consider that balanced, if it was a Hex perk.

    Also, my mistake, I think I confused dragon's grip with iron maiden.

  • Brokenbones
    Brokenbones Member Posts: 5,698

    Sorry I don't mean to be rude but

    Did you read my original post? Nowhere have I said it would apply to multiple gens at once. It shouldn't.

    Let's say you have 3 gens. ABC

    You kick Gen A - It now has Dragon's Grip for 30 seconds

    You kick Gen B - No exposure

    Then those 30 seconds pass and you kick Gen C - Gen C now has Dragon's Grip on it, but Gen A no longer does because the 30 seconds passed.

    Does that make more sense?

  • Icaurs
    Icaurs Member Posts: 583

    Ok I don't mean to be rude but... where did I say that you said you wanted to apply the perk to multiple gens at once?

    Did you mean "and can be applied whenever the killer wants.?" Because I then say "if the survivor avoids the perk, the killer gets 30 seconds of no progress on the gen. If they don't the killer is then informed, that not only is somebody is exposed." As in referring to one gen. I am a little unsure where you got the idea that I thought you wanted to apply it on every generator.

  • Brokenbones
    Brokenbones Member Posts: 5,698

    "The change you want is to make it so that any generator, kicked, has the exposure status attached to it, and can be applied whenever the killer wants, if the survivor avoids the perk"

    This is what gave me the impression. The key part being "any generator".