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Corrupt intervention

Fenrir
Fenrir Member Posts: 533

Should be base change my mind

Comments

  • HatCreature
    HatCreature Member Posts: 3,298

    No you're right, but since it's not it better be like Deja Vu where it happens after every Gen.

    But yeah this should be base game, no reason not to.

  • PhantomMask20763
    PhantomMask20763 Member Posts: 5,176

    She was just announced along with everything else!!! Give it time!!! (Even though it would be nice as base)

  • HatCreature
    HatCreature Member Posts: 3,298


    8 Gens at the start of the match, minus 3 you got 5 and if all Survivors are spread out there is 1 Gen with no one on it and if the Killer finds that first then the Survivors have time to hide when they get close. This isn't powerful if it's just the start of the match for maybe 12 seconds, this fine if it was base because it's maybe 12 seconds.

    As a perk I hope it's like Deja Vu and activates after every Gen, if it doesn't and it's just the 3 at the start, this perk sucks and needs to change.

  • Fenrir
    Fenrir Member Posts: 533

    This would totally be good for killers to be base like trapper and hag so they can set up traps at the start and not worry about being gen rushed at the start

  • HatCreature
    HatCreature Member Posts: 3,298

    Thanks for the correction, so that means 4 Gens are potential targets instead of 5, I can see how powerful that would be early game. And like you said if the timer is too long and it was like my idea it would def be OP. Well I'm excited for the perk now, hopefully it's longer than a ######### 12 seconds.

  • TAG
    TAG Member Posts: 12,871
    edited March 2019

    From the look of it on the stream, assuming I'm understanding what it does correctly, it seems like it would last at least 60 seconds at Tier 3 (it looks like it took a shade under 15 seconds to go from a sliver of red to a quarter of red).

  • SpacingLlamas
    SpacingLlamas Member Posts: 602

    Just change it so it doesn't affect the last 3 generators. Boom easy fix and the perk is more useful.

  • Fenrir
    Fenrir Member Posts: 533

    It must be longer then 12 seconds or it gonna be a trash perk

  • Bravo0413
    Bravo0413 Member Posts: 3,647

    It's great too see in the game... there were multiple threads of this idea and I'm so glad that bhvr recognized that this was wanted.......... and you can do multiple things with this... you can turn it into offerings... one could be an ultra rare where the last 3 gens were blocked by the entity for 60 secs..... this is a subject where you can go crazy with almost endless possibilities.......... this perk is what I call the "practice child"

  • Noxerias
    Noxerias Member Posts: 93
    edited March 2019

    I think the farthest gens should be locked till at least 1 or 2 gens have been completed, then they could be free

    Or

    Make it a 3 token based perk that whenever a generator is at 85%, the entity blocks it from being worked on any further for 30/45/60 sec, which it should be highlighted white for being blocked and yellow once it's free. Once a gen is blocked, you lose a token. With this, it would synergize well with Tinkerer and other perks.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    The time length will be everything. It needs to be long enough that just waiting isn't very viable but short enough that survivors can still prevent a 3 gen strategy. Won't place it now but this can easily tip one way or the other.

  • Blueberry
    Blueberry Member Posts: 13,671

    I agree with any others. It has potential but that all depends on how long it lasts. It needs 1 min at minimum just to even be considered. 1:30-2min we start to look possibly good. I feel we'd be lucky to even get a minute on it though.

  • TAG
    TAG Member Posts: 12,871

    From the look of it in the stream, I think it's going to sit at one minute.

  • Blueberry
    Blueberry Member Posts: 13,671

    Unfortunately at 1 minute it won't be worth the slot

  • Blueberry
    Blueberry Member Posts: 13,671
    edited March 2019

    Maybe an added:

    Everytime a gen is completed the farthest gen from you gets blocked for a minute.


    That with the initial minute for 3 at the start would make this actually see some play and be viable. Also doesn't leave it as a dead perk after the start.

  • NMCKE
    NMCKE Member Posts: 8,243

    How about blocking the most progressed generator for 60 seconds upon hooking a survivor?

  • Blueberry
    Blueberry Member Posts: 13,671

    That works great too. Doesn't sound OP but is good enough to be worth running. Currently just a minute for 3 at the start is trash.

  • Raptorrotas
    Raptorrotas Member Posts: 3,262
    edited March 2019

    They could indeed add a "per generator completed"-effect. The duration wouldnt even be that long because it triggets multiple times. Could have a little regression tho.

    Survivors who sit around during this time are squite stupid. This is their NOED/Ruin-bandaid similiar to how BBQ was for camping.

    In case you did not notice, this perk makes kilers kill any hexes themselves.

    Edit: it seems i oversaw the redtriction which generators get blocked, doesnt matter much tho. If you want to do specific gens, hunt totems while it is blocked

  • se05239
    se05239 Member Posts: 3,919

    I guess it boils down to how long the generators are disabled for. If it is just for 5-10 seconds.. why even bother using it?

  • The_Crusader
    The_Crusader Member Posts: 3,688

    It's not just about having them blocked off. It directly dictates the area of play.

    If the furthest 3 gens are blocked then the survivors have no choice but to begin work on the closest 4 generators. This immediately gives the killer more map pressure because now he/she doesn't have to travel to the furthest ends of the map to pressure survivors.

    Once a survivor has started a generator they are unlikely to switch to another one. Not unless the killer is hard camping their gen. We've all seen how far they will go for the gen they've already put some work into.

    Picture Yamoaka for instance. Huge map. If you start near the shack then the 3 gens around the house at the other end are blocked off, meaning the survivors now have to come closer to you. This saves you time traveling as survivors that spawn there cant begin work on the gen straight away, they now need to spend time traveling down the map too. On top of this you know that they'll all be on gens on your end of the map now, meaning you've cut out a huge chunk of the map for a while.

    I think it will be a decent perk as long as its over 30 seconds. Any less and it would be easy to wait out. I do think it has some advantages for survivors too, an example being groaning storehouse. Those distant generators should really be left until last but a lot of survivors don't. This would force that perhaps depending on spawn points.

  • SkerpiTwitch
    SkerpiTwitch Member Posts: 327

    Its good for killers who need that early game to be slowed down, like hag and trapper.


    Once the traps are placed you want survivors to go to the area where your traps are, obviously.


    Besides pushing them from the back gen patrol, you have a perk that does it for you.


    I see this perk beeing better then ruin on hag and trapper.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Gen Rush does not exist. Survivors have only one objective, fix gens. Are they supposed to run laps around the map just to give the killer time to find them? Thos is a silly made up notion. Maybe we are also supposed to follow survivor rules and close our eyes while counting to 60 after hooking someone. Nope.

    The problem is we get used to bad survivors who hide and don't hit gens. We form bad habits of tunneling down one survivor in a 3 minute chase then scream gen rush. Be unpredictable and get them off gens. That slows it down more than anything.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Honestly, this will likely hurt Trapper, at least the way I play him. I need the first minute or so to set my chosen area of the field. Usually close to where I started where 3 to 4 gens are located. I keep pressure on those gens without dedicating to any chase. I set the area with traps, then pushed them off gens on the other side to come play in my yard. They usually get 2 to 3 gens done, depending on ruin and the survivors themselves. But now I can take control.

    This perk would be a huge monkey wrench in that strategy. I often have to adapt due to a good SWF refusing to work all gens on one side, but that is rare. This perk guarantees a delay in my ability to clear my side without travelling further in the beginning. Won't be running it, damn sure don't want it as base.

  • Peasant
    Peasant Member Posts: 4,104

    Just saw this remark on Reddit and figured you guys might be interested:


  • Delfador
    Delfador Member Posts: 2,552

    Yeah it is true, I didn't pay attention.

    22.47 all the way to the 23.03 and it eats something like 12-15% (The counter already made some progress)

    I guess it is going to be 2 minute which is great imo. I want to see the effect in game.

  • Bravo0413
    Bravo0413 Member Posts: 3,647

    Indeed... what I'm going to compare it too is... surviellance......... surviellance was a wasted perk slot for a long time but what followed it were perks that could be compared to it -----> tinkerer and discordance... and then surviellance got reworked into its current...... over a year after releasing but it came nonetheless... hopefully we see a similar scenario with this idea..

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    2 minutes is way too long. We already 3-4k pretty easily, having almost half the gens locked down on one side will make it so easy as killer now. Just guard half the map and get 1-2 down. Slugging is going to become meta, especially with the new ds changes added in.

    I don't like this perk. It could make matches too easy. I'll wait and see on the test realm.

  • Peasant
    Peasant Member Posts: 4,104


    I agree completely. Most folks use Ruin to give them time to build momentum before it ultimately breaks. By using Corrupt Intervention you get some time to build momentum guaranteed. As an added bonus, it won't change skillcheck colors like Ruin does making the game slightly more colorblind friendly.

  • The_Crusader
    The_Crusader Member Posts: 3,688

    I was expecting 1 minute.

    Hmm. Sounds OP but I'll withhold judgement until I've played it. It can't be too short though as it basically leaves you without a perk slot for the rest of the game.

    I think it will be good for a lot of killers due to how much time they waste walking around the larger maps but at the same time I feel like it will be another perk that really makes Hillbilly and Nurse stronger than they need to be.