Inner Strength Just Keeps Getting Better And Better

I feel like Inner Strength is one of those really underrated perks that has progressively gotten better over the years while basically receiving little to no direct changes.
First off, it does a good job at countering perks that slow down healing since the heal from Inner Strength is tied to cleansing a totem and entering a lock as opposed to the healing action itself. This makes it really good as a reliable and consistent way of healing.
Second off, since you are actively search for and cleansing totems, it can basically act as a bane for Hex perks since the Survivor will always be actively searching for totems leading to them being found more often. Also it can completely counter Hex: No One Escapes Death by encouraging the Survivor to cleanse all 5 totems without it being considered a time loss.
Third off, with Vecna releasing, the Hand of Vecna and the Eye of Vecna synergize with Inner Strength really well. You can effectively teleport across the map and instantly heal 8 seconds afterwards with no downside or negative effect for doing so. I see people talk a lot about various things that work for and against their power but I never see this mentioned whatsoever.
So yea, Inner Strength is a good perk, I would recommend.
Comments
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I wouldn't mind if they gave Inner Strength the Overzealous/Clairvoyance treatment by making it activate on blessing as well.
Then you could maybe increase the healing time to like 12 seconds since you could then use it as much as you want which will make Inner Strength quite popular.
Shattered Hope will then also see some more use again, (besides the fact that it needs a rework or buff anyways.) as people will combine Inner Strength with a Boon of choice.
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Delete your post right now! I don’t want it to get more popular! I hate seeing other Survivors chomping on my bones! It’s so annoying trying to prep a heal and all the bones are gone.
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That actually is a pretty good idea.
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One of my favorite survivor builds is inner strength, lucky break, quick and quiet and overcome. It typically works pretty well, I usually have a good success rate with it.
I like this idea of allowing it on blessings too because that way more than one person can realistically run it. However, maybe a limit of how many times an individual can use it though?
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It’s always been a decent perk, but it became irrelevant when Circle of Healing was meta (and in a way it could be detrimental to use since you were taking away boon spots by using it). Now that there aren’t boons in every game anymore it’s back to being a good choice.
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If Overzealous and Inner Strength worked together for blessing I'd become a Haddie main. Seeing yellow bars make my brain feel fuzzy
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its a very good perk, I agree!
However, going against a killer with no Hex perks it’s kinda redundant. Most players don’t go out of their way to cleanse full totems so by the time you’ve found a totem, cleansed it, then got in a locker, you probably could’ve just used a med kit or got healed my another survivor. It’s cute though, and I’ve had some pretty clutch heals from it.
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The thing I really like about Inner Strength is it will always good, but can never be the meta. The more people that use the perk, the weaker it actually becomes because instead of 3-5 heals per match, you're lucky if you get a second. The more "meta" the perk, the weaker it actually is, until people stop running it for more consistent options at which point it becomes stronger and more consistent again. It's just the epitome of good perk design to me.
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This is one of my favorite perks as well - it's just so efficient and useful.
Take a map that can track killer belongings for exact totem placement, and you don't even have to waste time searching for totems. Simply check the map, walk ~3 seconds, cleanse in 14 seconds, then hop in a locker for 8 seconds. That's ~25 seconds for a self heal. Not to mention the heal can be stored in the perk, meaning that first ~17 seconds spent on finding and cleansing can be done when safe and the actual self heal, which is often needed under pressure, is only 8 seconds.
Add Overzealous which shaves off 8 seconds off each of your solo gens on a dull totem, and the time value just gets better with every gen.
I just wish there was a perk that lets you find totems so I can stop bringing a map every game I run it.
Hint, hint: Looking at you, Still Sight.0 -
Try Detective's Hunch, as soon as 1 gen gets done you'll usually see at least 3 totems, if not more.
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Hmm idk on one hand it sounds like a good buff on the other people will be healing in12s which isint great for the game
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Yep called small game.
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Small game?
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You know, maybe I will.
I ended up disliking the perk because when I last used it years ago, the gen pops would take me off guard and I could never remember where totems were (especially in indoor maps) making it useless for me. But since others gen progression is shown now, maybe it will be a bit better for me.
Thanks for reminding me about it, my dislike of it could be unfounded now.
… Still wouldn't mind a perk that shows totems at will like a map does though!
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Funny enough, I used this a lot in the past but am now at the point that it's a terrible perk for me. The reasons for this are verticality and range issues.
Verticality Issue:
When used on maps like RPD or The Game, it can ping and leave you confused on which floor it is on. Then you either have to wait for the cooldown and slowly tilt your screen to figure that out, or run around the common spots on the floor you're on then run to the other floor if it wasn't where you were previously. Either way, you're wasting a ton of time.Range Issue:
Once you become accustomed to the totem spawn points for each tile, Small Game becomes redundant in its use. The range is so low that you have to physically run to the tile to check for a ping from the perk; but if you know where the spots are on each tile, all you have to do once you get there is take an extra second to check the spawn spot(s). So what you really need once you get used to spawn points is a perk that tells you which tile has a totem without you physically checking yourself, which Small Game is incapable of doing thanks to its small range.Because of those issues, there's just no point in me running it anymore. It's great for when you learn totem spots and don't mind wasting time, but after that it's literally useless.
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Also the constant pings when you're doing a generator or being hooked near a totem can be annoying after awhile.
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The thing about Inner Strength is that it is self regulating as far as balance goes. If only one survivor brings the perk then it is pretty good. But the more survivors that bring it, the worse it gets. Therefore the more popular it is the worse it gets and the less people who use it making it better for the players who consistently use it.
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It does?
I thought that the killers belongings included only Trapper, Hag and Freddy traps. Didn't know about the totems.
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Yup, try it out!
Green map with the red twine, I think it was? It's a yellow add-on.
I pair it with the green add-on for +12 map reading range, and you easily get the location of every totem as you naturally run through the map. Saves a ton of time in tracking totems - it's what I wish Clairvoyance did.0 -
Strong enough but limited. It can work on any other perk.
Image self care starts with 16 charges, finish healing yourself take 24sec and 24 charges, you have to do something to gain charges, may be an unhook give 12 charges, or a healing give 8 charges.
Then the perks would be good without being spam-able.
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I like this perk
But each time I take it, I never find the totem
Each time I got a related totem perk, I never find one
Some unlucky thing I get0 -
i think it is still irrelevant because of med-kits. why would i ever run this perk over running streetwise med-kit? irrelevant before, irrelevant after.
i don't think it will be popular like ever. strength from shadows+botany knowledge is free unlimited healing for just going to the basement. it is way easier then inner healing and yet you still don't see that. Heck i think even running self-care+botany with a med-kit charges add-on might be superior.
I think it would be interesting if they buffed inner healing from 8 second →4 seconds. It might have potencial with Quick&Quiet where you heal mid-chase like an instant heal. that is only way i see this being remotely popular.
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Yeah, but you still need to spend 15 seconds on cleansing/blessing a Totem and then spend even more time to get to a locker.
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I know alot of people don't use this perk but Reactive Healing is severely underrated, if you bring a medkit and only heal after someone has taken a hit or two you've saved yourself a ton of time by just being able to focus a gen and then as soon as someone is downed you're more than likely already close to healed anyway for a quick reset and in a Swf it's especially strong in hit tanking builds like a Sabo build with reactive healing and a couple of mettle of man thrown in there is absolutely deadly and can even be near unwinnable without having any mangled effects on against a good squad because any pressure you start to get can be reversed, if you're being chased sand your buddy runs in for a protection hit he just halfway healed you and gained a stack at the same time in 1 sec and if one more takes a hit the other is half healed and you're literally a couple taps from healing mid chase negating all the pressure
Post edited by The_Krapper on2