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Possible Rework For Self Preservation?
My opinion on Self Preservation is, bluntly, that it just isn't very good. Its only reliable use case is in a coordinated SWF, and you also really don't need it in that scenario, so it just generally sits in the "sometimes you'll get value and it'll be noteworthy but usually it's kinda useless" camp that a small number of other perks sit in too.
For those of you who don't know, the perk currently does the following: When a survivor is hit by a basic or special attack within 16 metres of you, the perk activates and hides your scratch marks, pools of blood, and grunts of pain for 10 seconds.
This effect is fine, but the activation trigger makes it very hard to use. If I were just looking at the effect in a vacuum, I'd suggest flipping it- you hide your teammate's tells if you take a hit within 16 metres of them. Unfortunately, this just doesn't work with the perk's theming or the characterisation of Yun-Jin either, so I don't think that's a good idea.
Instead, I'd like to suggest the following:
- When a generator is damaged within 16 metres of your location, this perk activates, hiding your scratch marks, pools of blood, and footstep sounds for 10 seconds.
This way, the perk is a bit more of a stealthy one that allows you to get out of dodge when danger's looming by letting you sprint away from your generator before the killer catches sight of you without giving away your position by doing so. There'd still be some risk, both from basic line of sight and from specifically Nowhere To Hide, but in my opinion this would be a significantly more useful version of the effect that preserves the perk's theming and Yun-Jin's characterisation.
How do we feel about this?
Comments
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I have thought about this perk a number of times and couldn't think of anything to make it more useful. It's idea is to have it where someone effectively takes a protection hit for you helps you get away...
Its a bit like a self Babysitter, the most prominent case would be if someone takes a hit while unhooking you... but the obvious problem is if that happens, then if the killer chases your ally, you don't need Self Preservation... and if they chase you, Self Preservation doesn't really do anything to save you...
I like the suggestion here in that you abandon gens to save yourself (I'm a believer you should keep the spirit of the perk intact)...
The immediate concern I have with this suggestion is this seems a bit too conservative... 16m isn't far, and this perk only works if you're injured, so the killer has to kick the gen with you in range, where the killer will likely hear you anyway, and ofc it's completely demolished by Nowhere to Hide...
You did inspire me though to think in terms of gens instead of survivors... maybe it can work a little like a survivor version of Trail of Torment?
If you're injured, repairing a generator for 5 seconds marks that generator and the next time you let go of the generator you gain those bonuses until you do a conspicuous action, a rushed action or are healed.
You've still gotta be mindful of aura perks and footstep sounds, and it fits the theme of saving yourself without advancing the goal of anyone else.
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For the record, Self-Preservation doesn't actually require you to be injured currently, it's just that two of its three effects are only relevant if you're injured. It hides scratch marks either way.
I replaced grunts of pain being hidden with footstep sounds to make it more universally useful as well, though I could see the radius being increased a little since it is fairly short.
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Ahhhhh good call, objection partially withdrawn 😅
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I like it.
All of Yun-Jin's perks are kinda bad, so a change would be great for them.
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Honestly the thing holding Self-Preservation back a lot is the fact that it has a 16m range instead of 32m, or better yet, unlimited. I think it'd be a pretty decent perk that buffs protection hits.
I like your idea, though. I'd want to see it become it's own perk instead of a rework for Self-Preservation (albeit with a range increase, as it would have the same problem at 16m).
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I think the perks only need this to be actually good: range from 16m to 24m and duration from 10s to 15s. Now also activates when teammates are hooked within range.
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I feel like the current version would be fine if they just made it work within 32 meters instead of 16, and instead of only hiding scratch marks/blood/grunts of pain, it should also hide your footstep sounds and aura for the 10 seconds. So now basically if anyone even remotely near you takes a hit you have 10 seconds to get away virtually undetectable.
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I feel like that would wrap around to almost being too good, is the issue, and it still wouldn't be all that reliable.
I think it'd be a safer and more guaranteed bet to rework the trigger entirely so it can be a bit healthier.
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