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Special Perk Types Overhaul (Scourge Hooks, Hexes, Boons, Invocations, Teamwork Perks)

SoGo
SoGo Member Posts: 4,188
edited December 4 in Feedback and Suggestions

Title. Here are the changes:

Scourge Hooks
General Changes:

• Change the Hook selection logic - Now, the Hooks that change aren't selected completely randomly. The map is split into quadrants, and there has to be a hook in every one of them.

Perk Changes:

Scourge Hook: Gift of Pain
• Both Mangled and Hemorrhage now last for 120 seconds instead of 90.

Scourge Hook: Monstrous Shrine
• Scourge Hooks now grant 20/30/40% faster Entity progression instead of 10/15/20%.
• This perk no longer deactivates while in a 24 meter radius of the hooked survivor, but the entire area counts as the Anti-Face-Camp radius.

Scourge Hook: Hangman's Trick (Full Rework)

Your ingenious modifications to hooks make tampering impossible.

At the start of the trial, 6 random hooks are changed into scourge hooks. You see their auras in white.

All Scourge Hooks become impossible to Sabotage and no longer break after a survivor is sacrificed on them.

Survivors hooked on a Scourge Hook are:
• Placed on Hooks 30/40/50% faster.
• Unhooked 30% slower.
• Unable to attempt to self-unhook regardless of perks/offerings.

Hexes
General Changes:

• Change the totem spawns so they don't appear in obvious locations (in plain sight next to gens, in open places etc.)
AND/OR
• Make it so the totem only lights up once the perk starts working. Or after 45-60 seconds if it's a perk that is active from the start like Haunted Grounds.

Perk Changes:

Hex: Huntress Lullaby
• Remove the stacking, now this perk becomes fully active when a generator is touched for the first time.

Hex: Nothing But Misery
• Remove the activation condition, it should activate on the very first hit.

Hex: Overture of Doom
• Make it so instead of Layer 3, the TR at the gen starts at Layer 1 and slowly builds up. The Cursed status effect warning will only appear once the TR is at Layer 3.
• It now curses a random generator, not the one furthest from the Hex.

Hex: Pentimento
• Either remove the totem auras from this perk completely, or make it so they only start showing their aura after a certain amount of time, like Plaything.
• Make it so it influences Exit Gate opening and recovery speeds again.

Hex: Two Can Play
• Rework the activation requirement of this perk. Now, this hex lights up when the killer gets stunned/blinded for the first time.
• Increase the duration of the blind to 2,5/3,0/3,5 seconds.
• Now, every time the Hex respawns after being cleansed, the time needed to cleanse it decreases by 15%

Hex: Wreched Fate (Full Rework)

This perk activates when the first generator is completed, creating a special sixth Hex totem. This totem can be seen and cleansed only by the Obsession. This totem also cannot be blessed.

If the Obsession dies or is sacrificed, the totem will become visible and interactable for everyone.

If the totem is still standing once all generators are powered, the following effects apply:

• The Hex Totem becomes blocked for the rest of the trial.
• The Exit Gates will take extra 15 seconds to open.
• The hook timers of all survivors become 20/25/30% shorter.
• If the Hatch spawns while this Hex is active, it will close itself automatically.
• Unopened Exit Gates regress automatically and reveal the auras of survivors interacting with them.
• The entity blocks an exit gate for 15 seconds after it becomes open, and for 5 seconds every time a survivor loses a health state in the exit gate area.

Boons
General changes:

• Reduce the noises that the boons make to make them not as loud.
• Increase the general radius of the boons to 32 meters
• Reduce the time needed to bless a dull totem to 7 seconds.
• Now, totems automatically break after being snuffed.

Perk changes:

Boon: Circle of Healing
• Injured survivors now can see the auras of survivors inside the Boon.

Boon: Shadow Step
• Add an effect of muffling footsteps of survivors into it.

Boon: Illumination
• Make it so that it also shows the auras of totems, pallets and windows.
• Replace the cleansing/blessing speed bonus with a 4/5/6 second lingering effect.
• Make it so this perk ignores the Blindness status effect while inside the boon's radius.

Boon: Dark Theory (Full Rework)

Your obsessive study of the paranormal has given you unprecedented knowledge of other realms and planes of existence.

Press and hold the Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out in a 32 meter range.

When in the Boon's radius:
• You can see the auras of all regressing generators in light blue.

While the Boon is active:
• Generators regress 10/15/20% slower.
• When a generator starts regressing, the blessed Totem is blocked from being snuffed for 15 seconds.

Created from ideas suggested by @HolyDarky and @HeroLives

Invocations
General Changes:

• Now, you can preform all Invocations at the same time, but it will take 20 seconds longer for each additional one.

Perk Changes:

Invocation: Weaving Spiders
• Replace the Broken with Exposed.
• The charge reduction is now postponed in a case of a blocked generator.
• Now, joining the ritual for at least 10 seconds increases the charge reduction by 3 instead of speeding it up.

Invocation: Treacherous Crows
• Remove the terror radius condition.
• Replace Broken with Oblivious.
• Now, joining the ritual for at least 15 seconds increases the duration of the aura read by 0,5 seconds instead of speeding it up.

Teamwork Perks:
General Changes:

• Now, they also work in reverse, so they activate both when healing someone or getting healed (Collective Stealth, Power of Two), and both when you stun/blind the killer or someone else does (Throwdown, Toughen Up).

Perk Changes:

Teamwork: Collective Stealth
• The perk also now removes Blood Pools and footstep sounds.

Teamwork: Toughen Up
• Now grants the Elusive status effect.

Teamwork: Throwdown
• Now the Endurance lasts for 10/14/18 seconds.

Bonus (Perks made obsolete by these changes):

Shattered Hope (Rework)

You will crush their hopes of freedom, no matter what.

Anytime during the Trial, you are able to Damage either of the Exit Gate Switches. It takes 10/7/4 seconds to succesfully Damage a Switch.

Once an Exit Gate is opened and the Exit Gate Switch is Damaged, you are able to use it to close the gate again, regressing it back to 60% right away.
You can only close an Exit Gate after 7 seconds of it being opened.

Rookie Spirit
• Removed the Skill Check requirement to trigger the perk.
• Additional effect: While repairing a regressing generator, you repair 5/7/9% faster. This effect lingers for 5 seconds after the gen stops regressing.

Blood Pact (Rework)

You can always see the aura of the Obsession, and they can see yours.

When you unhook someone or get unhooked  by someone while you are the Obsession, they will become the Obsession instead.

Whenever you are in a 6/8/10 meter radius of the Obsession, both of you get a 33% bonus to Healing and Recovery speeds.

Post edited by SoGo on
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Comments

  • HolyDarky
    HolyDarky Member Posts: 1,373

    Year, the Scourge Hook spawns suck sometimes. fussy made the suggestion that you gain one more Scourge Hook for each additional scourge Hook perk. That would be also a good change for Scourge Hook builds or when you want to use two scourge hook perks.

    Gift of Pain: Honestly, I wish they would revert Mangeled and Haemorrhage. The timer is such a stupid change and made these status effects completely weak. Survivors also have so many ways to heal faster nnow. Every Mangeled addon became useless while Sloppy feels so mediocre. You hit a survivor, cooldown, pick up, walk to hook (already 15 - 20 seconds) and then when the survivor gets unhooked and they run to a safe area, the timer is already over. There are also so pathetic addons like Rabbit's foot that gives you 30 seconds of Haemorrhage or Spikes Collar with 60 seconds for both.

    MS: The change to 70 seconds hook timer was one of the worst changes ever and the developers should revert it too. Buffing MS would be the wrong solution. Nobody was running this perk before and won't do it now. Perks cannot always be the solution for problems. The developers do this since years and it created so many problems and sadness (when boons were common → Shattered Hope, face camping → Reassurance, hex totem are easy to clenase → Dominance, and now the solution for hard tunnling is Shoulder the Burden which is a strong perk but no one is using it in SoloQ because it requieres the knowledge of "we can only win as a team" and only a handful of players are aware of this).

    Hangman's Trick; I don't really like this change because it is as niche as the current version.

    Blood Favour does not need any buffs. It is already an amazing perk.

    Lullaby: fair change

    Ruin: yes

    Hex TcP: I always though it would be funny if the perk works like if the survivor fails to stun or blind the killer, the survivor gets blinded.

    WF: I don't like the current version because punishing a random player for finishing a gen feels so stupid. But I also don't like your suggestion.

    Boon: they don't need a bigger range because this would become too problematic on some maps like the Game or Saloon.

    Shadow Step: no. The game has an actual good ideas of how sounds should work (bugs asides) and no perk should mess with this. It is already stupid that IW makes a survivor completly silent instead of giving them other sounds.

    Illumination: yes fair buff

    Dark Theory: no. That would become too problematic because it will make it so much easier to mess with the killer as a cheater and creates accessibility issues. Getting Blindness for 90 seconds will also make hooking even more bad and slugging so much better.

    Invocation: the problem with making Invocation perks stronger is that it will make the early game miserable by survivors that will hide forever and then sneak into the basement while the killer is looking for them and checking basement all the time. These Perks are also really difficult to balance because there is a small gap between overpowered and underwhelming bad. Changing the broken status effect to exposed is fair since this will make it less miserable against strong killers (Nurse, Blight, Billy) but everything else no. The effect of TC is also extremely strong but the condition hold it back by a mile. Your suggestion would make this Perk rather problematic, so no I rather have a useless meme perk than a problematic strong perk.

    Teamwork; fair

    Collective stealth: no, don't mess with sounds in this game, this always lead into problems. This change won't make the perk better and give it a wrong buff.

  • UndeddJester
    UndeddJester Member Posts: 4,936
    edited January 30

    Hahahahaha! I love Hangman's Trick... actually amazing to give an anti slug for the 4k perk for hatch... and I hate SoHers... I might perma run that perk xD

    Pretty much agree with everything. I would like Hexes to be changed to only light up when they gain a token/are triggered for the first time. I think that change would help across the board (with Haunted Ground lighting up after 45s or another Hex Totem is lit, whichever comes first).

  • SoGo
    SoGo Member Posts: 4,188

    About Gift of Pain, I totally agree. The Mangled nerf was such an unnecessary change, it's wild. Hemorrhage can be on a timer imo (but more than 60 seconds regardless of rarity).

    Monstrous Shrine could use this buff even with 60 second hooks, or maybe a slightly toned down version of it. But, I agree that the 10 extra seconds on hook weren't the best solution to deincentivize camping.

    Hangman's Trick would likely end up as a utility/support perk. The 2 extra hooks, making them impossible to break, denying self-unhooks would all be a good thing to have when playing with other SH perks.

    The Boon range buff would only happen IF totem spawns would change, since they would be likey moved into less favorable places. Otherwise, the range would stay the same.

    Shadow Step/Collective Stealth: I don't think hiding footstep sounds would be OP or gamebreaking. You can barely hear them through your own ones and the music as is.

    Fair point about Dark Theory. I don't really have a concrete idea of what it should be, so I'm just testing stuff here. One thing I do know, is that the haste is dumb and unfitting and shouldn't be a part of the perk.

    Effects of Invocation: TC are above all else inconsistent and counterable. Both Blindness and Undetectable 100% counter it, plus the crows being very inconsistent. I do appreciate the concern about how easy these perks can go from meh to strong, but I don't think that these would make them OP.

  • SoGo
    SoGo Member Posts: 4,188

    Glad you like it.

    Totems lighting up after a certain time period would be a nice change, and is probably more likely to be put into the game than overhauling totem spawn locations.

  • SoGo
    SoGo Member Posts: 4,188

    If anyone has an idea of a rework for Dark Theory, I'd be glad to hear it. The one I proposed is pretty much a placeholder.

  • SoGo
    SoGo Member Posts: 4,188

    Edit:

    • Removed Blood Favor from the list.

    • Added ideas for Nothing But Misery and 8.7.0 Pentimento.

    • Added some changes to Boons and Hexes.

    • Overhauled Dark Theory.

    • Added in changes for Shattered Hope and Rookie Spirit.

  • HolyDarky
    HolyDarky Member Posts: 1,373

    Do you think Gift of Pain should stay as a scourge hook? This perk is really map/rng dependent, you only get value twice but has the nice effect of "don't camp or tunnel for value". I feel like it can become a normal perk that triggers every time you get unhooked. Monstrous Shrine should also become a normal but still has the feature of making basement hooks scourge hooks. In theory, it is a nice perk to encourage the killer not to camp but being a scourge hook makes it so bad. It also should have 40% faster progress like you said because there is no reason for a survivor to sit 70seconds on hook when the killer is not camping the hook. I also feel like Floods of Rage should become a normal hook for the same reason like GoP and the fact survivors can decide when it triggers, which makes it even more unreliable.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,722

    The quadrant idea for scourge hooks is a fantastic one :)

    I would really appreciate that removal of the TR requirement for Treacherous Crows, for maximum treachery!

  • SoGo
    SoGo Member Posts: 4,188

    Hmm, interesting question.

    I feel like if the RNG was more restricted with a Scourge Hook in every part of the map, all 3 can stay as Scourge Hooks, no problem.

    Also, while it doesn't make everything magically fine, Jagged Compass does a great job paired with both Floods of Rage and Gift of Pain.

    So overall, if the spawn logic gets improved, the SH perks are in a fine spot.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 848

    gift of pain should be reverted or have perma hemorrhage

    The hemorrhage was what made that perk strong in the first place

  • SoGo
    SoGo Member Posts: 4,188

    I would be much happier if the mangled nerfs were reverted too, tbh.

    But, I doubt BHVR will revert it anytime soon, so I used the cards I was dealt.

  • Langweilig
    Langweilig Member Posts: 3,123

    That‘s much to go over XD.

    I don‘t think monstrous shrine should get buffed and not that much. I don’t deny that it isn‘t that good, but it can be pretty devastating.

    Gift of pain should get its last nerf reverted. (Now applies mangled and hemorrhage until healed and maybe increase the percentage by 2%)

    Your hangman‘s Trick 👍 „Unable to attempt to self-unhook“ would be a nerf tho. I would love get the slower unhook and faster hooking speed as general buff to scourge hook perks.

    Hex changes: I feel like behavior will never ever look at the spawns, but making them appear after triggering their effect sounds great.

    Huntress lullaby is fine in my opinion. It is a huge pain to play against especially with the tokens, which change the timings all the time and make it extra confusing. I don’t think the tokens make it worse.

    Hex Nothing but misery should just work like every normal hex and it would be great (especially with spawning after its effect activated). I tried this perk, but requiring hits to activate, makes it useless for most of the match.

    Penti 👍. The aura they want to add really bothers me. There also was no reason to remove the exit gate part when they make the effect so easy to remove and small.

    Ruin👍

    Two can play shouldn‘t be a hex, but your version sounds good.

    Wretched faith 👍

    Boons: „Now, totems automatically break after being snuffed“ You haven‘t compensated them enough for this change. Without meaningful buffs to each boon perk, it would make them more useless than they are now. The other boon perk changes are good. I would probably not rework dark theory, however your effect for the rework is nice.

    Invocations: Good changes. Weaving spiders should make you lose a hook state. Then it would be great.

    Teamwork 👍 Make them also activate after unhooking and getting unhooked.

    Shattered hope 👍

    Rockie spirit should work for the whole team and I would equip it from time to time + your changes.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 848

    they should atleast buff GOP

    Out of all the anti healing perks in dbd

    This one got the hardest nerf of all due to that the main element of the perk (16% penalty) can be easily avoidable with 99 healing

  • MechWarrior3
    MechWarrior3 Member Posts: 5,347
  • SoGo
    SoGo Member Posts: 4,188

    Thank you for responding!

    Monstrous Shrine currently shaves off 12 seconds from a hook stage, if the killer isn't in the range, which sometimes just happens. With my buffs, it would shave off 20 seconds exactly, so not much of a buff there except making it less clunky.

    I don't think that making players unable to self-unhook (which would include Deliverance, Wicked and Up the Ante), is a nerf.

    Huntress Lullaby tokens are imo a really excessive part of the perk, considering it takes as many hooks as Devour and only influences half of the effect.

    Now, with Boons, I wasn't really sure after how many snuffs they should break, so I just gone with one. There could be a way to make it after two, but idk, really.

  • Langweilig
    Langweilig Member Posts: 3,123

    The thing about monstrous shrine is that it only works with blindness and against soloq and when it works it is extremely frustrating. It‘s probably just me not liking the perk.

    I don't think that making players unable to self-unhook (which would include Deliverance, Wicked and Up the Ante), is a nerf.

    It would remove hook suicides which is a nerf in soloq, but this was more meant as a joke.

    I don‘t think current boons justify having shattered hope basekit. They would have to bring back old circle of healing and buff all boons across the board for that change to make sense.

  • Blueberry
    Blueberry Member Posts: 14,457
    edited April 23

    Overall agree.

    Shadowstep is good enough, it doesn't need changes, especially since the range is getting increased.

    Definitely do not decrease the boon sound. This would be annoying to not even realize it's active if you miss the initial chime.

    Nothing but Misery is extremely bad. Remove the hits to activate entirely, it's already a hex, that's bad enough. The Hinder % needs to be higher as well, especially with the stacking changes. This is already primarily an m1 (aka weak killer) perk. To illustrate how bad it is, you could take it's current form, remove the hit requirement, remove the hex component, and even then it's barely better than Rapid, and sometimes still worse depending what killer. That's how bad this perks current form is.

    Gift of Pain typically seem worse than Sloppy to me, even on many m2 killers. Like the occasional m1 on m2 type killers averages out to more procs to me then even this does. Plus we got the Mangled/Hemorrhage nerfs. Honestly for how easier Sloppy is to apply (and its improve hemorrhage), make Gift of Pain apply to not only the unhooked but also the unhooker if they are injured at the time. This gives it counter play and makes it trigger a bit more often to be more competitive with Sloppy.

    All hexes should be active but just not light onto any totem for the first like 90 seconds of the game. This guarantees some value.

    You didn't mention it but make Leverage 90 seconds like We'll Make It. I already find it weird that this perk is 50% for 30 seconds when We'll Make It is 100% for 90. if anything these % and time active for these 2 perks should've been reversed.

  • SoGo
    SoGo Member Posts: 4,188

    So, I'll mainly focus on Hex: Nothing But Misery.

    The main reason why I left exactly 2 hits to be the trigger condition was to avoid it getting cleansed right away, as it only triggers after the first chase.

    But, tbh, I kinda forgot I am already doing this sort of thing with the "totems only light up once the effect starts to take place" change.

    So overall, yeah, good point, it doesn't need to be there.

  • SoGo
    SoGo Member Posts: 4,188

    Small edit:

    • Reworded some parts of the post for clarity.

    • Made a small adjustment to Hex: Nothing But Misery.

  • Blueberry
    Blueberry Member Posts: 14,457
  • Langweilig
    Langweilig Member Posts: 3,123

    Hex nothing but misery is now worth the slot.

  • Langweilig
    Langweilig Member Posts: 3,123

    Boons sound decrease: I would like if they made it as loud as hexes, but gave killers (like with hexes) a little icon at the status effects which changes colors depending on how close you are. That way killers could locate it via a radar and it isn‘t completely obvious like at the moment.

  • SoGo
    SoGo Member Posts: 4,188

    Hmm, let's see.

    I disagree with you on the subject of Shadow Step. Removing footstep sounds seems like a perfect thing for it to do (it's even in the name) and frankly, footstep sounds are barely distinguishable anyway, through ambiance sounds and chase music.

    Boons are currently loud as a running vacuum. Reducing the sounds wouldn't be an issue, imo. Of course, reducing, not removing. There should still be an auditory hint on where they are, but it should be more faint and subtle.

    Making Gift of Pain spread it's effects if the unhooker is injured would be a nice change.

    On the point of Hexes, making it 90 seconds flat would be a simpler solution. But I feel like that just comes down to preference.

    Your Leverage buffs seem nice.

  • Blueberry
    Blueberry Member Posts: 14,457

    I suppose the sound difference might be minor. I guess this depends on how minor.

    I actually think footstep sounds are extremely important. It lets you track behind walls. Shadowstep is also already one of the only couple good boons atm. I guess I just feel like it's one of the few that doesn't need buffs.

  • HolyDarky
    HolyDarky Member Posts: 1,373

    fair point.

    Here is btw my idea for Shattered Hope:

    "You start the trail with three tokens and the ability to destroy dull, blessed, and hex totems. Everytime you destroy a totem, you lose one token and the following effect triggers: The aura of every survivors within 28 around the destroyed totem is revealed to you for 4/5/6 seconds and these survivors also suffer from the oblivious status effect for the next 30 seconds. Every time you hook a survivor, you gain one token up to a maximum of 3/4/5 and once a survivor gets unhooked, a random destroyed totem comes back as a dull totem. If you destroy your own hex totem, you trigger the effect of the totem."

    Conditions and everything can be changed but I like the basic effect of it since it would also make Hunted Ground and Retribution a bit more viable while also giving the killer a special interaction with totems.

  • SoGo
    SoGo Member Posts: 4,188

    I like your Shattered Hope idea.

    It could be a really nice perk, and probably more likely to happen than a complete tonal shift like mine would be.

  • SoGo
    SoGo Member Posts: 4,188

    Update/Edit:

    Reworded some parts of the post.

    Removed Ruin from the post.

    Adjusted Shattered Hope and the Invocation changes.

    Added the newer perks like Hex: Overture of Doom and the new Teamwork perks.