Still Sight Buff Ideas
I've rolled this perk a few times in Chaos Shuffle, and it's just in such a sorry state, it's practically an empty perk slot a lot of the time. I have three buffs in mind for the perk, and I do think all three could be safely done at once. They are as follows:
- Reduce the activation timer from 4 seconds to 2 seconds.
Somewhat self explanatory. The time it takes to activate this perk is ludicrous considering you can't move or perform any actions during it. Now, there is a concern about using it mid-chase with too low of an activation trigger since it reveals the killer's aura, so I think 2 seconds is appropriate.
If the killer aura is taken off it, the activation could be much shorter, but I think that'd overall weaken the perk.
- Add totems to the list of things revealed.
Some tools don't show totems because they'd make other totem-reveal tools redundant, like Clairvoyance and Boon: Illumination, but I don't think that would apply to Still Sight. This perk showing totems in addition to generators and chests would give it a much stronger use case than it currently has.
- Increase the range.
16 metres is pretty low for a perk like this. I'd recommend up to 24 minimum, but I truly think 32 should be tested on a PTB. I truly don't think that would be broken at all, it'd still be in fair competition with other tools in its niche overall.
With those three changes made, I think the perk would be in a much healthier spot.
Comments
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I would also be in favor of decreasing the charge time, and adding totems into it.
By the way, it already is 24 meters.
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My mistake, got some wires crossed- I meant 32 metres is the minimum it should get, but higher could be tested.
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If the killer aura is removed, then it should be completely fine to increase the range, and add totem revealing.
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As long as the activation timer isn't short enough to use in chase, the killer aura should be completely fine. If you can't use it to mindgame in chase, it's only real use case is for watching the killer leave while you're crouched behind a tile, and that isn't all that overbearing.
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If the killer aura is staying, then I’d rather the entire perk stay as it is.
2 seconds means that if a survivor is hiding in an area that the killer is patrolling, that they can repeatedly check where the killer is going, to make it easier to hide. We don’t need another perk to help survivors excessively hide.
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Excessive hiding is on the roadmap for fixes, so I don't think we need to be concerned with that here.
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We have zero idea how effective the anti hiding feature will be.
We have an anti face camping mechanic, and people are still complaining about regular camping. It’s very possible the anti-hiding mechanic will be considered underwhelming, and that excessive hiding is still a problem.
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I mean, surely the time to talk about that would be after we see what the details would be, right?
And the place to talk about it wouldn't be in relation to a wholly separate buff idea for a specific perk, too.
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The anti-hiding feature is supposed to happen soon, and surely we can wait for that to happen, before figuring out if any perks should be buffed to allow easier hiding.
Your perk buff idea directly affects excessive hiding, if killer aura reading is still in the perk. This is completely relevant.
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Eh, not really. The perk currently allows for excessive hiding and that would only tick up very slightly if the perk were buffed at doing literally anything else.
It's not an issue here.
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If going from 4 seconds to 2 seconds is a “very slightly” difference, then why bother making the change at all? Just suggest that totems get added to the perk, and the perk stays at 4 seconds.
But we can’t simultaneously say that going from 4 seconds to 2 seconds is important, but also won’t matter much.
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What?
It's a very slight difference for excessive hiding, where you're already not moving very much.
It's a big deal for anything else where you want to be moving more often. It'd buff the perk's actually healthy uses and wouldn't move the needle much for specifically excessive hiding only.
Nobody's trying to claim those two things simultaneously, one never even entered the conversation.
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Then have the killer aura reading activate after 4 seconds, and everything else can activate after 2 seconds.
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That seems needlessly messy and wouldn't really change anything.
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Still Sight is fine, its a perk for people who like to hide, if you don't like to do that, then that does not mean the perk is in a sorry state. Not every perk needs to be viable on every player, the perk is asking you to use strategies which you propably dont utilize well.
I have used this perk quite a few times and its fine, sometimes Its broken good.
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I'm not sure I agree that it's supposed to be for people who just want to hide, I feel like it wouldn't have those auras if it wasn't meant to be a perk for getting the lay of the land after a brief moment of stillness.
I'd certainly agree that's the only use case it currently has, but I think that's a problem because I think it's supposed to be broader than that.
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I feel like the solution to it potentially being too much is keeping the killer aura on a 4 second timer, and lowering the rest to 2.
So after 2 seconds, you see gens, totems, chests and after 4, the killer as well.
I made a post some time ago that included Still Sight, and someone suggested this version in the comments. (Edit: it was @bjorksnas )
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I agree that the perk should be able to reveal killer auras at 4 seconds, and everything else (including totems) at 2 seconds.
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You misunderstand me, read it again, I said "its a perk for people who like to hide," not "for people who just want to hide,"
I hope you will understand there is a difference from that, and no the use case is certainly much much broader than just hiding and spying on the Killer.0 -
I understood that, don't worry. I'm saying I don't think that's the only intended use case for the perk. I think it's meant to be split between helping people hide and finding map objects.
It's currently decent but not incredible at the stealth element, and truly abysmal at the aura element.
If it were only meant to be for hiding from the killer at crucial moments, I don't believe it would show generators and chests. I think it's meant to be a hybrid-value perk.
A really salient example of what I mean is the perk Lucky Star, which is also split between stealth and aura-reveal for its value. On release, it was decent but not incredible at the aura reveal, and abysmal at the stealth. BHVR buffed it to have more equalised value between its two halves, which was a good idea- I think the same should happen for Still Sight.
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Nah, 2 seconds is too little time for a perk that you can use to see the killer's aura at all times, 3 seconds at most would be ok.
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Personal idea I had for Still Sight, is that activation time is lowered to 3 seconds on tier 3, but the deactivation time is also 3 seconds. Meaning, stand still → perk activates, auras are shown → once you start moving the perk begins to deactivate within next 3 seconds → during those 3 seconds the auras are still revealed to you. Kind of a lingering effect only usable for a short amount of time, to give Still Sight a minor power in terms of mindgames, since standing still during chase for 4 seconds is unreal scenario. Tbf, standing still for 3 seconds also sounds unreal though
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You might have said in the thread already but in the OG post you quoted this…
"Some tools don't show totems because they'd make other totem-reveal tools redundant, like Clairvoyance and Boon: Illumination"
Clairvoyance actually doesn't let you see totems unfortunately. (Unless if they changed that. Personally I think it should)
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Like others have stated, I feel like 2 seconds is too short when it reveals the killer aura for such a long distance. That being said, it probably could use a buff of some kind. Just not the kind that could make it usable in chase.
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Clairvoyance and Illumination are examples of things that don't show totems because that would be problematic and they'd be too good in comparison to other totem-reveal tools.
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i just want totem auras too
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Ahh I misread! My apologies!
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Does it stack with open handed? If it does, no buff needed. Buffing it to reduce the charge time and reveal totems would absolutely be too strong with open handed
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You know, I have no idea, but that might be a reason for its lacklustre range.
I see no universe where the charge time and totem reveal would be broken with Open Handed, though. It'd still only be equal to other tools for finding totems, and the charge time would just be less irksome to use.
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We'd for sure be making maps even more useless and in need of a rework for sure, but I guess that's the case anyway.
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Maps need help either way, yeah, we can't be holding perk design back because of it.
Hell, Still Sight already shows more things than maps do. Maps by default only show generators, Still Sight shows chests as well- and as a bonus, maps can't show chests unless you've equipped Detective's Hunch.
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Honestly, maps need an extensive rework.
They have to have generator, killer belongings (except killer specific ones), Hatch and Exit Gates tracking all basekit for both variants. Add in an add-on rework, small buffs to the pink map, and you get a pretty decent item. The pink map is not bad atm, but the green one sucks.
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I'd say generators, chests, totems, and then exit gates would be the best list for basekit. I don't necessarily mind needing to bring an addon for the hatch, but I'd also buff it to track the hatch immediately when it spawns so it isn't kinda redundant with the current hatch mechanic.
Maps really need a way to track chests, though, and I think it should be basekit instead of making an addon for it.
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I still use it as i just run aestris perks + botany when playing her. But the main thing id say would be a major buff to it would be if it activates while performing actions. I don't see how knowing where the killer is coming from when healing or on a generator or doing a totem, would end up being too strong or overused, as you alredy get a terror radius, a glowing heart showing how close the killer is, and then using an entire perk slot to see exactly where that killer is jist to give you an idea on where to start running etc. All while ada's generator perk exists to do almost the same thing but for the whole team.
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