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Suggest changes for Roadlife

CursedPerson
CursedPerson Member Posts: 286
edited September 25 in Feedback and Suggestions

3 ideas
Road Life

  • While injured, not Broken and repairing a generator, gain 1/1/1 token for each regular great skill check success.
  • When you have 6/5/4 tokens, spend all tokens and gain 300%/300%/300% healing speed until you stop healing.
  • Lose 1/1/1 tokens when you fail a skill check

or

While injured and repairing a generator , each great skill check heals you for 8/9/10% of your maximum health.

or

After completing a generator, gain 100% healing speed for 70/80/90 seconds

Post edited by CursedPerson on

Comments

  • CompetitifDBD
    CompetitifDBD Member Posts: 823

    No point in keeping the original activation requirement, its too unpredictable, too hard to get and just not a good basekit buff

    A reactive healing for generators sounds pretty balanced actually

    This third one just sounds like a worse We'll make it. Spamming gen pops would make the perk useless or get alot less value

  • jesterkind
    jesterkind Member Posts: 9,503

    The PTB version of Road Life applied that speed to healing yourself as well, so assuming OP doesn't mean to change it to altruistic only, the third one would have that over We'll Make It.

    Though, I do also favour the second one, I like that idea. It's restrictive enough to not be unbalanced, but also in such a way that it encourages running other tools alongside it, I like that.

    If Road Life were to get a full rework - which I think could be beneficial but isn't necessary - that's what I'd lean towards.

  • CursedPerson
    CursedPerson Member Posts: 286

    Ok so the buff to road life was just two pathetic token decreases. I feel like nobody at bhvr even understands why its hot garbage.
    First you cant even start gaining tokens until injured.
    Second you cant even heal yourself with it.
    Third you lose tokens if you cant hit 4 greats in a row.
    Forth you lose the 100% if you stop healing (what if ping causes a misshap or the survivor being healed accidently moves).

    The perk just doesnt do anything in the realm of healing perks. The perks is straight downsides with a barely usefull effect compared to other healing effects. At least make it a sidegrade to other healing perks or give it a proper niche to fill without making you go on a week long quest, sacrificing your first born, for the most mediocre effect ever.