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Tenacity

I know it's not a bug because the perk description changed, seemingly to coincide with the automatic recovery+ability to crawl feature introduced in the PTB. Can we have that reverted since these changes never made it out of the PTB? Tenacity as it is now feels almost entirely useless. You now crawl slower, you can't recover while moving at all, the aura being hidden is not a worthy tradeoff for that.

I permarun No Mither (which thank you very much for allowing me to take off Iron Will), but without Tenacity it feels like I've lost a child. Please revert this back to the previous version, or give us some kind of idea that this is being looked into. The dozens of us that use this perk have been greviously wounded by this.

Comments

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    No Mither besties. 🤩 I second this as well. There's no reason to give us nerfs from a system that was shelved.

  • UndeddJester
    UndeddJester Member Posts: 4,945
    edited September 24

    Tenacity was my favourite perk... the recovery while crawling effect was the best part of it, and a great discourager to slugging, because you could reliably lose the killer if they insisted on slugging. I actually rate it better than Unbreakable because unlike UB, Tenacity is always available when you need it, as many times as you need it, and you can make it much less dangerous for a teammate to help you.... it was a healthy perk because it was entirely down to the killer if they wanted to leave you slugged.

    It wasn't even meta, just a clever effect you could slot into specific builds. I ran it with Plot Twist, and used it to heal while on the move to objectives, and had several clever builds with things like FTP or Deliverance to begin healing progress while broken. It also allowed you to heal at end game to head to gate, or even force a pick up.

    This combo had so many unique and clever use cases, and was genuinely innovative and fun to build around... please bring it back. 🥺🥺🥺

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    Me with Wake Up. They really love targeting these off-meta perks that aren't bothering anybody.

  • UndeddJester
    UndeddJester Member Posts: 4,945
    edited September 24

    That one was bizarre... the justification was such a niche scenario that required so many things to go right to occur that it was kind of a throw to take both perks for...

    The fact slugging for the 4k prevented it as well? Change made no sense... could have been any effect, like off the top of my head, if you want to prevent ratting, why not have it be one of solutions like:

    • 15% at base and gain an additional 15% for each hook stage you have? That would be a decent perk, and reward you for taking chase.
    • 10% at base and an additional 5% per stack up to a max of 6 stacks (40%) for every other Survivor you unhook/heal a health state? That would encourage you to be altruistic and help your team mates.
    • 10% at base and an additional 10% for taking protection hits, which would then synergise with Pharmacy and again, encourage trying to help your teammates.

    These would be diametrically opposed to the plan of Sole Survivor, and that's what Wake Up is meant to be, the altruistic gate open perk. Any of these realise the character of Quentin so much better.

    It's the same thing for Tenacity, it need to keep it's identity... Tapp with a bleeding neck dragged himself out of that warehouse to save his life and keep the hunt for Jigsaw alive. Being able to recover while crawling is such a fitting feature for his perk... and it's not unfair at all...

    Why can't we have nice things man? 😮‍💨

  • UnicornMedal
    UnicornMedal Member Posts: 1,509

    Here's at least to hoping the reason the nerf came around this time manifests and isn't shelved forever.