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Road Life Rework suggestion.

I like the concept of taking generator skill checks and using it to enhance healing. However the requirements and restrictions on this perk make the payoff, which is only equivalent to other healing perks, not worth the trouble.

My suggestion would be to have Road Life function as so:

  • Whenever you succeed a great skill check while repairing a generator, Road Life gains a token up to 3/4/5 tokens.
  • When healing another survivor, succeeding a good or great skill check removes all Tokens from Road Life and instantly progresses the heal by 10% per token.
  • At 5 tokens, starting a heal on another survivor triggers a guaranteed skill check. (Probably something more like Autodidact or Decisive Strike's where there's only one zone to hit)
  • Missing a repair skill check removes 1 Token.

This would achieve the following:

  • This saves up to 8 seconds on an altruistic heal, the equivalent of 100% healing speed, meaning the payoff is similar.
  • Having it dump tokens earlier means it can be used earlier for a lesser effect, making it more flexible.
  • It also can't be used on multiple heals in a row which seems to be the 'until you stop healing' clause was aimed at preventing.
  • Avoids promoting self healing speeds based on progressing gens since it's altruistic heals only (which also fits with the flavor text quote this has).
  • Reduces the requirements down to just getting and hitting skill checks on gens, making this less confusing and clunky.
  • The guaranteed skill check opens up synergies (like with Autodidact or Hyperfocus) and plays into the skill check theme this and Vee's 1234 already have.

Comments

  • Cassiopeiae
    Cassiopeiae Member Posts: 385

    It would work better as a skill-check perk that rewards precise timing with a slow passive heal. Land a set number of consecutive great skill checks, and you gain a health state.

  • DigitalisObscura
    DigitalisObscura Member Posts: 97

    I agree that this would be a better way to go with the perk. I think the reason I would prefer they do not go this route are because "gen progress into self heal" is so strong in concept that it would need to be held back in more ways than it is now and I'm not fond of tons of hoops for perks. They would have to keep the perk as is on requirements (injured, not broken, X great skill checks) and then include a clause similar to Clean Break where you become broken for Y seconds before healing. And I don't think people would like that either, but there really isn't another way around making that balanced. Syringe effects are absurdly powerful and thus basically require a long time to use in addition to other drawbacks. I think "Y" in this case should be less than Clean Break's 60 seconds but the randomized nature of skill checks, let along great skill checks, makes it difficult to come up with a starting point. I'd probably start with 32 seconds, maybe with the Syringe rider that healing speed works on this as it would a normal heal.

    I also just prefer going to an altruistic route because of the quote given on it. It's Vee speaking to a band mate, showing them how to do something under pressure. This makes the most sense to me as a perk where you show expertise (skill checks) to the benefit of another party. But as it is the perk isn't geared specifically towards self healing or altruistic healing so they could really go either way with it.

    The main thing this needs to lose is the "until you stop healing" clause, though. Even just having the current effect trigger and last for something like 24 seconds would be worlds better than what we get now.