http://dbd.game/killswitch
Take a perk and make better or worse
So simple as the title says take a perk and rework it you can either make it a bit more usable or simply redesign it to at least seem like something you would think people would pick or for the heck of just make it bad.
For making bad perks I would say just be realistic nothing like you automatically lose or it does nothing(as in it literally does nothing).
For example of remaking a perk to be a bit better
This is not happening
Keep the base idea of it injured and bigger skill check zone but to make it seem more of a eye catcher. Great skill checks give a extra boost to the repair progress nothing crazy probably simple like 1 or 2 to repair progress.
Comments
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Slippery Meat
This perk activates while hooked.
The radius of AFC is increased by 2/4/6 meters, and the Resolve meter fills 25% faster.
5 -
Visionary
Reveals the auras of all generators.
This would make it a potential competitor to Deja Vu.
4 -
Head On (better)
Makes the locker glow to survivors within 8/12/16 meters of the locker when head on is ready to be used
Overzealous ( better)
Also increases bless/cleanse speed while active by 10 percent
Blood pact (better)
Share your health state with the injured obsession, it will work like teamwork: Power of Two where you have a timer upon leaving the radius that makes you lose the effect when it ends, upon being hit or leaving the players radius, you both lose the health state (it's shared as one) and possibly the haste effect too.
Blast Mine (worse)
Now also stuns survivors LOL or takes a health state if they stay near0 -
- Friends Till the End (nerf)
- Redcue the aura reading to base 4 seconds (similar to BBQ)
- Giving the most recently unhooked survivor a grace period against becoming the Obsession. - Pain Resonance (nerf)
- Permanently disabled if the killer tunnels someone out before spending all the tokens. - Dead Man's Switch (nerf)
- Permanently disabled if the killer tunnels someone out before hooking all survivors at least once. - Surge (nerf)
- Has a cooldown of 20 seconds after being triggered. - Infectious Fright (rework)
- Now will only trigger its effect when the survivors look at (killer) for 4/3/2 seconds
- Survivors will chain-scream and reveal their locations if they are within 24/28/32 meters of the first screaming survivor. - Head On (nerf)
- The survivor becomes Broken for 40/35/30 seconds, instead of Exhausted. - Cut Loose (buff)
- Doubled the time-window in between chain vaults to 12 seconds (was 6 seconds).
-3 - Friends Till the End (nerf)
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- Scourge Hook: Pain Resonance
- Increased gen regression from 20% to 100%
- Limits maximum amount of Scourge Hooks to spawn around the map to 0.
3 -
Apocalyptic Ingenuity:
-Now has a 2 minute cooldown
-Opening or rummaging through a chest decreases its cooldown by 50%
A nice, easy change. Now you can use it as much as you like during a match while keeping the original functionality as a bonus but still limited resource.
2 -
I support this change.
2 -
- Deadline: After unhooking a survivor, you gain 10% repair speed for the next 60 seconds. This would simply make it more consistent with the idea of "deadline," a person who has many things to do (rescue people from the hook), but their main task is to finish generators. the concept of "timer" is already very much in line with the idea of Deadline. With Vee's new perk (one, two, three, four), this perk doesn't make sense as it is.
EDIT: Why does it seem "balanced" to me? The person who saves from the hook sometimes loses additional seconds healing the person they just saved (thus losing additional seconds from the perk timer), they have to "physically" reach the generator, and the killer might chase the savior, essentially "nullifying" the advantage. Conversely, if the killer decides to tunnel, the savior can effectively punish the killer using their increased repair speed.
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Hex: Huntress Lullaby is now no longer a hex however all tokens are lost upon a survivor failing a repair or healing skill check.
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I'd love this, it's such a shame the perk is so niche
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It's only niche because it's a perk that demands appraisal be taken otherwise you only get access to maybe one fragile pallet for the match. I don't think they're strong enough to warrant such an insane cost associated with them.
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One-Two-Three-Four! : Make it air drums instead of a tambourine.
That's all.
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Maybe if it was a normal pallet, sure
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Sprintburst (worse): Adds a chance of tripping and taking a hard fall.
Pain Res (better): Applies incapacitated and blindess for 10 seconds to survivors working on the gen when it explodes.
Dramaturgy (better): A loud buzzer plays and ur aura is revealed for 60 seconds whenever u get exposed.
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Camaraderie - should work on both hook states not just the struggle stage1