Undone: is there a way this perk can be viable?
Hello, here I'd like to complain about a perk I feel isn't really good at all in the current version of DbD: Undone. 😥
FOR WHOEVER DOESN'T KNOW WHAT UNDONE DOES:
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When a Survivor misses a healing or repair Skill Check, gain 3 tokens, up to 18/24/30.
When you perform the damage action on a generator, if you have any tokens, consume all of them. For each token consumed, the generator loses 1% total progress and then becomes blocked for 1 second. Then, once the generator is unblocked, it starts regressing.
This perk goes on cooldown for 60 seconds.
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I honestly feel like Undone doesn't have a place in the game: almost no survivors except for new ones ever really fail skill checks enough to justify taking it, and honestly it's a shame because on paper the perk seems really fun and a breath of fresh air when comparing it to some of the rest (unless of course you're running it with a Doctor build or something like that). So… how do we fix this? 🤔
I was thinking that maybe it could gain tokens whenever a survivor hits a GREAT skill check instead, or maybe whenever a survivor completes an action or consumes an item, which would give a lot more value to the perk. 🤩
More ideas are welcome, and I REALLY REALLY hope Undone gets the love it deserves sometime in the future.
Thanks for listening to my rant! <3
Comments
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I feel like a good rework for Undone is making gaining tokens come from breaking pallets and walls, it still thematically appropriate with the perk while also being more useful. However due to being something that wont happen enough to build a meaningful amount of tokens it would probably need to be bumped up to like 4-5 per break.
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Hitting great skillchecks should not boost killer's perk. And undone is sort of anti-noob perk.
Rework:
→ For each remaining generator, you have token (max. 5)
→ When you manually damage generator each stack grants: extra 2 % damage and the generator will be blocked for 3s for each stack. There might be 20-30s window before the perk can be used to prevent 3 genning.
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→ When you kick gen with 5 stacks, the gen loses total 15 % and is blocked for 15s
→ When you kick gen with 4 stacks, the gen loses 13 % and is blocked for 12s
→ When you kick gen with three stacks, the gen loses 11 % and is blocked for 9s
→ When you kick gen with two stacks, the gen loses 9 % and is blocked for 6s
→ When damaging gen with one token, the gen loses 7 % and is blocked for 3s
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It would be cool to rework it so instead of losing tokens, the power of perk is defined by number of tokens. So it would be weak early and strong end game slowdown.
Not sure if missed skill checks should be trigger (definetly not). As someone mentioned getting tokens for destroying pallets/door would be decent option.
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Hitting great skillchecks should not boost killer's perk. And undone is sort of anti-noob perk.
Why not? With that change it becomes a perk that works better against higher skill players than lower slilled ones, and has counterplay in the form of once the perk is revealed, you can deliberately get good skillchecks to avoid granting the killer tokens. If you count difficult skillchecks as greats as well, you have some synergies.
This perk as it is is currently a "win more" perk, it only does anything when you're already winning.
The problem with your rework is the opposite, it is a "lose more" perk, it gets weaker when you're already losing.
I don't see any issue with making it a perk that allows for 1, maybe 2 really strong gen regression events top that is powered up by Survivors rushing gens with toolboxes and using Stake Out, Hyperfocus and alike.
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