Perk description overhaul seems to not communicate some important information

Some of the new perk descriptions shown in the stream today seemed to be missing some important info.

Dark Devotion - it should still clarify that the affected survivor is "inside the terror radius" (to clarify it works with other TR perks like Coulrophobia.)

Dead Hard - doesn't communicate that it deactivates once used (and can therefore be only used once per unhook). I think it could have been better as:

After you are unhooked this perk activates.

While running and injured, press E:

.- You gain Endurance for 0.5 s.

.- You gain Exhausted for 40 s.

.- This perk deactivates.

On perks deactivating - I'm curious to see how you differently describe OTR and DS.

Positives

I like where some things are simply explained instead of adding a new term:

  • "medium or fast vault" instead of "rushed vault"
  • "When all Generators are completed" instead of "When exit gates are powered"

Conciseness is also good:

  • Status effects in a separate window
  • Although I loved them, removing intro flavour text was probably a good idea.

Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,915

    I agree. I support the idea of the description overhaul but that Dead Hard description they showed on the stream was too short and vague about the activation condition. The descriptions should still have enough details to make it clear how the perk works to someone who has never seen the perk before.

  • Emeal
    Emeal Member Posts: 6,865

    One point that might be important is when we say "This perk deactivates." it would be good to explain if its gone for good or can be reactivated.

    This perk deactivates until unhooked again.

    This perk deactivates for the remainder of the match.

  • Blaconia
    Blaconia Member Posts: 74

    I think perk descriptions should be set up so by default if it says:

    This perk deactivates.

    Then it's allowed to reactivate at any given time but ONLY if the activation condition is met. Let it be a case of "the perk does what it says it does" that people can logic out. For example, if Dead Hard says "activates when unhooked" and "deactivates when pressing E" then you can figure out a survivor can use it at most twice in a trial, once per unhook. This lets perk descriptions be as concise as possible.

    In contrast, if a perk has an extra condition that must be satisfied to reactivate OR can't be used for the rest of the trial then it should say so. For example:

    • OTR - activates for 40 seconds on unhook. Deactivates for the rest of the trial when all Generators are completed. (Like DH, you don't need to specify it reactivates when unhooked again, it already says that.)
    • DS - activates for 60 seconds on unhook. Deactivates for the rest of the trial when used OR when all Generators are completed. (Also available on both unhooks but you now also need to specify it deactivates permanently once used.

    For both OTR and DS, you also must specify it deactivates after last Gen, whereas DH does not require that. Other examples:

    • Plot Twist - can use while injured. Deactivates when used. Reactivates once Generators are completed. (Implicitly active from start of trial while injured, only need to mention reactivation in endgame).
    • Last Stand - activates once charged. Deactivates for rest of trial once used. (You must specify permanent deactivation in contrast to other TR charging perks like Diversion and Stake Out.)

    tl;dr To keep it simple, "deactivates" should be enough to say it's a dead perk until "activates" condition is met. When needed, you can specify further requirements as above.

    On a different note, perks like Resilience and Made for This can just say "activates WHILE injured" with no mention of deactivation required. Similarly, perks like We'll Make It with a fixed timer can just say "activates FOR X seconds when unhooking" with no mention of deactivation required.

    Sidenote on Endurance: The little dictionary entry shown in stream should specify Endurance deactivates when used (think of your OTR being wasted by being immediately hit off hook) and does not work while in Deep Wound.