http://dbd.game/killswitch
Grimoire Chapter Perks revealed
Devs have shown an update on the progress and they also included the perks and what they do
What do you think?
Comments
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Steadfast I do not like at all, Someone else on my team can force me to do the gens massively slower and there does not seem to be some way to be like "hey I don't want that" is bad. Maybe they could tone down how slow the gen goes but then I feel like people would complain about it like fast track.
I don't know why It has to have such a massive downside.
they should just rename Steadfast to Sandbag
Edit: If they want to go this way with perks, soloq communication is needed same update. I have no way in solo q to tell someone not to use this perk outside of checking there perks and following them and shaking my head at them.20 -
Why are there four killer perks and only two survivor perks?
15 -
steadfast is on its way to compete with road life and treacherous crows as a contender for the worst survivor perk in the game lol who came up with those numbers? they did say that none of it is final so i could see them toning it down to maybe 20% debuff or 30% but 50% is just dead on arrival if that goes to live.
9 -
Steadfast is the worst designed perk if that's true.
Who will ever boon a totem and spend 180 seconds on a single generator?
9 -
My guess as to why the huge downside is mixing the perk with skill check frequency perks, allowing survivors to actively chop permanent chunks off a generators progress with each skill check (even with stakeout) would probably have quite the effect despite the slower repair speed. Especially if multiple people are on a gen getting lots of great skillchecks, itl make some generators quite difficult to defend, but thats probably just for "setting up" the final generator then saving it for last.
2 -
Prefer the killer perks to survivor. That boon one though is just sandbagging your team mates. You're slowing them down without their consent and they may not be confident in hitting greats (and don't want to try, especially if they're injured on death hook and don't want to draw the killer to them).
9 -
Will Shattered Hope be made available to survivors if Steadfast goes live?
15 -
Lay Waste - fine
Under Your Thumb - Pure guesswork perk, I hate these designs, but its what DbD is leaning into
Vigilance - Easy tunnel, you don't even have to rush back to the gen. Going to really miss old Off the Record.
Steadfast - Lol, what? Are we trying to make the Invocations feel better by outdoing them with perks that are actually disadvantages?
Salvation's Cry - Like a reverse bond. Pretty bad.
Fruits of Your Labor - the one seems pretty strong.
4 -
They seem boring at best and bad at worst, I was worried something like might this might happen as soon as the votes went out. We should’ve voted for more unique perks 😔
4 -
I guess Steadfast is what happens when a bunch of people voted for ‘perk that makes gen progress permanent’ and the devs realised they needed to make it not preposterously overpowered in the meta environment of Stakeout/Hyperfocus/Deja Vu/Fast Track being so strong and nuclear-powered toolboxes being untouched for years.
Salvation’s Cry is actually a nice perk for giving your team information, so it probably will see zero use.Fruits of Your Labour has potential to be really annoying for Killer to deal with since it allows Survivors not to worry about healing and also gives weird haste numbers.
Lay Waste having such a long cooldown with an actually relatively weak effect means it will get no use over existing regression perks.
Under Your Thumb has amazing potential to weaken a bunch of meta exhaustion perks. But I’d rather they just nerfed Vigil and SB instead.Vigilance is weird. Reverse OoO could be really good with certain perks like Friends Till the End or it could just be kinda useless. As always, it’s the kind of perk that Nurse and Blight can use to viciously tunnel while being of no value to low-tier Killers.
3 -
If I remember correctly, you could vote for the Boon-Perk or the Crow-Perk. I voted for the Crow-Perk, simply because I thought that Crows are underused and Boon-Perks are terrible anyway. But I was not prepared for THAT Boon-Perk, this is a Killer Perk, without a doubt. Even tho I have seen people saying that the Perk is strong because of the Perma Gen Progression, which just shows that some people dont think too much about things like that.
I am not really blown away by either of those Perks, the Killer Perks are overall better than the Survivor Perks, but I dont think any of those will be used. E.g. even if the Cooldown would not be as big as it is on Lay Waste, PGTW is just better without any doubt (even pre-Buff PGTW would be better).
But Steadfast is a new low when creating Survivor Perks.
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I voted for the crows too. They are way too underutilised. Boons are considered so hit and miss that i was surprised it won
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Lol, and here I thought Boon: Steadfast will be strong.
Instead it relies on the tambourine perk and halves your gen speed. What a joke. Even nerfed Fast Track is more reliable.
As for the killer perks, pretty decent all around, except Lay Waste's horribly long cooldown could make it a bit unappealing.
Salvation's Cry is good but boring.
Fruits of Your Labor is a reskin of Flow State.
So in summary, inriguing killer perks and joke survivor perks. Figures.
8 -
People saw "permanent gen progress" and clicked on it.
Tbf, the crow perk would be yet another Haste perk, so I don't mind it not existing.
1 -
Steadfast is hilarious. That's the most troll perk I've ever seen. Right up there with throwing a pebble at your teammate to get the killer on them. How can they be serious? Please, everyone, run that in my killer lobbies. I've always wanted a 5th perk.
Bring it into my survivor lobbies and I'm leaving you on the hook.
8 -
IMO Boons are only miss at this point. Sure, I have seen games where a good Exponential was really helpful or where a CoH helped to reset quickly, but those were really the exceptions. Most of the time Survivors are wasting time setting up something which is not worth the time they spent on it. So this alone was a reason to not vote for that Perk for me. But also it said it will give Gen Progression and I just knew it will not be good, because we dont get good Gen Progression Perks. And while those Perks are only concepts so far, the recent Drama on Fast Track lets me doubt that they will buff the Perk.
The Crow Perk on the other hand had more positives for me:
- Crows are underused, there is only a handful of Perks which somewhat interact with Crows (and this is counting Calm Spirit, which basically removes Crows from that one Survivor)
- A Crow Perk overall sound way more interesting than a Gen Progression Perk or a Boon Perk
- There was more potential that it was actually good.
So a Perk which might have been good and most likely would at least have been more fun. But I am not surprised that people voted for Gen Progression, but IMO it should have been clear that it will not be a good Perk.
4 -
Yeah this is just terrible design you have to waste time Booning then repair a gen 50% slower and can ONLY get permanent progress if you hit a great skill check
You could honestly remove the slowdown or change the great skill check to good skill checks and it still wouldn't be good.
Back to the drawing board Devs
5 -
Plus it only works if you hit great skill checks so unless you run a skillcheck triggers faster build it's not even worth it even if you remove the slowdown
3 -
Yeah, this is basically the cherry on top that the benefit you get from this Perk is pure RNG.
The only usecase I can see is to put the Boon on Gens which should not be repaired, lol.
3 -
Anti-3-gen perk in the sense you can block your teammates from clearing the wrong gen. Repressed Alliance in boon form.
1 -
Yeah. But considering that I have seen teammates who finish my 99% Gen (as if this was not left on 99% for a reason), I am very sure there will be people who sit at the Gen next to the Boon someone put there so that this Gen does not get repaired, just to do it anyway for 3 minutes…
1 -
Yeah this is just a noncensual detriment like no joke this perk is 99% detriment and 1% benefit
0 -
The do not do this gen Stopper
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That is, if you're lucky enough to even get skillchecks for that 1%.
2 -
Yeah too get any actual value you are forced to run Tamborine and Deadline with a toolbox just to get more skillchecks just to make this perk Meh at best
2 -
so object for killer? dogwater since it has a range requirement
also if your a good looper you might as well run salvation's cry with we see you
i'm confused on how fruits of your labor work it would either be meta or worthless
-4 -
i'm confused on how fruits of your labor work it would either be meta or worthless
If I'm reading it correctly...
When the first gen is done, you get 5% haste and heal 20% if you're injured.
When the second gen is done, you get 10% haste and heal 40% if you're injured.
Etc. etc.
2 -
Wait, you're actually right. This can't go on live servers like that
0 -
Why do they always put a long cooldowns on perks? 🤔
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Steadfast if built with Hyperfocus and other perks to increase your skill checks could work, but Hyperfocus builds already have good syngery perks that I'm not sure why you would choose Steadfast.
Under Your Thumb is also just bad. It really only affects exhaustion haste but it's a hex. Killers have access to many exhaustion inflicting perks that would be more useful than this while also not being a hex. Just make it prevent survivors from gaining any haste.
Villigiance is just killer OoO, but I don't see why you would use this over other aura perks.
Lay Waste is fine except for the long cooldown.
Salvation Cry is kindred for chase so honestly a decent pork.
Fruits of your Labor. Healing speed is fine I guess but why 2s haste? That sounds rather useless.
-4 -
I think people aren't really evaluating Steadfast correctly, though that's not to say it's a good design.
Steadfast is a perk that only affects one generator, provides a reasonably worthwhile benefit (especially if the booning time is offset by other perks), and only has a single numerical downside to repair speed. To me, that's a perk that you would use by pairing it with things that both boost its upside and decrease its downside… both of which are covered for by just running a toolbox alongside it.
If you're in a SWF and can coordinate, you could also have someone running One-Two-Three-Four, and anyone running it can use Stake Out if they're not confident in hitting greats (like me ever since swapping to controller…), so on and so forth. It's not a perk you'd run on its own, which is fine, we have somewhere around 170 perks for survivor in the game right now, it's okay if someone of them are built around synergies instead of standalone value.The problem with this perk isn't that it's a worthless boon with no upsides that functions as a killer perk… the problem is that your clueless solo queue teammate is gonna set it up willy-nilly without having prepared for it and without you having had a chance to prepare for it either.
With THAT in mind I hope it gets some serious adjustments before it hits live servers, because that's going to be extremely annoying to deal with.
The rest of the perks seem neat. Both of the other survivor perks are ones I'd actually run and that I think are much healthier in design, and the killer perks vary a bit but don't seem too problematic. I don't really get why you'd run this particular killer OoO when we already have Deerstalker, and the regression one seems only okay, but I quite like the Hex, that'll be really nice for handling exhaustion perks in the early game.
-6 -
Well that's disappointing, looks like I'll do my two adept matches and then never use the perks again
1 -
I think, even if we imagine the absolute best possible circumstance for the survivors, its still going to help the killer more than the survivors.
Let's take the best case - running perks to get more skill checks, actually having a totem spawn near the gen that is desired to be worked on, and a SWF of course.
Let's say a survivor works on that generator for 40 seconds and they get an absurd 15 skill checks during that period and they hit greats on all of them. They now have 15 permanent charges and 20 normal charges*.
Now let's say the boon is not in place - they would have 55 charges*.
*both scenarios would also have the benefits of any toolbox / hyperfocus, but it would be the same for both I believe
I'd rather have 55 charges over 35, how frequently are gens getting reduced to 0? Especially if you consider with the toolbox/hyperfocus they might just finish the gen.
This is on top of that if the survivor instead of doing the boon they just on the generator it would already be finished and could be using other perks. Its literally hurting the survivors more than helping, and this is imagining the absolute best scenario. The far more realistic scenarios would be even more tilted as a Sandbag perk.
5 -
As with all permanent progress options, I think it's meant to be used for contested gens, because it lessens how much the killer can regress it.
Obviously in all scenarios you'd rather have a gen finished than partially done, but if finishing it is going to be a longer process because the killer can effectively pressure it, permanent charge reduction is a useful effect.
Don't get me wrong, I'd personally never use this perk, but there's a world of difference between it having only niche uses and it being a perk that benefits the killer more than the survivor.
The thing I keep returning to is that if you just bring a toolbox, you have a perk that - after setting it up - you get permanent progression for great skill checks, and I can certainly think of ways that effect would be useful. The bigger concern for me is if my teammates run it and screw me over as a result.
-2 -
As with all permanent progress options, I think it's meant to be used for contested gens, because it lessens how much the killer can regress it.Obviously in all scenarios you'd rather have a gen finished than partially done, but if finishing it is going to be a longer process because the killer can effectively pressure it, permanent charge reduction is a useful effect.Except this creates a few issues all on its own -
If the killer is coming back and pushing the survivor off, Hyperfocus no longer becomes viable for more skill checks, so we're dropping the rate.
Second if the gen is highly contested, that means the survivors are going to be frequently coming back to it, meaning they'll stop the regression well before it ever gets to the permanent progress (especially if we compare it to the larger value they could have achieved and the time spent setting up the boon). Survivors base progression will out pace regression, slowing the base progression is making the killer's life easier.
Third, if this is a gen that is being that highly fought over, with the survivors rushing in, retreating, etc. the killer is going to cap out on gen kicks long before the survivors make meaningful progress with the permanent progress.
Fourth, even in the scenario where the survivors are totally chased off the gen, have to do a mass reset, you've likely saved at best a few permanent charges which required massive perk investment and coordination.
And again, even this ideal situation requires a massive build investment and getting an ideal boon spawn (that you can't unboon, so if the killer sees what is going on can just stop playing defense your gen time is now doubled).
Again, this is the best case, not just a coordinated SWF, but a trial where the random spawns and how the killer behaves lines up just right.
The big issue is that permanent progress only matters if gen regression eats away all the normal progress (missing an opportunity to complete the gen is the other scenario). By slowing the normal progress you're actually giving the killer less progress that they need to regress (we haven't even got into the idea that this means the killer has to kick the gen less frequently).
and I can certainly think of ways that effect would be usefulThen go ahead and lay them out. I'm having to imagine some pretty outlandish scenarios to make the perk even break even, and the majority of cases its a downright detriment.
1 -
I'm not sure I agree that permanent progress is only useful if the regression eats away all the normal progress, that's just not really how this mechanic works?
Taking charges off the top of a gen is important because afterwards, any % regression the killer applies will represent less survivor repair time to undo, that's the major strength of doing it this way. That's why it's helpful for contested gens, all regression will just be flat less effective on it.
So, set up the boon and use a toolbox + something like One-Two-Three-Four or Deadline if you're feeling fancy, your repair speed isn't debuffed because you're using the toolbox to offset it and you're getting more skillchecks from both the toolbox and whatever else you decided to bring. From that point every great skill check weakens regression on that generator, which is useful if it's part of a three-gen the killer might want to try and pressure you away from, or it's a central gen the killer would want to try and protect.
Now I'll stop and repeat here, I don't think this perk is going to be very good and I do think it should probably get changes. My point is that THIS is the use case, so THIS is what should be discussed, and then additionally the main concern with the perk outside of it just maybe not being that good is that your teammates might screw you over with it.
Gut instinct, just seeing it on paper and not being able to test, it should probably give greater charges off the generator for every great skill check and should probably have less of a repair speed penalty, maybe 25-30% or something. Mostly though, I don't know how to fix it screwing over solo queue teammates, which is I think what we should be focusing on a bit more.
Setting that aside, the basic premise of the perk does function, it just looks like it has kinda low numbers. The basic premise of "downside you compensate for and upside of weakening regression" seems fine on paper to me, I'd just not use it.-2 -
Fruits of Your Labor just seems like a better Adrenaline no??
Like I get you miss out on the haste but on average youll be getting MUCH more value since it procs more often
3 -
Taking charges off the top of a gen is important because afterwards, any % regression the killer applies will represent less survivor repair time to undo1: We don't have many perks that are doing damage based on % complete anymore. We're looking at much more frequent flat rates.
2: Even to the extent they do, the progress you lost by going 50% slower is going to far eclipse the minor adjustment from from having a few less percent applied to the killer's regression event. There's not a killer perk in the game that's going to make 50 charges worse than 10 permanent and 20 regular.
your repair speed isn't debuffed because you're using the toolbox to offset itNo.
Your repair speed is absolutely debuffed because you could just be running the toolbox without the boon. You have to compare like scenarios.
4 -
Aren't most % regression perks total now?
Pain Res, Surge, Eruption, Pop, and I'm pretty sure Turn Back The Clock are all total progression. At this point are there any perks left that do current?
The second point is more about the numbers, which I agree look undertuned.
As for the last part, no, your speed isn't debuffed, it just isn't increased. There is a meaningful difference between those two things.
With the perk as it is in this preview, would it just be better to use a toolbox on its own? Probably, but that's a different question to "are you actively worse off using the perk and toolbox together". Yes, compare to just a toolbox on its own, but then compare to the perk without the toolbox and to base repair speed without either.-3 -
I suspect it's meant to be more of an anti-slug. Like if you're downed long enough to 80+ percent recover, then once a gen pops you get back up with a bit of haste for distance
0 -
Which is another reason why its good
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Aren't most % regression perks total now?Mathematically on the total progress it takes a lot of permanent progress to make an actual difference (I could have been clearer on this one).
20 permanent charges (which would be a massive amount to accumulate via Steadfast) would only reduce the value of Pop by 3 charges/normal seconds. At -50% progress you're losing out on a lot more progress than you need to recover.
The main charge eater then becomes the 0.25 c/s flat rate, and the permanent charges aren't going to matter there unless all the normal progress is regressed.
The second point is more about the numbers, which I agree look undertuned.If they change the numbers, then we can change our discussion, but right now I don't think its close to even 'okay'.
As for the last part, no, your speed isn't debuffed, it just isn't increased. There is a meaningful difference between those two things.There's really not that much. In both situations the perk has debuffed your speed from what it would have been if not for the perk.
To evaluate a perk we should try and minimize as many variable as possible, thus keeping the toolbox true in both scenarios. Because if we start imagining toolbox vs non-toolbox well then we have to start asking what the survivor has in the non-toolbox scenario (i.e. a medkit) to make a meaningful comparison.
4 -
Steadfast:
I would suggest that when the gen in the boon range it slows the gen regression so instead of 0.25 base regression it wil be like 0.15 which as a killer focus player is painful for me to suggest but at this point anything is better than permanent progress
Lay waste:
Reduce cooldown to 30 seconds or increase the value to 5% or 10%
Salvations Cry:
thats fine but if there has to be a change maybe a cooldown of 15-20 seconds
Hex Under Your Thumb:
have it where it relights when haste is used again and the 1st time be cleansed so like the hex: two can play (Chucky perk)
Fruits of your labor:
reduce haste to 3% we all know how strong haste is on survivors looking at you old MFT!
Vigilance:
inverse it so all survivors bar the obsession is reveal and tie it to terror radius not as set range
-8 -
As for the last part, no, your speed isn't debuffed, it just isn't increased. There is a meaningful difference between those two things.
With the perk as it is in this preview, would it just be better to use a toolbox on its own? Probably, but that's a different question to "are you actively worse off using the perk and toolbox together". Yes, compare to just a toolbox on its own, but then compare to the perk without the toolbox and to base repair speed without either.
I wish I could downvote you multiple times for how unbelievably disingenuous this is. How are you going to refuse to compare like with like and then give it a value judgement?
6 -
It's not disingenuous at all.
There is a difference between a debuff that brings you below the baseline, and being prevented from exceeding the baseline.
We're talking about offsetting a penalty here, remember, so the question is: After the offset, are you below the baseline? If you aren't, you're not being debuffed, you have in fact successfully avoided the debuff.
Now, again, just so this doesn't go off the rails: My position is that I think people should be looking at this perk's reasonable use cases and making their critiques from that position, and as an extension of that, the bigger problem with the perk by FAR is that it can screw over your teammates (or you, if your teammates bring it), not that its use cases are just kinda niche and mediocre.
-4 -
that's an insult to treacherous crows, mate. these perks are just buns.
Salvation Cry seems aight..
0 -
That IS still incredibly disingenuous, since, again, you're not comparing like with like. You want to source +50% repair speed elsewhere, fine, but you're still being debuffed by the perk.
You can't toss in other mechanics and then treat them as 'part of'. Add that 50%, and you have to compare to someone without the perk also having that +50%.
And if the perk is taking you from 150% to 100%, that is a debuff.
That's the point: there simply isn't a use case when the drawback is this extreme. There is virtually no situation that would not improve by removing this perk from it.
2 -
What?
If you run the toolbox and the perk together, the buff and debuff cancel out, resetting you to neutral. You are no longer operating at under the normal repair speed. In this scenario, you've effectively circumvented the debuff. That's what I'm saying, I don't really know where you're coming from here.
For the rest, like I said, you have to compare the four setups to one another: Just the perk, just the toolbox, both together, and neither.
Obviously just the toolbox is best, but toolbox and perk is better than the other two scenarios. Is it worth going for? Eh. Probably not, the perk could probably use some buffs based on what we've seen.
As I said, my position is that the perk itself needs to be looked at in its reasonable use cases instead of in a vacuum, is mediocre in that evaluation, and has a far bigger problem than it just being mediocre.-5 -
In this scenario, you've effectively circumvented the debuff.
You grab this perk, and something that gives you +50% repair speed: Are you now repairing at 150%?
No?
Then you didn't 'circumvent' it. You powered through it. The debuff is still there, still slowing you down. Your interpretation is treating the +50% as part of Steadfast, which it isn't.
4 -
I'm a little confused, I think you might be arguing against a position I don't hold here?
So, to be clear: Equipping both the perk and the toolbox provides a buff and debuff that cancel each other out. While you're repairing in that scenario, the end result is neither a buff nor a debuff to repair speed, it's neutral.
I'm not treating the +50% as part of Steadfast, I'm treating it as part of the combination I'm discussing.
I guess to be completely thorough, I wouldn't really argue that requiring a toolbox to offset the debuff is a good thing, but that's the scenario I was looking at in that section of my post.
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