http://dbd.game/killswitch
Grimoire Chapter Perks revealed
Comments
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Steadfast seems to be a 3 gen counter. The gen doesn't need to be near the totem but the gen closest to it, even across the map. Otherwise, it's not that useful in a normal match.
Post edited by Mr_K on-1 -
I'm not treating the +50% as part of Steadfast, I'm treating it as part of the combination I'm discussing.
But the combination isn't part of the perk. In a value assessment of the perk, you don't judge it based on the performance of other things that aren't part of the perk, unless those other things are synergistic and result in a sum greater than its parts.
But that's not the case here. Sourcing 50% repair speed elsewhere does not reduce the drawback inherent to the perk, and it's disingenuous to try and be optimistic about it by declaring its drawback 'circumvented'.
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I mean no disrespect here, but my takes are as thus:
Lay Waste - Worthless, save for a Surge synergy.
Under Your Thumb - Totem. Worthless. Totems need to either be 'jesus god' strong or they aren't worth taking typically.
Vigilance - "No, we have Deerstalker at home," Deerstalker at home.
Steadfast - Sandbag :tm:
Salvation's Cry - Wario Bond if ordered from Teemu
Fruits of Your Labor - Adrenaline, but better. Much like Five Moves Ahead (sp?) is just WoO but better.
The only one worth thinking about is Fruits of Your Labor. If the effects stack per token all around, this is incredibly overpowered, but doesn't look it at a glance. It's Adrenaline on steroids that triggers 5 times, each trigger becoming stronger. It's absurd. At 5 gens it heals a state (adrenaline) and gives a slightly weaker haste than Adrenaline. However, if stacked and triggered with SB and Adrenaline (even with diminishing returns) that would give it an 87% haste. Brief though it is, that's insane going into end game.
That's, again, assuming Fruit of Your Labor stacks duration, haste, and healing progress per token. If it only stacks haste duration for each token and not haste speed it's not as busted, but it's still pretty insane that it will trigger that much in a given match. Far, far, far outshines Adrenaline, and stackable with Adrenaline. Worrisome, that.-3 -
…So, alright, I promise this is a good faith question asked calmly, but:
If I'd phrased my rundown up there as "you're repairing at normal speed because of the toolbox", would you be objecting this hard? Because I don't like to accuse but it feels like you're maybe focusing too much on language choice and not the ideas being expressed.
Like, I never claimed the drawback doesn't exist. I laid out a scenario where you could make the perk work with its downside, because you've both offset the repair speed penalty and given yourself more skill checks. I'm making a value judgement based on how you'd use the perk, and just to be clear, my value judgement is "not good but there's a bigger problem than it not being good".
There's no disingenuous optimism here. I think the perk is probably gonna be pretty mediocre. I'm just making that assessment correctly by looking at how the perk would reasonably be used with the parameters we've been given, and I'm also pointing out the bigger problem in it screwing over solo queue teammates.
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I laid out a scenario where you could make the perk work
withits downsideNo, you're not. You're burying it under a bunch of other perks and items in an effort to obfuscate the problem. You're not 'making the perk work' because in the scenarios you present, the perk is still not working. It's still massively slowing you down for no relevant benefit.
You are plucking the perk out of that situation and then judging that exact snapshot against a blanco situation. But that is not a fair assessment.
No matter how much +repair speed you throw at it, this perk is still slowing down you and your teammates by slapping on a -50% repair speed penalty.
There's no disingenuous optimism here. I think the perk is probably gonna be pretty mediocre.
Everyone else recognises this as a killer perk, as a sandbag perk, and then you come in pretending it's 'mediocre' because if you stack enough repair speed on it, you can pretend it doesn't slow you down.
The one thing I can give you is that if you judge the perk without that -50% repair speed penalty, it does scratch the underside of mediocre.
But it does have that penalty, so if you take 'barely mediocre' and slap -50% repair speed on it, what do you get?
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If I'd phrased my rundown up there as "you're repairing at normal speed because of the toolbox", would you be objecting this hard? Because I don't like to accuse but it feels like you're maybe focusing too much on language choice and not the ideas being expressed.I agree with @Firellius that's its a pretty ridiculous framing.
Like you could say 'just throw three people on the gen and you get back to 1 c/s' (1.05 charges a second I think).That's not offsetting, you aren't repairing at normal speed, because the normal speed you should be repairing with a toolbox (or multiple survivors) is greater than 1 c/s.
Not to mention the toolbox will run out and then you're right back to the 0.5.
I'm just making that assessment correctly by looking at how the perk would reasonably be used with the parameters we've been givenBut its not reasonable because you could do the exact same thing (toolbox+toolbox supporting perks) and achieve a much greater outcome. This isn't like combining Stakeout+Hyperfocus where the two perks give potentially greater value when combined, using a toolbox with Steadfast will get you less value than if you did it without Steadfast.
You have to compare like to like scenarios to evaluate the perk.
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To quickly clarify before I disengage here:
"Normal repair speed" here isn't normal for any scenario without the perk, it's just one charge per second. You could achieve that by throwing two more survivors on the gen, or you could achieve it with a toolbox, or whatever else. At that point, yes, you offset the penalty to be repairing at normal speed.
What you're both doing is talking about whether that offsetting is WORTH it, and because you think it isn't, you're concluding I must think it is, even though I've said it probably won't be.My argument, remember, is that it isn't a detriment, not that it's better than doing any other repair speed builds. My position, because I don't like how hard we're drifting away from it, is this:
"The bigger problem with the perk is that it affects your teammates, because the downside can be offset by you if you really wanted to run the perk yourself."
-3 -
My argument, remember, is that it isn't a
detriment-50% repair speed will never be 'not a detriment'.
The bigger problem with the perk is that it affects your teammates
That's a different problem, but not a bigger one. This perk would still land comfortably below No Mither if it wasn't a boon.
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I've clarified my position. On paper, this perk could be made to be a mediocre benefit instead of an active detriment. That's not a great position for a perk to be in, but there's a far bigger problem than that.
-3 -
If it's a hotly contested gen, then after 8 regression events, all progress is permanent anyway aside from missed skillchecks, so even that excuse is patently nonsense.
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No, because in the situation you describe, the -50% is still there, even if you, personally, choose to ignore it. The perk is still negatively impacting that build.
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You could achieve that by throwing two more survivors on the gen, or you could achieve it with a toolbox, or whatever else. At that point, yes, you offset the penalty to be repairing at normal speed.You're attaching undue importance to the idea of 'normal'. There's nothing magical about 1 c/s that survivors need to offset. Either you are going from 1 c/s to 0.5 c/s, or 1.5 c/s to 1 c/s.
In either case you are experiencing a severe detriment.
"The bigger problem with the perk is that it affects your teammates, because the downside can be offset byyouif you really wanted to run the perk yourself."Even if we go back to the absolute ideal scenarios for the perk, take the exact same thing and don't use the perk and you are in a better position. Even the best case situations for the perk it would be lucky to break even. The soloq problems is just icing on the cake.
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Steadfast might be the worst perk in the game, if not one of the worst perk ever designed.
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Yeah I voted for the crows too, I really wanted to find out what kind of token buff they could give us with it
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Everything seems fine altogether steadfast should just be reworked into something entirely different. Buffing it risks having some really stupid interactions with stuff like hyperfocus, bardic inspiration, one two three four, stakeout, etc.
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I like the idea of Hex: Under your thumb, it allows Survivor to keep running their favorite haste perk, and for the killer to feel the delight of that perk effectively being nerfed, allowing a quicker catch-up. I feel it would be better if the hex totem could be rekindled in a way that Hex:Pentimento can in some form, or the way Hex:two can play can after the conditions are met.
-2 -
The hex from Under Your Thumb will be broken immediately. Survivors load, run to the first gen, oh, that hex just lit up I better break it. Change this to make it a lit totem at the start. Having a dull totem light up will be like handing survivors information they shouldn't have.
Steadfast being a boon and providing a negative 50% speed to gens in the area is going to become the biggest sandbag perk solo queue could get. It needs to be changed. My idea to change it - Make it be only on the player using it, not a boon, and make it have limited charges that are gained the first time you boon a totem. First time you boon a totem (obviously you'd need a separate boon), get ~5 charges that provide 1% permanent progress each, every time you get a great skill check. Now it won't be entirely garbage in solo queue, but it also won't be completely overpowered in synergized SWF builds like it will be if it goes live the way it is.
The rest seem fine.
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Out of curiosity what information would Under Your Thumb give to survivors that they would not have if it was lit at start of match?
Survivors can see that their haste is being effected so will know that perk is in play regardless of when it lights itself.3 -
real talk the boon perk is trash, there's no version that is balanced though.
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Not at all? Like if anything if you use this perk to battle a 3 gen it's more so helping the Killer cause you repair 50% slower you only get permanent progress if you hit great skill checks and if you ain't running a skill check build to spawn more skill checks it's not helping much and the killer would sooner run out of 8 kicks on the gen rather then finishing it.
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Here are my ideas on how I'd improve some of these perks (in case BHVR wants feedback)
Lay Waste: Decrease the cooldown. The effect is not nearly as powerful to warrant a 2 minute cooldown.
Hex: Under Your Thumb: Make it apply a harsher penalty, limiting Haste to, say, 15%. This makes this effect apply to many more perks than just the 5-6 it would before.
Boon: Steadfast: So, for quick improvements, you have the obvious elephant in the room (the -50% repair speed), which should be adressed. I don't see it as necessary. Another possible change is making it so Good skill checks also count towards the perk.
-1 -
Same. The second I saw what everyone voted for I knew the perks were doomed from the start.
For once the community had the chance to make some interesting perks but everyone just wants cookie cutter bullcrap.
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What would you consider the best use of the perk be then? 3 gen was my guess on what the Devs made the perk for.
-2 -
Currently nothing but giving the killer more time
1 -
Some of these perks need some help. More "Permanent Progression" perks are a bad idea at this time imo. Here's an idea I had for Vigilance so that it wouldn't be so… bland. Think Potential Energy for killer where they can charge a strong gen kick by either revealing the Obsession's aura for a good bit or by making the Obsession change during the game.
Vigilance
- This perk starts with 0 tokens. For each second the aura of the Obsession is revealed to you, you gain 1 token, up to 20.
- Every time you basic-break a generator, all tokens are spent.
- For each token you have, your next basic-break action reduces that generator's progress by an extra 1%.
- Every 30s, if the Obsession is at least 36/34/32m away from you, you see their Aura for 5s.
- If the Obsession changes from one survivor to another, this perk gains 10 tokens.
- If the Obsession is dead, this perk deactivates
A perk that has synergy with many different unconventional perks and playstyles, doesn't promote tunneling, and provides meaningful regression (but doesn't stack cleanly with other regression perks) would be very appreciated.
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If you see the totem light up, you know which totem it is. It's that simple. If it started lit, and you see a lit totem and also see the debuff, you have no clue whether this is the totem for the perk you know the killer has, or one of the dozen or so other hexes that could be in play.
In other words, it provides information that the survivors should NOT have access to.
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Under Your Thumb is just bad as shown. It only affects exhaustion perks which killers have non hex answers to. The only way to salvage it's current design to prevent survivors from gaining haste at all.
-3 -
We have other perks that also light up after certain conditions so I just don't see the issue with this new one. Wretched Fate, Crowed Control, Nothing But Misery, Hive Mind also don't ignite at start of match.
I think it would be much weaker if it lit at start of trail as survivors would cleanse right at the start, but honestly most matches its basically gonna spawn at start of match due to sprint burst.-1 -
it was going to always be like this lol
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putting tin foil hat on, my theory is the perk was not going to be that bad, but due to the fast track change controversy they slapped a huge debuff on it because they cant change the effect due to community vote but knew if it didn't have a debuff they would get complaints like during the fast track situation.
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Or alternatively make the limit affect more perks. only about 6 perks exceed 25%, but if it was, say, 15%? It would be more effective.
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