Sienna Shaw Perks Feedback
Comments
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these look fun. I'm an altruistic person so that exhaustion one looks nice, and that item one looks fun. Looks decent!
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Originally posted on discussions forum when the link was broken, but with added thoughts from playing the PTB. Reposting here in case the team is only watching this section as the forums near their demise.
Valkyrie's Rage:- After being chased for
40/35/30s, the next time you pallet-stun the Killer, they are stunned for75%longer.
- After being chased for
Seems fine.
After play: Still the same opinion.
- Shared Trauma:
- Whenever you take a protection hit, all Survivors within
12mrecover fromExhaustedwhile running for30/35/40s.Within32m, you see the Auras ofExhaustedSurvivors.
- Whenever you take a protection hit, all Survivors within
This feels like an anti-tunnel perk that was designed by a killer along the idea of what they think survivors should have for anti-tunnel. It reminds me of Duty of Care, a perk killers said would be meta that almost never gets used.
Basically its a jump through hoops to get value type of perk that doesn't consider the scenarios required.
1: the other survivor needs to have an exhaustion perk that is not DH or Dramaturgy
2: the survivors needs to be facing a killer that can't go through/easily around the protection
3: not an insta down killer, or the value gained from the protection hit is a lot less
4: the other survivor then still needs to be able to run the killer until their exhaustion recovers
5: it has to be a killer where the benefits of the exhaustion recovery is meaningful, so something like a blight just negates the speed gained from the haste really quickly.
6: even if all the above is true, is actually getting in position to do this better than just having been on a gen
It kind of goes without saying that being in a SWF would be helpful.
What's also bad about this perk is that if the survivors meet all the above conditions (so a four stack SWF against an M1 killer who isn't tunneling), they can absolutely get ridiculous value out of a perk like this.
This could be used in a Mettle of Man/Duty of Care build, but that seems more of a meme build.
After play: Still think its pretty awful.
Best Gift Ever:- At the start of the trial, you earn
4/5/6Tokens. The first time you drop an Item of each type, spend 1 Token, then the dropped item is consumed (by the Entity). Then, based on the item type:- Flashlight - whenever you stun the Killer, they are also blinded for
2s. - Fog Vial - whenever you fast-vault, for
5s, your scratch marks disappear50%faster. - Key - you gain
+1rummage on each chest. - Map - Auras you see for a duration last
+1s. - Medkit - while healing another Survivor, you also gain healing progress at
25%speed. - Toolbox - you see the Auras of the
3Generators closest to each other.
- Flashlight - whenever you stun the Killer, they are also blinded for
- At the start of the trial, you earn
BHVR, you're actually giving survivors a perk that gives permanent boosts? And all they have to do is sacrifice an item? Really surprised by that, I kept waiting to see some note that the benefits would run out after an absurdly short amount of time.
I think this is a really interesting perk design, to the point that it feels Pay to Have Fun type given it will be licensed. Numbers might need minor adjustment, but you've now added an additional factor into what item to take, while also creating more of a reason to get items during the trial. Good ideas here,.
I love the 'by the Entity' note. Otherwise we might imagine Nic Cage is sneaking into the trials to take them because his dramaturgy supplies are running low.
After play: Okay, I played around with this one more than the others. Its fun, but I don't think particularly strong. Still its a neat perk to gain a lot of minor effects, but chest builds are still a good way to sabotage the team.
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