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[Perk Idea] Masochism

Perk Name

Masochism

Perk Description

Obsessed with pain, each time the killer strikes you, you feel invigorated, allowing you to gain a 4% increase in action speed up to a maximum of 20%. Reduces healing speed by 20%

Perk Quote

“Well, I wouldn't say this is the _worst _scenario I could be in”

Stats per level:

-Level 1: For every token, action speed increase by 2% up to max 10%, heal reduce 10%
-Level 2: For every token, action speed increase by 3% up to max 15%, heal reduce 15%
-Level 3: For every token, action speed increase by 4% up to max 20%, heal reduce 20%

---Pros And Cons---

Pros:

-Self-balancing, yes you get an increase which can be quite op, but to do so you have to be hit by the killer many times, potentially throwing you out of the game
-Good addition to those, take all the hits people
-Promotes taking the killers attention and will make him think twice about tunneling you if he figures out that you want to be hit
-Allows for good endgame scenarios if your entire team has just been abused and have done barely any generators
-The heal reduce is to prevent or at least make it harder for people to just get hit then self-heal, it balances out with self-heal decently.

Cons:

-Promotes being hit and dying, could result in people dying right after the game starts
-really that's the only one I see, although I'm sure I'm gonna get comments about it

PS: I don't know if this will show up twice as I got like a "waiting for approval" thing, idk what that is.

Comments

  • Mrrgle_the_Mediocre
    Mrrgle_the_Mediocre Member Posts: 346
    edited July 2018

    I can certainly appreciate the effort you went through for the art of the perk, it looks really nice. As for the perk itself, it's certainly quite a cool effect, though anything that let's Survivors complete gens faster really worries me.

  • Kale
    Kale Member Posts: 61

    I love the images and the perk idea, however I don't like gens or altruistics actions being too fast, maybe reducing injuries sounds to a maximun of 100%?

  • FIEND8LOODED
    FIEND8LOODED Member Posts: 336
    edited July 2018

    I like the idea, but the percentages worry me. 20% increased repair speed is a big number in a game like this, taking off 24 seconds of generator progress, and that's assuming it's one singular survivor with full stacks. I would go with maybe 12% at the very most, (which takes off 9.6 seconds off of repairing a generator alone if you have full stacks) but make it 4% per stack, making the perk not as powerful, but also not as difficult to utilize. Alternatively, you could make the max amount 9%, and have it be 3% per hit, (taking off 7.2 seconds off of repairing a gen alone)
    Like a better Prove Thyself, or Leader.

  • IronWolf115
    IronWolf115 Member Posts: 672

    There is already a Masochism perk in the game

    It's playing as killer

  • Bobbylol
    Bobbylol Member Posts: 6

    @Tombstone218 said:
    I like the idea, but the percentages worry me. 20% increased repair speed is a big number in a game like this, taking off 24 seconds of generator progress, and that's assuming it's one singular survivor with full stacks. I would go with maybe 12% at the very most, (which takes off 9.6 seconds off of repairing a generator alone if you have full stacks) but make it 4% per stack, making the perk not as powerful, but also not as difficult to utilize. Alternatively, you could make the max amount 9%, and have it be 3% per hit, (taking off 7.2 seconds off of repairing a gen alone)
    Like a better Prove Thyself, or Leader.

    I 100% agree with this, I never knew the stats exactly but hearing how much 20% actually does it does seem like a lot, 12% seems like a fair number then.

  • Bobbylol
    Bobbylol Member Posts: 6

    @Kale said:
    I love the images and the perk idea, however I don't like gens or altruistics actions being too fast, maybe reducing injuries sounds to a maximun of 100%?

    i never thought about this, that actually sounds great, maybe when they are hit they are much louder in injured state giving them a harder chance to escape balancing it more and making them not want to get hit

  • Bobbylol
    Bobbylol Member Posts: 6

    @IronWolf115 said:
    There is already a Masochism perk in the game

    It's playing as killer

    that's sadism ;)

  • Bobbylol
    Bobbylol Member Posts: 6

    @Mrrgle_the_Mediocre said:
    I can certainly appreciate the effort you went through for the art of the perk, it looks really nice. As for the perk itself, it's certainly quite a cool effect, though anything that let's Survivors complete gens faster really worries me.

    i agree with this whole heartedly, if it were to be added I'm sure that it would be nerfed and changed when in testing

  • Fropps
    Fropps Member Posts: 66
    edited July 2018

    From a killer's perspective, I don't think this perk should exist. High ranked survivors will already try to break chases for injured survivors if they're healthy. Often, you can get a free hit in on the entire team and only down one person because they're efficient about it. To put it another way, chasing survivors is not time efficient, while hitting survivors that are essentially asking to be hit is very time efficient.

    Letting this perk exist means that I actually shouldn't hit these survivors, because rather than just wasting 10 seconds of their time or so healing, I'm doing that and permanently increasing their efficiency. If I hit these survivors, I completely mess up my time economy. This means that as a killer, it's actually better for me not to hit survivors. There should never be a reason not to hit survivors for a killer. (unless they're not hitting someone now so they can hit more later.)

    When a perk is as good as this one is, everyone runs it. Conversely, even if they don't run it, I have to treat it as if they are running it because I don't know. Since everyone is running this perk, I have to finish every chase and down every person I injure, with the threat of otherwise ruining my time economy. This would drastically reduce my efficiency, especially against good teams.

    The practical implication of these two results is that bodyblocking is insanely threatening now and good regardless of whether the survivors get hit or the carried person gets hooked. If a healthy Dwight is bodyblocking me in a chase with an injured Feng and I have to hit him to get to her, he gets stacks. Obviously this guy is running this new perk, so I should down him. However, if she's running it too and I end up chasing him she gets a free stack without going down.

    I don't think you should introduce these negative incentives onto the killer's core mechanic. On an emotional level, this is like decisive strike except you feel anxious every time you lose someone you've injured rather than just on the obsession pickup. Smart decisions like losing someone to injure an easy target or going to check on a gen in the middle of a chase are now punished.

    I think it's safe to say I don't like this perk.