http://dbd.game/killswitch
No one left behind Rework idea
No one left behind
It is inconceivable to leave someone behind.
- Gain a token every time you heal other Survivors the equivalent of 1 health state up to a maximum of 5 tokens
- For each token preform altruistic actions 20% faster and all other actions 3% faster
- Lose all tokens if another Survivor is Sacrificed on the hook.
- gain 50/75/100 % more Bloodpoints for actions in the Altruism Category
Comments
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So a potential 100% faster altruistic speed, and 30% bonus to gens? that sounds very broken if you consider mending, dying state to injured, and injured state to healthy all 1 health state each. one could heal a survivor who was slugged up to full, and gain a bonus almost on par with botany knowledge, one safe hooksave heal later and there already there. paired with we are going to live forever and botany knowledge (because believe it or not they do stack check out pain relievers vid on it) would give incredibly fast borderline instant heals.
A squad of four people could bring this in, plus leader/botany whichever they feel is more useful, we'll make it, and prove thyself plus a medkit. and with the proper communication push through gens like nothing else. sure at most it will be a 20-40% bonus to healing against most killers, but legion? this is his antithesis, as your always healing vs him to keep out of mend at the very least, you just get your freind on coms to do it vs you. Plus the gen speed bonus on top of that? not even resilience which is a perk with a huge drawback requiring you to be injured goes past 9%. Sure this is all lost when someone dies but how can you ensure someone dies before this perk gets to full strength making this build broken?
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An entire team bringing this won't get the most out of it due to it working like the new Second Wind perk does, and thus the more people that bring the perk the less tokens each person can expect to get, and of course it doesn't proc on self heals, nor is self healing an altruistic action so you can't get a hyper fast heal with this and self care.
Still, regarding healing after 10 hooks you only match We'll make it which can proc immediately.
This isn't as good as botany in terms of heals until your 4th heal and even then botany effects self care better.
Besides, how many heals do you usually get in a game? 2? 3? Since this is a healing perk I'll be generous and say you might heal 6 health states due to you specifically going for heals as part of the build.
First off that would take you about 78.2 seconds of nothing but healing, plus travel time. This takes into account the speed up on consecutive heals but obviously could be shortened by botany and We'll make it.
Anyways the speed increase for repairs is 18% at 6 tokens, thus a 67.7 second gen or a 12.3 second time save. Even if you do all 5 gens yourself that's still only a 61.5 second time save total.
So the time spent healing - time saved on gens = 16.7 second time loss in a game where you are getting a lot of heals in. The less healing you do the less efficient the perk is.
If it's really so much of a problem then I can just cap it there instead of at 10. I had initially drafted the perk to not need a cap at all, it's only there because in the rare game where you get a ######### ton of heals things could get nutty.
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btw resilience is a 33 second total time save on gens. (over all 5 gens)
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Thing that bothers me is that this would stack with everything else we have in the game. you could potentially have 233% faster heals plus medkit..... we'll make it, botany, faster with another persons leader, using possibly resilience even. And toolboxes would stack with the gen bonus and provethyself. an organized team would be able to pump out gens even faster.
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Tell you what. It sounds like it's more of a numbers problem than anything fundumental. How about I lower the "other actions" bonus and reduce the cap? I'll edit the OP with what I have in mind.
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Tbh its not even a bad perk idea its just how it stacks with everything else i feel that would make this a problem haha.
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I get that.
I just also think it's fine for a Survivor to excel at a few things if they are bringing a build with a lot of perks to help with that thing.
As long as the total heal times never reach a 400% total speed increase it's fine.
At 400% you can out heal the Killers attack. With We'll make it this isn't problematic since it will eventually run out at which point the Killer can down them and keep them downed. It shouldn't be possible without it.
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