Perk: Splintering Blows
Lets get to it, since there's already tons of these.
SPLINTERING BLOWS
Your attacks go straight to the bone, often leading to shattered limbs and damaging internal organs.
- When you hit someone with your basic attack, skill checks will be tremendously difficult until healed to full.
- Whenever the survivor is put into the dying state by your basic attack, the death timer of their dying state is reduced by 20/25/30 seconds.
- If a survivor is downed with less than 30 seconds left of their death timer, you are able to kill the survivor.
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The intent of this perk is to synergize with a slugging build, and help reduce death timers to give survivors more desperation to save dying teammates, especially late-game.
The Mori bit is just to end off survivors slugged a lot by you with a bang.
Comments
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This is evil, and I love it.
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I take pride in making evil perks.
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As an survivor main, I find this offensive, now please, DelETe tHIs
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How is this offensive? It actively encourages healing to full, and out of four minutes, you'd need to be downed at least 8 times before you'd be killed.
You have to be downed 3 and hooked for all three of those to be sacrificed.
The 30 second timer is added pressure, and assuming you're not left on the ground, it doesn't do much until late game.
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Make sure the skill check difficulty applies to everything as in sabotage, gen repair and healing.
Also me: camps Survivor who's downed and kills him lol rawr xd
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That.. was an survivor joke. But it's an good idea in general, but for me, I rarely do slugging builds since you don't get much BP for that match, but its just for fun, its great, to the killer of course hehehe >:D
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Sorry, sarcasm doesn't register through text well.
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A few critiques:
1. The first part of the perk would be incredibly difficult to balance with Unnerving Presence. Imagine a build with Splintering Blows, Distressing, Unnerving Presence, and Sloppy Butcher. Survivors would be unable to heal to full without letting you know where they are, plus it takes forever, plus they’re missing skill-checks. (Look up Unnerving + Overcharge on YouTube. It’s nasty. But that happens ONCE per kicked gen. Now imagine that EVERY skill check, including healing which you need to do to get rid of this insane debuff.) I’m not sure a debuff like this would ever be fair.
2. The third part of this perk is also too much. Rancor requires it to be endgame (and only one survivor) and Hex: Devour Hope requires a lot of work beforehand and is a hex. This has neither of those conditions. Plus, perks that encourage slugging are not exactly common, and that’s for good reason. You want a slugging nurse with Nurse’s Calling to have this? Then you die on the floor and if someone tries to heal you, they get slugged too. This third part would be too good even as its own perk.
3. I like the second part a lot. That alone would be a good perk. That alone would apply a lot of pressure, and would cause people to die on the floor a lot more than you’d think. Plus, it still encourages slugging like what you’re going for. I think if it was to actually be balanced, this perk would only be the second part you’ve written, where whenever the survivor is put into the dying state by your basic attack, the death timer of their dying state is reduced by 20/25/30 seconds. Having it do that PLUS the other two extremely powerful (and abuseable) things you’ve mentioned would be unthinkably broken.
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Could be a timer instead; instead of having it until they're healed to full, they have tremendously difficult skillchecks for 60 seconds.
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I'm still not sure I'm sold... that would be effectively taking a survivor out of the game for 60 seconds simply for landing a basic attack. That seems like quite a high reward for the most basic of killer actions.
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"A few critiques" you tore apart over half of the perk...
First off, the first part of the effect could just be a moderately difficult skillcheck. That'd be better than removing it entirely. Also, a build like that would rarely win games. Remember, to win killers practically require Hex: Ruin AND BBQ and Chili (at mid to high levels.)
The mori part is legit meaningless... Alone it is not worth even a consideration for a perk slot. Maybe at 15 seconds the Survivor is instantly sacrificed? That would require your favorite part of the perk to be removed, though, wouldn't it? Or at least be nerfed to 12/16/20 seconds or something of the sort. Since oh no moris at 30 seconds is too op, and sacrificing at 15 is the same thing but faster and with greater reward.
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I'm not sure if you're addressing me or the OP in most of this post, nor do I know why you seem to have taken a condescending tone. But I will humor you.
Some sort of status condition that made skill checks moderately difficult for X amount of time could work. But again, If you want a perk that does this, run Unnerving Presence. If you say this is better than Unnerving Presence, that's a problem because perks that are just functionally better versions of other existing perks shouldn't be added. And if you say it's worse than Unnerving, why run Splintering Blows instead?
Although it is a discussion for another thread, I will strongly disagree with the idea that Hex: Ruin and BBQ are needed to win as killer in high ranks. In fact, it is the opposite. Bad killers need those as a crutch, whereas there are MANY amazing killers who only use one or neither of those perks at red ranks and get 4ks all the time. But even assuming you are right, run Splintering Bones, Unnerving Presence, Hex: Ruin, and BBQ. Imagine having Hex: Ruin skill checks reduced to the size of a DS skillcheck. No thanks.
I think both of you are looking at balancing this from an M1 killer perspective. Sure, if Trapper had this perk it'd probably be fine. But in the hands of high-mobility killers like Spirit? Freddy? Nurse? Or stealth killers that often get free hits such as Pig or Ghostface? Basic attacks for all these killers are easy to do, and this perk would give them a huge benefit on top of these comparatively easy health state hits.
I don't understand people's fascination with killing survivors by some other means than hooking them. Reduction of the dying state timer by itself is an alternate method of death, why does one perk need to have two different kill conditions ON TOP OF hooking survivors like how the game is supposed to be played? Automatic sacrifice doesn't make any sense if they're gonna die in 15 seconds anyways, and I forgot to mention before that the mori part of the original design would allow you to kill a survivor that has never been hooked after one down.
As always these are only my opinions so take it or leave it. If you prefer to be unrealistic in your expectations for perks, that's your prerogative. But simply making this "Whenever the survivor is put into the dying state by your basic attack, the death timer of their dying state is reduced by 20/30/40 seconds" would be a good, interesting, and relatively balanced perk.
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It's not very balanced.
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After a fair amount of rethinking, I'd have to agree with many of these points.
I play Nurse and Huntress as a Killer, both of which can and do end chases fairly quickly, and without ruin I will never win with either of them. At least not in purple ranks (where I currently am.)
I was just thinking of the sacrificing thing for extra bps really.
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