Perk QoL buff ideas
Make Your Choice: Only lights up when you are far enough away from a hooked Survivor, similar to Devour Hope.
Whispers: Is not activated by hooked Survivors
Spies From the Shadows: Chance to trigger a cue increased to 100%.
Enduring: Reduces stun from Decisive Strike by the same amount it reduces stun from pallets (currently T3 Enduring only reduces DS stun by 55% rather than 75% as described).
Resilience: Increases any and all action/interaction speeds and is activated while in the Dying State (allows for faster recovery).
Iron Will: Activates while in the Dying State.
No Mither: Can be healed out of the Borrowed Time bleedout timer.
Lithe: Activates upon moving rather than activating immediately after a vault.
Comments
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No_Mither_No_Problem said:
Make Your Choice: Only lights up when you are far enough away from a hooked Survivor, similar to Devour Hope.
No_Mither_No_Problem said:Whispers: Is not activated by hooked Survivors
No_Mither_No_Problem said:Spies From the Shadows: Chance to trigger a cue increased to 100%.
No_Mither_No_Problem said:Enduring: Reduces stun from Decisive Strike by the same amount it reduces stun from pallets (currently T3 Enduring only reduces DS stun by 55% rather than 75% as described).
No_Mither_No_Problem said:Resilience: Increases any and all action/interaction speeds and is activated while in the Dying State (allows for faster recovery).
No_Mither_No_Problem said:Iron Will: Activates while in the Dying State.
No_Mither_No_Problem said:No Mither: Can be healed out of the Borrowed Time bleedout timer.
No_Mither_No_Problem said:Lithe: Activates upon moving rather than activating immediately after a vault.
Overall, I rate 9/10! Great ideas and keep it up @No_Mither_No_Problem!2 -
@Nickenzie To answer your question about No Mither, if a Survivor enters the Borrowed Time bleedout timer, they can either enter the Dying State through getting smacked or waiting the timer out, or they can get healed into the injured state. People with No Mither equipped cannot be healed into the injured state while Borrowed Time is ticking—they have to go into the Dying State. Right now, the only thing that can pull an NM Survivor into the injured state from BT is Adrenaline activating.
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@Nickenzie Also if the DS nerf goes through it won’t technically “stun” the Killer anymore so Enduring is lost on it.
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No_Mither_No_Problem said:
@Nickenzie To answer your question about No Mither, if a Survivor enters the Borrowed Time bleedout timer, they can either enter the Dying State through getting smacked or waiting the timer out, or they can get healed into the injured state. People with No Mither equipped cannot be healed into the injured state while Borrowed Time is ticking—they have to go into the Dying State. Right now, the only thing that can pull an NM Survivor into the injured state from BT is Adrenaline activating.
No_Mither_No_Problem said:@Nickenzie Also if the DS nerf goes through it won’t technically “stun” the Killer anymore so Enduring is lost on it.
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Totally for all these ideas actually,
Though i also think vigil should allow you to recover from exhaustion while running (at 25% the usual speed)(50% perhaps while injured?) that way people wanting to run pure sprint builds can do so at the expense of taking up multiple perk slots effectively nerfing them in other areas ie cause we all know they'll take, self care so =self care=sprint burst=vigil=then another perk (likely d strike with how people are)
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I rate this post. These are all fair changes that aren't game breaking and out of proportion whilst also making the perk good viable options.
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@No_Mither_No_Problem said:
@Nickenzie Also if the DS nerf goes through it won’t technically “stun” the Killer anymore so Enduring is lost on it.It will actually stun him, but only in a way that makes him unable to move but just hold on to the survivor
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@NextKillerSpongebob said:
@No_Mither_No_Problem said:
@Nickenzie Also if the DS nerf goes through it won’t technically “stun” the Killer anymore so Enduring is lost on it.It will actually stun him, but only in a way that makes him unable to move but just hold on to the survivor
When I say stun I mean in the sense of DS and pallet slams. I don't think an immobilization would count as that, thusly Enduring would no longer affect Decisive Strike.
Unless, of course, it does, because devs.
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tbh also think decisive strikes original affect should be tied to an item while its new effect is the perk, effectively making you use an item and the perk together to get the og d strike
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Make your choice : not sure why it's not even the case.
Whispers : already been considered and cancelled in 2016. It would very likely turn the perk into a camping perk, which is not wished.
Spies : still unsufficient to make it viable.
Enduring : As stated by devs, Enduring isn't a stun reduction, it's a stun recovery, which is vastly different. At the moment, it turns the 5s DS stun (4s from the skill + roughly 0,8s from the drop) into a 2,8s stun, which is also not 55%.
Resillience : could do.
Iron Will : doesn't require a buff.
No Mither : lol, no mither.
Lithe : could do I guess.1 -
I’m surprised that the Make Your Choice and Lithe changes weren’t in the game already.0
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Most of those are pretty good, but I think Whispers and Iron Will are strong enough as it is without needing those buffs.
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First one, great idea, might not work well when multiple survivors are hooked. You could be far enough from one survivor but too close to another survivor, and that would make it awkward to tell who's in range.
Second one, I actually wouldn't want to see this. This would punish people for carefully going for an unhook. If you're sneaking in and the killer happens to come back and see whispers lit up, they're not going to leave (why would they? They know someone's there). All for punishing careless unhooks, but if someone's taking the time to make sure they aren't seen, I don't think they should be punished.
SFTS: Yes.
Enduring: ¯_(ツ)_/¯ No strong feelings either way. I don't mind perks countering other perks, but I also don't think a perk should complete negate another perk. I'd probably say no just because DS is already getting a sizable nerf, so the stun time is really all that's going to be left. This would probably be overkill then.
Resilience: Sure, why not. Wouldn't do much, but I still don't see why not.
Iron Will: Maybe? Thing is, without deerstalker, you'd be completely screwed. I could just crawl around until the killer is close, then stop in some tall grass, and the only way the killer could find me is if he happened to walk over me. Maybe if it worked like T1/2 Iron Will where you had to stay still a second or two for it to take effect. I don't really think Iron Will is in need of a buff anyway. Maybe stick this on a different perk, like Unbreakable, to make that playstyle a little more practical.
No Mither: Sure.
Lithe: I would say 'when control is regained' specifically, rather than on movement. That way it doesn't waste half of it if it activates on a second story window.
Post edited by Peanits on1 -
@No_Mither_No_Problem said:
Make Your Choice: Only lights up when you are far enough away from a hooked Survivor, similar to Devour Hope.Whispers: Is not activated by hooked Survivors
That may make a killer stay close to the hook
Spies From the Shadows: Chance to trigger a cue increased to 100%.
This perk is so useless
Enduring: Reduces stun from Decisive Strike by the same amount it reduces stun from pallets (currently T3 Enduring only reduces DS stun by 55% rather than 75% as described).
I actually think enduring needs a buff.
Resilience: Increases any and all action/interaction speeds and is activated while in the Dying State (allows for faster recovery).
Resilience needs a buff to be viable.
Iron Will: Activates while in the Dying State.
it should counter bloodhound and stop slugging
No Mither: Can be healed out of the Borrowed Time bleedout timer.
NoMither player needs to start healthy just so the killer doesn't target them
Lithe: Activates upon moving rather than activating immediately after a vault.It only activates in chase. Why wouldn't you move after the vault?
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@fcc2014 What I’m talking about is, the boost starts the second you should be done with the vault animation. But what if you vault from a higher story? Between the fall and stagger effects, you’ll have lost half your boost or more.
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