i had an idea back in the day where "remember me" would regress gates IF the obsession is alive on top of its currant effect. Right now its outclassed and encourages tunnelling the obsession.
@HUNFu42 ай бұрын
Also this would force the survivors to be on a timer or risk not having a gate open when needed. Also this would give it synergy with bloodwarden, freddys other perk. i know some swf could play around this with having a person tapping the gate so it stayes at 99% but i think thats a fair trade off for having 1 survivors less making plays
@AverageUnknownMain2 ай бұрын
Yes! This would add a whole layer to opening the gate. Very interesting, very fun design!
@DBDBalanceBeyond2 ай бұрын
Thank you very much for taking the time to share your ideas. I think this is an awesome idea that would help to solve a number of issues with the current version of the perk. Like you say, the perk is currently outperformed by 'No Way Out' and by itself encourages tunnelling. Having a regression effect based on the obsession being alive would really help to improve the utility and health of the perk. What rate would you have the regression work at? I imagine it might change between levels with a higher regression rate occurring at 'Level 3' compared to 'Level 1'. I'd be curious to hear your thoughts, if you're willing to share them.
@HUNFu42 ай бұрын
@@DBDBalanceBeyond Hey there, thanks for taking the time to respond to me! i really dont know what numbers could work best for the but i would say the gate loosing 1 seccond of progress every 5.5/4/3.5 secconds. Reasoning being the passive nature of the perks regression (taking inspiration from ruin). While also avoiding the problem of a gate regressing faster than a non obsession can open it. But even still i dont know if the numbers would be too safe or too much. I wanna ask a question, would the light of the gate turn off when regression back beyond a point or would they stay lit for extra trickery in line with Freddy.
@DBDBalanceBeyondАй бұрын
@@HUNFu4 They seem like some safe numbers, although I'm assuming it would go 4.5/4/3.5 with the gaps between each tier being consistent. If players identify that this perk is in play they could simply open the Exit Gates and bypass the regression altogether. Your question about the lights is an interesting one that I hadn't even considered. I feel that having the lights stay on could certainly be interesting but I think that it could also make using the perk more difficult. If a killer is patrolling the gates with this perk, they would likely want visual feedback on whether or not the gates have regressed and approximately how much time is needed to open them.
@s_gren99812 ай бұрын
"offersa unique form of stealth through very loud means" This man is an absolute genius. Get his a job at Behaviour.
@viardzen2 ай бұрын
the overwhelming presence one is sortof just permanent undetectable depending on map, and ngl I'd stop playing survivor if I had to hear full volume terror radius for longer periods of time, that's just an earsore lmfao. Doctor already hurts me more irl than in game fr I don't need every killer doing that.
@ahbraveconscript9972 ай бұрын
omg he called me “dear viewer”. it’s very polite, dear content creator.
@rocymk2 ай бұрын
haha yeah, it kinda sounds like an AI
@RudyG.NumpadАй бұрын
I like the suggested Wake Up rework, really fits Quentin's character
@entercorz66612 ай бұрын
I’m surprised visionary isn’t here😂
@groovySHAHRAD2 ай бұрын
Visionary just need its cooldown be removed I guess that's all it needs, it would make it a decent perk
@entercorz66612 ай бұрын
@@groovySHAHRAD nope🤣 you might as well run Deja vu, visonary needs a full on rework
@groovySHAHRAD2 ай бұрын
@@entercorz6661 sorry, i forgot about that
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. I certainly think that Visionary could do with a rework, especially with Deja Vu currently being the META. At the moment I have a few ideas of potential changes but nothing concrete and so I won't be talking about it for the foreseeable future.
@brianxcxАй бұрын
it should be made a general perk and then just give felix an entire new perk tbh 😭 that’s a perk new players would use tf out of
@niceflower94082 ай бұрын
I had an idea for a rework to predator and my idea was something like this. Your acute tracking ability allows you to hone in on disturbances left by running Survivors. The scratch marks left by survivors point towards the direction the survivor was moving towards. While in bloodlust, you can see the auras of survivors within 8 meters. Whenever killer instinct reveals a survivors location, you can see their aura until the effect ends.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to share your ideas. I really like the idea of Predator receiving a rework. Some people find the current version to be counterproductive and I think that reworking it could be really interesting. I really like this concept for the most part, the only thing that I think might be problematic is the bloodlust effect. Granting a further bonus for achieving Bloodlust rewards players even more for failing to catch up to a Survivor. You may recall that with the 7 Year Anniversary event killers were able to apply exposed for gaining bloodlust. Whilst I don't think that an aura read would be nearly as powerful, I think it may still feel poor to play against. Instead, perhaps a survivors aura could be revealed for x seconds when you are within 4-6 metres of them. This way a player is rewarded for following the scratch marks that the perk has shown them and rewards a player for good tracking. What do you think about this?
@Ginamy72Ай бұрын
I seen someone use leverage once! They killed nobody and we escaped. I’m sure they took it off I don’t use perks too often, but when I do I like to use niche perks usually. Overwhelming presence helps me by draining survivors flashlights faster when I don’t feel like getting laughed at for using Lightborn 👍
@mythichades56362 ай бұрын
“a device, action, or opening remark, typically one entailing a degree of risk, that is calculated to gain an advantage” this is the definition of “gambit” even though I like the rework I feel like it isn’t true to the perk.
@UwULilyKitsune2 ай бұрын
maybe if you had to work on the gen in the killer's terror radius to build it up? that would make it a bit more in depth and keep it true to the "risk" factor i think edit: nah i changed my mind i think that might just make it unnecessarily difficult to activate
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. The main focus with reworking the perk was obviously to make it more useful, however maintaining the theme was also a consideration. Without wanting to sound dismissive, I feel that the new version would still count as an 'action, entailing risk that is calculated to gain an advantage'. With that said, I can appreciate that the survivor performing the repairs would typically be at less risk. Do you think that both the chased survivor and the one performing repairs should be at risk in order to maintain the theme? If so, do you think that the current version of Quick Gambit needs changes or that it is fine in its current form?
@Anonymous_Player1322 ай бұрын
The Survivor perks' reworks seem thematically inappropriate or overpowered, but the Killer perks' reworks do appear to be useful and interesting, especially your suggested Overwhelming Presence change.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. I'm curious to hear what it is about the survivor perk reworks that you aren't a fan of. How is it that you think they would be overpowered? Further, do you have any ideas for changes you would make to the perk reworks in order to make them more thematically appropriate/balanced?
@Anonymous_Player1322 ай бұрын
@@DBDBalanceBeyond For Quick Gambit, the thematically inappropriate perk, I would say that, rather than installing it on a generator as though it is an object akin to Blast Mine and Wiretap, it should have its generator repair speed bonus increased and/or highlight which generator(s) it affects when it's active, kind of like how Troubleshooter highlights the generator with the most progress. For Wake Up!, the overpowered perk, I would say that the ability to transfer such a tremendous amount of progress to another gate would make already-stressful end-games as Killer even more so by basically removing the last line of base-game defense against escapes. It should remain largely unaltered, only changing as a result of the aura effect that you suggested getting added.
@DBDBalanceBeyondАй бұрын
@@Anonymous_Player132 Thank you for taking the time to respond. For Quick Gambit my idea was that it would involve applying some kind of magical effect, similar to the effect we see with 'Potential Energy', given that it's a Vittorio perk. However, I had no way to showcase this and so simply showed a Blast Mine animation. Whether or not that would be thematically appropriate, I'm not sure. I think that the idea of increasing the generator repair speed slightly is a simple and sensible change, given how difficult it can be to get value. However, when you suggest that it should highlight affected generators, how do you mean? Currently the perk reveals the auras of all generators within 36 metres of you whilst you're in a chase. Do you mean that instead it should highlight generators that are currently being repaired within 36m? If so, this could certainly help players to know where they should direct their chase towards whilst using this perk. As for Wake Up!, I'm not too sure that it would entirely 'remove' the last line of defence. Survivors would still need to dedicate at least 20 seconds to opening an Exit Gate. The difference is that only one Exit Gate would need to be fully committed to whilst the other would require much less time but still some before being opened. Given this and the fact that someone with the perk could be hooked/chased during the endgame I had thought that it would still have some limits and counters. Do you think that a reduction to the maximum converted progress would help to make this less of an issue or that it would be better to remain in its current form?
@Anonymous_Player132Ай бұрын
@@DBDBalanceBeyond Quick Gambit is a perk that originates from an idea, not an ability. What this means is that it's a character trait that has taken form as an ability, like Bond, not an ability or object that has been brought into the Fog or enhanced by it, like Wiretap and Blast Mine. Thus, although the concept of a different magic-based perk is appreciated, I ultimately do not think that it would be fitting. That said, a distinction between normal generators' auras (red) and currently-being-repaired generators' auras (yellow or something) would help plan out plays both active and possible. I believe that Wake Up! should remain the way it is, outside of, again, the aura-reading additions you proposed, as its speed increase is already very helpful the way it is.
@mikoajf.7549Ай бұрын
Wake up is perfectly fine the way it is. Sometimes you don't have the time to look or simply forget about location of the exit gates. This also goes for your teammates, and knowing that AN exit gate is being opened is not enough if the other one is not. Also it's not "outclassed" by sole survivor, since their numbers stack. If I want to escape the trial no matter what (let's say for an archive), I'm bringing resilience too, since there's no "too fast" when it comes to opening the exit gates.
@DBDBalanceBeyondАй бұрын
Thank you for taking the time to share your feedback. A lot of the ideas I presented were based on my personal experiences in-game. I very rarely find myself in instances where the information aspects of the perk would be useful, even as someone who exclusively plays solo-queue. If you think otherwise, that's fine. I'd be curious to know whether you predominantly play solo-queue or with friends and if you find that the utility provided by this perk differs between them? Further, whilst you can certainly combine the effects of Wake Up! and Sole Survivor to maximise your chances of escape, the point is that Sole Survivor provides double the opening speed bonus. This makes it a better option than Wake Up! in those instances if you had to choose only one perk. The effects can certainly be combined but this seems like a niche application, hence the rework. Do you think that Wake Up! gains most of its value from the opening speed bonus or the aura reading aspects? The focus of the rework was to greatly improve the opening speed system with the aura reading being a nice bonus. Do you think that reworking the perk in this way would be a buff/nerf or simply an unnecessary change?
@Grizzybuzzy2 ай бұрын
Hi Cameron. your ideas on fixing Gambit, wake up and leverage are all superb. I only have some feedback about overhwlming presence that might prove useful. The problem I noticed with overwhelming presence is that countering it would mostly revolve around RNG, especially on indoor maps, since in some scenarios it is impossible to deduce the killer's position. Making it so the only way to run away preemptively from a killer using overhwleming presence is take a gamble if he comes from the left or right. Let's take for example Lery's main building. a survivor working on a generator has more that 4 possible paths to take which greatly differ when it comes to direction (below window dropdown, basement spawn, path to library, path parallel to library path, path to double staircase, etc. without prior info you have to guess if the killer will enter through one of these entry points, with overwhelming presence in play the survivor can only take a guess and hope his path is not the same as the killer's. Even with mostly limited LOS blockers (like four lanes and such) knowing from which side of the tile the killer will enter is essential in large number of pre chase encounters. Taking away such a strong and unique effect would kinda miss the point of the perk, what i would do is just make it so your terror radius becomes non-directional after hooking a survivor for "x" seconds. Other than that great stuff
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. This is a good point and definitely something that could prove to be a problem on certain maps. I had imagined that in most cases survivors would be aware of a killers vague direction after they've hooked another survivor and so this would give them some clues as to a killers likely position. With that said, some maps have a 'unique' structure and so this wouldn't always be the case. I like the idea of it activating after a hooking action. This would limit the perks intensity somewhat and give survivors some breathing room so that on certain maps they aren't always hearing the 'close' music.
@doctorrogue19232 ай бұрын
The idea of the rework for Overwhelming is interesting, however I would tweak it a bit since its currently basically perma stealth. Instead of making survivors always hear the track as if they were within 8 meters, how about changing the distances that they are heard from 32/16/8 to be more like 32/24/16, obviously with that number scaling with size, basically making the "rings" much closer to the edge, allowing for survivors to get a general feel for where you are, but obscuring their ability to know where you are while you are somewhat close (this also happens to play into the idea of the survivors becoming more frightened, and losing grasp on their senses as a result)
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback and share your ideas. I think that this could be a great change to the perk. The idea of having 'perma stealth' was that it would be a weaker version of stealth. It would be comparable to when The Huntress has the Undetectable status effect. With that said some people have suggested that it could be too intense, especially on certain maps. The idea of altering the distances from which certain effects are heard (Far, Near, Close) could be a good middle ground and still give survivors a vague idea of proximity without sacrificing the identity of the perk.
@UmloTheGod2 ай бұрын
I really like the Overwhelming Presence rework, but it causes a problem by just being a better Distressing, which also increases the terror radius by roughly the same amount but doesn't have any of the bonus effects.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. This would definitely be an issue if the rework were ever to hit live. Personally I think that Distressing could do with a complete rework of it's own, given how poor its current performance is. I didn't outline any changes in this video but it is something I may discuss in the future.
@Teton282 ай бұрын
Idk if it would be an intresting change but I also think for quick gambit to be a sort of anti tunnel perk Like it stay the same but after you get unhooked for the 20sec it's range and speed double + if you get chased during thoose 20 the bonus will stay up until the chase end. (Maybe it's a bit complicated but idk)
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to share your ideas. I think this could be another great way to improve the value of Quick Gambit. I think my only concern would be that having the doubling effect end as a chase ends would allow killers to drop a chase and re-enter it in order to bypass the effect entirely. Perhaps the effect could be doubled until the survivor enters the healthy state or have the effect doubled for a limited time after unhooking. What do you think about these ideas? I think that balancing generator speed perks can be difficult and so having it act as an anti-tunnel perk would be a very healthy solution.
@chasespake92712 ай бұрын
I really really like all of these ideas except for the wake up rework, I would love it if behavior would listen to you
@saihiko99672 ай бұрын
Quick gambit One of the main issues with it becoming a blast mine type perk is the whole generator becomes yellow, because there are just too many turning the generator yellow perks in the game, that its going to be seen by other players and most times survivors don't really go towards yellow generators until the middle or end of the match because they gotta find a generator Plus if you don't put the perk on a generator before taking chase you're getting no value out of it after, Its really one of those perks that need more range when in chase for it to be used more, say 48 meters instead. This is why i stay away from balancing generator perks, one inch too much could break the meta and cause a generator rush meta or more slowdown meta
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to share your ideas. The difficulty of knowing what perks your teammates are using is a big problem when it comes to decision making mid-match, especially in Solo-Q. This could definitely be a problem when it comes to using something like Quick Gambit. I had imagined that whilst this perk is active and the generators aura is revealed to everyone, a blue icon with the perks image would appear in the bottom-right of the screen. This is something that a number of aura reading perks currently do (e.g. Empathic Connection) and I've always found it weird that the generator perks don't have the same feature. Do you think that this would make using the perk easier? With regards to increasing the perks range, I can see that being useful but perhaps a little risky. On certain maps an increased range would be incredibly useful (GMP, Midwich, etc.) whilst on other maps it would be less effective (Mothers Dwelling, Crotus Prenn). I definitely think that these outliers are maps that need to be reworked but it's still something to consider with perks like these. Do you think that an increased range could be risky, or that it wouldn't be too much of an issue on outlier maps given how...unorthodox...their balancing currently is?
@gj86222 ай бұрын
I love your quick gambit rework, but I simultaneously think it really is not in a terrible spot since its distance buff.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave some feedback. The rework concept was motivated by my personal perspective and experiences in-game. I only play solo-Q survivor and so I never see anyone using this perk, and struggle to get value when I use it myself. I think it's likely that the perk is more useful for coordinated teams but I have little experience using this perk with others. I'm curious what your personal experience with the perk is. Do you use it often and if so, is it in solo-Q or with other players?
@gj86222 ай бұрын
I do tend to just play when I have people to play with. I'll also add in that it is obviously quite map dependent for its value. Indoor and small maps like DDS are ideal. Still love your idea, cause it would completely remove this map dependency.
@kaizen_caseyАй бұрын
Deception needs to be an active ability button so you can fake it better, it feels more fitting and it’ll make it way stronger to make it a fifty fifty
@ZnamTwojaMama101Ай бұрын
I had a cool idea where with deception you could save a specific locker and fake open it.
@kaizen_caseyАй бұрын
@@ZnamTwojaMama101 like maybe the last locker you where in if you press the active ability button, I think they’d need to get rid of the scratch marks haha but that could also just be its own perk and be really cool
@oireal7261Ай бұрын
Some cool ideas but some of these seem a bit off in my humble opinion: - Quick Gambit: This is a perk designed for people who prefer being chased to doing generators and allows them to contribute to the team goal of completing generators without directly doing them. The current perk design supports this, and I believe that all Quick Gambit needs is a larger range or to just straight up affect every Survivor in the trial for a lesser repair speed. The proposed rework forces Survivors to do generators first and then rewards them for taking chase. However, there are a few problems with this. For starters, you can only apply Quick Gambit to one generator, whereas the current version is a radius that can affect multiple survivors at once on multiple gens or on the same one. In addition, this perk doesn't work from the get-go, meaning if you're the first one being chased, the reworked perk gives you no value at all. The perk also has two conditions once you eventually get it up, that being that you need to be in chase, and that chase needs to be while the gen you applied Quick Gambit to is being worked on at the same time. The yellow highlight is a nice touch to attract Survivors to your gen, but if a Survivor sees a yellow gen, and knows it's affected by Quick Gambit, why would they go over to do the gen if they're already on a different gen? The travel time isn't worth it, and if you are being chased near the gen you applied Quick Gambit to, then teammates can't work on the gen without attracting the killer's attention. It also seems a bit unintuitive that to get more repair speed for other survivors, you need to complete a portion of a generator yourself and earn the perk's effect. There are too many conditions on the rework. -> I think that the redesign could be simplified massively. Something like "after completing x% of a generator, that generator is highlighted to you in yellow and Survivors repairing it have a repair speed bonus while you are not actively repairing it. Quick Gambit can be applied to multiple gens but is reset when you are hooked." This redesign would fill the niche of helping other Survivors complete a generator you were working on and got chased off of. Maybe a Killer hooked a Survivor next to your gen and starts chasing you. Another Survivor gets the unhook and they have a repair speed bonus on that generator until your hooked. Making the effect more passive would help Survivors activate it more reliably, and replacing the active chase requirement has it give far more consistent value. - Wake Up: My only real problem with the perk is the mid match aura reading since it just feels unnecessary. A perk can be exclusively designed for one portion of the match and still be good. They don't "need" to have value throughout the whole trial to be good. Hope and Noed are popular and strong perks that only affect the endgame. Corrupt Intervention helps the Killer early game before being disabled for the rest of the match. I think it's ok for Wake Up to only work in the endgame, with one little exception. I think that the perk should always highlight the exit gate switches to the Survivor using the perk from the beginning of the match, and I think that Survivors should be able to see your aura with no range requirement while you're opening the exit gate. I do however really love the concept of being able to open both gates at the same time and I think that with some number tweaks it could definitely have that effect! -> One last thing, I don't think that perks should ever be stackable in the sense that they have explicit synergy with themselves if multiple Survivors run them. I think it's simply potentially too abusable. Open Handed and Prove Thyself for example have no overlap as Survivors can only be affected by one instance of the perk at a time. When you run a perk that has potential overlap, that risk needs to be understood and acknowledged. Allowing perks to stack on themselves across teammates can lead to potentially broken scenarios, and I think it's unnecessary to have perks synergise with themselves like that. - Leverage: This perk is designed as an anti-heal perk that any Killer can run since all Killers need to hook Survivors. It's extremely reliable in that sense since any Killer can put it on and not have to worry about whether their power supports basic attacks (like with Sloppy) or that they need to try for Scourge Hooks (like with Gift of Pain). It is supposed to be weaker but triggers more frequently. The numbers are literally just too small. Imo, the perk could trigger the 30 seconds on a hook and unhook and would be pretty good then! I don't think though that the perk needs to have Exposed. It just seems unnecessary. I get that it rewards the Killer for hooks, but Exposed is a very strong effect, and I can easily see a game getting out of hand by chaining Exposed hits one after another. It's balanced on something like Devour since with Devour you have to move away from the hook (so you can't camp) and it's a hex meaning the effect can be removed if the Killer isn't careful. Devour is high risk high reward. Reworked Leverage has little to no risk and massive potential snowball. I think the Broken is interesting though since it rewards players for injuring Survivors by keeping them injured for longer - which is what the perk is designed to do in the first place. -> I think a rework for leverage could be something along the lines of "When a survivor is hooked, reduce the healing speed of all Survivors. When a survivor is unhooked, all other injured Survivors become Broken." This puts the Survivors in a difficult situation where they want to try to heal before unhooking but it's made trickier. However, Survivors that don't heal are punished for not doing so by becoming Broken. It heavily rewards the Killer for injuring multiple Survivors and punishes the Killer for camping since it gives the other Survivors ample time to wait out the healing speed reduction and heal up before unhooking. I think simply having a uniform modifier unaffected by tokens helps increase the consistency of the perk and reduces it's win-more nature. - Overwhelming Presence: This perk is designed as an anti-item perk that has received minimal adjustments and is stuck as a 2017 perk in 2024. I think that if you want to keep the essence of the perk, it should still do something related to items. Maybe something like, items on the ground in your TR are blocked by the entity and cannot be picked up. Dropping an item causes the Survivor to scream. This would be my personal idea, but if we're going with more of an info/stealth style perk then one thing needs to be clear - constant TR music is horrendous to listen to and play with. From a sensory perspective, DBD has always struggled with accessibility, and I don't think that reworking a perk to make constant noise is a good idea. -> I think that the perk could work like a reverse Infectious Fright. Keep the bigger TR, and keep the part about other Survivors in your TR screaming when you start a chase with one. I think though that it just needs a cooldown or some requirement such as a basic attack to avoid having it give too much information. Other than the constant TR, I love the concept! These are just my ideas, and I hope they help. I think what you're working on is incredibly interesting and I look forward to what reworks you have in store!
@DBDBalanceBeyondАй бұрын
Thank you for taking the time to share such extensive feedback. I'll respond in the order that you presented your points in hopes of keeping things clear. For Quick Gambit, whilst I can appreciate that simple changes such as a range increase would improve the perk, I feel that it would have inconsistent effects. On some double-layered maps, such as the Gideon Meat Plant, this perk could provide near constant improved repair speeds. Meanwhile on the massive maps such as Mothers Dwelling, a range increase would be far less significant. This was why I opted to rework the perk in this concept. Whilst I can appreciate that there are a number of hoops to be jumped through I had thought that there would be a number of useful applications. The ability to improve repair speeds of survivors is usually very useful and so it's difficult to balance these perks without making them too weak/strong. With that said, I can see that the requirements would possibly make the perk difficult to use in a number of scenarios. It's interesting that you suggest the perk could activate after simply completing x% progress. A first draft of the rework had the perk activate and apply to the generator after working on it for x seconds, similar to activating Red Herring. Then, similar to its current effect, whilst you're in chase anyone working on the generator would have improved repair speeds. I swapped the design to be more in-line with Blast Mine and Wiretap given that improving repair speeds is a tricky balancing act. With the extra requirements in place, it would make stacking the effect onto several survivors more difficult. Do you think that this should be a concern with a perk like this, or that the need to maintain a chase whilst someone moves in to repair your generator would be restrictive enough to make the perk balanced? With Wake Up! the idea of having some small value mid-match was based on several factors. Whilst I can appreciate that endgame perks can have great value without providing effects mid-match I had thought that Wake Up! could benefit from this bonus. The thinking was twofold. First, there would need to be some kind of indicator to your teammates that you have this perk. This is especially an issue in solo-queue, in which we can't see the loadouts of our teammates. The aura reading would be a nice indicator to your teammates that they don't need to worry about the Exit Gates since you have Wake Up!. Otherwise they might move to work on the other Exit Gate and this would completely diminish the main point of your perk. Having the current aura reading available to them might be a nice indicator but it wouldn't allow teammates to plan ahead of time. Second, just like with the current version of Wake Up! the endgame effect can be entirely nullified. If you are hooked/being chased during the Endgame, an entire perk slot would become pointless. Having some basic value throughout the match would help alleviate this issue somewhat. Do you think that the Exit Gate opening effect would be powerful enough on it's own to warrant a perk slot? The idea of the stacking bonus effect was to grant some value even if multiple copies of the perk are present in the trial, something that would be pretty redundant. However, I can see that it may be entirely unnecessary. As you point out, perks like Open-Handed can't be stacked. Further, players could still gain value from the aura-reading aspect if they wanted and then use the multiple copies as 'insurance' in-case one of them is 'occupied' during the endgame. With Leverage the focus was on making all survivors vulnerable after hooking any survivor. I can see that the Exposed effect could be quite powerful but I'm not sure that it would be too useful for snowballing. First, survivors would only be exposed for 20 seconds. This gives the killer a slim window of opportunity to make use of the effect, similar to Friends 'Til The End but without the aura reading. Further, Exposed requires the use of a basic attack, something that is difficult to achieve in such a short time-frame. I think that the effect would be akin to Starstruck in which players may find themselves at risk if they aren't careful. For the most part, outlasting the killer in chase for 20 seconds is usually very manageable but this forces a survivor to play safely in order to avoid giving the killer a free down. Further there would be a 20 second cooldown after the Exposed effect expires. So, in instances where a Survivor is downed during the Exposed window there is at least a 20 second delay before it can be re-applied. If the killer chose to slug the survivor so that they could re-activate the perk, this would simply give the Survivors ample time to make their way to a safe location and avoid the potential of a snowball. With all that said, I also really like your concept for a Leverage rework. Keeping it focused on 'anti-healing' would provide a unique form of healing slowdown. The idea that survivors would want to keep themselves healed or try to outlast the effects of Broken could be really intense. I'm curious what values you would include with the perk. Would the healing slowdown be on par with Mangled or more/less punishing. Further how long would a survivor become Broken for? Finally, would you include a cooldown on this effect? On some killers that heavily incentivise healing I think that introducing a cooldown may be advisable. Killer's like Oni can make working with the Broken status effect tricky, but that just adds to the discussion. Finally with Overwhelming Presence I wanted to completely move away from it being item related. First, this aspect makes the perk inconsistent and requires the killer to 'Scout Lobbies'. This is already a contentious topic with the perk Franklin's Demise being unpopular for the same reason. Further I'd suggest that having a 'Terror Radius' perk that affects items would be incredibly difficult to make useful. In general, these types of Terror Radius perks are notoriously inconsistent and have very low pick-rates as a result. The rework hoped to create a perk that would be far more useful and consistent whilst still feeling like a 'Doctor' perk. Someone had suggested that the audio aspect should activate for x seconds after hooking a survivor. Personally I thought that would be a great middle-ground to the perk, allowing for the unique modifier whilst not being a constant presence at all times. This would still help the killer get the drop on survivors in some cases but not be a constant problem for players to endure. Do you think that this would be a nice compromise or that the effect wouldn't work, regardless of any limits applied? Thank you again for taking the time to leave such extensive feedback. It was interesting to consider and respond to your points and ideas. On a similar note, do you think that reworking perks so heavily is a worthwhile endeavour or that simpler number changes are a better way to approach things? I'd love to know if you agreed with the point made at the start of the video or not.
@oireal7261Ай бұрын
@@DBDBalanceBeyond I'm happy to have a big discussion! I will however open with a response to your final paragraph to give additional context to my reply here. When it comes to reworking perks vs simpler number changes, I lean to the latter. I think that DBD is at a point in it's lifespan where there are so few perks that need complete overhauls that it's "generally" not worth complete perk overhauls. I think that perk redesigns should only be reserved for 2 occasions: 1. The perk promotes such an unhealthy style of gameplay/is too game warping in effect, that the only course is to rework it from the ground up (e.g. PTB Background Player, original Ruin). 2. The perk has such niche applications that even if it were buffed with just numbers it wouldn't be enough (Predator, Bloodhound), and it needs a secondary effect or more to see play (e.g. Overcharge maintaining the hard skill check but also increasing regression speed). When it comes to perk reworks, there is an understanding that by completely reworking a perk, you are removing the original perk from the game entirely and need the reworked perk to stand out in a meaningful way as both it's own new perk and as a suitable replacement to the previous perk. In general, I feel that if you are going to introduce a perk rework that is entirely different from the original, you are almost better off classing the design as a new perk concept since that would garner more interest than a rework. Seeing new stuff is perceived to be better than seeing old stuff reworked (think of how people are excited to see brand new perks and skins, but aren't nearly as excited when old perks like Shadowborn or Monstrous Shrine are reworked). I do agree with your intro statement around number changes vs reworks. I also believe though that it's equally important to be able to recognise which perks need which treatment. Of the perks showcased, Quick Gambit and Wake Up do see occasional play and can be fun to use in chase and endgame orientated builds respectively. I would say they need smaller simpler adjustments. Leverage has a niche as a general anti-heal perk that any Killer can use. The numbers are too inconsequential and just need a boost. Overwhelming Presence is the only perk with an effect that is so miniscule that it's generally not worth the slot and has direct competition against Franklin's Demise as an anti-item perk. OP is the only perk I personally would consider reworking/adding a new effect to from these four perks. I hope that gives better context to my following points and helps you deepen your understanding of reworks vs simple changes. - Quick Gambit: All perks that have a range requirement are subject to map layouts, however I don't think it's a reason to shy away from range requirements as a rule since it has interesting design space. For example, Whispers was for a long time considered the best info perk since knowing a Survivor is near you or not was valid enough information. Nowadays there are plenty of perks that can give exact whereabouts with auras or screams, but Whispers is still the only perk that cannot be countered by another perk like Distortion or Calm Spirit countering auras or screams and this is all due to exploring range as a modifier. Quick Gambit pushes Survivors to take chase near generators being worked on but not too close that the Killer would drop chase to check the gen which is an interesting dynamic for the Survivor to play around. This is my reasoning for originally proposing simple number tweaks such as an increased range to Quick Gambit, since as you said yourself, repair speeds are a tricky balancing act. I think though that if you want to replace the range requirement, it should activate based on gens you have progressed, since now you can specifically target gens to affect them with Quick Gambit. My only concern with this is that it's a bit weird to have a perk give more gen speed by doing gens since you want to do gens anyway. It's why I appreciate that Quick Gambit only applies to other Survivors and doesn't buff your speed. When it comes to your question about the extra requirements, I don't think that stacking the effect is a concern, especially if we're keeping the "while in chase" portion. Simply put, the Killer can only realistically chase one Survivor at a time, meaning it's not feasible for multiple Survivors to proc the perk at the same time since multiple Survivors aren't likely to be chased at the same time. Stacking Quick Gambit across Survivor kits can help since it does put the Killer in a situation where no matter who they chase, Quick Gambit is in effect. This however is already widely seen in game with every other perk. Multiple people can run DS, Unbreakable, Dead Hard, etc. and it's up to the Killer to play around all these perk instances. Good Killers will keep track though of what perks they have seen and are able to snuff out builds as such and it's not unreasonable to figure out that if you're chasing a Survivor and other Survivors are working on gens nearby that they are being affected by Quick Gambit and you should drop chase to protect the generators. Finally, when it comes to proccing similar to Red Herring vs Wiretap, I think the biggest distinction is the latter can be destroyed with a kick. It comes down to whether you think that Quick Gambit should be disabled by kicks like Wiretap or if it should just stay active like Red Herring. - Wake Up!: I hadn't thought of the mid match aura reveal giving info to other Survivors, that's a really interesting design element I completely missed hahaha. Similarly though, I don't think that many other Survivors are going to figure that out and will probably forget the perk entirely even when they see other Survivor auras. I think that you should either double down on the endgame effect, or provide a different unique mid-match effect that is more easily discernible than aura-reading since if another Survivor has something like Bond or Aftercare, the auras overlap and you don't get the info that a Survivor has Wake Up. Actually, Wake Up could give a radius boost to Exit Gate opening just like Leader. This way, either you open the Exit Gate faster, or you help other Survivors open the Exit Gate faster. You wouldn't have to worry then about not getting your Wake Up value since you can give it to someone else. Since it'd be a range perk, you'd then also notify other Survivors by giving them a Wake Up icon in the bottom of their screen. They'd explicitly be told you have the perk and to think about it, which is far better than letting a Survivor attempt to figure out your loadout and deduce your build. Alternatively, you could also double down on the endgame, by giving it some sort of Adrenaline effect based on the namesake. Simply put, Wake Up cleanses all your negative status de-buffs, as if you're waking up from a nap or something. It'd remove Exhaustion, Mangled, Haemorrhage, Hindered, etc. on top of the increased Exit Gate opening speed. It'd become a perk where you're rewarded for surviving till the endgame in a different way to Adrenaline while also giving some additional utility in the endgame if you have no status effects.
@oireal7261Ай бұрын
- Leverage: Personally, I don't agree with the concept of making all Survivors vulnerable after a hook. I think that it is too high a reward for doing your job as Killer. I do however think that there is design space for a perk that makes already vulnerable Survivors even more vulnerable after a hook. We have seen this with Alien Instinct and current Leverage to an extent, and I think there are more possibilities there. As for the proposed reworked Leverage with Exposed, it's important to remember that since the 20 second cooldown is after the Exposed duration ends, the Killer can occupy this time by hooking the Survivor and immediately reactivating the perk. The Killer hit cooldown is 2.7 seconds. Add that to the pick up time, the possible 16 second Wiggle time for hooking a survivor and the mid hooking timer, and the Killer only really needs to wait a few seconds for the Leverage cooldown. You can easily bide your time with a Pallet Break, Power Usage or Gen Kick. Even if you don't get a down with Exposed, you still force every Survivor to play incredibly safe so they don't get downed immediately. I recognise that it only applies after the 4th hook, which is a nice reward for hooking every Survivor, but it's even more of a win-more perk since if you can get all 4 hooks, you effectively can snowball Exposed and the Broken effect on repeat. In comparison to Grim Embrace which is extremely similar in the tokens system and big payoff, reworked Leverage applying Exposed on every subsequent hook would be too much. Grim Embrace can only trigger 4 times and is still extremely strong, and being able to apply Exposed on repeat would be too much. - My Leverage Rework: I'm separating this section to avoid too much clutter and to answer your questions as dutifully as I can. When it comes to perk values, I used x since it's impossible to give an appropriate value without extensive testing, although I'll give my best attempt here: "Leverage: When a Survivor is hooked, all Survivors suffer from a 15% healing speed reduction for 40 seconds. When a Survivor is unhooked, all other injured Survivors suffer from the Broken status effect for 40 seconds. This perk has a 20 second cooldown after the Broken effect ends." The perk is designed in such a way that stacking it with Mangled doesn't make healing completely impossible before the Survivor on hook reaches second stage. After doing some maths, Leverage at a 15% healing speed reduction is 16 + 2.8~ seconds for 18.8 seconds. Adding the Mangled 20% modifier results in a healing time of 23.5~ seconds. This modifier could probably be increased but I'm saying 15% to be safe. With 15%, a Survivor can either take the 18.8 second heal (or 23.5 second heal with Mangled) or wait the 40 seconds for a 16 second heal (which is about 56 seconds). With hook stage timers being increased to 70 seconds, this would give about 14 seconds to a Survivor to unhook after waiting out Leverage and healing, which isn't a long time but still gives the Survivor on hook a chance to get off the hook. The Broken effect only works on Survivors that weren't on the hook since it'd encourage tunnelling if the unhooked Survivor was immediately Broken. 40 seconds is quite a long time to be Broken, especially when it's a map wide effect, and I wouldn't mind reducing it a little to maybe 20/30 seconds instead, but this is where the testing would help figure it out. Finally, I have a small 20 second cooldown after the unhook, since effectively this perk has a 60 second cooldown after a Survivor is unhooked, which doesn't feel great I'd imagine. This is my attempt at the numbers, and it's interesting since I'm already wanting to change them. Here's the Wiki page for DBD Maths if you're wondering how I did the time calcs: deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Maths - Overwhelming Presence: Finally, since you would prefer to remove away from item related perks, I'll solely discuss your proposed idea in the vacuum that it replaces the current Overwhelming Presence. I think there's a very simple and small change you could make here, and that's reversing the TR sounds. Instead of Survivors hearing your TR as if you were constantly near them, the TR always plays at the 2nd layer of TR. TRs come in 4 layers, Far, Near, Close and Chase. By playing a TR constantly at the Near layer, it isn't loud enough to cause Player strain, and it still makes Survivors unaware of your exact whereabouts since you could be 40 metres away or 2 metres away and the TR sounds the same. I personally would remove the scream aspect of the perk, not because it's too much information, rather the fact that screams can cancel animations, and it'd be really annoying for a Survivor to scream every time I entered chase with them, and also for a Survivor to have their actions revoked because my perk messed with them in an adverse way. I'm not sure if you've seen it or not, but linked below is a video of Zubat where the perk Scene Partner cancelled his vault at 2:08 due to the scream. It's kinda dumb hahaha. kzbin.info/www/bejne/Z2LIpp2JobN_sKs To close, I'm so happy to have had this delightful discussion with you. It's been very eye-opening and I hope my points have helped you in some way or another! Also, I need to spend less time on these, I've spent the last two hours typing this comment and around the same typing my original lol. Have a lovely day
@NilqyTV2 ай бұрын
resilience and this is not happening should just be combined into one perk
@anony_nightmare2 ай бұрын
I really enjoyed your ideas... But in my opinion Wake Up would be op. Instead it should transfer 70%/75%/80% to the other gate. This way the killer could have a small chance to actually down a survivor during the end game.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to leave your feedback. It's interesting that you think Wake Up! would be OP. I had thought that whilst the ability to open both gates simultaneously would be powerful, the user would still need to spend 20 seconds in order to '99' a gate (unless several Wake Up!s are in play) and that as a result the killer would still have the same amount of time to catch a survivor before any exit is available. With that said, I can certainly see an 80% limit still being useful. This would mean that survivors would need to dedicate at least 4 seconds to have the affected gate 99-ed.
@Marcelinho3Dplus2 ай бұрын
I used to suggest Quick Gambit should have the radius reduced, and make it so generator regression crawls to a halt inside the range.
@DBDBalanceBeyond2 ай бұрын
Thank you for taking the time to share your ideas. This is an interesting idea. Currently survivors don't have any way to slow the rate of regression on generators and this would be a really unique aspect to the perk. Would this effect replace the increased repair speed or simply be an addition to the perk?
@Marcelinho3Dplus2 ай бұрын
@@DBDBalanceBeyond I thought it should be an addition. The point of the perk is to entice risky generator repairs while the killer is nearby. But such a strong effect like weakening regression would probably be too much for the current range. If you had to be literally repairing right next to the killer for the perk to give you your bonus repair speed, it wouldn't be very useful either, especially with this new aspect in mind, which would entice survivors to work on distant generators, since that one isn't really regressing much anyway. So the perk would also probably need some other change as well, to make it so it retains that idea of, risky repairs nearby. Probably a buff to the repair speed along with the reduced range and regression weakening? I'm not really sure. But I understand this idea may influence survivors to work on generators far away from chases, which is the exact opposite effect the original perk wants to cause. Maybe the repair speed bonus could be based on current distance from the killer while they chase the survivor with Quick Gambit. So working on a gen in the same tile the killer is chasing could have an insane bonus, like 30%, while if they are too far away it becomes the negligible 6% to 8%. Either way, max perk range should probably decrease if this idea wants to work at all.
@CablesOut2 ай бұрын
While I disagree with all of the conclusions you came to with current Wake Up, I do like the rework ideas!
@Kek3932 ай бұрын
Wake up and Overwhelming presence are too strong imho. Taking the pressure off of the team to open the gate is very good, leaving 3 people to look for potential NOED as well as letting one person affect two things at once, something literally no other perk does. Overwhelming would be insane on killers like Wesker, since with Distressing and Monitor and Abuse he could potentially take over at least 70% of the map for a quick status update on every single survivor. The fact it has aura reading is very bad too, since it just makes it a borderline upgrade to Infectious Fright. That being said I do like their ideas, it just feels like they have too much stuff packed into them. Wake Up should, in my opinion, stay as an end game only perk with no gen phase stuff. Take the 25% increased speed but add, for example, that in the End Game your actions, such as healing or opening the gates, ignore the effects of debuffs such as Remember Me slowdown (since Wake Up feels like a direct counter to Freddy) and makes you, for example, ignore effects like Sloppy Butcher when healing another survivor. So on top of added Gate opening speed you get additional stuff that helps in the end game, but doesn't overshadow perks like No One Left Behind.
@DBDBalanceBeyondАй бұрын
Thank you for taking the time to leave some feedback. I'll start by responding to your ideas about Wake Up!. Whilst I can appreciate that the effect of Wake Up! would be powerful, I'm not too sure that it would be OP. The things is that time saved is only applicable if the user is able to be opening the Exit Gate. It is entirely possible that once the Exit Gates are powered, they're in a chase or on a hook. Further a killer could use No Way Out to entirely deny the effect for up to 60 seconds. These and other possibilities are what I saw as the potential counters to a powerful effect. Do you think that these things would be enough to limit the utility of the perk? With all that said I do also really like your idea for a rework. Having a perk that allows the user to deny the effect of debuffs would be unique and could be really useful in the endgame. Do you see this as only countering status effects that impact action speed or would it be able to counter other effects like Exposed? As for Overwhelming Presence, others have also suggested that a constant effect could be too intense, especially on certain maps. Another viewer suggested that the perk could activate for x seconds after hooking a survivor, for example. Do you think that this would be enough to limit the efficacy of the perk? As for the 'aura reading', there wouldn't be any. The perk would only ever force survivors to scream. This would still be useful information but not necessarily as powerful as an aura-reading effect. Do you think that the screaming effect would still provide too much information?
@Kek393Ай бұрын
@@DBDBalanceBeyond For Overwhelming Presence I think the idea is just generally hard to consider. Changing it to hook related just feels like a weaker version of BBQ. For my idea for Wake Up I think that countering Exposed would be fair. You'd using a whole perk slot that will be completely worthless the entire game. Maybe instead of straight up ignoring it it could make you go into deep wound the first time you get hit and then work as usual when you get healed. Generally I just think that it should be a good perk to pair up with Hope to do aggresive endgame things. As for your version of Wake Up I just think that opening both exit gates at the same time is a very, very strong effect that people don't really consider, because it allows you to be, essentially, in two places at once. And if a killer goes to the wrong door he's usually gonna lose, because say: Two survivors camp the door the killer is at, you open the other door with the other survivor. The killer has to make a choice now, try to down the two survivors near him or try to get to the other door to stop you from opening it, where you not only open both doors but you do so at 125% speed. It's just a borderline lose lose situation if the survivors have rescources on the map.
@vortexventamy2 ай бұрын
I honestly really like all the ideas presented, however there are a few things I will say feels odd Before continuing to read -- I LIKE THESE VIDEOS they are good fun I just would like to share what I personally think Honestly I think Leverage might be **too** op, but specifically in it's 4 token state. It has that Friends till the End effect except on everyone. I get it, you have to hook everyone once, but sometimes that is really easy... Unlike other perks such as STBFL, Dying Light, or even Hex: Devour Hope (which needs 3 tokens to get people exposed) It cant be countered EXACTLY and encourages hiding and more stealth perks because people will run this with BBQ. However I DO like that the cool down technically increases each time and that it is another "hook four survivors" -- I think the broken status affect is strong as is. Wake Up! I think is fine as is (I am bias) as it does something unique: increase exit gate speed -- plus aura being shown is nice for people who are in chase. I would say having other survivors run it = more value feels kinda odd in terms of other perks in the game. Powering two exit gates at once seems really strong -- though I love the idea of seeing everyone after all gens. So my personal suggestion to change the reworked version would be... Leave seeing survivors after gen completion as is, decrease giving the second exit gate progress to 25% max, make oneself open the gate 25% faster, and reveal to all survivors the exit gate with the most progress or that are above 90%. In addition to this, it could also have a mini kindred affect where the user(s) with Wake Up sees survivors (maybe even killer :0) in the exit gate (like Blood Warden) but that might be too many things in one perk. Overwhelming presence is cool but I think it would mess with newer survivors too much so I think it should increase the range of "near" but not by 100% Quick Gambit might be too strong especially on 2-3 man gens so maybe back to 8% it goes but I might be bias
@DBDBalanceBeyondАй бұрын
Thank you for taking the time to share your ideas. The idea with Leverage applying Exposed is that after a while, all people would be a potential 1-shot down. Given that Exposed requires the use of a basic attack, the 20 second limit would be a limited window for a killer to get a free bonus health state. Further, the cooldown would limit a killer between uses. I had thought that this would be enough to limit the utility of the perk whilst still forcing Survivors to play more safely for a brief time. You said that you thought the Broken effect by itself would be enough. Do you think that this effect would be useful in a general sense (applicable to most killers) or only useful in a niche. I had included the Exposed effect in order to try and make the perk more useful for a greater number of killers. Do you think that this would be unnecessary and that filling only a niche style is enough? As for Wake Up! I based my own ideas on my personal experience, that is the perk being pretty useless. I'm not sure if I'm in the minority here, some people have said that they like the rework concept whilst others have suggested that the current version of the perk is fine. The stacking effect is something that another viewer pointed out, after consideration I also think that the perk would be better off without it. The idea was that stacking multiple copies of the perk would be useless thanks to the perks effects. However, the same is true of perks like Open-Handed which don't have a stacking aspect. I really like the ideas for your rework as well, I think that transferring only 25% progress may be slightly limited but it's difficult to know with a novel effect such as this. As for the information aspects, I like the revealing Exit Gate switches to players depending on their progress. This could be really useful for solo-queue players who need to coordinate hook saves and see which gates have been worked on or need working on. For Overwhelming Presence, other people have suggested that a constant effect could be too intense. What range would you set the 'close' range to? Finally for Quick Gambit, this is entirely possible. I had increased the value slightly given that the perk would require players to work more to activate the perk. However, as with any generator speed perk, values are difficult to know.
@antoninbertin-denis95452 ай бұрын
First of all : Great work as always, I can feel way more ingeniosity put in this perk rework than in the 20 one, which explain the fewer perks reworked. I really like the rework of Overwhelming Presence you suggested. But I'm a bit scared it would be a bit too much effective, especially in indoor map. If you take the Game for exemple, with Doctor's add-ons that increases his Terror Radius, you would hear it in permanence while the killer could be literally anywhere. And on top of that the scream + aura reading makes it a really good tool for tracking survivors, so you could break chase and grab someone by surprise. Moreover, thanks to the Aura Reading, you can even distinguish who's progressing the game by healing or repairing generator or cleansing a hex, or doing anything useless or hiding. In addition of being really Overwhelming, it is maybe one of the best info perk, which needs both Calm Spirit and Distortion to be countered... And as new players already struggle to do gen in the killer's Terror Radius, the perk would be really obnoxious for them if you keep the + 8 metres Terror Radius (Wesker would have 48 without Distressing) What I suggest is that you only get the scream while you start a chase meanwhile leaving a chase by any other mean than downing the survivor or the Survivor entering a locker makes all Survivors see your aura for 5/4/3 seconds. We completely get rid of the bigger Terror Radius, the player could use Distressing or M&A for such an effect, without being able to stack them up to a ridiculous 70 metres Terror Radius with Doctor's add-ons X) (you have to admit it can be a bit obnoxious) This would be a bit more fair as an info perk and let Survivors a chance of knowing where you are to avoid grab, while still keeping this as a confusion perk. I'm also suggesting reworks for the other perks in subcomment if it interests you. Keep it up! And good luck for the Skully Mommy rework X) ❤
@antoninbertin-denis95452 ай бұрын
Quick Gambit precision : When the perk exits cooldown, if you're not already at 7 stacks it reenters cooldown. You could stack other haste perks on top of Quick Gambit, but it's at an even bigger risk because you may increase the slowdown part.
@antoninbertin-denis95452 ай бұрын
Then Wake Up : The endgame is in a precarious situation. It is quite easy with a coordinated team to get 4 men out, the time it takes to open exit gates is too short and managing this situation is quite hard. However, in a solo Q situation or when you're the only survivor alive, this is hardly enough time for the survivor to stand a chance, and against Singularity you may offer yourself to the killer right away. I do not think endgame is the most thrilling part of the game, and hook grabs have to go for example, but it can still creates indredible memories such as an insane comeback for the killer or a one man save for survivors. I think that even though this perk is not always useful, a bit like Adre, it just makes it really hard for the killer hooking next to an exit gate. It is hard enough. for the killer to pressure both the hook and the gate, but here you can 90% the gate without taking a single risk. I think that wake up should be more focused on solo Q saves instead. Wake Up : Every time a Survivor is hooked, they sees every generator, totem, chest and hook in a 24 metres radius for 15 seconds. When the exit gates are powered, every survivor can see the exit gates location (even if this info is not really good as you said in the video, it can be useful for the survivor in chase at this moment.) You and every Wake Up user can also see the progression of exit gates by the intensisy of their auras (from White to Red, such as Wraith or Legion add-on) Instead of progressing your exit gate, you can progress the other exit gate by using M2, up to 30/40/50 %. Progressing the other exit gate is 50% slower. Every Survivor can see each other aura in classic yellow, except Wake Up users that have their White. After succesfully unhooking another Survivor, you gain Endurance for 10 seconds (Endurance for the unhookers is quite bad, as original BT, because it favorise the Killer for tunneling, but there are no such things in endgame).
@antoninbertin-denis95452 ай бұрын
Wake Up precision : I tried to keep your original idea but also switching things up to be a better soloQ experience, such as ressource info in mid-game, lot of aura reading in endgame and endurance if you can manage to make the right person unhook. I think that it would still be obvious if you're using this perk or not so the killer can still just wait for the 10 seconds (a bit like a DS user tbagging and entering a locker after being unhooked, you wouldn't try to bodyblock in endgame while injured if you're not using Wake Up)
@antoninbertin-denis95452 ай бұрын
Finally Leverage : I think this perk is good as you reworked it, but it reminds me a bit of Friends 'Til The End. Firstly, it could be good to have a perk a bit different, secondly, the 20 second Exposed Status Effect is often too short while you can see the Aura of the Survivor and while it's easier to trigger... So I kept your idea of the broken Status Effect and the 4 tokens, but twisted the effects a little : Leverage : When you hook a Survivor for the first time, gain a token up to a maximum of 4. Each time you hook a Survivor, the following effects apply : Each injured Survivor becomes Broken and Blind for 7.5 seconds per token. Each healthy Survivor becomes Blind for 7.5 second per token. Each Survivor healing during the hooking animation screams, revealing their location, and becomes incapacitated and oblivious for 3.75 seconds per token.
@antoninbertin-denis95452 ай бұрын
Leverage Precision : I buffed a bit the time and brought a lot more diversity in the Status Effect employed. This way it would guarantee a bit of confusion in Survivors healing, even if it's still a bad perk for healthy Survivor...
@rakeshsspiceclub55548 күн бұрын
Your Overwhelming presence is way too strong & would turn any killer into a lullaby type killer… Instead, i would make it a anti gen perk. Firstly, cut out the old effect and the terror radius requirement. Instead, i would make it so when the killer moves closer to a gen , the gen progress is slowed (lets say 20 meters maximal distance) , up to a maximum of 15% +- (values might to be even lower). Additionally, skill checks appear more frequently and are 10% faster when in short distances of the killer. Based on the Killers distance to the gen, the slowdown would gradually build up , up until the killer is within kick distance. This would be useful in certain situations to prevent gen repairs right in your face. The Idea of the perk is to be a overwhelming presence when approaching a gen and making it more difficult to repair the generator within short distances of the killer.
@AndrewTheYouTubeCommentator2 ай бұрын
As much as I love all of these concepts, the Overwhelming Presence one kinda makes it worse, just my opinion, sorry 😓
@ju4mpii_159Ай бұрын
love ur accent
@crimso_nn2 ай бұрын
Maybe double levarage's broken time, 20 seconds at max stack seems kinda useless
@Grizzybuzzy2 ай бұрын
its a perk though, you also have to take into account the total time this perk saves you if all tokens are used, which is 50s of broken and 20s of exposed, the point of the broken status effect is not to slug the enemy team, but interrupt their healing by applying broken mid heal and resetting their progress, wasting medkit charges or delaying the survivors' reset in the endgame.
@pewienczlowiekag31112 ай бұрын
Overwhelming presence would be very annoying to face. Close tr is very loud, hearing it for an entire match would quickly become tedious. Besides, it's very strong, not being able to tell whether a killer is right behind you or 40 meters away is just very bad. Hard pass on that one.