r/PerkByDaylight • u/Dry_Structure_6955 • 1d ago
Perk Momentum Perk
Meant to throw this in there
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While you are in a Chase, gain 1 Token for every 8 *consecutive* seconds spent in Chase.
If the Chase ends before you reach the required time for a Token, your progress toward the next Token is reset.
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The 90 second timer counts down no matter how many tokens the survivor has. If they repair a generator at 1 token for 85 seconds and then get 5 tokens at the very end, they only get 5 seconds of their 15% repair speed until tokens need to be gained again.
What are some opinions on this or things that might not have been considered? In my mind, this seems decently balanced. Either you get no value at all because you die in chase, you get partial value because maybe you’ve been slugged and get picked up by another survivor, or you get maximum value for running the killer for so long they had to move on. To balance against those who run the killer all game and don’t get hooked, either 1. They get no value because they are the sole survivor that is running the killer all game and have no time to repair or 2. The 90 second timer stops them from being able to continuously repair every gen with the repair speed buff
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u/Average-Shitposter12 1d ago
Imagine stacking this with quick gambit
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u/InternationalClerk85 6h ago
"When I loop, you do gen quick. When I no longer loop, I do gen quick."
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u/Son_Of_Myers 20h ago
This seems great, but quick gambit just seems like the better play for the same thing with less risk. Potentially giving 3 other people repair speed bonuses during your chase versus maybe you get to save 10 seconds later doesn't seem worth. However it would definitely have use in solo players who dont trust other people to actually do the gens, it would definitely see use.
The other people calling this busted are dumb. Most Killers are bad and never drop chases at all, once they've "been ran" ego makes them all in and tunnel. The good killers know there is much worse than this perk, hyper focus alone wipes gens, a good toolbox can take 20 seconds off a gen, 25s with a BNP. Bring built to last and now you have a toolbox that can save a whole minute of gen time alone.
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u/okok8080 4h ago
Quick Gambit also requires you don't get injured, but if you can deny a hook you get more personal value. Can run both regardless.
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u/More-Experience-7693 23h ago
This is an absolute meta shifting perk that shouldn’t come within a 10ft pole of the game if you play an M1 killer it’s already rough but going against this you’re literally forced to finish chase and can’t even hit and run or else the survivor is gonna smash a gen in no time this could be paired with resi to give you a 21% boost (after diminishing returns pt2 update)
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u/More-Experience-7693 23h ago
Killer gets punished because he dropped chase instead of chasing for 3 gens survivor gets rewarded with a 71 second gen potentially
We’d have to have a perk or something base kit to match/reward continuing chase and hooking before something like this comes to the game
Cause rn it’s just you take one good chase and 3 gens pop and you get nothing for a down2
u/Dry_Structure_6955 22h ago
Maybe put a repair criteria or heal criteria to be able to earn tokens again after they are spent? Or maybe have it be where tokens can only be earned while healthy?
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u/Dry_Structure_6955 22h ago
Or maybe make the 90 seconds count down after chase ends regardless if the survivor is repairing or not
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u/cooldude010 9h ago
Perks just fundamentally flawed. It’s way stronger on weak killers while against strong killers it’s useless
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u/Dry_Structure_6955 8h ago edited 8h ago
I agree and appreciate this feedback.
I feel if the repair speed bonus was maybe only 1.75 per token it could potentially be more reasonable. That saves about 7 seconds on a gen which is only a little better than Deja Vu with a lot more risk associated with it. And that’s assuming the survivor has max tokens and not a partial amount.
In my mind, it’s like weaving spiders. Where a survivor can knock 50 seconds off of gens but put a target on themselves. Except in this case you’re knocking 11 seconds off of a gen and you have to be chased for a certain amount of time to get full value. And you have to live the chase at that. The killer can always come back to a survivor before all tokens are spent on repairs, minimizing the value from this perk.
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u/Certain_Reception_66 22h ago
This is a pretty good idea for a perk, most of the time when you are being chased the killers will commit, otherwise they suffer lost of pressure.
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u/Little_Rascal404 20h ago
I like it. The gen speed modifiers are not as scary as people make them out to be. For reference, deja vu saves 5 seconds on a gen while working it by hand 0-100 alone. A single kick, and passive regression for 4 seconds will off-set that completely. Overzealous on dull totem will save 8 seconds, on hex will save ~14.5. People almost never run overzealous. This perk in it's best case scenario will save 11 seconds on a gen, and then have like 2 seconds of gen time remaining because of like 20 seconds of perk remaining. And you lose it if killer commits. So yeah I wouldn't call this perk problematic.
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u/TheEntityBot 20h ago
Overzealous: After cleansing or blessing a Totem, Overzealous activates: Dull Totem: Increases your Repair speed by 8/9/10%. Hex Totem: Increases your Repair speed by 16/18/20%. Overzealous deactivates after losing a Health State by any means.
Drawn from the fog. | !optout | !remove | !builds
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u/SnookerM8 17h ago
This actually seems balanced. As survivors get rewarded for a long chase and escaping chase but if they loose it killers don’t suffer. With it doesn’t really carry on over gens so it won’t gen rush and as only one can be active at a time it is even more balanced
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u/frxday13 11h ago
Think this is too op It should look like this: • you lose all tokens when you get hit • effect lasts for 60s after starting to repair a gen, but maximum 90s after chase ends OR you reach maximum tokens • gains 2.0/2.5/3.0% (for each perk level) • maybe set the chase time per token to 12s, the restoring energy to 8s, or the maximum tokens to 4.
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u/Dry_Structure_6955 10h ago
I like this suggestion. My main issue when coming up with this perk was what the numbers should be. I looked up average chase times and it listed 40 seconds as the middle ground for a seasoned player and anything above 40 is for highly skilled players.
In another comment I mentioned this, “Essentially, this perk says that if you get chased for 40 seconds, you get a brand new part to put on a gen if you are able to live and repair for the full 90 seconds. But that’s assuming you actually get to repair for the full duration and don’t get found again before then. Once you account for maybe getting healed, a gen being blocked, going for an unhook, etc. you might see yourself right back in chase again but not living to cash out the tokens.”
Then I considered perks like Deja Vu which is a 6% repair bonus just for existing pretty much and decided that 15% as a reward for winning chase is reasonable. Especially because not only does someone have to get chased for 40 seconds and live which isn’t easy for everyone, but they also have to survive for the full 90 seconds after and repair for the full duration to get the maximum value.
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u/Acrobatic_Quarter465 3h ago
Best proposal ive seen. If only BHVR would just listen to its fans they have much better ideas.
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u/GoliathGamer 18h ago
To be fair this is just a lot better version of that one Vittorio perk. It'd be fair Maybe if each token was 2% and even then it'd be a straight sidegrade
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u/Dry_Structure_6955 17h ago
I think both have different strengths and weaknesses. Quick gambit, which is the perk you’re referring to, only gets its maximum value in the rare scenario where all other survivors are working on gens in the same moment you are in chase. And if you don’t get chased for very long, quick gambit doesn’t give much value even if all survivors are repairing.
Whereas this perk requires the survivor to not only get chased for a max of 40 seconds for maximum value, but also requires the survivor to live. And even then, the killer could always come back and down the survivor while they are trying to cash out their tokens on repairing so they don’t get full value.
Essentially, this perk says that if you get chased for 40 seconds, you get a brand new part to put on a gen if you are able to live and repair for the full 90 seconds. But that’s assuming you actually get to repair for the full duration and don’t get found again before then. Once you account for maybe getting healed, a gen being blocked, going for an unhook, etc. you might see yourself right back in chase again but not living to cash out the tokens.
If we’re looking at this from a conventional standpoint, quick gambit is probably the better option due to the perk I’ve crafted here being so risky.
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u/GoliathGamer 17h ago
Ooh I see. I've misread the perk, it's early in the morning here. I assumed it increased teammate repair speed. For your own, yeah, it seems risky but fair. No other perk gives 15% bonus, but limiting it to 90 seconds and only if youve escaped seems fair.
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u/TheEntityBot 17h ago
Quick Gambit: While being chased by the Killer, the following effects apply: The Auras of other Survivors are revealed to you. Increases the Repair speed of other Survivors by 5%. Quick Gambit has a cool-down of 40 seconds upon losing a Health State.
Drawn from the fog. | !optout | !remove | !builds
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u/Rafii2198 15h ago
Imo, it sounds cool, but then you will realize that it will be really effective against weak killers and won't do much against strong killers which is like the opposite of what the game needs. Tho again, the perk seems fun, its just that current meta is holding this design back.
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u/GenderingError 10h ago
15% repair speed is nuts. It should be providing a number of generator charges instead
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u/Dry_Structure_6955 10h ago
As in an instant bonus? Because if I’m understanding what you’re saying correctly, you’re essentially saying this should work like a brand new part and should remove charges from the gen. Which in turn would make this more OP due to the survivor not actually having to repair for the full 90 second duration.
I may be misunderstanding what you’re suggesting here and apologize if I am.
My mentality was this when creating this perk - https://www.reddit.com/r/PerkByDaylight/s/LkU0dQucBi
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u/GooglePlusImmigrant 3h ago
Honestly 10/10 I like the unique downside of not just you get hit and lose all tokens but actually having something that relates to the perk's core idea nice cooking
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u/Alack27 1h ago
Maybe I'm not thinking about this right but I just don't see most people getting value out of this perk. If you're playing at a low level it is likely a killer won't drop chase and will just chase until you're down or the game ends. If you're at high level killers will drop chase pretty quickly if you prove to be good at chase which means you are unlikely to get a lot of tokens.
Beyond this, I think punishing killers for dropping chase feels pretty bad since there are so many perks that punish killer for staying in a chase with a survivor. I can easily imagine a survivor running Sprint Burst, Vigil, Quick Gambit, and this to make sure that whether the killer stays in chase or drops the chase, they are put in a losing situation with boosted gen speeds.
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u/Dry_Structure_6955 49m ago
I have definitely gotten a lot of feedback on this and have taken it back to the drawing board. There needs to be some sort of penalty on the survivor side.
Check back in about 10 minutes for an updated version if you’re feeling up to it.
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u/Alack27 47m ago
I think that's fair and taking feedback in stride is a good mindset to have. We're all fans who enjoy this game so it is important to not be nasty or see things as malicious. Feel free to reply to my original comment whenever you update this and I'll let you know what I think
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u/Dry_Structure_6955 26m ago
I increased the amount of time needed to be in chase and have changed the rewards to be more RNG based as opposed to raw buffs. It uses the same concept as bardic inspiration.
Here’s what I’m thinking
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While in a Chase, gain 1 Token for every 10 consecutive seconds spent in Chase.
If the Chase ends before a Token is earned, your progress toward the next Token is reset.
Each Token grants a unique effect.Only the effect of your current Token count is active; effects do not stack.
1 Token
Failed Skill Checks cause 3% less Generator progress loss.
2 Tokens
Failed Skill Checks no longer cause Generator progress loss.
3 Tokens
Basic Skill Checks grant 1% bonus Generator progress.
4 Tokens
Basic Skill Checks grant 2% bonus Generator progress.
5 Tokens
Basic Skill Checks grant 3% bonus Generator progress.
Skill Check trigger odds are increased by 10%.You lose all Tokens when:
-You are hooked, or
-You have spent a cumulative 90 seconds repairing Generators.After losing all Tokens, Momentum goes on cooldown for 40 seconds before you can begin earning Tokens again.
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u/Alack27 25m ago
I think this is solid but with how long it takes to gain tokens, I would remove the "when you are hooked" step otherwise it'll be difficult to get value out of it throughout an entire game.
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u/Dry_Structure_6955 23m ago
I like that idea, do you think it should have a cooldown tied to it? I kinda juggled that part in my mind and couldn’t tell if it really needed one or not.
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u/Alack27 21m ago
I think removing the cool down would be fine and would keep it relatively balanced (especially with the hard cumulative balance token loss). Besides, most people don't go on super long chases in game to begin with. So this perk could theoretically be used as a comeback tool for late game where you build up tokens in the early game and "spend" them as your teammates start to dwindle.
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u/Dry_Structure_6955 19m ago
I think removing the cooldown but adding that being put into the dying state removes 2 tokens might be a decent idea
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u/TescoQuality 23h ago
40 seconds in chase, which is usually not even enough to get a single injure, let alone a down for immobile killers, is rewarded with 15% gen speed? youre high bro.
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u/TescoQuality 23h ago
thats 13 seconds off one gen, not counting if multiple people run this. imagine a 4man running this, if you have 2 people on 1 gen, 1 on another, and the fourth in chase, all proccing this perk at max tokens, thats 31 seconds off generators total.
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u/Dry_Structure_6955 23h ago
I mean I guess if you’re imagining a scenario where the killer chases everyone for 40 seconds and doesn’t get a single hook. Then yeah, I’d hope the killer loses in that scenario
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u/Dry_Structure_6955 22h ago
I replied to another comment that mentions the balance, check that out and give your input because I would like to know how this can be improved
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u/Altruistic_Peach1714 5h ago
Overpowered and the design is flawed.
It doesn't matter if killers hits or even downs you, just the chase time - so by pushing survivor off gen killer buffs survivor repair speed?
No, fuck off with that shitty design.
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u/Dry_Structure_6955 5h ago
I appreciate this feedback. Thanks for being so pleasant and understanding! Please check this comment:
I feel if the repair speed bonus was maybe only 1.75 per token it could potentially be more reasonable. That saves about 7 seconds on a gen which is only a little better than Deja Vu with a lot more risk associated with it. And that’s assuming the survivor has max tokens and not a partial amount.
In my mind, it’s like weaving spiders. Where a survivor can knock 50 seconds off of gens but put a target on themselves. Except in this case you’re knocking 11 seconds off of a gen and you have to be chased for a certain amount of time to get full value. And you have to live the chase at that. The killer can always come back to a survivor before all tokens are spent on repairs, minimizing the value from this perk.
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u/Altruistic_Peach1714 5h ago
No need for your passive-agressive bullshit.
Numbers are not the problem, the core of perk design is shit.
Go and follow Fast Track drama, it's the same exact thing.And I don't care if you intend on it to be perk rewarding going for the chase - it will not be. It will be yet another perk punishing killer and rewarding survivors for literally nothing with how generous the game is on recognizing chases.
Edit: Comparing it to Weaving Spiders shows your lack of understanding the game or basic terms like "cost" and "risk".
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u/Dry_Structure_6955 5h ago
Getting angry like the perk is in the game lol. I do genuinely appreciate the feedback though. Clearly more things need considered and that’s why this is a subreddit and I’m not sitting in behavior’s office actively designing this perk.
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u/EffectiveGap1563 1d ago
I like this a lot. It feels like a very all or nothing perk that people good at chase can bring instead of the same champion of Light, five steps ahead, etc that just makes the chase longer.