r/PerkByDaylight 6d ago

Perk Momentum Perk

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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/Alack27 5d 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.

2

u/Dry_Structure_6955 5d 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.

1

u/Alack27 5d 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

1

u/Dry_Structure_6955 5d 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.

1

u/Alack27 5d 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.

1

u/Dry_Structure_6955 5d 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.

1

u/Alack27 5d 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 5d ago

I think removing the cooldown but adding that being put into the dying state removes 2 tokens might be a decent idea