Old Perks vs New Perks
Old perks:
- You break everything faster!
- You recover from stuns faster!
- You one-hit everyone after all gens are done!
- You see downed survivors!
- You see healing survivors!
- You hold survivors tighter!
- You carry survivors faster!
- Survivors heal slower!
- You always know when you are near a survivor!
- You are silent while wounded!
- You heal automatically once all gens are done!
- You see teammates nearby!
- You can heal yourself!
- You see wounded teammates!
- You heal faster!
- You don't scream!
- You always know when the killer is looking at your direction!
- You can do a cool thing and nothing is limiting you!
New perks:
- You can do a cool thing, but only after completing a chore and after certain conditions are met. The conditions are designed this way that you can't use the perk more than 4 times per trial, and then you also get a cooldown of 120/110/100 seconds. Also this cool thing does not apply to this, that, and also that. And once PTB is over, we will reduce the magnitude of the cool thing by several times.
Comments
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Once in a blue moon, after rescuing 40 survivors, completing 11 gens, destroying all totems in the match, and healing a teamate consecutively for 40 seconds, you may perform the O M E G A V A U L T A C T I O N allowing you to vault 1/2/3% faster. This perk has a 1 quadrillion second cooldown.
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Well theres a limit how many things can be added to the game with the mechanics that are in for years. Unless you create some new game mechanic you will struggle to even come up with original perks, same goes for killer powers
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I feel like a few recent perks (starstruck, counterforce, resurgence) are actually really fun and remind me of the power that old perks got.
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Pinhead's new perks seem more in line with the old ones.
1. Hex: Do Bones!
2. Scourge Hook: Sloppy+IndividualThanat
3. ######### yo Genrush!
Hopefully they don't mess them up with a bunch of conditions or cooldowns upon going live.
1