I wish teachables didnt exist
Especially for survivor, killers have their own killer power that makes them unique outside of perks, but for survivors, teachables being a thing made it so each survivor plays the same exact way and there is no reason to choose one over another.
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I've said it in the past, but I'll say it again, Teachables should be reworked into their own rarity and give a worse version of the perk.
Some examples
| Survivors |
Dead Hard - Gives Exhaustion for 120 seconds instead of 60, when used on David it keeps its tiers, going from 60 / 50 / 40 (all Exhaustion Perks could use this formula)
Unbreakable - Allows you to pick yourself up once, doesn't give you a recovery boost
Soul Guard - Gives Endurance for 5 seconds as opposed to 8 seconds, 60 second cooldown (one or the other, but the former would have more of an effect)
Flashbang - Requires a full generator to be completed solo
Inner Strength - 20 seconds to heal self in locker (still faster than Self Care, speaking of...)
Self Care - Heals at 35% Healing Speed, making Botany required (which would also be nerfed, probably to 20%
Deception - A cooldown of 90 seconds
| Killers |
BBQ And Chili - Increase its range to 56 meters, still useful if its far out, but not so much if they're somewhat close
Nurse's Calling - 16 Meters
Thanataphobia (sorry Legion) - 3% penalty per injury
Tinkerer - 85% Gen Progression required to trigger
Pop Goes The Weasel - 15% Regression after hook, or a time of 30 seconds to activate
Hex: Ruin - 125% Regression
Hex: Undying - No longer shows auras when around a Dull Totem
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that just takes build variety for the 96% of players who don't care about the meta and shits all over it um
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They don't need to be nerfed into the ground like I've suggested, just a small nerf, since you're not using said perk on the character it came with.
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I, for one, am grateful all survivors play the same. With 27 now in the roster, it would be totally unfair for a killer - or even fellow survivors - to have to memorize some sort of discrepancy amongst each one.
The issue isn't teachable perks in and of themselves (because there are some good ones), but bad perks that need buffing.
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mate there are only like 8 perks in the game, the other 100 are useless
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There are 182 perks, and far more than eight are good. Don't confuse meta with good.
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this just enforces a strict meta
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I thought about this the other day and while I don't think teachables should be removed but I think each survivor should have a tiny boost to gameplay so that they aren't just interchangable skins.
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First, that would make the survivors unbalanced, as some have useless perks. Those survivors would never get played, and would stop people from buying them.
Second, it gives too much information to the other side. If a player is playing a specific survivor, you know that they will be using that survivors good perks.
Post edited by illusion on0 -
The thing I hate about teachables is every time you unlock one that only increases the grind. I got every killer perk unlocked and when I prestige someone it takes me forever to get the perks that I want. I remember when I first P3ed my trapper I had to get to like lvl 80 to get ruin 1 and this was years ago. More teachables have become available since then.
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Very true. I stopped playing as Adam because killers always anticipate his deliverance perk and it made it pointless.
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I’ve always thought the same thing. Others can learn it, but it’s just not as good.
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Teachable perks give reason to grind out the game to be honest.
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No, perks should not be made weaker or strong on certain survivors. survivors should be skins that all.
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boo your boring
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