What Is The Purpose Of Making Perk "Team Work" Such A Long Cooldown?
Is 60 seconds or 80 seconds too strong?
Comments
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You could make it 60 seconds on both of them and I still don’t think they’d see much use.
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I am convinced that they could have 0 cooldown and still would be really niche.
I have no idea how this perks came to the game the same update any means lost its cooldown. Seems like they were made by entirely different teams
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Definitely feels like they played it very safe with these perks. 140 second cooldown, the haste speed is slower than the speed you get from Blood Pact, deactivation being either getting injured or going more than 12 meters away from each other (basically nothing) and one only activated when healing and the other only activating if having been healed, which causes them to have lousy synergy.
It's such an interesting concept but sadly, the perks have non synergized activation conditions, a lengthy cooldown, Power of Two basically being a nerfed Blood Pact and two very easy to happen deactivation conditions.
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As per usual they played it safe with the new survivor perks because they are scared of making another COH or DH. Seriously even with no Cooldown these perks would be mediocre at best
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The Devs are super-afraid to bring somewhat decent Perks for Survivors.
Teamwork-Perks are no exception. Even if you would remove the Cooldown they would not be used, because their use is very niche. IMO if they want something like Teamwork-Perks to be useable, they should be way stronger - because in the end, it makes Survivors stick together, which is good for the Killer.
Because in the end, to have some use of Teamwork, the Survivors need to be very close to each other. And this means, if the Killer is chasing one Survivor, he would chase two Survivors at once if they want to keep their Teamwork-Perk active. And basically increasing the efficiency of the Killer should grant those Perks a stronger effect. (even tho it is dodgy for the Haste-Perk of those two, since you cannot mess around with Movement Speed too much)
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They played it too safe for these perks. Even if the cooldown was completely removed they'd still be pretty mediocre.
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I think they want to differentiate it from Blood Pact, so it's given a cooldown, but 140 seconds is too much.
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It's a shame cause i think you could do some nice things with this concept but the insane cooldown and the very strict 12m makes it really hard.
I feel like they try to play it a little to safe with every perk from both roles.
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