Rework idea for 'teamwork' perks
My idea for changing 'teamwork' perks is to have its activation requirements changed fully from its current state, to removing proximity and making it active while a teammate is on a hook. thus being a personal temporary buff thing when a team is in a bad spot to give a buffer that avoids early snowballs
From their release i feel this perk design currently is a type that can only ever give a negative impact to a team with how its built. both making a killer effectively occupy half the team at once and giving massive snowball potential while being hard to work with for anything other than coms
The idea is to keep part of the cost but make it so they can give value without the massive risk of ending the game quickly or need for high organization. You'll only ever get value in it if at least half your team is occupied and not able to further an objective while the buff is also temporary too during a time when your team is already in a bad position. just now it helps mitigate bad spot and supports players