Teamwork Perks are quite underwhelming
Due to the absurdly long cooldowns and many requirements, these Perks will not get much use, especially in soloQ, so here is an idea on how to change them!
Teamwork: Collective Stealth
When you finish healing another Survivor, this Perk activates.
While active, yours and the healed Survivor's Scratch Marks are hidden for as long as you both stay within 6/7/8 metres of one another, when one of you is out of this range or gets hit, the Perk deactivates.
Changes:
- Now activates when you fully heal a Survivor. (from the Survivor fully healing you)
- Removed the cooldown. (was 180/160/140 seconds)
- Reduced the range to 6/7/8 metres. (from 12 metres)
The cooldown prevents the Perk from being useful, so I removed it in exchange for making the range of the Perk quite small. Having a Perk that depends on another Survivor healing you is quite unreliable, sometimes you have teammates that want to heal you all game, sometimes they avoid you like a plague.
The Killer can get rid of this effect by hitting a Survivor, if Survivors want to make use of this Perk, they always have to be together, this also means being in a chase together, which means one less person is doing gens.
Teamwork: Power of Two
When you take a protection hit, this Perk activates.
While active, you and the healed Survivor gains a 5% Haste Status Effect for as long as you both stay within 8/9/10 metres of one another, when one of you is out of this range or gets hit, the Perk deactivates.
Changes:
- Now activates on protection hits. (from finishing a heal on a Survivor)
- Removed the cooldown. (was 180/160/140 seconds)
- Reduced the range to 8/9/10 metres. (from 12 metres)
Who said these Perks only need to be activated from healing, right? Taking a protection is quite a difficult task, especially if you want to actually protect the Survivor, this Perk will allow both of you, once you take action, to have easier time evading the Killer if you stay close to one another.
Comments
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I would like to add to Teamwork: Collective Stealth the masking of the aura, blood, and pain sound.
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The cooldown is rather trivial compared to the main issue with these perks: you need to stay glued to another survivor. It's terribly inefficient for two survivors to constantly have to stick together. Unless the killer leaves you completely alone, and neither of you ever need to go for an unhook, you're gonna have to split up. And these effects are specifically meant for chase, when it's a terrible idea to allow the killer to chase two survivors at once. It's just an inherently flawed idea.
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The perks need a circle to show you and your team-mate the edge of the perk deactivation.
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