Perk build restriction idea... shake up the meta.
Just had a little idea to shake up the Perk Meta.
Every character has 3 teachables. One taught at 30, one at 35, the last at 40. A weak, medium and strong perk. There is also a pool of generic perks (lightweight, spine chill, etc.)
The perk slots should be restricted to one of each type.
So, Survivor could have: Leader, Adrenaline, Self Care, Saboteur for Slot 1
Prove Thyself, Sprint burst, Botany Knowledge, Calm Spirit... for Slot 2
Bond, Quick and Quiet , Empathy, Iron Will... for Slot 3
Dark Sense, Deja Vu, Hope, Kindred... for Slot 4.
Could be interesting, and force a more varied perk set.
What do you reckon?
Comments
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I would like it to be introduced into the game, but I think the usefulness or strength of a perk is quite subjective.
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Supernaut said:
Just had a little idea to shake up the Perk Meta.
Every character has 3 teachables. One taught at 30, one at 35, the last at 40. A weak, medium and strong perk. There is also a pool of generic perks (lightweight, spine chill, etc.)
The perk slots should be restricted to one of each type.
So, Survivor could have: Leader, Adrenaline, Self Care, Saboteur for Slot 1
Prove Thyself, Sprint burst, Botany Knowledge, Calm Spirit... for Slot 2
Bond, Quick and Quiet , Empathy, Iron Will... for Slot 3
Dark Sense, Deja Vu, Hope, Kindred... for Slot 4.Could be interesting, and force a more varied perk set.
What do you reckon?
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Oh, I was just using Survivor perks as an example. Same would also stand for Killers.
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I think that could cause some major gaps in loadout potential. Killer and survivor perks don't always equate and then you also have to gauge which perks are almost unviable when used without a complimenting perk also equiped.0
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I think the better route would be to make more perks/perk combinations viable.0