http://dbd.game/killswitch
Rick grimes perks... just why?
Seeing these awful perks in my opinion is a red flag its time to stop releasing new characters for awhile. It's obvious they have run out of ideas for perks.
Rick grimes perks are so bad. To save another long winded rant about this ill mention just one.
Come and get me.... just why? Why do you scream and reveal yourself for 5 seconds like that? Doesn't that defeat the entire purpose of the perk?
Your supposed to use this as a stealth perk for you and anyone around you for a mere 10 seconds yet younot only scream but can be seen for half the amount of time your supposed to be quiet lmao!
This perk clearly isn't for you, its for your teammates I guess...
I absolutely hate perks that are meant for people in teams. If you play solo you don't benefit much.
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i find it insulting how they overbalanced and played safely with fragile pallet perk and just didnt care about properly balancing or at least designing michone's perks well
oh, infinite UB you can just set off in 25% recovery which has a downside so bad it lets you cross half of the map before putting you back down? yeah, that perk can wait a few months to be changed, solo q survivors need perks too
fragile pallet you can only place instead of broken pallets after doing an animation long enough to make it unviable when killer is nearby and which requires to do side objectives? yeah, this one HAS to be released as weak as possible, god forbid we ever allow the possibility of 4 comp survivors perfectly cycling through chests to create one in a million set up for this perk to be unfair.
sometimes I think there are two dev teams working on this game's balancing with diametrically opposite mindsets (one balance the game like esports comp and the other balance it like people who play it are incapable of playing even remotely well) and none of them did a good job with this patch.
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The concepts are great (if a bit niche), but for me the prerequisites are too much for basically all of them. Come and get me could just be on a cooldown (make the aura read longer for the killer in exchange maybe), apocalyptic ingenuity should only need 1 chest or be charged in the same fashion as flashbang and teamwork… Well that perk is pretty terrible and he already has a more usable version of it in come and get me.
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Perks are not great I agree, but I think the base concept is fine, they just need some tuning.
- Apocaliptic - fregile pallets are just not good, we know that from event… best use is to fake the drop, while tha pallet has massive X and sparks to expose it's limitation.
→ solution 1: 3 stacks are needed to rebuild normal pallet (you can now built pallet on pallet related spawns, not just where pallets been broken)
→ solution 2: 1 stack is needed to build fregile pallet
→ solution 3: remove X and sparks and reveal the pallet to all survivors in yellow aura
2. Teamwork: concept of help is fine, but the injury requirement and range kinda makes it worse self preservation reverted
→ solution 1: if you take protection hit, all survivors within 24m lose grunts of pain, pools of blood and scrath marks for 20s
→ solution 2: increase range
→ solution 3: works on healthy survivors too
3. the scream perk - trully don't know why should anyone run it over babysitter and I have idea of making it reverted resurgence.
→ When you unhook survivor they will get instantly healed by 70 %, once they are healed by any means, you scream and your aura is revealed to the killer for 8s
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As long as I understand there are multiple teams hired for the particular dlcs and game mechanics. So one did Castlevania and other did FNAF, fe. I know that same guy did Spingtrap and Ghoul.
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You scream and reveal your position because it's not a stealth perk for you and everyone around you, it's a perk for taking aggro off your teammates and getting the killer to chase you instead— hence the name "come and get me" instead of something referencing hiding or not being seen.
I don't think it's that great, but I also don't think it's terrible either. That and his Teamwork perk are very solidly in the "sure, these are fine" camp, and while that's not great I also don't think it's worth getting worked up over.
Apocalyptic Ingenuity is MUCH worse, and actually does need some kind of fix.
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which is surprising because they feel like being designed and balanced by completely different people
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I agree with solution 1. Rebuilding a real pallet instead of a fragile one. At the end of the day, thats not that big of a deal. Only issue i can see balance wise is maybe a god pallet like shack. Either way every DLC character in theory should have 1 strong perk in their loadout. Killers included.
And ideally the killers and survivors strong perk should counter eachother as well to some degree for balance reasons.
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Come and Get Me would be a lot nicer if, after meeting the unhook condition, you could always see injured survivors within 24 meters of you, that way you could actually maximize the use of your perk and not have this weird guessing game in Indoor Maps.
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it's a nice fit for my Screaming Lisa; killers hate chasing screamers, but if everybody else is hidden they don't have a lot of choice without blundering about in the dark.
I always say the only way to combat tunneling is to remove killer agency, and hiding your team is a good way to dissuade it. it's cute.
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The perk is called "Come and Get Me", I think its purpose is self-evident.
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Come And Get Me! works in two ways: anti-tunneling by getting the killers attention to you, and Steagulls. It could be a bit better tho.
His Teamwork is pretty eh, and would be miles better if it worked both ways.
And Apocalyptic Ingeniuity is niche because chests are niche.
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I would absolutely pair Come And Get Me with Babysitter if it didn't require the crouch. I can get the idea of being "forced" to take aggro that way, but it's not that practical in reality.
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The party pallet perk should definitely just require Survivors to open only the one chest. Or alternatively, they could also have the perk let you rummage through an open empty chest, but instead of getting an item like the other rummage perks, you charge up the perk.
Tbh, this is the only perk that really interests me from the Walking Dead chapter because it has the potential to be the most fun. I think they'll probably end up buffing it like they buffed Chem Trap and it still won't see much use. In the end, it's a silly meme perk that can be easily countered by respecting the pallet to bait the throw or by a Killer running Enduring.
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