Too many perks and too less of a choice?
With the new Chapter 13 we get 6 new survivor perks.
I am really exited to test them out, but while my head is in full build and experiment mode, my competitive part asks himself:
How do they fit into the meta?
In the end they are up against Adrenalin, DH, SB, BL, DS, BT, Lithe and Unbreakable.
Is there a way to promote diversity in perks?
Babysitter - competes with BT
Camaraderie - is a niche perk, better run something that prevents you from getting hooked 2 times in the first place.
Second Wind - is amazing, is like mid game version of Adrenalin. But it promotes tunneling.
Better Together - is good for solos. Invalid in SWFs.
Inner Strength - nice idea, but I don't like to be idle for 8s. Nice for a sneak build and is super OP against a lot of killer perks (Nurses Calling, Sloppy, Colourphobia, Thanatophobia, all anti heal addons)
Fixated - nice training wheels, after some time it gets obsolete. Nice Synergy with SB.
Will there be a perk overhaul?
Some perks are really cool, at least in theory but compete with other amazing perks, come almost a must in high ranks. More perk slots or merger of perks?
Comments
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Inner Strength seems really good. If I hide in a locker from BBQ anyway, that's just a free heal. It should definitely compete with other healing perks or perks to find others to heal like SC or Pharmacy.
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The new survivor perks are Nice, they're not too strong but compliment other existing perks that they can make some nice new builds.
The Killer perks on the other hand I don't think you'll see much of considering there's much better perks you can run. I was really hoping for some perks to shift the meta but I guess not.
Surge is nice but the 32m range and 40 second cool down limits it to the point where you'd be better bringing Pop since you have to down a survivor anyway and it'll probably most times only effect one generator as well. Pop doesn't require a basic attack down either.
Cruel Confinement again a nice Idea but at most It'll get you 1 maybe 2 free hits if you're close by to the area where the generator pops and know where the survivors are. Very Situational.
Mindbreaker is okay to slow down the timer on exhaustion perks but again very situational.
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Inner Strength means you're idle for 8 seconds instead of 12-40. Not sure why you don't see that as an improvement.
Babysitter complements BT. It helps them get away and then BT is like insurance in case the killer finds them anyway. Also consider that when you unhook the survivor with both, if the killer is standing near the hook waiting to immediately down the survivor again, that survivor gets Endurance and then they can more easily escape with no blood trail or scratch marks while the killer wipes their weapon. If that survivor has Sprint Burst they can get even further.
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As I believe Peanits pointed out if you're downing multiple survivors within a 40 second span then you're doing very well already. Surge is just the icing on the cake. There are also often 2 or 3 gens within a 32m radius
Calling Cruel Confinement situational is odd. Generators bring completed is a pretty common occurrence. Comradarie is an example of a very situational perk.
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I didn't say surge was bad, Just that I believe there's a better perk in place for getting gen regression that doesn't have so much prerequisites.
The reason I think Cruel Confinement is situational is because in order to get the most out of the perk you have to be near a generator when it pops and also know where the survivors are. If a generator is completed across the map or survivors run to the next tile out of the radius the perk will most likely have no real impact.
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I actually really like these perks, they are all a lot less about being crazy strong, and more about building around. For example, you could make a pretty spooky freddy build using tinkerer, and cruel confinement. If they hop off the gen when you port to it, great, you can kick it and smack them around a bit, if they dont, boom, you are right next to them, and their escape options are incredibly limited.
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The Demo's perks are pretty cool but depending on how survivors adjust their gameplay to counter it
It might not be as useful as other slowdown perks. Especially since they confirmed Weasel, Overcharge, and Surveillance do not get proc'd by Surge
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If we ever want to have perk diversity in this game the devs would need to take a look at most and least used perks of a time period (maybe 3 months?) and tweak those to be either better or worse. I know some perks just can not be changed or it would completely destroy it's purpose (like iron will, you can't reduce the percentages and keep the perk viable and it would need a rework instead).
I'm not saying the current meta perks are overpowered but they are so much better than the average perk that it's not even a competition.
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I disagree with fixated. While it is good for new players, this will also be very useful for experienced players who want to mindgame the killer more.
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I totally agree, that the new perks are exciting, that was never the point of my discussion.
Maybe I should clarify myself better.
With so many cool Perks are 4 Perk slot still enough?
Would it be better to merge some of the perks or increase the perk slots?
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Having more than 4 would be overpowered. Many options and combinations are the fun of it, but having a limit as such is perfectly feasible. You don't need to combine a bunch of crutch/metas together to have a good build. Just have fun and do whatevs. I don't even think it's fun to run a bunch of character specific perks on another, so being presented with change in the form of a diff character is perfectly fine in my book.
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