http://dbd.game/killswitch
6 new perks, only one side can win
There's such a shocking difference in the usefulness of the perks between the killer and the survivor this time:
Soul Guard - 8 seconds of MoM/BT style hit protection anytime you are healed or recover from the dying state + if the killer brought in a hex, you can pull a no mither/unbreakable style self recovery after being downed, as many times as is allowed by the killer, for as long as the hex isn't cleansed.
Blood pact - 50% of the team receive 8 seconds of Sprint Burst speed every time one of them heals the other, and have an Empathy style link to see each-others auras. The only perks that can counter this are Nemesis, or Furtive Chase, and they don't even do that if multiple players have blood pact.
Repressed Alliance - Work gens for 60 seconds, save your progress on a gen for 30 seconds without the chance that it will regress or become damaged by the killer. The 99% gen strat is back!
All of these perks are good, a bit situational, but have many uses and plays you can make with them to ensure escapes. Whereas for killer...
Forced Penance - 30 seconds of broken status under the fairly uncommon condition that the struck survivor took a protection hit. It's really sad when an add-on does the same thing, but for 2x the duration, and only requires injuring survivors with the killers power (Legion Pin). Hell Even survivors own perks like For the People inflict the broken status for a longer duration.
Trail of Torment - Ugh, 3 downsides for 1 pathetically short upside. Activating it you now have an 80 second cooldown, show the survivors what gen you just kicked/that you kicked a gen they were working on, and in doing so also show them what area of the map you are in... all for a measly 15 seconds of stealth. I thought the devs learned their lesson from Ghost Face's Hilariously bad PTB reveal: It's not stealth if you announce to your opponents that you are in stealth! Dark Devotion does this better, and for longer by not only giving you a solid, workable Stealth advantage, but also putting your TR on another moving target. This one's so bad, that I can't even think of perks it might synergize with to make it even slightly better.
Deathbound - This perk would be nifty if not for the fact that the survivor afflicted by it just has to stay close to their heal buddy for the next 45 seconds, Which incidentally just encourages them to go work on a gen together. This could pair well with Discordance, but you won't get the drop on them that way, and it'll be a rarity for it to actually prove beneficial. It's even worse if the healed survivors are using Blood Pact: Sure you know what area of the map they are in because one of them screamed, but they also just got 8 seconds of sprint burst, so that information has just become a moot point.
Sigh, not much else to be said about the killers perks really. On the plus side, the killer they come with has a solid base kit, and decent add-ons... that is until the forums flood with complaints and they eventually nerf him of course. I love the Chapter, the characters, and the map, but this crazy one sided difference in perks utility just feels so disheartening.
Comments
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Have you even used the survivor perks?
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"Bias", lol.
Something tells me you don't think the string of Quentin, Tapp, Kate, Adam, and Jeff bringing 15 trash perks for over a year was bias, though.
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yep its so frustrating this once again feels like that ultra survivor sided patch notes right peanits ? we dont forget...
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