So how do you like the new perks?
I'm wondering how everyone likes the perks. Do you think they are bad or good or neutral.?Do you think they can shake up the meta?
Personally I find then fun but I cam definitely see a lot of killers being bullied by them. I hope it doesn't get out of hand. Im unsure of the killer perks but Lethal Pursuer is probably going to be used by every killer so that's nice. What do you think?
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Survivor ones seem mostly woah, Killer ones seem mostly meh.
Can't say more than that, i'm not playing the PTB.
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Theyre probably the most interesting batch of perks weve gotten in a while. They probably wont shake up the meta(with the exception of maybe Resurgence and Lethal Persuer) but they definitely look like fun perks to use
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very fun perks, flashbang and jills mine bomb are gonna be staples in my perk build for a long time
Lethal peruser sounds fun too, but i hope it gets a small passive because its a dead perk slot after the first 7 seconds of the match (maybe have it make auras last 1-2 more seconds?)
the rest seem sorta weak, though
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Counterforce
Counterforce is an excellent perk, and I think it's a pretty fair one. It's basically the new Anti-NoED perk. Forget small game. You do have to find the first totem on your own, but after that, you can go around and bust them all. It's also totally fair, since it also only shows you the furthest totem. Well desgined perk all around.
Resurgance
I actually had a similar idea for the perk a while back. I think it'll be a pretty solid perk that can only be used twice per game. Good for anti-tunneling. It's a little better than second wind. Fairly limited in number of usage, but helps you out at your most vulnerable.
Blast Mine
Not sure how to feel about this perk. Kicking gens is going to be a pain, more so than it already is. I do appreciate the uniqueness of the perk. I"m not sure it's something I'd ever use. Ruin makes it completely useless, as does killers who just don't kick gens. Could be pretty useful in a 3-gen situation. Can't be paired with Repressed Alliance, I'm assuming?
Bite the Bullet
Eh, not a great perk. Might be useful for newbie players who regularly miss skill checks. I think it should have some kind of secondary effect.
Flashbang
Not sure exactly how it works on the survivor's end. But it's kind of like Pharmacy, but for Flashlights. Or well.. Firecrackers I guess. Could prove fairly useful against campers. Blind them, and then go for the unhook when they can't see.
Rookie Spirit
A good solo queue perk. You can sort of get an idea of what gens your team were working on with this. Low level requirements. Decent perk.
Lethal Pursuer
I had almost this EXACT idea last August. This perk will be very useful, I think. Yeah, it only lasts 7 seconds. (Insert: So Longer than Ruin, joke). But it lets you know where you should go, where you should try leading survivors to interrupt the most number of survivors. Also if you have a hex totem, you'll know if survivors are near it or not, and whether you need to head straight for it. Basically gives you a stronger start, not unlike Corrupt Intervention. (Though Corrupt makes the map smaller, but survivors can still spawn on generators).
Hysteria
Could be pretty interesting, though I think it needs to lose the basic attack requirement. Legion deserves a good perk, dammit!
Eruption
It's surge, but with a more targeted base. I'm not sure how long gens stay highlighted for, or how exactly it works? Does stopping regression turn the gen non-yellow? Doesn't seem like it does, I think? Which makes this perk interesting. Though I think the cooldown should be a little shorter maybe.
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Eruption stay light until the gen explode thanks to the perk itself, or until it's completed, from what i saw it will stay yellow.
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Counterforce is insane. Small Game is pretty much useless now, and if you find a totem then it quickly snowballs and the killer has lost all their hexes. Either nerf Counterforce, or buff all the hex perks so that they're actually what they're supposed to be, insanely powerful.
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Lethal Pursuer: good for new players, but honestly I play Doctor with Whispers mostly so I can free up a perk slot. I think it'll be great for new players who buy Nemesis as their starting perk.
Flashbang/Blast Mine: I can't use flashlights for my life so this will be so much better lol as killer I run Surge over PGTW so I'm not worried about Blast Mine so much. FB will be annoying lol I may run Flashbang + Inner Strength + Counterforce + Head On. You stun killer and then blind them lol
Eruption: probably the more interesting of his perks. I don't kick much but could be interesting with PGTW/Oppression. Cooldown is really long though.
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Flashbang: will be deadly for SWF
Blast Mine: the solution for 3 gen situations.
Flashbang and Blast Mine will drive killers insane.
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Lethal Pursuer I'd like to see it can really help weak early game killers who need to move like Myers or Plague. But be good on killers with a good early game like Hillbilly or Ghostface.
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