Risks and rewards
High rewards equals to high risks.
This design concept is quite obvious when devs make hex perks.
Stronger perks are almost hexes (ex. ruins)or requires activate condition (pop goes the weasel) or with a ridiculous long cd (ex. oppression), which means they can't be activated all the time.
But survivors' meta perks are quite different, they have much easier activate condition.
DH just requires a hit then you can use the most strongest second chance perk to make up your mistake or just get to strong loop to stay alive couples of seconds
It's just am example.
You may say exhausted status is the counter balance here, but ask yourself 40 seconds without interacting a killer is a common situation or a rare one except being tunneling, that's another topic. Even when you finally get hooked, as soon as you are unhooked, the exhausted just magically disappeared, so DH, SB, etc. can activated right on the moment your feet touch the ground. Not to mentioned combine with BT and DS or a decent body block by your teammates.
Also the new Vigil is quite a huge thing with the debuffs and exhaustion as well.
I think survivors' perk need some adjust, maybe just a little bit then the whole game will be so much better.
Tell me your thoughts, ideas or point out where I misunderstand
Comments
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Vigil just isn't that good.
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######### is a reword
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When you rewrite a phrase with different terminology.
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OK, I guess? At least from a rework aspect, I think it's quite decent
Though compared with the old meta (DH BT DS etc.). It's not that strong I agree.
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sorry for my poor spelling
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