What's a fun perk that's shot in the foot by having a cooldown?
I'd say oppression is one. if the cooldown is there to prevent three-genning being stronger, maybe just make it so it gains a stack every time a gen is completed, and every completed gen adds 10s of cooldown, with the base cooldown only being 20/15/10 seconds.
what about you? what's a perk and how would you fix it?
Comments
-
Red Herring. I like perks that have effects that aren't just "increase X speed" or bland. I like the perk's concept especially coming from Zarina's lore, but its cooldown + its requirements hurt it.
I'd say reduce the cooldown from 60/50/40 to 40/35/30 and instead of just using lockers to trigger the perk, working on a different generator will trigger it as well. Finding and using the lockers are just not time-efficient.
Also honorable mention to Visionary... I don't see why this perk would really need a cooldown.
7 -
SurgeJoltRemove the cooldown, or remove the basic attack requirement. Have the range be the tierable number of 28m/30m/32m.
27 -
Any gen-kicking perk. I think if the survivors want to instantly tap that gen and give me the ability to kick it again, then that should come with the cost of giving me my gen-kick perk back.
Pop being the obvious exception as it has an additional requirement.
13 -
maybe it could also be based around the survivor's location when they go down?
maybe in an area around all survivors? (that may be busted)
0 -
Oppression, that one Nemesis perk I forget the name of, Jolt... Funnily, all gen-related perks.
Blood Echo too, I guess? I can never tell whether it actually did something for me.
3 -
Honestly lots.
They have tons of completely unnecessary cooldowns on perks that don't need them.
13 -
Saboteur also has a stupidly long cooldown that triggers even when not completing the action. Doing old tome challenges reminded me of this fact.
Post edited by GentlemanFridge on7 -
I'm all ears, thrilling tremors, surge/jolt, dragon's grip, oppression, eruption
All of these perks have effects that are neat but are held back by cooldowns that are not appropriate considering what the actual effect of the perk is.
7 -
Saboteur
A 60 second cooldown is pretty rough, but what makes it even worst is it starts at the initial input, meaning if you let go early on accident or get interrupted, the perk still goes on cooldown
8 -
Imagine if Quick & Quiet didn't have a cooldown and you just always vaulted quietly.
1 -
Remove both, there is no reason for either to exist.
3 -
We can't suggest something too sensible it'll never be implemented
13 -
Less fun if it had no CD and two players with Saboteur could make themselves basically unhookable by sabotaging everything within a mile of the killer when one goes down, though.
2 -
yeah, I agree with that.
maybe just make it so incomplete sabo attempts don't consume the perk?
5 -
Make your choice
If they're unhooking more than 1 survivor in that timeframe, they have bigger problems
3 -
SURGE.
It would be so fun if it didn't have so many restrictions.
3 -
Honestly, you could probably sum it up as "Any perk that triggers off doing something else that takes time shouldn't have a cooldown and isn't an exhaustion perk". Then you can exclude things like Saboteur as it's simply adding a new ability entirely.
It's more "what should have a cooldown" than "what shouldn't have a cooldown".
1 -
Dead hard
0 -
Removing the cooldown on Surge would probably make my dream build on Plague plus scourge hook on the new killer.
2 -
Compare to Deja vu, its fair for Visionary to have cool down so you dont instantly slam on another Gen after finish one.
But in reality, you already gather information of other Gens' locations when doing current Gen, make the cool down really pointless.
1 -
Exactly. Hardly anyone runs it anyway so might as well remove it :p
Or just rework the perk entirely unless the devs want to keep it as a training wheel perk, but I don't find putting training wheel perks behind a DLC necessary.
0 -
Oppression was the literal first thing that came to mind when I read the thread title. It's cooldown is maybe triple the length is should be.
Surge is another one, but it needs it's cooldown...halved maybe?
I'm pretty sure Surge doesn't trigger off her red puke :).
2 -
I know. Her M1 game is still strong.
1 -
Trail of Torment, Dragon's Grip, Oppression, Play With Your Food just to name a few.
1 -
I'm all ears easlily. This perk is nice but cooldown make it almost unusable.
Often when you chasing injured survivor you hit them while they vault. That reveals aura of survivor on the ground.
And sometimes survivors make fast action while they not in chase.
2 -
For killer:
Oppression - I think it's cooldown should be like 40-50 seconds. 80 is just too much.
The CD for dragon's grip could either be reduced or changed so that it only goes on cooldown if it successfully exposes someone (but not both). 80 second cooldown when nobody touches the gen feels bad.
Thrilling tremors could also be reduced to 40 seconds.
I think surge just needs to work on any down and then the cooldown is fine.
For survivor:
Dance with me comes to mind; it's not a super strong effect for a 40 second cooldown - I'd cut it to around 25-30.
Saboteur should only go on cooldown if you actually break a hook and should remain usable if you don't finish it - this would also prevent people from accidentally putting it on cooldown because they sabotaged instead of healing someone under hook.
3 -
Eruption, Saboteur, Surge (Jolt), Oppression, Red Herring, Blood Echo, just to name a few of them.
0 -
god there's a lot of them. My top pick would probably be Surge. It has so many restrictions for pretty much no reason. It doesn't remove that much progress, it has a pretty standard radius, it only works on basic attacks, and it has a cooldown.
1 -
A certain dev said the cd is fine because it's suppose to be for clutch plays.
Honestly I wish they never nerfd sabo. Old sabo was fine and way better.
1 -
Saboteur is probably the biggest example. Worse is that it goes on cooldown regardless of if you actually sabo the hook
2 -
Blood Echo, specifically on Plague. It's always fun watching a survivor get cocky because they have Dead Hard, Lithe, Sprint Burst, etc. . . but don't realize they can't use it because Blood Echo made them exhausted. And since the counter to Plague is to stay injured, it pretty much guarantees that Blood Echo will have some effect. Just sucks when it's on cooldown and you don't realize, so you get hit with a Dead Hard.
1 -
I mean thrilling would probably be busted as ######### without the cooldown and I use it as a gen defense perk.
I mean picture this you down two survivors you pick one up and hook them nearby and then you camp the other slugged survivor once thrilling wears off you immediately pick up another survivor and now have all gens not being done and you can see which ones are locked for 32 seconds
1 -
Any means necessary
0 -
Diversion is a unique one IMO in that it's not the fact that it has a cooldown that sinks it but rather the fact that its cooldown is so convoluted (effectively, the cooldown timer pauses unless you're in the Killer's TR while ALSO not being in a chase. AND to add insult to injury, the game begins with the perk already on cooldown).
0 -
Surge, Oppression, Dragon's Grip, I'm all Ears.
Those 4 for me.
0 -
Dragons grip kinda ip at that point tho
0 -
Dragons grip. I really love the perk but i dont get value often because of the huge cooldown
0 -
DG should at least have a reduced cooldown. I can't coubt how many times I hear the scream just for me to get back to the gen and the survivor has vanished completely.
0 -
found the troll
0 -
That Yui perk that lets you pick up pallets. Most pallets get broken anyway so its not like this would be broken af
0 -
I agree, saboteur should only go on cooldown once you fully sabo a hook, it's so stupid. and reduce the cooldown tremendously.
0 -
Saboteur mostly because the cool down happens even when you don't sabotage a hook. It'd be like if a killer's gen kick perk went into cooldown if they didn't fully kick a gen like from Blastmine going off.
0 -
Yeah, I understand why it has a cooldown, but the full 60 seconds for not even doing the thing? That's really excessive.
1 -
dragons grip. even if it doesn't activate, it goes on cooldown for 80 seconds. considering that it needs to sit on a gen for 30 seconds to do so, dragon's grip has a maximum 110 second cooldown.
like what the hell?
oh, and premonition. perk could actually be really useful but it triggers so much with how high the range is. goes on a 30s cooldown afterwards. if it was more like 12 seconds or so, that'd be nice.
0 -
:D
0 -
Blood Echo should not have a cooldown at all. Seriously.
1 -
Oppression, Jolt, Thrilling tremors,
Dragons grip is most terrible because of cd
0 -
If it has a cooldown, I feel that way about the perk.
0