Perks for new players should not be teachables
Well this is not a massive problem I feel like it's really a flawed design to have a perk that is meant to be to help newer players be a teachable that is locked behind a character especially a paywall character ( yes I know you can turn the original survivors with game time but that exemplifies the issue even more)
When it's a teachable it's too conditional whether a new player would even be using them because they might not only that DLC or they might not pick that Survivor and by the time people actually start investing in teachables they're not new anymore so they wouldn't need the perk making it useless.
So then you have an issue of a perk that might not even be used by its intended audience and is useless to everyone else.
Feng Min - Technician
Kate Densen - Windows of Opportunity
Felix Richter - Visionary
Oni - Zanshin Tactics
There is no real feasible reason why this should be teachables take technician for example something to help new players with generators.
However that's the case unless those newer players are starting with Feng Min by the time they get around when unlocking her teachables to get it on another survivor they're using, they're probably going to already be competent enough with gens not need it.
This goes even harder if they decide to to unlock her with game time instead of just buying the DLC.
Personally I feel like these perks should be reworked to a more practical effect then helps players that are more accustomed to the game or veterans and the old effects should be given to to some new general perks.
Tldr: if you're going to make a perk for newer players make it a general perk not a teachable
Comments
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Bit confused about this one as well. Especially with Zenshin, which is tied to a ‘Hard-to-play’ killer. As if new players will be attracted to that.
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I largely agree. Technician was one I really wanted early. I don't use it as much now but I definitely did initially. Windows I used as well. Visionary true is new player friendly but I think is largely outclassed by Deja Vu which also helps prevent 3 gens and that is a general perk. Visionary also disables at the time you need it the most whereas Deja Vu activates when you need it the most. Granted there are times where you can be distracted and not get what you need from Deja Vu in the 60 or so seconds and not know where the generator is but this is rare.
On the other side though honestly Zenshin I think is more harmful then helpful to a newer player. It puts out too much noise when a newer killer should be focused on generators which they can always see. Granted the map layout might hinder them in this but Zenshin won't help if there's a wall between point a and point b.
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There are too many general perks that need to go in the re-work and I think Technician and such should be shuffled around as a general perk. Then Feng and all survivors should get just 2 perks or re-evaluate what is Meta and necessary and what is basic early game. I don't have time to explain it we all know and steeamers do say nothing but make dumb videos.
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I think it's sometimes acceptable for them to be teachables- perks like Rookie Spirit are clearly designed for newer players, and it makes sense that they'd be attached to a character when that character is one that's obviously and unambiguously going to attract new players to the game because it's a gigantic license.
Otherwise, though, I still think it's only sometimes a bad idea. I think it's fine for perks that help new players to be on base game characters, like (again, hypothetically) Predator and Bloodhound on Wraith, since newer players are gonna start with those characters. It's mostly a problem when it's on DLC characters that aren't big licenses, imo.
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The problem is looks like rookie spirit technician and all of that require people to buy the DLC or put in the time sink to earn it.
That comes a major problem when newer players either aren't bands of that particular franchise so they probably going to want to be more accustomed to the game before just buying DLC for it ( basically figure out if they even like the game) and at that point they don't need the Perk or once they put the time sink there's not much point in it's intended purpose has already been mastered.
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Well, it's not as though new players need those perks, they just could benefit from them. So, it helps for fans of those franchises who buy the DLC when they start playing, but people who aren't fans of that franchise still have plenty of tools available.
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Well yes they don't need it goes perks in the being largely useless overall because players who are no longer newbies aren't going to use it because they don't need it anymore and they have better things.
This kind of leaves a problem with a decent amount of Perks that are just stagnating because they're quite an awkward space of just potentially being behind too many walls for newer players and not being good enough for the players who actually have gone past those walls
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