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What do you guys think about "The Perk Process Explained?"
I just read it because perks are always one of the most interesting factors of gameplay for me, and I was particularly interested in this part:
"When you’re in that situation, you use the elements I mentioned before: does it have good synergy? Is it good by itself? Is it thematic? Does it allow for interesting gameplay situations?”
Considering this was in the paragraph about Ada Wong's perks, I have to wonder; how did Low Profile become one of the perks to make it into the game? Originally it only worked when you were the last survivor in the trial, and everyone immediately knew it was terrible. Since it got buffed, now it's only quite bad, but still.
Synergy: Only with Left Behind, Sole Survivor, and maybe Clairvoyance. All perks that are irrelevant because no one runs them, and even if they did...
Interesting gameplay situations: Precisely the opposite. The survivor is encouraged to play selfishly and stealthily, which leads to frustration for every other person in the match. I'm presuming if it's supposed to lead to interesting gameplay, it should also lead to healthy, non-frustrating gameplay, which this doesn't.
Good by itself: Absolutely not. A fairly strong (but not incredibly strong) effect that activates only in the direst of circumstances that will be very rare regardless... is obviously not good.
Thematic: Sure. This is honestly the one part of the perk process I don't care about, but sure.
Conclusion: So out of the 12 perk ideas that were created for Ada, how did one that failed 3 out of 4 checks for quality get submitted?
P.S: We could also have had this discussion about Better Than New, but I don't think there's a need, and at least that one doesn't encourage terrible gameplay.
Comments
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Foot fetish explanation for Low Profile seems more likely every day
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Quite honestly I see this perk as a wasted opportunity, as this perk could of been perfect for Solo Q. Best way to change it? Make it give you the benefits when your X amount of meters away from another Survivor
This way it has synergy with other perks, interesting gameplay with stealth, makes it a pretty decent perk on its own, and is still very much thematic
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I actually had the same thought occur to me while typing this out. Not sure how I feel about it, but it would be a better perk.
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I disagree with some of your points here.
I will outline a couple times this perk came up pretty big for me. Only played about 10 games with it, for reference.
1. The match where i got Adept: Down to the final 2 working on the last gen teammate in chase, 99'd the gen after they went down, popped the gen after they died (Crossmap on death hook, nothing I could do), Gen was by a door, i booked it away to the other door and got the left behind achievement while the killer was checking the area of the gen and looking for hatch.
2. Had a killer going for 4 man slug chasing me with rest of team on ground, Lithe with quick and quiet with a double back i was able to lose the killer and get the whole team back up, still lost this one but instead of dying at 4 gens made it to endgame
3. 3v1 2 teammates on hook close together, snuck in got the killer to chase a pebble ( I was injured and put the pebble in the COH boon area) and got both unhooks, managed to turn a 2 man escape on this one.
I mean food for thought, those are all pretty healthy uses of the perk, definitely interesting situations, and some fun synergies.
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Sorry, I should have specified I was really criticizing how the perk was released in it's first state, on the ptb. As that the perk should never have been submitted in that state, imo. I still think it's a bad perk, but it's potential for a team comeback that it has now isn't terrible. Those do sound like fun instances, though!
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There's no link but I guess this is the article you're talking about?
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Correct.
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- Regarding Low Profile, I disagree that it's not Interesting. Yeah, playing selfishly is typically bad strategy, but that doesn't make it boring for the person doing it. And it's one of only a handful of perks that specifically were designed to work in those last person standing scenarios.
- Also, like you said, it has synergy with other things. Sure, it's not a strategy you personally like, but it's still synergy.
- And for what it does it's good on its own as a way to avoid a last ditch death.
So I actually think Low Profile does fit those criteria they outlined in the article. It's just that meeting all those criteria doesn't ensure it will actually be an effective perk in the overall scheme of things.
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Not too much to say on the article or the chapter, I like the perks for the most part. 🙂
One bit I wanted to mention from the article is the section on Hyperfocus
“This one is for the players who think they can hit every Skill Check,” says Aram. “When it comes to Skill Checks, new players tend to miss them a lot while experienced players hit them with ease. We wanted to see how easy it really is. We playtested it, and we had a bunch of very experienced players missing Skill Checks because they were greedy for the bonus – which is exactly what this perk is about. Oh, you’re good at Skill Checks? Prove it. There’s a stacking bonus, but you must chain Great Skill Checks that get progressively harder.”
The funny thing about this is the dev is right, hitting Great skill checks is very hard for average players. But the elephant in the room he didn't talk about was how there's another perk that turns Good skill checks into Great ones that stacks with it. It doesn't matter if the base great check is hard to hit at above average MMR if players in the bracket have easy access to a way to get around the limitation. Not to mention the ironic way that effects which cause more skill checks to happen make Hyperfocus even more powerful, not less.
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Well, you are missing the secret 5th check: would the perk be too powerful?
You'd be surprised how many perks were released on PTB with an additional restriction that felt like it was literally there just to prevent a perk from being OP because they sounded strong in theory. Like, theoretically, having no scratchmarks, blood or grunts of pain for 90 seconds is powerful enough. You can do like 4 laps around the map and your only issue would be crows. Funnily enough, the perks that sound weak often end up being the ones getting restricted later down the line because they had much stronger implications. Circle of healing, in essence, didnt sound too strong. The biggest reason why I would consider CoH too strong, on paper, was due to a lack of regression during healing. Haemorrhage has fixed that issue. I would say the 75% was the perfect balance for CoH considering the revamped Haemorrhage debuff, especially since a ton of perks and addons already apply this effect as a secondary to mangled, which already drops the healing speed quite a bit, and 75% would be slightly faster than Self-Care, making it worth placing and actually making it something for the killer to worry about if left ignored for too long, but could still be ignored for 2 chases worth in most cases. But yknow, a 25% difference didnt sound too odd.
That was untill it was revealed that CoH had overlap.
Its reasons like that why certain perks in the PTB are super safe. Removing basically all tracking except crows from survivors means all survivors need is Calm Spirit and they can run around willy nilly without you knowing where they are. That is a very strong power to have when no survivors are dead.
Is it strong? Depends, I personally consider it quite a powerful perk right now. Not gamebreaking in terms of 1v4, but it definitely makes the 1v1 a lot harder.
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