http://dbd.game/killswitch
Why is Teamwork even a new perk archetype
Teamwork perks don't make sense to me, they don't add any type of mechanic (unlike hex, boon, scourge) and there were already perks that did the same job (blood pact), and on a thematic level there are other perks that also have that same dynamic (prove thyself) and they don't get included as a pass in the category.
So I just don't get it, why is it a new perk archetype ?
Comments
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As an excuse to release two survivors in one chapter and charge more for it.
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I would wait to see if they release more perks like this before judging.
But if they are, this is the most underwhelming archetype release ever. Two perks that people will use to get adepts and then garbage
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Another perk type to release extremely generic copies into!
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Well to me its fine that bhvr tries new perk archetipes, boons, scourge hooks, now teamwork.
Those are more ways to play the game, that is fine.
Only problem its balancing perks but thats other discussion. (
).Subliminal nerf DH >:(1 -
I am fine with the idea, but they are weak perks with insane cooldowns.
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Perks that give benefit to teammates when stay nearby are already a thing at the start. Leader, Provethyself, Street wise, Vigil, or even map wide Open hand...not something new.
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It's not a bad idea, but check this: If a player with Collective Stealth heals someone with Power of Two, neither one gets a single bonus or effect.
Why does Collective Stealth strictly require getting healed, while Power of Two strictly requires healing another player? That just makes no sense.
Make them trigger on either getting healed or healing someone else, lower cd to 40s, and they'd be halfway usable at least.
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To try to give the chapter an identity of some kind as the “chapter that released teamwork perks”
Problem is they suck and are completely outclassed and take half the match to recharge
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well, no, since it doesnt add an actual mechanic
you dont do anything *new* : scourge hooks added a new type of hooks that add strategy, boons and hexes make different uses of totems
teamwork makes you heal someone like you did before, and you both get a small boost, there are a ton of perks out there that did the same thing before (open handed, vigil, leader, all these perks give boosts for free, blood pact makes you heal for it, but any way, it's nothing new)
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I just wish they didn't have a 140 second cooldown. It's really excessive.
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I figured they'd take shared perks like Streetwise, Vigil, Open Handed, Up the Ante, et cetra, and throw them all under this prefix. Makes them easier to find in the perk pool.
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Eh, that doesn't really make sense. Teamwork perks specifically activate when you heal/get healed by another survivor.
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The "stay together at all time" part to keep those benefits.
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you can always buy one survivor, or none at all, you arent forced to buy it
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And I won't be. But many players automatically buy every chapter on release, because it's the only way to access the perks for a minimum of 3 months.
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its not like this chapter has any good perks anyway lol
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Honestly if its not meta thats good. So i see more in the near future thats just niche
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generally, staying together is a bad idea sooo...
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Obviously to buff SWF.
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New ways for survivor inefficiency through perks and grouping survivors together. Killer perks mostly
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blood pact Only affect the obsessive which can be bad and depend on obsession a lot (like baby Bill)
If the obsession dies and there is no way to change the obsession (perk useless)
If you become obsessed (perk useless)
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(prove thyself-leader - and others) All of them speed up the process and not on the survivors themselves
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Teamwork perks affect all survivors themselves and not on a specific survivor
You can use it as desired and easily
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🤣🤣🤣
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