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The cooldown for Teamwork Perks is far too long

Teamwork perks are a cool idea, however, the cooldown on them is far too long. They only realistically activate once or twice per match. They're already relatively self-limiting considering that they require a healing action, and deactivate when either survivor loses a health state or leaves the active range.

I think the cooldown could be lowered to 60 seconds without them becoming too powerful.

Comments

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    While the idea is cool in concept, this perks will be destined to fail.

    Why do this perks have 3 restrictions put on them, is crazy:

    • The one that heals needs to be specific, so you can't use both perks
    • The cooldown is way too long
    • The range of 12m

    This are 3 restrictions for those effects.

    Big problem, survivors do not stay together that often. Survivors should always try and split up and only group up for specific situations. So even if this perks helped on those specific situations, their cooldown is in the way.

    This perks will be very difficult to make anywhere close to viable, not meta, viable.

    I am honestly surprised they didn't touched them before release

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    I think they're deliberately playing it very safe with these perks, like they did with Any Means Necessary. I hope they get a cooldown reduction soon, though.

  • BlueHorkew
    BlueHorkew Member Posts: 1,081

    Love the new Any means necessary. Fun utility perk.

    Maybe, Bhvr does struggle to launch good perks, i just think that because we had 2 survivors we got more bad perks than the last updates. At least they fixed Background Player before release