Champion of Light made me realise something...
We got Scavenger for toolboxes, Residual Manifest and now Champion of Light for flashlights...
But the items that have completely fallen out of use have not had any perks made for them. Not even a stinky 'If you're the last survivor alive, the next chest you open is guaranteed to contain a usable key' or something like that. Why are the good items getting love and the bad items getting nothing?
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Makes me laugh that Pharmacy is such a bad perk for medkits that you dont even mention it.🤣
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Hatch isn't really a core mechanic anymore, it's a stalemate failsafe, so in their current iteration I don't see any perks interacting with Keys, unless it grants a broken key with useful add ons.
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Simply bringing 1 brown medkit is about as good as running Pharmacy, if not better most of the time. So outside of some kind of big brain meta strat where you bring something other than a medkit, like a Commodious with a BNP, with the intention of healing up late game with a medkit, it doesn't have much use.
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I legit forgot, but it's also an older perk, I think, compared to the others.
Doesn't need to be that, but having perks whose effects only come into play when you're holding a key, or that give new functions to a key or map could be an interesting addition to the game.
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Ragequitters and lone wolf survivors are the biggest problem with solo q right now. We don’t need a perk that makes lone wolf gameplay even more powerful, by giving them a useable key that they can use after excessively hiding and watching their teammates die.
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Ok I see what you're saying. Instead of making keys better at being keys, a perk that makes keys better at other things.
In the sense that Champion doesn't enhance your flashlight capabilities, it turns your flashlight into a movement/chase tool.
I can get behind that. Something like 'while holding a key all aura reading is increased by x meters/ x seconds' or something.
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I think after some requirements survivors, should be allowed to escape through hatch as team. Maybe after all gens are done, after some side quest or through an iri survivor offering.
Post edited by jonifire on0 -
hatch doesn't work as stalemate fail safe in 3 gens because it doesn't spawn. it is there to try accelerate 1vs1 survivor. Speaking of which, Left behind is Key item perk. Plunderer instinct used to be a key item perk because it increases rarity of items and key is iri item so your more likely to get a key from plunders instinct. Many survivor used to run plundered back when keys were free escapes until they were eventually nerfed.
In term of aura reading, The key already have supporting perk to buff their aura reading capacities, this perk is called Open handed. It is just nobody uses it.
In terms of maps, Maps also have a supporting perk to buff maps. This perk is called detective hutch. it puts everything on the map. Again nobody uses it because pointless.
So the perk to improve unpopular items exists. they just suck.
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I never mentioned 3 gens.
A 1v1 with a survivor unable to finish gens or touch the exits because they're hiding is still a stalemate.
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Open-handed and Detective's Hunch aren't really perks focused on these items, and they don't really expand their functionality as much. I think there's more interesting ways in which these items could be put to use.
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left behind, open handed and detective hutch indirectly improve functionality of the map and key items.
- Left behind shows you the location of the hatch when you are last player in the game. If killer closes hatch before you get to it, you can use key to open it.
- Open handed increases radius of key aura items such as Gold token and Blood amber add-on.
- Detective hutch marks everything on the map even if corresponding map does not track said items e.g green maps not tracking totems.
Nobody going to run these perks though because they'd rather for these perk effects to be base-kit for those items. The same reason why nobody runs resident manifest. The only perk that people used to run sometimes that was related to items was old botany knowledge for med-kits but even then, med-kit were so strong that there was no reason to run it.
Champion of Light is first perk that survivors might run that is related to flashlights because it gives you a 2nd exhaustion perk that you stack on top of Lithe, SB, DH, BL. It might not be meta because it does require flashlight but i do expect to see the perk.
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To be fair, is there much point in designing perks for bad items nobody uses and that need to be overhauled anyway?
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I'd say moreso than designing perks for items that are already useful. Might get some variety in!
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