Survivor perks that need change
(I might do a thread on killer perks too, but in this post I want to focus on the survivor perks)
Some perks are run because they're strong/efficient/consistent. Some perks are run because they are fun and quirky, and fit niche builds.
And then, some perks are just bad. Below I will sugest perks that need changes (buffs) (in my opinion):
- Corrective Action - this perks is bad, unfun, and I basically never can get value from it. It needs to be completely changed
- Iron Will - it either needs to be 100% noise cancellation, or remove the "doesn't work when exhausted" limitation
- Object of Obsession - I think this is the only survivor perk that benefits the survivor if they are the obsession. In my opinion, this perk should guarantee you (100%) of being the obsession at the start of a trial (unless 2 or more people are running the perk). A lot of times if I bring this perk, I'm not the obsession, so half of the perk's effect doesn't even work. And with a lot of killer perks now changing the obsession (furtive chase, friends 'till the end), this perk could use some love
- Pharmacy - this perk was decent when Green Medkits actually allowed you to self-heal in 8 seconds. Nowadays though, in terms of self-heal, green medkits are the same as brown medkits, it takes too long to heal. There is no point in spending a lot of time looking for a chest, opening it, and then self-healing for ages, when you can just look for a teammate and get healed MUCH faster. The green medkit gives no benefits to self-healing. And if you want to heal others, you don't need a medkit and shouldn't go plunder chests for it.
- Potential Energy - losing ALL stacks when losing a health state is a big downside. Especially since you spend more time on a gen than you get gen progress back. And this perk is mostly useful in 3-gen scenarios, which at this point have been addressed anyway. The perks feels quite useless.
- Resurgence & Solidarity - VERY niche perks in their function, and yet they are completely destroyed by the haemmorhage status effect. It would be nice if these perks countered the Haemmorhage status effect. Even then they wouldn't be strong in my opinion, but they would be viable and useful finally.
- Scavenger - it's just way too complicated to use, very not worth running. It needs to be reworked.
- Spine Chill - pretty much a useless perk. You would need to be daringly doing gens or healing in an open place (in an outdoor map) to get some value. Currently not worth running at all. It needs come changes.
- both Teamwork perks - the cooldown is WAY too big, considering you would have to be glued to another person to get value. In matches you mostly have to split up, and go for saves, do gens, etc. With reduced cooldown, this could get some niche interesting uses.
- Visionary - since Deja Vu does the job MUCH better, I would say change Visionary like this: keep its current effect, but change gens' auras depending on the progress they have. Gens would be anything from white (0% of progress to fully red (99% of progress). That would make it stand out and not just be a bad version of Deja Vu.
- Wiretap & Blast Mine - make so they are activated with different keys: e.g. Blast Mine with E, and Wiretap with F, so that we are not forced into using them both at the same time.
Thank you for reading!
Comments
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In all honesty, it would be easier to list the perks of survivors that do not need a change. Because most of them are just useless, extremely niche or straight up toxic.
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Let's be actually honest, it's true for both sides.
I would want mainly generic perks to be somewhat decent at least.
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I just mentioned the survivor perks only because this thread is about them. But you are for sure right that it also counts for the killer perks. Both sides have like 10 perks that are good which reflects in the "variety" we currently face in all games. It's tiring but I guess BHVR doesn't care since they said there won't be another meta shake up.
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