Are "Selfish Perks" Contributing To Higher Killrates Than "Team Perks"?
Team Perks or perks that benefit the team over one's self, such as Kindred, For The People, or Leader (just to name a few), have been around for a really long time and normally (but not always) provide insane value where they are used IF they can be used.
At the same time, Team Perks are only as strong as your team. Their effects can be insane… but they can also do nothing.
The Survivor meta when the game came out was incredibly team originated and slowly shifted over the years to be more "selfish" in the sense that perks only benefit the player using it and not the team as a whole.
Recently, we had Distortion which was the "peak" of Selfish Perks since it would often provide massive benefits to the player using it but actively be a detriment to the players around them, since it made you harder to find without having any effect on your teammates, leading to situations where they get found and chased more often.
Distortion had a mostly negative impact on the game, amplifying already existing issues with the game and making them worse than before; but Distortion isnt the only perk to have similar effects. Sole Survivor and Left Behind exists.
At the same time. Selfish Perks like Distortion provide consistent value to yourself. They are reliable since you have more control over how they work and function.
Either way, Distortion got nerfed, and players move to the next shiny thing. I dont have Killrate data so I cannot really tell the impact this had, I can only speculate and I rather not jump the gun just yet.
Do you think Selfish Perks contribute to higher Killrates?
Do you think they are "healthy" for the game?
How should perks be designed in a way that benefits the team without feeling too weak or overly impactful?
Comments
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I don't think it makes much of a difference. If survivors arm themselves like Americans there's no "weak link" but if they embrace socialism then everyone even the weak links can benefit.
It's really about how you use your perks and comes down to personal philosophy. I don't think there's a right or wrong answer.
I do think overall, we are better off helping each other with Bond than helping ourselves with self care. But that's what I like about perks...you can lean into your strength or bandaid your shortcomings. You can focus on early game, mid game or end game...focus on yourself or help others...
Helping others hinges upon your team operating in good faith; some days you just can't blame people for falling back on Wake Up+ Sole Survivor
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If survivors arm themselves like Americans there's no "weak link" but if they embrace socialism then everyone even the weak links can benefit.
If everyone was using perks the benefited themselves, there would still be a weak link amongst the group, since the solo strength of all Survivors is elevated, but perks can only do so much compared to skill.
Though this is just in an instance where all people are using Selfish Perks. Realistically, people use a wide variety perks with varying effects so the weak link tends to vary based on Skill/Perk influence.
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Kindred has lost a lot of power when the Anti-face camp range came in as its the same range as that and if you aren't hooked only you see the team. Leader only really helps in group healing and at that point having 3 off gens is hurting you more. For the People has a massive downside, of breaking you for 60 seconds, so healing with a med kit/botany knowledge is a better.
The three you picked have low pick rates for the reason of there being much better team perks out that fill the same roll better. Healing wise Botany knowledge 50%, CoH 100% in range, and autodidact 60% stacked at 5 are easily the go to. and any other aura perk will be better then Kindred be it for seeing team or killer.1 -
I think it depends. If you can hold your own looping and don't mind occupying the Killer's time (or you're so good, the Killer doesn't want to chase you), then I would say bring more team based perks.
If, like me, you'll hit the dirt incredibly quickly if you're not healed up or have no exhaustion perk and find yourself to be a prime target for tunnelling, then I say bring whatever you feel you need to Survive. There's no point bringing team perks if you're out of the game in less than 5 minutes.
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There's no evidence thus far that they do. A "selfish" perk - in reality - is a perk used mainly to benefit yourself so that you can stay in the game for longer, ideally. Therefore, it benefits the team that you stay alive for longer.
The perks aren't the issue; the player themself is the issue. If all "selfish" perks were removed or reworked, a "selfish" player will still play as they do. No perk should logically change that fact.
I feel it's more appropriate to call these "self-presevation" or "last chance" perks. I don't feel using a label such as "selfish" is necessarily a useful one.
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I would use leader more if it was buffed to 35%
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