Human Greed change

I can get why the perk originally was made so that you only see auras of unopened chest but this creates the problem when they get opened. You have really hard time to find those few chest you have in the map to close them be able to once again gain the benefit of the perk. In my opinion it should always show the auras of the chest even when opened so as killer you would have chance to even find them to close them again. Most maps are full of things that make even seeing the chests in the environment difficult. Then there is the fact that there is only three chest on the map without any perk or offering adding more and one of those is always in the basement. Even if you have some idea where they are because of seeing the auras in the beginning of the match finding them is going to waste time too much to see the benefit of closing them again.
So in short make the chest auras always visible for the killer using Human Greed even if they are opened as it will make it more user friendly for the player and make it easier to get some value of the perk.
Comments
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Another suggestion aimed on killers kit, what about awful tons of useless survs perks? Why you don't make suggestion for them? Lord there is too much killer mains in dbd forum…
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and person who can't even consider something because your own biases. I am all for upping survivor perks that are bad but you assuming I am not just says tons of your own viewpoint of things.
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Almost all killer perks are fine and have values unlike survivors only surv perks needs changes, some killer perks should be nerfed
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There is a lot of killer perks that are almost no value to use. So nobody uses them.
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Ahem.… Territorial Imperative and Shattered Hope would beg to differ.
There are trash perks on both sides.
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Yep. I could even take that the opened chest auras would show up like inside 20 meters of the chest for the killer so it would take effort to get close if them showing up all the time would be that big of a problem.
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It's just 2 of them when survs have 90% bad perks
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Survivors currently have 163 perks - 135 from survivors (45 survivors with 3 perks each) and 28 general perks. Given we can assume that usage rates is mostly analagous to what the community thinks is bad perks, I can scroll down the list until I find a perk I can't justify the place of and that should be our benchmark, right?
20th is Self Care, and that, on it's own, seems bad. But! 21st is Botany Knowledge, a perk that makes Self Care much more justifiable especially paired with slow, very safe play in SWFs or regions that play like that. The actual first perk on the list I cannot justify is Urban Evasion - I think it's much worse than walk speed counterparts for shift tech and getting exhaustion back quicker. Urban is, on nightlight - 45th by pick rate.
So I got ~30% of the way down the most popular perks before I found one I thought was bad. And the ones around it - Shoulder the Burden, Stake Out, Wiretap, etc - are still good. So where did this "90% bad perks" come from, out of interest?
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