http://dbd.game/killswitch
Conditions conditions conditions
Is it just me or is looking at these new walking dead perks have waaaayyyyy to many conditions for them to activate? Half of these perks aren't even good and they still have so many conditions
Comments
-
In general Perks nowadays are too convoluted. Restrictions, conditions, etc.
But the Walking Dead-Perks are prime examples for that. I dont really see any of them being used outside of Adepts, since there is just too much which needs to be fulfilled to get value out of them.
17 -
I'll go so far and say they all kinda suck. Maybe Conviction and Throw Down will get used occasionally, but the rest I dont see myself ever running outside of the ptb.
7 -
Yeah I kinda agree. The restrictions are a bit much and you could definitely remove some of them
3 -
I don't think the conditions on these perks are all that crazy, they just kinda look it on paper. Going through them in the order they're written on the official patch notes to simplify the language, we have…
- Open two chests, get the ability to make a party pallet
- Unhook someone, press a button to make them stealthy and draw aggo on you
- Someone else stuns/blinds the killer close to you, then you're stealthy
- Heal someone, then gain the ability to reposition yourself if you're slugged (this one is a little more complex tbf)
- Charge by being in the terror radius, then stun the killer by vaulting close to them
- Stun/blind the killer, nearby survivors get Endurance and aura read
None of these are actually that insane save for maybe Conviction, it's really just one condition that has to be written out fairly longform to convey every part of it. None of those distances are really extra conditions, they just define the perk's range, nothing more.
I think they look pretty neat, I don't think any of these are meta-defining but they're certainly not bad.
-10 -
None of these perks are going to see any use. Just trying to read and understand them was a chore.
Why are modern DbD perks always like “Rummage through two chests then bless a totem and then when the killer is within 24 metres scream and reveal your aura and your teammates nearby have their scratch marks hidden.”
Like obviously I’m being hyperbolic but it’s all so convoluted and hard to use for such a mediocre benefit.
8 -
Well said, my friend, I agree completely.
4 -
They are definitely decent and I could see some builds with them.
Michonne's perks are fine and definitely the strongest out of the two. Rick's perks could use less restrictions I think.
Apocalyptic Ingenuity could definitely be reduced to 1 chest to activate.
Come and get me doesn't need the crouch and idle condition to activate and maybe could use more time
Teamwork: Toughen up seems too niche. I don't think people are blinding or stunning the killer while your by a them often. And it seems to be used for pallets saves and flashlight saves but I think that's also niche. It's too reliant on other survivors doing those things (which isn't necessary bad by itself but for such a weak effect it doesn't seem worth it) if it made it so that I also activate on another survivor of you stun or blind a killer then it could be worth it. But outside of swf it's not good enough imo
0 -
I could see the crouch and idle condition removed for sure, I honestly didn't even really consider that a condition because I don't feel it makes much of a difference- which, to be fair, is a good reason to nix it for simplicity.
Overall though I really feel those perks only outright require you to do one thing, and it just looks more complicated than it is because the perk card has to include all the details about how big the range is and how long the interactions take, etc.
1 -
Honestly, it's mainly survivor perks. Killer perks are usually - hit a survivor, kick a gen, hook a survivor on a special glowy hook. Like, yeah - I was kind of planning on that anyway.
Survivor perks involve some convoluted mini rift-quest activity to activate.
10 -
The needing to open two chests just to build a fragile pallet seems a bit much but I'll take the devs word for it that it's necessary lol plus I think it takes 8 (?) seconds to build it. So a huge time sink. i feel like alot of these perks will feature in the next perk overhaul update where they try make them more appealing because they're not getting much use. I think Conviction is probably the best though it'll be one of those come in clutch perks.
7 -
I'd say Last Stand doesn't have enough conditions, even though it is one use per trail it's going to be absolute misery on the killer side, strong windows become chase enders, weak windows let survivors get to strong tiles where it probably isn't worth chasing them. Think of how impactful a single DH getting off can be for an entire match now realize you're eating possibly 4 unavoidable dead hards a match since there is no counter play because you have no clue they have the perk until it hits you and you lose so much momentum and pressure. It's also going to have a much stronger affect on the weaker M1 killers then the strong high mobility killers. I predict after a couple weeks of release if Last Stand makes it to live servers as is it'll be as common as MFT was after it's release because it's just as game breaking.
-10 -
This is a good point actually. It does seem that survivors are kind of getting the short end of the stick with perk design lately.
2 -
its like have 4 shacks against swf
-9 -
Shack is valuable because the killer needs to break it. The fragile pallet breaks when dropped, meaning the killer doesn't need to break it
8 -
It's a fragile pallet, not a normal one. If it doesn't stun the killer then it just crumbles and you get hit a second later like it wasnt even there.
7 -
COORRL.. USE THE PERKS COORRL..
1 -
Considering how many stealth killers and perks that give undetectable that killers have access to the condition for last stand is harder than it seems.
It's going to encourage survivors to follow the killer and not do gens. It's very strong if it works but it's a borderline trap perk if you try and force the activation.
4 -
Devs need to lessen the restrictions and conditions and simplify the perks
Post edited by TheGoone on4 -
cute gimmicks. I love my plain Jane Deja Vus and Resiliences but it's good to have wack perks. but I'm too much of a sucker for flavour.
1 -
Opening two chests just to rebuild a single party pallet… Wow, that's absolutely terrible! The pallet even has an X on it so the Killer knows they can safely respect it (or walk through it with enduring) and still get the hit. If it was for rebuilding a regular pallet, I could see the justification but it should be 1 chest for a party pallet, I think.
I can't see anyone seriously running this perk. It's a meme perk.
9 -
Because all of the good ideas are taken. All we get are recycled ideas, hence why the majority of perks being run are over 5 years old. When we do get something simple and effective, it doesn't tend to last for too long.
0 -
I wouldn't use it for it's intended purpose but running it with windows to see all available and destroyed pallets would be kinda funny.
1 -
I have not even a single clue what they tried to do with those perks.
1 -
Perks having too many conditions can make them feel exhausting to just look at. I felt that way about release Gearhead.
Personally, I only think two Perks really have unneeded activation conditions though:
Teamwork: Toughen Up should absolutely ditch the "while you are injured" clause IMO.
Conviction should ditch "heal a survivor" and have something else, like recharging every time you get hooked or having a long cooldown. I don't think it's the kind of Perk where it needs to be restricted at the beginning of the trial, it's exactly the kind of Perk that I want to contribute to fun early game plays.
The others I think could be tweaked or etc, but I don't think the clauses are unnecessary. Maybe Come And Get Me, but it's just a victim of Survivors not having x4 bindable Ability buttons, which I think they should at this point
0 -
Perks that can only be used once need to be really strong or its a complete waste
3 -
Either make it a regular pallet or remove the chest requirement and give it a cooldown
0 -
yeah a lot of these conditions are way too much for what you get, especially for the an for use perks. The only perk I see myself running out of the new ones is conviction. The others will never see my loadout.
0