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Eleven - Survivor Perks Feedback

ThatRyanB
ThatRyanB Member, Administrator, Community Manager Posts: 633
edited January 6 in 9.4.0 PTB Feedback

Please leave your feedback specific to Eleven's Survivor perks here. Thank you!

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Comments

  • Philscooper
    Philscooper Member Posts: 359

    the much older teamwork perks from the twin brother survivors, do a decent job of being a teamwork perk now, even if its somewhat useless due to the restricting effects of needing to be near in order to work, rather than try to give it a set buff for teammate when healed.

    but still, this is much better and more fun compared to the latest teamwork perks.

  • melissayeti
    melissayeti Member Posts: 180

    Extrasensory Perception - Paired with Urban Evasion, you can move around and get an idea of where the killer is, plus becoming "Elusive" - this perk can be extremely useable. It's a better Still Sight in my opinion. I can see many situations where this perk can be helpful to counter a lot of aura reading perks. I feel like this perk is going to be slept on.

    Teamwork: Soft Spoken - once again another useless Teamwork perk. I guess the extra 5% is nice but you already lose so much speed pairing with a teammate on a gen.

    We See You - my favorite perk out of the bunch. I LOVE Object of Obsession (please fix it, it's still bugged, it won't light up when the killer sees your aura). Especially since Object is bugged, i now have an audio cue with gaining a token when the killer sees my aura. (I still would like to see an audio cue with Object please). Myself and my teammates get aura reading every 90 seconds essentially when paired with Object.

  • Zexbunny
    Zexbunny Member Posts: 217

    Hello, Devs of Dead by Daylight. I hope you're doing well. I'm really excited for the Stranger Things Chapter 2 Chapter of Dead By Daylight. I absolutely love the show, and would like to provide some constructive feedback on the perks. First, I will start with Eleven's perks.


    Extrasensory Perception 
    This is a good and thematic perk. I think it's fine as is! Very good perk. Probably the best of her perks.

    We See You
    This perk could probably use a minor secondary effect, in case the killer cannot see your aura OR they are a stealth killer with mainly undetectable. The secondary effect does not have to be strong, but should have some impact so that it doesn't have to be paired with other perks to be useful. Consider giving it a secondary effect like: After being hooked, all survivors see the aura of the killer for 6/7/8 seconds. This would be a mini-kindred like effect that provides information to the team.

    Teamwork: Soft Spoken
    This perk is not very useful at all. The 5% bonus speed is nothing (not that gen speeds should be messed with too much anyway) and the quieter repairs isn't very useful, as the killer can still hear the generator. I would recommend making it also make the generator itself silent while people are working on it. It's a bit of a double edged sword, since the survivors leaving the gen would make the gen make noise again, telling the killer survivors are near. But at least it'd make the killer get closer to the gen to see if it's being worked on. I think that keeps the 'theme' of the perk without making too drastic of a change.

  • SkeletonDance
    SkeletonDance Member Posts: 562

    Right? Or like remotely moving a generator up in the air with physic powers from distance so the killer can't kick it

  • AqviK
    AqviK Member Posts: 23

    All her perks are not really worthy over meta picks so I'd like some changes for them so when I choose my perks loadout I would actually consider them for fun loadout:

    Extrasensory Perception: Definitely her strongest perk, can help you find totems and killers location as well as other objects but long crouching time and lengthy cooldown are its flaws that deny me to consider it over perks like bond, alert or even troubleshooter.

    My suggestions for this perk would be:
    Decrease activation time to 4/4/4 → 2/2/2 seconds, Decrease cooldown to 60/50/40 → 40/35/30 seconds, I'd also like the effect to linger when it is cancelled/ended by a few seconds, but previous adjustments could be enough for this perk to be at least considerable in my opinion.

    We See You: The huge problem with this perk is if killer doesn't bring any aura reading then the perk slow is basically wasted (even though aura reading is quite common it is still not guaranteed) AND also if the killer is undetectable then it is also wasted.

    So it needs an another additional effect, or it should grant tokens for other actions, and it may also counter undetectable status effect so it would be more fair and at least could guarantee the effect of the perk.

    Teamwork: Soft-Spoken: One of the bad teamwork perks in this chapter, these two perks are VERY useless and doesn't offer anything worthy/interesting for the player, 5% of repair buff is laughable (even if paired with Dustin's teamwork perk), it is worse then deja vu and just makes slot wasted, 25% of gen repair sound is also nothing.

    I'd rework the perk entirely (and would did the same with Dustin's teamwork perk) since its effects are just not worthy at all and is just worse than free general perk - Deja vu.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,838

    encouraging survivors to do the less efficient way of playing can only be a good thing.

    nobody wants to stick together because it's inefficient and great for the killer. I, however, enjoy using perks. and going against the grain is fun to me.

    the question is, why don't I use them? well, to be frank, nobody cares about making perks and builds work. can't do Teamwork when you're alone in this life lol. but when somebody meshes with your vibe, it's a fun change of pace. but people will say NO, you can't do that, meta only.

  • ImWinston
    ImWinston Member Posts: 658
    • I'll never understand why "teamwork" perks exist.🤣 So many perks in the game require another player to activate (Prove Thyself, for example). What do "teamwork" perks do differently to deserve the "teamwork" category? I understand that there isn't much attention paid to survival gameplay in general, and "teamwork" perks are a clear example of that.
  • Pulsar
    Pulsar Member Posts: 22,968

    Exhaustion perk that's like a 1 or 2 second remote stun or something would be kinda sick ngl

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,806

    Exactly! There is so much potential with her, why not play around with it

  • Pulsar
    Pulsar Member Posts: 22,968

    Spaghetti Code probably.

    I doubt we'll see a complete change, which is why I didn't originally suggest it. Sad, but true.

  • SkeletonDance
    SkeletonDance Member Posts: 562

    This is why I was disappointed when I read about her perks in patch notes. Her entire character is focused about physics abilities and we end up with wasted potential

  • Sakura_Mp4
    Sakura_Mp4 Member Posts: 1
    edited January 7

    Extrasensory Perception could've been decent if you didn't need to crouch the full 11 seconds to be able to gain value from it. What's the point of knowing the location of everything if I can't even move? Teamwork: Softspoken is trash, it should be replaced with a stun ability that Eleven could do with her powers, or anything else really. We see you: this perk is the only halfway usable one, only if you're pairing it with Bound By Obsession, which, even then, is still very situational. Seriously, what's with giving an offensive character that has a lot of potential for cool perks bad support abilities? Eleven is my favourite character in Stranger Things, and I was very disappointed to find out that her perks are mid. Please, I beg you to fix this.

  • BongoBoys
    BongoBoys Member Posts: 428

    I'm just gonna say it Teamwork series perks are just bad and we need to stop making them and for the ones that exist need major numbers buffs. Buff Soft Spoken gen noise reduction to 30%

    Extrasensory Perception:

    Basically is just Still Sight but the difference is you gotta crouch for 4 seconds instead of stand still for 2 seconds, You can see totems and have a longer range but you get a hefty long cooldown. I think you should moderately reduce the cooldown down to 20 seconds and only crouch for 2 seconds to activate ESP

    We see you:

    This perk will be pretty niche needing 4 tokens is a pretty heavy amount needed just to reveal the killers sure I think the requirement should be 2 tokens instead of 4

  • Zakon05
    Zakon05 Member Posts: 436

    I think Extrasensory Perception should have its ability to detect totem auras removed. It completely annihilates Small Game, Detective's Hunch, and Counterforce when it comes to trying to find totems. This is in addition to all the other benefits it gives. There would no longer be a reason to run any other perk dedicated to that role as it's the only one which doesn't have some kind of special requirement.

  • Elan
    Elan Member Posts: 1,460

    → Extraordinary perception - this perk is just underwhelming. You have to crouch or crouchwalk to see auras in 44m. And get oblivious and elusive.

    Rework suggestion: Crouching for 4s gives you elusive for 11s after perk triggeres. You see all auras within 44m during that time.

    → Teamwork - this perk is straight bad and the only use I can see is to run both new teamwork perks with dejavu or prove in teams to do gens quickly. That's it. Their particular effect is so bad that I don't see reasons using it.

    → We See You

    This perk isn't that bad, but 4 tokens is a bit too high numbers with fact that aura builds are not very popular out of few killers. Lowering it to 2 can make tracking killer for the team more viable. Even with this buff it wouldn't be as crazy due to many undetectable powers and perks that would make it decent against killers like nurse, Billy but pretty meh against Myers, Pig or Onryo or any killer who runs perks like trail, unforseen,…

  • dadamek8
    dadamek8 Member Posts: 69

    Extrasensory Perception is decent, because it can be used in so many different ways at the cost of crouching for a while with a lengthy cooldown. Maybe reduce the cooldown or make the effect linger for some time.

    We See You definitely needs something more. It's alright if the killer has 2+ aura reading perks and even then it will activate only once or maybe twice per match. It doesn't do anything against Undetectable killers either. I think it should require 2 or 3 tokens, not 4.

    Teamwork: Soft-Spoken needs another effect instead of reducing the repair noise. Maybe something like "If at least one other survivor is repairing a generator with you, you both gain the Elusive status effect. This effect lingers for 6/8/10 seconds"

  • MechWarrior3
    MechWarrior3 Member Posts: 5,412

    Or she can drop a pallet from X meters away with her telekinesis. I agree 💯


    it does feel weird. Her main power and she can’t do anything. I get the entity has dampened her powers but at least something small, please.

  • SoGo
    SoGo Member Posts: 4,279

    Extrasensory Perception seems like it will put Maps and Still Sight out of business. It's good, keep it as is.

    We See You is.... Ok. Not awful, but nothing revolutionary.

    Teamwork: Soft Spoken could be a bit better, maybe it could halve the gen noise radius? Technician does the same but I assume they would just be additive. I can see a funky build.

  • SoGo
    SoGo Member Posts: 4,279

    Small Game sucks anyway, it should get reworked.

    Detective's Hunch could get some compensation buffs with some additional effects.

    Counterforce should just have it's speed doubled and it will work as a separate thing.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,552

    I like ESP and We See You, but Soft Spoken seems undertuned. If it was 50% then the effect would be more noticeable, I didn't really notice much difference at all when trialing the Teamwork Perks out aside from the gen speed.

  • TTVCamisKatchauw
    TTVCamisKatchauw Member Posts: 6

    Extrasensory Perception:

    This is by far my favorite perk in Eleven’s kit. It offers strong strategic value and allows for very creative and interesting build options.The perk can be used very effectively for flashlight saves, and it also works well as a counter to aura-reading perks, especially Barbecue & Chili. The activation condition encourages thoughtful positioning and timing, which makes the perk feel skill-based rather than automatic.

    I genuinely loved this perk and will definitely be keeping it in my regular builds.

    We See You:

    We See You is a very solid perk, particularly when combined with other perks or items that force the Killer to reveal your aura, such as certain build synergies or the use of a key.

    While it is not a perk I expect to use frequently in my own builds, I can clearly see its potential. With the right setup, it can provide significant value and strong team information, rewarding Survivors who build around it intentionally.

    Teamwork: Soft-Spoken:

    I absolutely loved this perk. For players who enjoy generator-focused or “gen rush” playstyles, it offers a lot of value and feels very rewarding.

    When combined with perks like Déjà Vu and Resilience, it becomes an excellent option for efficient and coordinated generator pressure. The reduced repair noise paired with the repair speed bonus encourages teamwork while remaining balanced and fair.

    Overall, it’s a very strong and enjoyable perk that fits perfectly into cooperative Survivor builds.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,855
    edited January 7

    I was actually surprised at how much mileage I was able to get from Extrasensory Perception. You get auras on just about everything and it can double as a stealth perk. Oblivious doesn't really have a negative impact since you can see the killer's aura, and the ability to self-inflict it on a survivor perk to counter certain terror radius based effects is something I've wanted as a perk for a very long time. Very cool perk and fine as is imo.

    We See You could maybe have some way of occasionally getting a token if the killer doesn't have aura reading. It's good with Object, and good if the killer has aura perks, but otherwise it can take a long time to get 4 tokens if the killer doesn't have a lot of aura reading (or do nothing if they didn't bring any).

    Soft Spoken is pretty bad though. The 5% repair speed increase only for the perk owner is negligible compared to Prove Thyself giving 10% to all survivors involved, and reducing the noise range of gen repairs by 25% is not really that powerful since it only affects the actual repair noises and not the sounds of the generator itself. Overall not a good perk.

  • Zakon05
    Zakon05 Member Posts: 436

    I disagree because the difficulty of finding totems is the only thing keeping hex perks remotely viable.

    Right now you need to either take a map, which are rare on the bloodweb and use up your item slot, or you need to use a perk which has an activation requirement which still makes finding totems tricky.

    Extrasensory Projection is literally… you crouch for a few seconds and then see all the totems. Plus other information like killer and generator auras. Then you can do it again after a cooldown if you didn't find the hex with the first scan.

  • KibblesScribbles
    KibblesScribbles Member Posts: 3
    edited January 7

    Other than the perception perk, her perks are very underwhelming and don't give nearly the same impact that her character does from the show.

  • ImWinston
    ImWinston Member Posts: 658

    Extrasensory Perception —> It's basically "still sight 2.0", maybe a little better. It might be useful for flashlight saves, I'd say, or for finding a hex totem, but it's still a really mediocre perk. It has too much of a colddown to be really worth it. If I had to give it a rating from 1 to 10... I'd say 6, and I was really being very generous.

    We See You —> 4 tokens is a lot, but even if there were only 3 tokens, it would still be a mediocre perk. My rating is 5/10, simply mediocre. If it works with OoO (if anyone has tried it, I'd be happy to know), then the rating could go up, otherwise it remains a 5.

    Teamwork: Soft-Spoken —> This perk is terrible as any other "teamwork" perk. Even when you get it to work, its value is minimal. Final rating: 3/10. Please keep using "deja-vu"... it's simply a fantastic perk.

  • NotJared
    NotJared Member Posts: 727
    edited January 7

    Also, as a note on Extrasensory Perception, describing it as enabling you to see "A Variety of Objects" is totally undescriptive and unhelpful as a description. Everyone who reads it says "What does that mean?"

  • SoGo
    SoGo Member Posts: 4,279

    My friend... I hate to say this, but it really isn't hard to find totems most of the time. They are literally in plain sight sometimes.

    Plus, does it make that much of a difference if you use a perk over an item? You use up a slot either way.

  • TheVarietyKiller
    TheVarietyKiller Member Posts: 42

    I like her aura perk, but at this point you should probably rework still sight.


    oh! And her teamwork perk. Gen rushing. As if gens weren’t fast enough already!

  • OrangeBear
    OrangeBear Member Posts: 3,520

    I absolutely love ESP, i've been needing a perk like this for a while. I think the description should be more clear though because "variety of objects" is a bit frustrating honestly. It would be more accurate and just about as concise to say "everything that can be revealed".

    Soft spoken and We Can See You i don't like too much because their effect is largely imperceptible from your own perspective. As well as just being difficult to activate. I think this more a solo q vs swf issue, though.

  • OrangeBear
    OrangeBear Member Posts: 3,520

    I think Still Sight still has a niche. Remember, it's activation was reduced from 4 to 2. It's range is also at max immediately unlike ESP, making it more viable overall to reveal the killer on demand.

    Although i do think ESP is still just the better perk overall, it offers a lot more value. So i think Still Sight could use some sort of buff. Maybe even 2 to 1.5s, but idk

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,855
  • BongoBoys
    BongoBoys Member Posts: 428
    edited 3:19AM

    Then it would just be Still Sight but crouching? Those perks are old and outdated and have the lowest pick rate now they can be made better.

  • Zakon05
    Zakon05 Member Posts: 436

    People always say this because negativity bias makes them remember all the times the totem spawned out in the open and got cleansed immediately. Also because the time crunch of playing killer warps your perception of time, you don't realize that in the majority of games where you use a hex, it lasts around half the match and often takes a ton of time off gens as one or more survivors hunt for it. All you hear is the cleansing sound and think "man, hexes are useless" as you likely go on to win the match due to all the time the survivors spent hunting for it just bought you.

    I use Ruin frequently on Sadako and Pinhead and it usually takes a while to get removed.

    And yes there is a difference between maps and Eleven's perks. You can see maps in the lobby. Survivors holding maps are using them to go totem hunting, likely for a boon build or to support a perk like Inner Strength. That's the main thing they're used for so you know not to run hexes that match

    Eleven's perk has uses other than totem hunting. Yes it does need something added to it to make it not just a worse Still Sight, but that's not an excuse to make it power creep all of the other totem hunting perks and Still Sight.

  • XombieJoker
    XombieJoker Member Posts: 97

    Extrasensory Perception - This perk just outshines most aura reading perks (not Windows of Opportunity though). You can move while priming it and while it's active, it gives you auras of survivors / killer / totems / gens / windows / pallets / chests for up to 44m and only for a short 40 second cool down. BUT everyone is missing the biggest aspect of this perk. It gives Elusive. killer kicks a gen with No Where To Hide, Elusive keeps you hidden. Killer is searching for an injured survivor, Elusive keeps you hidden. No auras, no grunts of pain, no blood pools. While other aura perks require you to stand still (Still Sight) but have no cool down, THIS perk just gives you much more.

    We See You - this will be a little annoying, especially with a 15 second aura reveal but it's situational. If a killer has no aura reading, this perk does nothing.

    Teamwork: Soft Spoken - This only reduces the noise of the repairing sounds and NOT the gen progress sound (the pistons jumping up and down). A killer is going to investigate a gen that is at least 20% progressed, so whether the repair sounds are silent or not, I don't believe this perk is useful

  • MlNISTRYS
    MlNISTRYS Member Posts: 1

    I wish there were more references to Eleven as a character. I feel like her perks are very disconnected from the actual character. For example, there can be some adjustments with extrasensory perception to fade out and be like that black water from the show. Of course this would mean adjusting other aspects of the perk.

    AND PLEASE include some sort of telekinesis thats just the number one thing I was hoping to see in the perks.

  • SoGo
    SoGo Member Posts: 4,279

    I don't think it's the issue of this perk in particular that it powercreeps everything else.

    The actual issue is that Detective's Hunch, Counterforce and Small Game are all awful perks with obscenely weak effects.

    It's not hard to powercreep something that has barely any power.

  • Nerdzed
    Nerdzed Member Posts: 1

    I don't know if others would agree but I am disappointed by Eleven's teachable perks. I feel they're not offering much that spices up gameplay, or feels unique to her.

    Extrasensory Perception is interesting, it gives the player sufficient agency in gaining a worthwhile effect, and references the telepathic side of her abilities from the show.

    The other two perks however not only rely on other players to reap any benefit or interesting effect on gameplay, but the benefits and effects they grant don't feel fresh, impactful, or unique to El.

    Soft-Spoken and We See You feel like they're taking the place of potentially more exciting and fitting perks for a character like Eleven.

    I feel as if most players would be far more interested in experiencing a few different, minor, but active forms of Eleven's telekinetic and telepathic abilities-- rather than technical adjustments to the passive elements of survivor gameplay.

    Letting the player do things from short to medium distances like startling crows in a radius, smashing breakable walls, lifting/lowering pallets(gently), decreasing the killer's control over a wiggling survivor, are all things that I would expect and be giddy about when purchasing a proactive, psionic character like Eleven.

    Two more perks in the same vein as the "supernatural perks" that characters like Vittorio(Potential Energy) and Cheryl(Repressed Alliance) have, which open the door to new strategies, would feel far more exciting, in character, and worth spending money on, rather than passive adjustments to generator repair noise while repairing them, which does not feel unique to Eleven and, in my opinion, doesn't spice up gameplay in a meaningful way.

    I feel confused as to why she can't instead have some way to quiet, or even increase a generator's noise from a distance? Imagine if she could trick the killer into thinking a generator that's hardly been touched is actually a threat that needs to be investigated immediately, because she made it sound as loud as a nearly completed one! Or vice versa, suddenly quieting a generator when she sees the killer is nearing its vicinity so she can try to draw them away! Which would also pair perfectly with perks like Red Herring(Zarina) or Diversion(Adam)...

    Though obviously more complex and interesting a character than just a girl who can do stuff with her mind, her powers are highly iconic, and I feel that should be better reflected in her kit. Vittorio, and a few others get to have these things, so why not Eleven?

    Sorry if this sounds overly negative, I am otherwise happy and impressed with Dustin and our second Vecna both, but I am hesitant to purchase because I was really expecting a character like Eleven to be more exciting gameplay wise.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,399

    My feedback for the perks:

    image.png

    This is in fact the best perk of Eleven sofar. Though I would remove the crouch-to-reveal time to 2 seconds from 4 as well as remove the 40 seconds cooldown all together but removing the killer aura reading. I do believe the killer aura reading should belong to Stillsight and that perk should be buffed instead to also work when walking instead of just standing still

    Right now, Extrasensory Perception is a solid perk for Boon builds and will really help newer players navigate to totems more easily. Good perk overall!

    image.png

    Interesting perk but sadly suffers from a lack of usefulness when the killer cannot see your aura. If you need to run 2 perks to make it work, like Object of Obsession it really is no longer worth it to get value out of it, so it needs something to make the perk work, even if the killer can't read your aura

    Rework:
    Gain a token when the killer see's our aura. When you enter chase and have 4 tokens, consume all tokens and gain a 50% haste effect for 2 seconds. Then, gain exhausted for 40 seconds. When the killer leaves chase, reveal the aura of the killer to all other survivors for 5 seconds (excluding yourself).

    As a potential exhaustion perk, it is a solid competitor to other perks like SB and overcome, with the downsides of being shorter and harder to get, but with the upside of triggering at a better timing overall. And even if it fails to trigger there is still value to be had from the aura part

    image.png

    This perk is sadly a dead perk at the moment, though I disagree with the general idea of the community that we shouldn't have teamwork perks, as with updates to improve SoloQ and bridging the gap between SWF and solos, the teamwork perk will become usable at one point for the general community as a whole. So for the rework:

    Rework:
    - When repairing a generator with others while Deep Wounded, increase your generator repair speed by a 300%

    For those that are surprised to see 300%, here's the math:
    Resurgence saves 22.4 seconds per heal for the team ((16 * 2) * 0.7), as a baseline for balance, which they can take advantage for 2 times in a match, saving them roughly 50 seconds, as a baseline for balance. This 50 seconds time-save for gen-time is achieved with minimal skill or conditional situations and they will be able to take advantage of nearly every single match

    So as for Teamwork: Soft-Spoken:
    Deep wound will last a total of 20 seconds. At peak efficiency, that means they can do 20 sec of gen time at 300% the speed, which saves 30 seconds of gen-time per successful execution. Slightly more than resurgence, but highly conditional: You need to be at a gen with another teammate and you need to take the risk of not healing, as well as most importantly, having deepwound and letting it run down! Both offering a strong opportunity for the killer for interruption, while also allowing for clutch moments where a survivor can pull the game back by prioritizing a gen over their own health, as a soft-spoken person might've.

    Overall a good perk for survivors who have deepwound/mending fatigue and are tired of killers thoughtlessly deepwounding survivors and dipping without there being any chance of concequences

  • jesterkind
    jesterkind Member Posts: 9,607

    Popping in here with my own post after a little testing. Overall opinion: Pretty solid perks with only one that I think needs changes.

    Starting with We See You, I think this perk is basically exactly where I'd want it. Four tokens is fairly high, but still likely to trigger even against just one aura reading perk, plus you're capable of giving yourself tokens with self-inflicted aura reveals if you so choose. It's weak against stealth killers, but all aura reads are, I think that's acceptable.

    Extrasensory Perception I am a little more mixed on, but not to any substantial degree. It's both very strong and also kind of clunky, and I could see it fairly being weakened a little overall (longer cooldown, maybe?) so that it can expand its radius faster… but if that doesn't happen, it'll still be in a perfectly acceptable and even very strong position.

    Teamwork: Soft-Spoken is the one I would say needs to be changed.

    Overall I don't personally rate this perk's intended effect that highly, but for the sake of constructive feedback I'll assume that someone would want to make co-op repairs quieter, and work from there.
    I think the main thing holding this back is just that it scales too weakly. Instead of being 25% per extra survivor, I'd tweak it to be 25% per survivor in general and just have it only activate with two, like it does now- effectively giving it a minimum of 50% reduction instead of a minimum of 25%. This would also make four-person repairs silent, but like… how many generators in the game even support all four survivors on it at once, and how scary actually is that?

    Personally I still wouldn't use that, but it'd have more of a niche for interested parties, I think.

    I'll note I'm not particularly concerned with the repair speed bonus on either Teamwork perk. It's minuscule, you'd get better results genrushing with most other sources of repair speed.

  • Dinadin
    Dinadin Member Posts: 23
    edited 9:49PM

    Kinda the thing you can expect from bhvr. How can you say that you dont listen to feedback without saying you dont listen to feedback:

    • We just do another teamwork-perk while all the others are basically on a zero % usage and people were telling them to rework thw whole mechanic.
    • Doing another trap perk while the other is basically on a one % usage.

    And to be fair, I dont even understand the intention of "We see you". It will become another perk with zero usage, cause its has no playable viability.

    Those perks are another example that devs lack understanding of their own game and that noone capable is involved in the development process.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,371

    I liked Extrasensory Perception. Basically a much better Still Sight, that works on every aura.
    It could easily be tweaked to have the effect linger around for 2-4 seconds after you start moving again. That would also pair up well with Eyes of Belmont, to give you a temporary aura read on everything around you.
    If a lingering effect is added, then the cooldown is fine at 40 seconds (after you start moving), otherwise it should be reduced to 30 seconds instead.
    The Elusive status was a nice touch, and definitely something that is very useful in certain situations, for example if you assume the killer has BBQ or Friends till the End, it could be used to block those effects quite well.

    We See You - Have not gotten to fully test this one, but it seems decent, given the amount of aura read in the game. I'd suspect it would work well in conjunction with Object of Obsession, or any perk/item that reveals your aura to the killer. Will definitely have to test this more.

    Teamwork: Soft-spoken - Like most Teamwork perks, it is definitely the weakest one in Eleven's kit. Too niche to be useful, and the effect needs to be stronger if it is to be considered over any other perk with similar effects. Technician does a much better job at quieting down gen repair sounds, which also works on solo gens.