Stranger Things perk discussion and feedback

So this new chapter looks absolutely amazing. The map in particularly looks like next gen compared to the old maps.

And the perks look really cool. Altough none of them seems like super meta perks, almost all of them has its uses, but some needs some tweaks. Let's start with the killer perks.

Surge

Putting a survivor into the dying state with a basic attack causes all generators within a 32m radius to instantly explode and regress. This applies additional regression of 12%. Cooldown of 40 seconds.

So this is definatly the killer perk im looking forward to the most, but only if this perk combo's with other generator breaking perks like, overcharge, surveillance and pop goes the weasel. What i mean is, if this perk triggers while overcharge is eguipped, will it also have the additional 5% from overcharge and apply the skillcheck to any affected gens? Making the total regression 12%(surge) + 5%(overcharge) + 5%(Normal skillcheck fail regression) = total 22% regression. And on top of that if you have hooked a survivor recently, then trigger this perk (surge) with pgtw, will it affect several generators at once if they are within range?

These are some of the things i wonder, if they do. This will become a new meta perk. If not, then i will be very dissapointed.


And then cruel confinement. This perk i don't like for several reasons. First of, i as killer have no control over this perk. I don't decide when it triggers. And i might not even be around the affected area when it does. This perk is outclassed by bamboozle by a longshot, but if it where change to permanently block vaults in the area, but reduced. Maybe like 16 meters. Then suddenly it is on a whole different level. Or maybe block vaults in that area until the next gen pops and all the vaults in that area is blocked and so on. This way the killer takes back control somewhat of the perk. If it stays as is. then its another one for the trashbin.


And the finale killer perk Mindbreaker. This is a type of perk i've been wanting for a long time, but sadly as they often do to perks nowadays, they overly restrict them making already a situational perk even more situational. This perk has a chance of being meta, but the it needs buffs in the form of just staying on any gen stops exhaustion recovery and the delay is increased to 6 seconds to also affect balance landing generators and lithe. If that was changed i would run this one alot. Counter perks are fun, but then they need to actually counter what they are supposed to counter...


So survivor perks. Alot of nice one, but i don't see any of them permanently replacing old meta perks. And 2 of them are straight up garbage. Lets start with those.

Babysitter. This perk is a waste of a perk slot and if you even consider running it run borrowed time or maybe we'll make it instead. I mean if the killer is not camping you will have way more use of we'll make it than babysitter. And if the killer does camp, then you need borrowed time anyways so this perk is actually just truly garbage and needs rework or serious buffs like maybe give yourself a borrowed time effect (one time use) this way we get old borrowed time back, but it takes 2 perk slots. Survivors version of enduring spirit fury combo.


And the second garbage perk is Camaraderi. I dont understand how this perk is any good at all. If you are being facecamped you want all your teammates to genrush and get out. And getting a pause on the struggle phase could be really beneficial in these scenarios, but the problem is that you need a teammate to come near you for it to take affect. Completely negating its purpose. And the timer is way to short. It should simply be changed to just flat out increase your struggle phase by 40 seconds no matter what. Non camping killers won't mind this since they know its much better to let them get unhooked anyway so they can be rehooked. And killed faster. This perk will only punish camping killers and also remove a perkslot for survivors that face decent killers.


And now to the good stuff :D

Second wind, This is delivarance 0.5 i love the perk, but wish the healing requirement was removed one health state is not that big a deal + you have the terror radius blocking its affect. I think that needs to be removed or you can use it on both stages if you manage to heal inbetween both hook stages.


Inner strength this perk i think was made for me, i love being the totem cleanser and this gives me another reason to aswell, combo this with head on and DS and you have some fun combo builds. 10/10 in creativity, but only a 6/10 strength wise. Not meta, but definatly a fun perk.


Fixated. This perk is great! A truly advance survivor perk that requires skill to use, but i feel it should work while injured aswell (walk 20% faster), pair this with iron will and spirit will no longer be a pain in your ass ;P


Better togheter this perk is mediocre minus. SWF can give the info this perk gives in just a sentence. It needs heavy buffing to be good, but it isn't useless as the first two perks. If you play solo i can see it used, but still it deserves more. If it revealed all survivors map wide to each other while you work on a gen it could be better to cooperate as a solo player with randoms. this way it gives you all the swf info and not just the one being chased.


So what do you think about these perks and my ideas?

Comments

  • HatCreature
    HatCreature Member Posts: 3,298

    Cruel Confinement on paper sounds good but I feel in practice it will be very situational.

    Usage Right Now---Tinkerer will let you know where your target is and hopefully you can make enough distance into that area to take full advantage IF there are any vaults. If there are no vaults at that Gen it doesn't work and if you can't get into the area deep enough and fast enough then you can't capitalize on it. If you're not around when a Gen goes off then you get no use from it and that is a wasted perk slot.

    My Improvements Before PTB---This idea is taken from Bitter Murmur, after the final Gen is completed ALL Vault locations/windows are blocked for 45 seconds.

    My improvement is the same thing Bitter Murmur has, it has it's uses with each Gen giving an effect but when the final Gen is done it gives a more powerful effect you can capitalize on no matter what. Right now this perk before the PTB only has a use if you're in the area making it situational and therefore high risk of being useless on large and medium maps. The improvement makes it more useful at the end of the game rather than beginning.

  • Karltastisk
    Karltastisk Member Posts: 529

    Also it would be better if it was you (the killer) that the radius takes affect from making it always usefull since you might be chasing someone else.

  • HatCreature
    HatCreature Member Posts: 3,298

    Yeah that's right, what if instead of vaults being blocked around the Gen, all vaults within YOUR radius are blocked when a Gen goes off?

  • Karltastisk
    Karltastisk Member Posts: 529

    Yes, that way it WILL always benefit you instead of you having no control, you atleast decide somewhat where :D I truly hope someone with some sort of influence on the team sees this kind of feedback. :)

  • HatCreature
    HatCreature Member Posts: 3,298

    When the PTB comes out these kinds of threads will have more credibility, we don't even know what the real numbers are yet and I still have questions about the Demogorgon's ability so when that comes out our suggestions might change or be more spot on.

  • ClawsOfHell
    ClawsOfHell Member Posts: 68
    edited August 2019

    INNER STRENGTH it's the most creative and usefull perk on this DLC i alwas have to look for totems because survivors only play to gen rush and this perk might be a good way to give people ANOTHER reason to clean the totem.

    Post edited by ClawsOfHell on