regarding Dev Update perk changes

So first its nice to see you devs FINALLY start to work on perks, which you guys missed for basically four years by now. As we all know, its nothing to expect from this changes based on previous perk changes that had for 99% no effect on gameplay at all. Same will happen again within this "perk update pack". Lets see why:

Trail of Torment: Im not a fan of Undetectable cause this status is basically a kind of Insidious, and thats one of the few perks that make the matches purely unfun, cause players just abuse this stuff to camp and tunnel. the change may benefit the perk itself, but again breaks game health to an even worse point.

Forced Penance: This perk just hurts game balance more than its useful. Most time survivors dont go in and take protection hits, which make it useless for 99% of the playtime, cause there is no benefit from tanking a hit besides endgame if you can ensure an escape. Also broken effect just encourages to do gens instead of "wasting time" to heal. The other situation when survs go tanking a hit is due to tunneling and camping. So you basically just promote this game breaking behaviour even more instead of making a perk useful.

Blood Pact: Other perks give far better information or more beneficial effect, while having less to no limiting prerequisites like Blood Pact. If a perk has limitations, the effect has to justify those limitation, and Blood pacts effect is ONE aura read and a nice-to-have speed boost. Those effects are no justification for those limitations.

Any Means Necessary: In theory this perk is powerful, while in reality this perk is nearly useless (regardless of 60s or 120s), cause strong pallets get always instantly destroyed by a capable killer. The perks needs far more benefit than restoring a unsafe pallet (which never becomes a game changer at all) to be used more than as meme.

Cruel Limits: I still dont see the benefit of this perk, cause it basically never takes action in normal gameplay. How often do you guys see the killer being near a repaired gen to benefit from blocked vaults? Lets say once out of ten gens being repaired. 8m more or less doesnt change that this perk is nowhere to be used.

For The People: Its still just a meme perk, the "change" is even more a meme than the perk itself. In theory the perks sounds interesting thinking about giving a health state to a survivor isntantly. But in reality there is quite no situation to make this perk beneficial.Pulling of a trick with this perk is nearly impossible.

Mindbreaker: May be a good change, but you find yourself on thin ice of busting exhaustions perks like you did with those killer exhaustion addons.

Slippery Meat: Its fine to change it in regards of the trapper issue. Still its just a memebuild perk with no actual usability. Could have even been unchanged due to its nonuse.

We’re Gonna Live Forever: The question is what new ways of getting tokens are gonna be implemented. I read something about flashlight- and pallet-saves, which will not take action in 99% of the games, due to them being done maybe once in ten games, or while having an unqualified killer. Also healing a downed survivor fster is basically on the same nonuse-level as those saves, as youre most likely healing downed survivors while they already have recovered to 95%. In comparison to the aura-read of BBQ this is laughable. You have to ensure the same "easy to get" possibility and useful sideeffect as BBQ.

Technician: Well, I dont even understand why a character limited perk is used as newbie perk. It makes no sense to me. Also why the hell giving even more penalty to newbies while theyre already penalized by its default missed penalty? Make it a real newbie perk, or better rework it entirely cause character based perks shouldnt be newbie perks to have them grind for.

Pop Goes The Weasel: The change wont make any big difference to the actual version. The issue of this perk is its regression number. If anything would have been changed it should have been the percentage to limit those "slowdown" builds.


Summary: Despite Mindbreaker all changes wont benefit to perk usabilty and versatility. Its pretty obivous you have no clue on how to change perks. So my advice: Let the community make the perk changes in a collaborative process.

Comments