The new perks.

I just wanna share my opinions on the new perks and hear the opinions of other people about them.

So personally I think the killer perks for this chapter are an absolute joke, all of them. Imo these are the worst perks we've gotten in a very long time. If someone can try to convince me that any of these perks are useful in any way that'd be appreciated because maybe I'm just missing something.

Leon's perks were a bit underwhelming but not terrible I'd say. The flashbang perk is just a glorified fire cracker, the healing perk only seems to help newer players much like technician, and the generator aura perk seems very mediocre.

Jill's perks are the best in this chapter imo and I think even hers are kind of underwhelming. Her totem perk makes small game irrelevant and works amazing at shutting down any and all hex perks. The perk where she recovers 50% health after being unhooked seems really good actually, it's like a better version of solidarity. Her land mine perk seems like it can be a lot of fun when it works but the fact that it's only active for 45 seconds makes it too situational for consistent use.

These are my opinions on these perks day 1 so I haven't had much time to see what they're all capable of yet. I'd love to hear more opinions cause I can't be the only one who think this way...right?

Comments

  • Lethal Pursuer is decent for certain killers or maps. Stealth killers (Pig, Myers, and Ghostface specifically,) would benefit massively from it, and it would have a tremendous effect on larger maps or ones with multiple floors like Yamaoka Estate, The Game, RCPD, and Midwitch.

    Hysteria... yeah, I can't think of a single actual use for it. Maybe when used with Legion, Oni (I forgot about the footsteps being as loud as Demo's) or Wraith (Built in stealth, though... maybe while using Coxcombed Clapper) using an anti-heal build. It's kinda limited to killers that get serious benefit from Sloppy.

    Eruption is probably one of the only perks that allows creativity in it's use. Instead of being just generally powerful, it's good in a large amount of niche situations. Playing as a particularly mobile killer vs genrushers, I can see this perk being amazing. The cooldown kinda kills it though, making it oddly reminiscent of Blood Favor.

  • The generator aura perk is an absolute monster vs Ruin, the healing perk is amazing at fooling a killer(I've brought self-care and that perk. Having sudden 0 sound when the killer is looking for you, when they've been hearing your grunts of pain all the time makes them look somewhere else). The flashbang is MUCH brighter than the fire cracker, and it can be refreshed infinitely(in theory, ofcourse). Let alone that you can get the flashbang AFTER you used a toolbox already. So you can bring an item that gives you a free flash save, when the killer might not expect it.

    Hysteria is pretty decent, just a perk to apply obliviousness fairly easily in a stealth build(note, for Dark Devotion, you HAVE to hit the obsession to reach a similar effect, for Tinkerer, a generator needs to be finished, for Nemesis, they need to become the obsession through any means, for pretty much any other way of getting 0 terror radius, survivors need to do something that actively aids survivors or otherwise a very specific situation. This is a replacement perk for those perks, where you can just injure people willy nilly. It's not meant to be amazing, it's just meant to be a different option.

    Eruption, probably is gonna get a slight buff. If not on release, it will in 3 months after release. Let alone that, although I havent tested it, Eruption should stack with Surge. Which is 12%, flat. It also stacks with Pop, meaning that 1 single generator could regress up to 37% in a very short time. So yeah, there is a reason why Eruption cannot be strong. That's Pop and Surge.

    Lethal Pursuer is a nice addition, how often do you enter a game where you assume survivors to be on the opposite side of the map, only for them to barely spawn outside your terror radius and finish the generator before you even realize they might have spawned on the same side. Lethal Pursuer is meant to give you that information.

    As for Jill, well, her unhook heal is nice, but not that amazing, because while in theory it could stack with solidarity and gives a nice double heal after an unhook, it also means that the killer needs to ignore the unhook as a whole, and ignore you as an unhooked survivor. Meaning that if the killer ever interrupts you before you get healed, the perk is literally useless.

    Her totem perk actually doesnt seem to work as the description. I tracked the time, and you simply seem to only get 1 stack. The first totem is at 1.2 charges per second. The second totem at 1.4 charges per second. The third totem? 1.4 charges per second. You'd expect the last totem to be cleansed in a mere 8 seconds(as it should be at 2 charges per second by then). Yet it took me about 11 seconds to cleanse it, which is only 40% faster. Maybe its bugged, I hope at least.

    Her landmine actually has 2 uses, one that's a lot better than people think:

    1. sets a trap for 45 seconds, obviously. BUT if the trap isnt triggered, she regains her trap for the next one.
    2. It turns the gen you're currently working on yellow.

    So, this is essentially the same effect as Better Together that can stun the killer.


    Are all the perks absolute god tier? No, but they do allow very creative situations that you can use quite heavily in your favor if you play your cards right. A good example prior to this, was Deception, Lithe, Dance With Me and Quick and Quiet. Which makes you essentially disappear from the killer POV. It's not incredibly strong, but it's very fun to use and can be very effective.

  • They're all perfect in my eyes. The devs really got creative when making the perks, especially the flash grenade/mine. They're all super good without being overwhelming, though Eruption and Hysteria could use a slight tune-up.