Teamwork perks need visual effects

It is a new type of perks for survivors

Teamwork perks urges survivors to cooperate and stay together and I liked it

Survivors must stay close to each other at a distance of 12 meters or less in order not to lose the effects

And that's the problem. Teamwork perk doesn't tell you if you're about to move away from your ally and about to lose effects.You'll have to guess, and that's not good

I have a suggestion

1-Make the survivors affected by the teamwork perk unique I don't know how to explain but so that the survivors can know who is benefiting from it or not (This is not shared with the killer)

2-Make there a visual range that looks like a circle so that the survivors do not lose the effects by mistake, and also the range is linked to the perk user, not the beneficiary (Visible only to the user and the beneficiary)


And thanks

Comments

  • The person being affected by someone else's perk should see the perk's picture alongside any perks they may be being affected by positively or negatively (I'm not saying it does or it doesn't, but it should pop up either way).

    The person providing the perk should have a visual indicator similar to Spine Chill so you can more accurately figure out if you need to be closer to the person or not. There's no reason it should be affecting more than one person, so I don't see why the perk doesn't do it already.

  • @Technature said:

    The person being affected by someone else's perk should see the perk's picture alongside any perks they may be being affected by positively or negatively (I'm not saying it does or it doesn't, but it should pop up either way).

    The person providing the perk should have a visual indicator similar to Spine Chill so you can more accurately figure out if you need to be closer to the person or not. There's no reason it should be affecting more than one person, so I don't see why the perk doesn't do it already.

    Good idea, you'll know if you're about to go out of range or not, but especially in indoor maps, you might not know where the user/patron has gone. You will keep running in all directions to see where he has gone

    The idea of ​​making the survivors look like a semi-halo is aimed at distinguishing who is under the influence (such as three Dwights with the same skins), and this will prevent losing the effects by mistake.

    Finally, the visual range: its goal is to know the limits of distance, and this will also reduce the possibility of missing effects by mistake

    If they do that it will be interesting and also in line with the Types of the Perks that have visual effects