It is 2026, stop designing perks with 30 different prerequisites, they suck every time
ESPECIALLY killer perks…
New survivor perk: You can gain elusive by just... looping the killer like normal!
New killer perk: Hook 3 different people, to light a hex totem, to kick a pallet, and make survivors hindered.
LIke???
If my perk is going to be a hex that can be removed leaving me down a perk for the rest of the game, I shouldn't need to hook 3 different people in some completely unrelated task to trigger the hex? You add so many prerequisites for an effect that isn't even that good, on TOP of it being a hex. Like?
And that's ignoring Vigil being a perk that exists for survivors to use making it even more useless…
Then you have the other perks.
New survivor perk: When you fast vault a pallet, gain free 15% haste on top of resetting the pallet with no real downside and since it's not an exhaustion you can pair it with lithe!
New killer perk: You need to break 13 pallets / walls to get the maximum effect haste on TOP of then needing to be hit with a negative effect, either a blind or a pallet stun for the haste to trigger.
How have you made a perk worse than shadowborn? It literally is shadowborn but with extra steps???
What is the goal here?
Comments
Woefully I agree with your sentiment. It does seem strange that the power role is being bridled with so many condition trigger events whereas survivor is getting the free pass perks. There are exceptions to this rule of course, [Silent Shadow] by example. But yes perks like Rampage are questionable in that breaking 13 pallets will take enough time to mean it's less a perk and more an opportunity at a perk that will do heavy lifting later in the match.
I'm not against the new perk ideas as built properly it could be very good such as a [Silent Shadow], [Remember Me], [No Way Out], [NOED] combination into a four slug. But I'm sure that combination will be deemed unacceptable. Rampage would require some more finesse, but I am eager to see all that free pallet breaking haste glory on a bubba.
It would be nice to see some more diversity in the simplicity. Particularly given Hex perks are just a total throw-away waste of time. Survivors get blood points for breaking totems, have boons as additional incentive, and have perks to track and destroy them whereas boons are limitless placables. Feels cock-eyed to a degree.
However to play devil's advocate, these triggers (or rather triggers on perks in general) do afford a degree of side objectives to try keeping things fresh. Survivors have perks that do similar, which is equally aggravating on their side. It just leads to perks that killers will bypass for slowdown as that provides consistent and meaningful value as opposed to depending on trigger-event perks.
I will say that if Rampage does not lose tokens, it will be a fine perk. But I heavily suspect it will, thus rendering it to the pile of perks we'll never see run.
I don't think I agree that the problem with either perk is prerequisites.
Scared To Death only requires you to perform normal gameplay actions and its activation being delayed is to its benefit, since the single big problem with hexes is how brittle they can be in the early game before they've had a chance to affect anything. This way, you earn the perk pretty soon into the match but it's not lit next to a survivor's spawn, and then you're good to go, you can just use the perk.
Vigil is a concern for it, but that's not a prerequisite so I won't dwell on that.
Rampage, again, I think the prerequisite is fine, it's just kicking pallets. The problem with that perk that I can see (testing is hard with PTB killer queues lol) is that it's almost certainly going to be scaling up too slowly, especially considering it's a counter perk that requires survivors perform an action first. If you reached the first reasonable breakpoint of like, 8% much sooner, the perk would be a lot better without anything else needing to change.
Honestly, I don't really see the argument in general that modern perks are strangled by a dozen hoops to jump through, no matter which side it's made for. Perks are more specific these days but their actual prerequisites tend to be pretty minor, with exceptions.
doesn't matter to me tbh. if it's fun or if I use it i don't care how simple or complicated it is
Wide Open is going to be a pain and might be OP/broken, because played together with Lithe and Cross-Examination, you get 75% Haste for free, the pallet stays up, and you can easily lose the killer because you leave no scratch marks. And on tiles with high walls, it's going to be a nightmare. Which, considering a lot of maps have a ton of pallets, is going to be tough. Also, the time the pallet stays blocked by Wide Open is a bit annoying, because the pallet stays up and you can't do anything about it as a killer, while another surv can't use it during that time. They should shorten it to 45s max and it'll be fine. The killer perks are okay, well, maybe except for Silent Shadow, because there are better Undetectable perks for the early game, and for the endgame it's kind of a waste of a slot. And the Haste one after stacking tokens is a bit map- and killer-dependent, because you don't kick every pallet with every killer, and it depends on the map how many there will be, which might mean we won't charge the perk to 100%, but those extra % are always something.
Did we forget about all the Teamwork and Invocation perks survivor has been getting?
It's not just a killer issue, BHVR is just at the point where they stopped trying to be innovative with perks.
If the game gets any more complex, we will have to start doing calculus to get a damn perk to work.
I think it's unfair to say the new pallet resetting perk has no real downside. Blocking the resetted pallet for 60 seconds is pretty big in chase and since the pallet is resetted the killer has a direct line to keep following you since the 15% haste only neutralizes the killer gaining distance if they are 115%. Many dash killers certainly won't have trouble following right behind you with the now resetted pallet.