Teamwork Perks need big changes

Unfortunately, Teamwork perks are among the least used perks in the game currently (according to NightLight, anyway). They could pretty safely be classed as dead on arrival content.

In fact, Teamwork: Collective Stealth is currently ranked as the LEAST used Survivor perk currently:

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(I know statistics like these aren't a 100% accurate representation, but until BHVR release any form of live statistics this is all we have to go on.)

Out of all the perks taken by Survivors, Collective Stealth only appeared once every TWO THOUSAND times. That's crazy.

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Power of Two isn't much better either, ranking #6 in the least used perks.

This category of perks needs major changes, and I have a couple of suggestions:

Global Changes

These changes will apply to any current (and future) teamwork perks:

  • Standardize the activation conditions to enable the perk to trigger whenever you heal someone, or someone heals you.

Currently, both Collective Stealth and Power of Two have slightly different activation conditions. Power of Two activates when you heal another survivor, and Collective Stealth activates when another survivor heals you.

These two activation conditions should be combined and applied to both of the perks to make them more consistent to activate.

  • Reduce the cooldown from 180/160/140 seconds to 100/90/80 seconds.

Currently, the cooldown of these perks is far too excessive. I'm pretty sure it is currently the longest cooldown out of any perk in the game. It should be heavily reduced to enable it to activate more than 3 times a game at most.

Teamwork: Collective Stealth

Unlike Power of Two, which would be a pretty decent perk if the activation conditions were improved, Collective Stealth's effect is really lackluster.

  • Collective Stealth now suppresses Blood Pools and Grunts of Pain (as well as Scratch Marks) when activated.

This would make it a lot more potent as a stealth perk, as currently it doesn't really do much of anything at all.


I think the idea of these perks is pretty neat, but unfortunately they launched as being way too underpowered. I think these changes would allow them to be pretty decent, and we'd might see them somewhat regularly.

Comments

  • Yeah. Teamwork perks are a failed concept. They don't do anything special and have unjustified massive cooldowns. I welcome any change to make them more fun or realistic to use.

  • TBH, both of them have the potential to be pretty good anti tunnel perks if you make the condition that they trigger when you unhook a survivor...

  • @UndeddJester said:

    TBH, both of them have the potential to be pretty good anti tunnel perks if you make the condition that they trigger when you unhook a survivor...

    Considering that they deactivate on a lost health state, I don't think that'd work all that well.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536259#Comment_3536259

    Considering that they deactivate on a lost health state, I don't think that'd work all that well.

    You sure?

    5% haste + No scratch marks while in range of each other seems pretty solid to get to a safe spot off hook to heal then go do a gen together.

    If the killer does come for you and finds you, the surivors can split, with the healthy survivor providing a body block to buy seconds for the other to break line of sight and make significant distance looks like a pretty good deal to me. It'd be like a permanent Guardian for both players... not that I want give even less reason to use Guardian... but let's be real, that perk needs help too.

    However regardless, I agree with the sentiment either way, I'd like to see these perks get some help. Your suggestion seems solid to be fair... I was just riffing on the idea that if you had the unhook or be unhooked condition, then if has a specific reason to be used, which is making it harder for the killer to tunnel.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536259#Comment_3536259

    Considering that they deactivate on a lost health state, I don't think that'd work all that well.

    you have to be joking on last sentence. "we'd might see them somewhat regularly."

    those perks will still be very bad with those changes.

  • Yes please!

    It's always irked me that despite being the same category of perk, they have different activation requirements. The long cooldowns are annoying too, but them triggering under opposite circumstances is so unnecessarily confusing.

  • I would like to add an additional effect to "Teamwork: Collective Stealth", which is to hide the aura, this will make it much better

    As for "Teamwork: Power of Two", I will add an additional effect, which is to increase the speed of the vault windows and pallets by 20%, so that the survivors can escape with each other without the other having to wait for his ally to finish the vault window

  • I always thought those perks needed a circle, to help users use them.