Perks that need to go

  1. Perks that need to go

    #16504
    Toxic
    This perk is just annoying to deal with, not only does the user not actually have to do anything, attempts to deal with them usually results in after-damage. This only gets worse as many zombies will just stay in a spawn area where survivors cant reach them. This is OP when paired with crit a cola or steak.

    Zenlike
    Possibly the worst of the survivor perks, zenlike encourages camping by giving crits and health making it impossible to kill the user. This would be fine if there was no healing or weaker healing.

    Combustible
    This just needs to have all bleeding weapons like the cleaver and boston basher, the latter of which can force an explosion.

    Alpha
    People just use this to grief by pulling you away from the person youre trying to kill

    Ninja
    People that use this never actually contribute, they just run around the map without fighting.

    Thieving
    This just breaks guns and you cant ever use it again.
  2. Re: Perks that need to go

    #16509
    Lucidly Awake wrote View original post
    Ninja
    People that use this never actually contribute, they just run around the map without fighting.

    Ninja is really a perk that people only choose it to be a medic and just delay rounds by just jumping around doing jack shit
  3. Re: Perks that need to go

    #16513
    Zenlike is quite balanced so saying they're impossible to kill is quite the exaggeration. Toxic is fine as it is, just don't melee them and stay at a distance. If they hide in spawn with toxic maybe you shouldn't be near their spawn eh? Combustible does its job well for controlling the spam of rockets and the likes. Though removing the bleed weapons won't do that much. Just give the perk a damage penalty and it'll solve the problem. Alpha isn't a griefing perk, people just use it that way. If it used correctly it can be devastating for the red team. Perhaps finding the people who abuse it and punishing them would a step in the right direction? The thieving perk is needed to make the cow mangler and pomsons not a direct upgrades from stock. Removing it would cause quite the imbalance in gameplay. I agree with you on ninja, a majority of people use that perk to just run away and not benefit their team. Removing it would be too extreme. Adding a cooldown to the jump would reduce the effectiveness of running. Possibly a 3 - 5-second cooldown to it while lessening the speed penalty per jump to only -10.
  4. Re: Perks that need to go

    #16514
    with toxic, some maps have the spawner right next to cap point or where the only good place to defend is

    labs, isaac, mine, chillchain, and dustbowl all have spawners near the capture area where survivors can do nothing about it

  5. Re: Perks that need to go

    #16515
    Holy or just medics in general can counter toxic easily. If your team is losing a game due to 5 - 7 damage a second then I suggest you get a perk or a class that can heal your team.

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