TryHard perk rework


(ASTOUNDINGSHELL) #1

So right now, tryhard could eb called a noob perk, that doesnt ahave much use for some Players who can actually get kills, it mgith be usefull if you are goign for an repair rush, but I think this eprk should get some form of use for Comp matches when that strategy is less usefull or common.

I think i this is how Tryhard could be changed.

-On kill,gives 5hp and starts Hp regenartion. it also give +5max hp whichs tacks to a max of 20.

I think this could make it mor eof a rward fro skill perk than a reward for sucking ass. but thats jsut my opinion, and i think Phantom having somethign liek this would be Amazing.

thats all. and remember if life gives you gran, make granades


(I-Fell-Tower) #2

I had an idea similiar to this:

Tryhard
On kill increases health regen up to a 15 HP / second (How this would work is that when you kill an enemy your “Tryhard Counter” [TC] will be increased by one. Every 15 seconds TC would decrease by one if it would be higher than zero. But the regen cannot be over 15 HP / second).

@astoundingShellfish Your idea has a lot of potential though! Maybe the maximum HP increase should be 15 or something like that…
But other than that, the idea would make the Tryhard actally an honorful perk to use.


(blisteringOwlNest) #3

Honestly, I think just starting health regen after killing someone is good enough without increasing health. It means after winning a duel, it takes you less time to be ready for action again. Would be very powerful on Redeye, especially with PDP (not sure if he gets it in PDP loudouts) and very useful for proxy.

A+ idea


(ASTOUNDINGSHELL) #4

@ForumArms @blisteringOwlNest
thansk fro the feedback!


(Vaasref) #5

I’m confused, Tryhard is supposed to be for people dying not people killing.

The 30HP bonus may be only obtain by low skilled players or lemmings but giving a hp regen on kill is making it an actively offensive augment.

I don’t know the impact of the bonus HP on the KO HP pool, but I tend to think that if you want to make this augment useful but true to itself, you should think about making gibbing harder. That would force your killer to spend more time on your body, helping your team to push.


(blisteringOwlNest) #6

@Vaasref that’s the point, at the moment, you get rewarded for dying loads of times, and lose it for doing well, what’s the point in that?

However, I do like the idea of more downed health, and that fits the name a bit more. You could make knifing not an instant kill, and only deal its base damage, so it takes more swipes, and more time.


(AnimeDude) #7

I love this idea, much more rewarding for people who aren’t complete garbage


(BananaSlug) #8

i posted same idea, with starting health regen after killing someone, or maybe stronger health regen ?


(JJMAJR) #9

[quote=“blisteringOwlNest;153612”]@Vaasref that’s the point, at the moment, you get rewarded for dying loads of times, and lose it for doing well, what’s the point in that?

However, I do like the idea of more downed health, and that fits the name a bit more. You could make knifing not an instant kill, and only deal its base damage, so it takes more swipes, and more time.[/quote]

Yeah, that and/or make the get-up animation faster.


(RedBeard) #10

Its not that bad; its encouragement to actually kill someone!


(JJMAJR) #11

My problem is that it could be overpowered because good players down a lot of enemies (which count as kills in the kill feed) before they actually die. That’s why medics are useful in competitive.


(I-Fell-Tower) #12

My problem is that it could be overpowered because good players down a lot of enemies (which count as kills in the kill feed) before they actually die. That’s why medics are useful in competitive.[/quote]

Well, if my idea would be the one chosen the maximum health regen could be decreased…


(Vaasref) #13

I tend to think that an “on kill” trigger can only be a bad trigger in a PvP shooter.

Tryhard is a passive augment meant to help you rush against an established enemy.

It make sense in a objective based game where a character can rush the objective forcing the defender to fall back.

Even my suggestion to make gibbing harder can be abused to make defender even more anchored in his position.

I don’t know if Tryhard HP boost works after a revive, if it does then yes it can really be abused by defenders, but if not, then it’s good.

My revised suggestion would be :
Each death (respawn) give you a 10 HP boost and a 20 KO HP boost, stackable 3 times
Each revive unstack all boosts

I guess you could add some flavor adding the current HP boost to the healed amount on revive. But It would make the augment to complex.


(sgtCrookyGrin) #14

here’s my two cents, never underestimate 120 HP Proxies -_-


(RedBeard) #15

How about a useful perk for good players?


(Reddeadcap) #16

Lovely ideas, I can where SD were thinking of this on Engineers as they should focus on getting to the objective on the attackers side, but even they’ll likely kill someone while reaching it but then you see it’s applied to mercs who shouldn’t even have a problem killing, like Rhino.

Hey, if SD changed it to how you want it it’d make some Rhino Loadouts less medic dependant and people might want to pick them over the Nitro and Icecold Loadouts.


(ASTOUNDINGSHELL) #17

@Redcap
THanks!
i was thinkin of Making a perk that woudl actually reward palyers for been skilled. and htis seemed fit


(sgtCrookyGrin) #18

what if Tryhard gave you more GIB health? Would take 2 knifes (still one for Kukri, Katana, Cricket Bat), more damage required, and takes two shots from MOA, one shot from FELIX?


(CCP115) #19

Seems far too OP


(Reddeadcap) #20

What about, kills don’t give health or health regen, but an armor that mitigates/negates damage received.
It could maybe have it’s own 3 second cooldown of some kind with the max being 30, receiving 5 per kill.