Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Point based perks

This is just a toss up idea

i love playing killer and do try out stuff because running the same few perks over and over is boring

that being said how about we introduce a point based system for perks

for example high impact perks like pop bbq cost a lot of point and lower impact perks like im all ears are cheaper that way we might see more variety in load outs

this would go both ways ofcourse killer survivor this could introduce also a new offering u want to bring in more strong stuff well use this expensive offering

this is an idea not something i 100% believe would be good for the game

Comments

  • mouse0270
    mouse0270 Member Posts: 849

    The problem with a point based system is people find different perks stronger or weaker on different killers.

    For example, on Huntress I run Iron Maiden, I honestly couldn't play her without it at this point. It not only makes me not reliant on extra hatchets, it means I have to break chase for less time to refill. Then when combined with BBQ, I basically have Map awareness at all times. I would drop BBQ before I dropped Iron Maiden. But if you took me to any other killer, I wouldn't even touch Iron Maiden.

    Alright, now to be fair, that is a for nitch case, but lets move onto another perk, what about something like Corrupt. Is it as valuable as Pop? They are both slow down perks, they just slow the game in completely different ways. I never run Pop to begin with but once again, these perks are situationally better on different killers. For example, I find corrupt way more useful on huntress because it slows the game down, I already have to refill hatchets, I don't want to be stopping to kick gens two when playing one of the slower killers... But flip that, if I was to run Pop, I would always choose it on a Freddy compared to Corrupt, because he has the ability to teleport to gens.

    My point is, killer perks change per killer, because killers aren't just skins like they are for survivors (minus blendette who gets a 5th perk for free). So have a cost point for killer perks is nearly impossible or you have to adjust the cost for every perk for every killer.

  • True but see it would still work i think iron maiden is low impact on most pop is overall pretty good same as corrupt ofcourse devs would evaluate every perk

    but i main pig i most of the time run pop whispers moniter stbfl/nurses calling

    lets say pop and nurses cost 3 points moniter 2 whispers 1 point that would add 10 points in total im not saying the idea is perfect but like i said it would shift things up and u might think about what u want to run do i take DS over unbreakable ??


    but i love ur feedback and u do have a goodpoint

  • mouse0270
    mouse0270 Member Posts: 849

    I understand what your saying, but to be fair, if you can bring pop whispers and nurses all into one game, survivors should be allowed to bring DS, BT and Unbreakable into one game.

    Those are 3 of the most universal useful perks for killers. I said, corrupt is useful on huntress, because I don't like wasting time kicking gens as her. But if I had to pick which was stronger between corrupt and pop. I would always say, on average, Pop is more useful.

    Even your build gets into that situational area again, for example, monitor + whispers is stupid strong on piggy. Like just crazy strong. To be fair, I would say those perks alone should not allow you to run, pop or nurses, stbfl would be a maybe.

    To be fair, probably a year ago, I thought this would have been a cool idea, but apply it to killers gets so nitpicky and complicated it's just not worth the effort. You would have to find a number that works, like 10 points, then you would have to find what perks compliment a killers ability (Infections fright for oni, Iron Maiden for Huntress, Whispers+Monitor for Piggy) or are just in general useful by themselves (BBQ, Nurses, Pop) and make them worth the most for that specific killer, than work your way down.

    And once you did that for one killer you would have to do it all over again, then you would have to do that work for every killer everytime a new killer came out.

    I am honestly not shooting your idea down, I am saying it is a statistical nightmare and I wouldn't get my hopes up to high.

  • Agreed plus if they didnt nerf my baby 6 times i wouldnt have used moniter im surprides deathslinger has 24m radius while i a stealth killer have a 32m radius but ur right on pig that is strong i just dont only wanna see strong stuff is my whole point

  • Plus DS is strong but i tend to not tunnel i give that a 2 pointer

  • Nos37
    Nos37 Member Posts: 4,141
    edited February 2020

    They should rework Survivor perk rarity and base it on the perk's abusable potential in a Survive With Friends setting (voice chat expected).

    • Purple (obnoxious and powerful): Only 1 of these perks per Survivor, in SWF
    • Green (synergistic and coordinative): Only 2 of these perks per Survivor, in SWF
    • Yellow (little-to-no benefit to SWF): No limit

    The rarity/abusability should not change from tier-to-tier unless the perk's effects are drastic enough between them (e.g. Decisive Strike should be Purple at all tiers).

    Purple:

    • Adrenaline
    • Balanced Landing
    • Borrowed Time
    • Dead Hard
    • Decisive Strike
    • Head On
    • Lithe
    • Object of Obsession
    • Sprint Burst
    • Unbreakabale

    Green:

    • Alert
    • Any Means Necessary
    • Boil Over
    • Bond
    • Botany Knowledge
    • Breakout
    • Breakdown
    • Buckle Up
    • Camaraderie
    • Dance With Me
    • Dark Sense
    • Deliverance
    • Detective's Hunch
    • Diversion
    • Empathy
    • Flip-Flop
    • Kindred
    • Leader
    • Iron Will
    • Lightweight
    • Lucky Break
    • Mettle of Man
    • No One Left Behind
    • Open Handed
    • Poised
    • Prove Thyself
    • Quick & Quiet
    • Resilience
    • Saboteur (Purple with sabotage changes from Chapter 15 PTB)
    • Self Care
    • Solidarity
    • Spine Chill
    • Stakeout
    • Streetwise
    • Tenacity
    • Urban Evasion
    • Vigil
    • We'll Make It
    • Windows of Opportunity

    Yellow:

    • Ace in the Hole (Green with "keep addon(s)" change from Chapter 15 PTB)
    • Aftercare
    • Autodidact
    • Babysitter
    • Better Together
    • Calm Spirit
    • Deja Vu
    • Distortion
    • Fixated
    • Hope
    • Inner Strength
    • Left Behind
    • No Mither
    • Pharmacy
    • Plunderer's Instinct
    • Premonition
    • Second Wind
    • Slippery Meat
    • Sole Survivor
    • Technician
    • This is Not Happening
    • Up the Ante
    • Wake Up!
    • We're Gonna Live Forever
    Post edited by Nos37 on