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Fixing Worthless Perks day 3
Every day I will propose changes to 1 survivor perk and 1 killer perk to make them not unusable garbage like most perks are.
Survivor Perk: Slippery Meat - You're a difficult target to keep hold of. Your progress your wiggle meter 50% 30% faster while being carried. If you get off of a Killer's shoulder, leave no scratch marks for 5 seconds. If a Killer puts you on the ground off their shoulder, convert your wiggle progress to recovery from the Dying State, up to 40/50/60%. You have 3 additional attempts to escape the hook.
Killer Perk: Mindbreaker - Your prey gets weaker as time goes on. While repairing generators that are more than 50/40/30% complete survivors are afflicted with the Oblivious status effect. When a survivor ends the repair action they are afflicted with the Mind Broken status effect for duration equivalent to the completion of the generator up to a max of 15/30/45 seconds. A Mind Broken survivor cannot activate exhaustion perks, but will recover from Mind Broken even while running.
Justifications: Slippery Meat as it is right now is a meme perk used to Kobe off a hook. It also has minor use in countering one Killer who is so weak that noone should need any help countering him. This change gives use to Slippery Meat outside of the Trapper matchup and gives more incentive for teammates to tank protection hits to save a teammate off the Killer's shoulder. Additionally, the choice for Killers to drop a survivor to chase another or not will be harder with this perk. Additional hook escapes have been kept for meme purposes.
Mindbreaker's purpose seems to be to counter exhaustion perks, but as it exists now works as a 5'th perk for all survivors because it's just that bad. With these changes it's more dangerous to repair generators that are further along and survivors will have to keep a more vigilant eye out. The Mind Broken status effect works as an actual counter to exhaustion perks and more importantly, a punishment for gen tapping.
I have proposed 6 perk changes so far. BHVR has made 0 perk changes since I started.
*Edit* Changed Slippery Meat's wiggle progress from 50% to 30% after a helpful comment.
Comments
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50% is far too much for Slippery Meat, imo. Breakout is the only perk I can think of that speeds up wiggling speed at all and that's only 20% with a restriction (only applies to the person being carried not you, only by 20%). The fact it also has Flip Flop and it's old effect still on it seems a bit much.
Mindbreaker is alright. Probably wouldn't see too much use with that new buff (but a new status effect solely for that one perk seems weird imo)
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Slippery Meat: This perk would be unbalanced, 50% faster is to fast, combined with other perks such as Breakout or even Boil Over. I liked the idea of converting the recover progression and would make a great combo with Flip Flop. Maybe just lower the numbers.
Mindbreaker: Awesome idea, I had already thought on putting oblivious into it, but the Mind Broken it's fantastic. would be an amazing perk.
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50% might be too much, but that should still be 12 seconds of time before they wiggle out (at least that's my intention, my number may be wrong here). Besides Iron Grasp exists as a helpful counter, and I will think of changes to that eventually too after I get through all the god awful perks.
Mindbreaker is meant to counter exhaustion effects, so I wanted my changes to actually counter them. The only thing I'm questioning for it is the addition of the Oblivious status effect which may be too much, but it's a woefully rare status effect.
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Breakout reduces it from 16 seconds to 13.3 seconds and Breakout is only a 20% increase of speed. 50% would make it FAR less than that, man.
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Breakout is 20% and reduces the wiggling time from 16 seconds to 13.33 seconds. 2.7 seconds off. 50% would probably be closer to 10 seconds or less, which seems way too short.
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Fair, I messed up a bit on that, 30% would be more in line with what I wanted for it then. I should've double checked those numbers to use as basis.
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Seem like relatively sound changes to me. Obviously the 50% wiggle boost on Slippery Meat has already come up (and would probably need to be lowered).
However, I would drop the extra self-rescue attempts from Slippery Meat and move them somewhere else (ideally to Deliverance, as a consolation for when that perk's main effect could not be used). I think just giving it the improved wiggle speed and potential recovery increase from being dropped would be enough to give it better combo potential with things like Breakout, Flip Flop, Saboteur, along with various meta perks (DS, Unbreakable, and Iron Will in particular). Much more than that and its description will be getting pretty convoluted.
For Mindbreaker, why give it a new status? Just have it cause Exhaustion in place of the new effect, but for a briefer time window (maybe like 20/25/30 seconds at a rate of 1 sec of Exhaustion per 2 sec of repairs). I think it overly complicates things to create a whole new status exclusive to one perk which is basically Exhaustion, but less detrimental. Maybe you feel otherwise, but I think survivors getting their Exhaustion perks back 15 or 30 seconds into a chase (because of the recovery-while-running with your new status) would be a great reason to continue NOT using Mindbreaker.
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They frequently add new affects for only a single perk then add to others stuff (add-ons, powers) such as broken with No Mither, oblivious with Nemesis, exhaustion with Sprint Burst. I think its fine
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No Mither didn't have Broken as a status effect up to patch 1.6.0.
Nemesis wasn't the first instance of Oblivious, it was introduced with Demogorgon.
I dunno, it just seems weird to have a specific status effect for "exhaustion but you can recover it while running"
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Idk I just found it interesting
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The reason I didn't just make Mindbreaker straight exhaustion is because I think it would feel too oppressive if you gave it a duration that was actually useful. With the mind broken status effect it essentially puts a timer on the chase for the killer to down the survivor to avoid their exhaustion perk as opposed to basically completely removing it by giving them actual exhaustion. This gives it counter play for the survivor while still being strong for the killer. 45 Seconds should usually be enough for a killer to land at least 1 hit. At bare minimum it dissuades doing dangerous gens while injured.
As for it being a new status effect, that's not really a big deal is it? It's not like they're hard to track, they show up on the hud with a unique symbol.
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My own idea for Mindbreaker was the Exhaustion it afflicts is cumulative. The longer you spend on a generator, the longer the Mindbreaker effect lasts once you're off of it or hit that 50% marker. The maximum length of that Exhasution would increase by level. Could also make it a good perk to pair with a Killer that can keep people off gens and/or with Hex: Ruin.
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Not bad actually
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My qualm is that "Mind Broken" would be a new status that is just a weaker version of Exhaustion and otherwise brings nothing new or unique to the table. Reintroducing the old version of Exhaustion in this way would also be likely to confuse newer players, who would wonder why one status lets them recover while running while another very similar one does not. Plus, if the duration isn't intended to be enough to be useful (such as with it's current, hilariously minuscule Exhaustion penalty) then why would anyone want to use it?
If you don't want Mindbreaker to cause an overly oppressive Exhaustion effect, then lowering the maximum amount of Exhaustion it can build up to would accomplish that. There are plenty of loops where survivors can gradually recover from Exhaustion, especially if there's only 5-15 seconds left on the timer. Plus, by using normal Exhaustion you can force a choice upon the survivors: do the gen near the killer and risk being in chase while exhausted (and possibly Oblivious), or move along to find a different gen where the negative effects are less likely to be an issue.
I like the ideas behind how you would have Mindbreaker apply its effects, but I'm not a fan of reviving Old-Time Exhaustion through a killer perk.
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I wouldn't have slippery meat above 10%. I know that sounds really low but with breakout + swf I don't think it could be any more than that. I'd still use it at that level, just think of all the times the killer only just gets you to a hook in time
Mindbreaker I like the oblivious idea but the whole exhaustion + new status effect is too complicated imo. I'd make it more like after repairing a gen for more than 10 seconds you suffer from oblivious until that gen is completed, however long that is. Might be kinda insane, but it would def be interesting.
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The "Mind Broken" status effect is an interesting idea, maybe doing more things than just being old exhaustion would make it better, new players have to learn a lot of confusing effects and i think that a new one would not be bad.
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