What if perk tiers were something like this?
If perks tiers gave you an option to chose from three effects... and some examples I came up with
Predator:
1) Tighter scratch marks
2) Scratch marks last longer
3) Scratch marks are more directional (scratch marks indicate the direction the survivor was facing)
Brutal Strength:
1) Break action speed increase
2) Breaking pallets takes 1 kick
3) Breaking gens would apply an increased regression
Hangman's Trick:
1) Longer sabo times
2) shorter hook respawn times
3) Aura reading when survivors are near hook (either carrying or not)
PGTW:
1) Breaking a gen after hooking a survivor applies X% of regression
2) Allows break action on a competed gen when gates are still closed (resets gen to 50% once per match after a survivor is hooked)
3) Allows the killer to close an open gate and disables the gate from being reopened (obviously once per match)
Ruin: This is just an example of how BHVR can change an effect
1) Old Ruin
2) New Ruin
3) A mix of both (100% regression on gen with progress and random skillchecks are affected "not all")
Comments
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It's an interesting idea, but with the number of perks already in the game I don't think BHVR would been keen on making and balancing three times what they already have! They'd have to do it well, too, or we'd just see a meta choice for each perk that almost everyone would run.
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I mean your idea would make Predator have some actual use.
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And how's that any different from what's happening right now?
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Thanks
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It sounds like you're proposing related, but different effects at each perk tier, like Old Ruin / New Ruin. Currently the perk tiers are just stronger and weaker versions of the exact same effect. As is they basically just need to balance for tier 3 and make tier 1 and 2 a bit weaker than that.
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Pop and Ruin do not need buffed. If you close a gate with Pop them the survivors are literally screwed since you can just camp the other exit.
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Well the survivors would have to learn how to play around it
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I'd actually use Brutal Strength if it was like that, holy hell, that'd be amazing!
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My comment was more to do with the "meta" then how BHVR makes perks
But I also think that making different effects is better then making one effect but weaker for tiers 1-2
And to further this... What about Discordance and Surveillance these two perks are better off at tier 1... Monitor and Abuse is also better off at tier 1 (in my opinion) and plenty of player think that DS should have a shorter timer (with tier 1 has).......
Changing numbers on a perk shouldn't be the only thing that justifies tiers anymore... games been out for 4 years it's time for massive changes to game mechanics
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I know right...
Seeing as a lot of players are tired of the same old same old... I figured something different should be discussed
Thanks... :)
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I don't think its a question of meta choice anymore....the same 6 or 7 perks get used all day long. Killers won't run interesting builds because to put it simply, if your killer doesn't have the mobility or area trapping support or stall potential, certain perks are just....useless...like....always useless.
Monstrous Shrine has been trash and unused forever. Bloodwarden rarely see's play, Territorial Imperative is almost never used. Bloodhound....complete trash, hangmans trick....trash, Hex Third Seal......trash its a hex for blindness....never used, Overwhelming presence....trash, Predator.....trash, Shadowborn....trash, Trail of Torment....absolute trash, Unrelenting....trash, Zanshin Tactics....dogshit, Nemesis.....ass tier, Mindbreaker....almost never used, Forced Penance.....trash, Cruel Limits...interesting concept but....trash.
And not to mention, KILLERS ARE STILL MISSING 6 WHOLE PERKS, compared to survivors.
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You're basically suggesting tripling the number of perks. That would require an absurd amount of extra work.
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Well, there are 21 killers and 23 survivors, so it makes sense survivors would have 6 more perks :) I share your frustration with people sticking too closely to meta builds, but that's actually why I'm okay with the current Bloodweb. If people want a meta build, they need to grind for it. If they're not willing to grind, they'll be forced to look for synergy in other perks they wouldn't usually run.
My last comment is basically getting at the fact that it's a whole lot of work to add unique effects for each perk tier, especially when most of them probably wouldn't get much use. I'd prefer for them to just continue to buff weak perks and nerf strong ones until nothing's OP and nothing's useless.
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Also it's not just killer perks that are in need of big changes either
Lightweight... needs a whole build around it, Ace in the Hole... needs an entire build around it, Aftercare... same, Alert... is good but if the killer doesn't break anything it's useless, Boil Over... should've been the perk to speed up wiggling, Daja vu... good at the beginning of a match that's it, Distortion... 3 charges and no way to get more, Lithe... could've also increased vault speed, No One Left Behind... should work from the start,
I can go on... but you get the point
Cruel Limits should block pallets like Spirit Fury (blocking the pallet all together)... it could straight up trap the survivor(s) for the duration
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Its a utopian sentiment to have for game design imo. Sometimes you can have a game thats "too balanced" to the point where things become stagnant and boring. Its a real thing, and many players have been lost to it.
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I should've stated this fact before... but not all perks should have 3 different effects like new Ruin is good and all it was just an example i used
DH shouldn't get three different effects due to it's powerful effect
CI wouldn't get touched, Sloppy, BBQ has enough conditions for the effect it has, Gearhead just needs to include great skillchecks,
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Yeah, don't get me wrong, I do think what you're proposing would be cool. I'm mostly concerned about the amount of work necessary to do this well because I worry it'd take resources away from other things that might need love more urgently.
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I understand your point here but If can come up with these "new effects" in less the 10 minutes it (in theory) wouldn't take that much time for BHVR to do the same... Now implementing the changes would take a (bad word) amount of time and testing (both internally and PTB) but if improves the games overall health I'm all for it
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Ok so (and hear me out)
I'm not saying to do all of the perk changes at once... also these effects could be perks on their own (so DLC's aren't hurt by the time investment needed to tweak every perk they see fir to be tweaked)
And we (well most of us) have access to the PTB by which BHVR could throw together what they came up with and allow more feedback on it
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It'd be cool to see, but my confidence in BHVR being able to pull this off without introducing a lot of bugs and balance issues is low :) enough people are frustrated with grinding through perk tiers that I wouldn't be surprised if they try something to address it, though.
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It would still be way too much work.
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I don't either... a reason I posted this... If I can help BHVR make a change with a "simple" idea or theory then I'll pat myself on the back
The frustration (for me at least) is getting a perk to see the "improved version" not being worth it or such little improvment that I don't care for it... Like M&A (the increase/decrease of TR is the same for all tiers but the FOV effect is the only thing improved by tiers 2-3)
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It would be... I'm not denying it
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There is no real playing around it, egc will be active and the killer can just stand in front of the gate.
Sure, one gate has to be open, and your point is probably something like "the survivors can just open the gate and leave" but not all survivor are the same gate at the same time, depending on the size and layout of the map, if somebody is still hooked etc. Also the killer can just open one gate and then close it again. Depending on the size of the map, his mobility, traps etc he should be able to be back in time to the other gate and then block it.
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It's a decision the survivor(s) have to make
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Pgtw and ruin would've been op
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Ruin was just an example of the effect changing
Ruin and Huntress Lullaby is where it's at
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Thanks @MandyTalk
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What part about the killer opening a gate is the survivors devision?
Also I don't think the Devs would remove old ruin to bring it back as a perk tier.
And in general I agree with other people in this threat, giving every perk three atleast somewhat useful effects would be a huge effort and making it inconsistent with some perks having tiers and others not sounds just messy to me.
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You can't play around it without a key. One gate is permanently closed so now you can just block the other gate's switch.
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But like you said before it does depend on map layout.... if the gates are on opposite sides of the map... then the killer has to run to that other door...
PGTW has 60 seconds to be used... and a survivor needs to be hooked... and a door to be opened
If a survivor isn't hooked then the killer can't close the door
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Holy heck that would be a lot of work, and that's work that just creates more work down the line. I mean, these are the devs that decided it was too much trouble to do multiple light passes on maps and that having Tinkerer affect add-ons was too much for them.
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I don't think the devs would be able to design 3x as many perks as we have now.
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Some perks don't need to have 3 different effects
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