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The current survivor meta is just infinite lives with extra steps, so no new perks are good enough.
the current meta is just some combination of Dead Hard, Unbreakable, Decisive Strike, Borrowed Time, maybe Adrenaline, and one or two exhaustion perks. It has been for ages, and the only thing that ever changed it was the original Mettle of Man, which was just a free escape in exchange for failing to avoid hits. These perks used in combination plus the typical generator speed amount to being infinite lives with extra steps. Nothing will ever be stronger than that, no matter what perks get introduced.
A great many excellent perks have been introduced for survivors over time, which offer excellent way to gain information about the killer or teammates, then use this info to react and adjust accordingly. Others are great to counter common killer perks, add-ons, and abilities, and others are great for distracting the killer and throwing them off. many older survivor perks have been buffed and updated to do these things very well, too. Great examples include Blood Pact, Distortion, Kindred, Red Herring,
But none of them get used. and why? because the existing infinite life meta is too strong to be disrupted by anything other than a perk that rewards a failure with an escape, cause that's what it currently does. why use Quick and Quiet + head on when you can just Use DS instead and get caught on purpose? Why use distractions and skilled evasions when you can just slap on Borrowed Time and reward your team for getting hit? why use Blood Pact and Kindred to figure out where the killer is and what he's up to when the combo of other perks will carry you no matter what?
Distortion is a favorite example of mine. It's a great way to determine is and which aura readin abilities the killer has. You can then use this info to decide how and when is best to move around the level, decide which way to counter the ability in question, such as hiding in lockers or behind gens, whether it's safe to heal when the killer is nearby, and so forth. My partner uses it for this, and since we play together, both of us know which aura power is being used, and there is one roughly 80% of the time. and this makes it theoretically great for SWF, too.
but no one uses it. and why? Well everytime it comes up on the boards, a dozen people chime in to ***** about how it's a garbage perk because there's only 3 tokens, so it won't last forever. It never occurs to them they can use the info to decide which action to take in game. nor does it occur to them that once the first token is used, you can then save the next token for a rainy day by hopping in a locker whenever it's convenient. All they ever want iss immunity from the killer's powers, not counters to the killer's powers.
and until the existing combo of 5 revolving perks are nerfed so that they don't offer outright immunity from killer's base gameplay, no new perks are ever going to be worth much or make any substantial change to the gameplay.
Comments
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I'm either dum or boring because I don't use any Meta Perks on my survivor (or at least what you have listed as Meta).
Maybe that's why I keep dying though :D
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They either nerf the crap outta meta perks or buff the weaker/shadowed ones. The first option is not good for the survivor side and experience the second might shake the meta a bit, but you would see killer mains complainin'.
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I believe you should nerf some of these meta perks then buff pretty much all other perks that need a buff. It would be healthier and lead to very diverse and fun builds. Instead of what has been seen for years. Now you will sometimes need those second chances against tunnelers and campers so usually I'll run BT but not with other meta perks. Same with DS,UB and DH but just one of them with non metas. So what if you can only run one of those perks at a time. I'm throwing ideas.
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See the problem is that most perks don't have a trade off. Adrenaline is just a free health state and speed boost when all generators are complete. So why run Hope?
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The fundamental design flaw of 2nd chance perks as a whole is that they mitigate and can outright negate the game's natural slow down.
Why run a perk that lets you get info on teammates or deceive the killer when 2nd chance perks will just let you gen rush every game because your perks prevent the game's slowdown while keeping you alive which both are objectively better effects.
Decisive Strike is objectively the most powerful perk in the entire game for how game breaking it is and that's not even considering killers can be forced to play around it(Which does reduce their own pressure) in games where there are so Decisive Strikes meaning its a perk so powerful it can win survivors games without even being in said game.
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they have to nerf the meta perks to begin with. simply buffing the others wont be enough unless they buff them to the point of being alternate second chance perks, which leaves us in the same state as now but with different icons.
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