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Bad Perk University Update
Hello class, I want to apologize for my absence lately. Real life studies take priority over studying badly designed perks in a video game, you know. That said, I basically want to touch base and talk about the future of Bad Perk University. Don’t worry, there are more on the way, but it’s all a matter of testing the perks in game in various situations and then writing a cohesive summary of the best way to use and improve them. You don’t need me to tell you that. Since my last post, quite a lot has changed, especially with the PTB coming out with many exciting changes, such as Legion, Ghostface, and the Haddonfield rework. So I wanted to take the time to look back on my previous studies and talk about what’s changed, what hasn’t, and any loose ends I may have left.
Let’s first talk about perks I’ve already covered. Babysitter (now called Guardian) no longer shows your aura to the killer, so no using yourself as a distraction anymore. I think this is ultimately a good thing though. If you’ve been using the build I suggested in my post, you should be able to make sure your teammate is able to escape the killer if they’re close by.
Blood Favor has since been changed, and it’s actually pretty good now, however the issue of preserving pallets for future use still persists. Still, I think it serves as a decent secondary hex for denying survivors their most valuable resource against killers.
Both Dead Man’s Switch and Furtive Chase have been changed since, with mixed results. Dead Man’s Switch easily got the best glow up, and now it easily shines on its own as a perk that encourages getting into chases often. Furtive Chase, while it’s a good change, it doesn’t change the fundamental problem with the perk, in that the benefit is not worth the trouble of hooking the obsession. Maybe in the future this perk can get reworked further.
Remember Me got buffed, sure. But all it really does it make the perk more accessible for killer that use their powers to injure survivors, without making the perk itself more effective. So my suggestions for making this perk work still apply.
Self-Care...oh man, what are we going to do with this perk. A LOT has definitely changed since I first made this series. When I talked about Self-Care and how to best use it, DBD was a very different game. I still stand by what I say in that the perk is fine the way it is. The problem is that Circle of Healing exists, and the only reason you’d use Self-Care over that is in emergencies where you absolutely have to heal up and don’t have time to light a totem. Once again, medkits are key to success with Self-Care, but then again, you might as well just use Circle of Healing, and honestly I wouldn’t be surprised to see medkits being nerfed again in the future.
Third Seal got buffed to include killer powers now. Yay! Not much to say there really, it’s the exact change I wanted, and all that was needed to make Third Seal decent.
Let’s talk about all the perks I’ll cover in the future. Here’s an exhaustive list of all the perks I plan to talk about:
Beast of Prey, Claustrophobia, Distressing, Dying Light, Fire Up, Hangman’s Trick, Hysteria, Insidious, Mad Grit, Overwhelming Presence, Spies from the Shadows, Unnerving Presence, Unrelenting, Any Means Necessary, Blood Pact, Boil Over, Breakout, Buckle Up, Corrective Action, Dark Theory, Flip Flop, Hope, Left Behind, Lightweight, No One Left Behind, Poised, Power Struggle, Red Herring, Saboteur, Self Preservation, Sole Survivor, Streetwise, and Wake Up.
Whew...
Some of these perks may be subject to mini lessons, as there isn’t much to talk about in terms of how to make them work. And you may disagree with some of these choices, and that’s fine. I primarily wanted to analyze them and see why I believe these perks fall short compared to other perks.
Thanks for listening, and thank you everyone who enjoyed the series thus far! I’ll be back with more posts soon. See you next class!
Comments
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Where can I register for this class? Lmao
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I wouldn’t be surprised to see medkits being nerfed again in the future
Same, I think self-healing with a medkit is too fast. 32 seconds like self-care would be too long for an item that consumes charges. Something like 24 seconds (yup, like 5.7.0 CoH) would still be fairly strong.
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can someone explain the furtive chase changes to me?
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You don't lose your tokens if the obsession dies.
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ty
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