Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Game Balance: Perks
Right now the top survivor perk is probably dead hard, and the top killer perks are some combination of ruin and/or the other gen-slow perks.
What I don't understand is why has the perk meta stayed basically the same for years and years? There will always be commonly run perks in each game, but why has it never, ever changed in dbd?
On killer side gen slowdown has always been the most popular kind of perk. On survivor side exhaustion perks and decisive strike have always been at the top.
They alter the game too much. There are too many other factors in this game. In a game where what killer you are facing, what addons they brought, how each map spawned, mmr, your own perks and items, and even luck play a huge role in how the game will end, why is there such a huge difference in the top-end perks and the majority of the rest of the perks?
A nurse/blight with good addons and slow-down perks is basically a free win if the killer has practiced her to a decent amount and goes against equally skilled survivors.
An SWF with good perks is a free win against most equally skilled killers.
Lots of people are calling for Dead hard nerfs. Some people are calling for nerfing stacking slowdown perks.
Why not just gut all the top perks and equalize game balance a bit?
Make all these meta perks as desirable to take as the midtier perks.
Sounds drastic? Yeah, well, i've been playing this game for 4 years and this is the most stale and awful meta i've played through for both sides (and I was playing through ruin undying when you sometimes has to break all 5 hex totems to get to ruin).
Every game is the same. The killer gets one hook and hard camp/tunnels the first hooked player to death. It's the best strategy. But it is completely skilless and boring. But I don't blame these killer players at all because survivors are so optimized with gen times and their perks. Both sides get a super unfun game most matches.
Call it power creep, call it perk creep. Call it whatever you want, but until the top perks are ALL (not just Dead hard) gutted, decent game Balance and fun won't return to this game.
Once those top perks are nerfed, the other unbalanced things can be looked at (boons, nurse, Blight (addons, exploits), SWF, tunnel off first hook, etc).
Comments
-
Huge killer nerfs (Billy, Freddy etc) & Disappointing/niche killer buffs (Clown, Demo, GF etc)
Slow perk changes
SBMM / MMR (very stressful for killers when MMR goes up)
Terrible map design (generator spots, loops, deadzone, RNG, indoor<->outdoor maps)
Meta perks (+ Boon added)
Huge disparity between SoloQ & SWF
Viability difference between top killers and others
SWF getting too much info / High skill Nurse, Blight dominating games
I agree this game is too stale and repetitive.
Perks overhaul change would be impactful but still worried that wouldn't bring much difference.
Even patches come so late and current Rubberbanding problem has been for 2 months..
I don't want to be skeptical and pessimistic but no comments in this thread even makes me look Dbd more miserable.
2 -
You can't just nerf all meta perks. That would result in ######### show.
BHVR kinda screwed that instead of fixing the game, they made perks that fixed it for them.
At this point, you can't just remove gen regression perks, BT, UB, DS etc. Games would be terrible for both sides.
2 -
The reason a lot of the meta perks get used, aside from their strength, is to fix certain problems and frustrations many people have with this game. Those issues being fast gens, and as you already pointed out, skillless and unfun strategies like camping and tunneling.
So those problems need to be addressed with basekit changes.
But it sounds like we are getting these changes finally, with the upcoming huge perk update.
2 -
I really doubt they will make it well -> balanced for both sides.
and mainly to do something like this you would need way more updates, or actually use PTB for testing not just preview.
2 -
How updated Ruin ever stayed in Meta is beyond me... Kept the same weakness and the positive effect is worth less than half of the old effect. The change they made was so that Ruin affected all players equally, saving BAD players from skillchecks and giving killers nothing in return since the Regression rate of Ruin is far inferior to Survivor repair rate. And if you can't get people off of gens then you're making no use of it, you're making no use of Ruin mid chase save for the fact that you're chasing someone but someone else can come to the gen that survivor 1 was doing before you started chasing them so again no benefit from Ruin...
RUIN being META IS DUMB AF. Even more so when majority of killers have no form of Map Mobility to create Map Pressure and make use of Ruin by scaring people off from gens quickly and frequently. There's less than a handful of killers where Ruin can work and there's even less Maps where Ruin can work too...
0 -
Honestly, if we do see baseline changes that address the problems of gen rush, camping and tunneling, than I wouldn't expect the changes to be perfetct right from the get go. One side might get the better end of the stick than the other. Or the changes won't do enough.
But it would show that the devs are willing to address these problems finally, and we could see more changes to the baseline of the game in future patches as well. That's at least my hope. It's all about understanding the problems of this game and starting to address them, in my opinion.
0 -
It would be normally fine for any game, when you create something broken / unbalanced.
Problem is their speed of fixing things. CoH took them like 5 months? DH feedback 3 months? (not sure about duration, but way longer than should).
If you make big update, you need to have several updates after it with fixes (just numbers / bugs mostly). If you don't, then the affected group will just stop playing again.
There is a hope, because they fixed Boil Over quite fast, so let's hope they will follow that.
0