Always asking for base kit perks…
Why? Why are so many posts ..”this should be base kit/ that should be base..” I don’t understand why so many players keep advocating for what should be base kit…
If you feel so strongly about a perk being beneficial…why not just run it?!
You want kindred? Cool, pop it in your perk slot. Additional BT? Run it.
I think having corrupt would be amazing…so…I run it.
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For real! The more stuff becomes basekit, the more it strengthens the meta perks, because you can effort to not defiate from the meta.
I guess the BT basekit was needed because of how hard a lot of the killers started tunneling after the big patch, but we really need to stop this trend. If we want to encourage peeps to use some lesser used perks to see how they work, maybe introduce a new class of daily quests, ie "30k BP: escape 1 trial while using the perk XXX". This could actually be fun.
If a perk is so cool that you want it in your loadout, but don`t want to throw out one of the meta perks, well then either don`t play that perk or change your loadout.
There is one exeption, though: BBQ was probably the healthiest killer perk in DBDs history: everyone ran it because of the BP bonus, and the constant aura reading of distant survivors got the killer moving away from the hook because they got a new target; plus the aspect that many killers wanted to hook every survivor at least once for the full BP bonus.
I strongly believe that we would see less tunneling if we got a mini-BBQ for killers. Something like "after hooking a survivior show the killer the aura of the most distant survivor and give them a speed bonus of +x% as long as they move in that direction. The speed bonus disappears once the killer is within 20m of the survivor or starts a chase."
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You know that’s a really good point, as much as I hate bbq when I’m survivor, it definitely does take the killer away from hook. Something to thing about…
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While I think most people asking for basekit perks are misguided, the reason (most, and reasonable) people ask for basekit perks is when the perk is less of a benefit to bring and more of a big vulnerability if you don't have it. BT is a great example, because it's basekit right now, and when it wasn't... if the whole survivor team didn't bring it, you were liable to get brained straight off hook with no control over anything that was happening to you. Everyone needed to bring BT because it was too easy for killers to camp and tunnel without it.
I don't feel there's anything that needs to be basekit on either side right now (including Unbreakable... sigh), but it's not as simple as "if you want it, run it." Because the result of this in the past has been that you had almost no perk flexibility, because you had to spend 3-4 slots on perks that enabled you to play the game without getting tunneled out effortlessly or having generators fly before you can even touch a survivor. The built-in BT and longer gens have helped in both departments.
One major exception is Shadowborn, which people typically ask for as an accessibility issue (and again, they feel shackled to a perk slot in order to be able to play.)
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Every year, 12+ new Survivor & Killer perks are added. Add the fact that BHVR uses perks as band-aids for balance issues.
Now, how many new perk slots do we get each year? Zero.
4 perk slots.
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This is a big part of it honestly, The game needs a lot of core issues fixed properly instead of throwing perks at them and calling it a day. Builds are far too limiting and the meta becomes too unforgiving in a lot of cases.
That said, its also a game that both embraces and actively encourages stacking as many advantages in your favor as possible, due to its complete lack of proper sanity checking. It's no wonder people want things for free when they're essentially conditioned to want more advantages than they have perk slots.
The game desperately needs a project health to fix these issues. If they want more varied gameplay they need to make it more viable, both in playstyles and in loadouts. The first few minutes often decides entire matches, and loadouts nearly decide them before that.
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