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A Idea (Perk Values)
I had an idea pop into my head after many posts about perks being OP or too weak. I started to wonder why perks weren't put on a value scale. Like making Ruin and DS being the equivalency of 3 perk slots, while perks like monstrous shrine and Alert are only worth 1 slot because they are like, you know, worthless or situational at best. That way the more powerful perks have a tougher time being stacked on top of each other, but running lesser perks give you more minor abilities which could add up. That way devs don't have to rework perks (as much) and there is still some weight to everyone running the same darn "best perks" all the flipping time.
Then again, it might be too much work now to use a system like this. Yet this dawned on me as I'm taking a break from DBD for a few days (waiting for console to get fixed.) A game I'm playing at the moment uses a similar system where more powerful abilities uses up more memory slots in exchange for the greater game breaking power.
Anyway, just a thought.
Comments
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Because systems like this don't work very well.
You hinder synergy by stopping someone running say, Iron Will, Agitation & Monstrous, then you can't have an additional perk to help with either mid/end game.
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