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Why are killer perks getting shafted while survivors get to keep their toys

imakepeoplehateme
imakepeoplehateme Member Posts: 125
edited March 2023 in General Discussions

Looking back at the perks killers and survivors have and their history it almost seems unfair how many killer perks have been nerfed to the point of irrelevance meanwhile survivors are rocking a stronger meta than ever.

Killers straight up lost:

Ruin and pop(straight up dead perks)

Tinkerer(Who even runs it anymore)

Thanatophobia(Works on 2 killers,heavily nerfed on everyone else)

Eruption(The perk was solid before it's buff and popularity,instead of reverting it,they straight up nerfed it into irrelevance)

Meanwhile others are a shadow of their former self:Dead man switch,Noed,Corrupt

The strength of killer perks has undoubtedly gone down,with only a few perks still being strong(Deadlock,Call of brine).


The problem lies in the fact that survivors haven't really lost anything,in fact their perks have gotten stronger.Only really one meta perk got butchered,Iron will with Decisive getting a hefty nerf(But it's still usable).Regardless of these perks current usability they both got replaced by Off the record as an alternative that triggers twice and grants aura detection immunity on top.

Outside of that survivors kept their old one man brings this perk the whole team benefits from it and even got more:

-Prove(ever wanted to eat a gen?almost remove a game penalty meant to keep genspeed down? still as strong as ever)

-Unbreakable(Killer has 2-4 people slugged,one of them has it,picks everyone up)

-CoH(One perk singlehandedly rendering a playstyle useless)

-Reassurance(cuz kinship was to weak)

Did i mention Bt became basekit, exhaustion perks provide more value than any killer chase perk out there and flashlights no longer take skill to use.

They couldn't even nerf dead hard,the easy to bait,every other exhaustion perk is better, yet an average of 3 people run it in my games.You could even argue the changes to it make it better as its easier to use on predictable range killers,and on killers with charges in their kit(Nurse,Blight,Chainsaw) and grants a movement speed boost on top.

EDIT:The devs pulled a sneaky while i was writing this,introducing healthy changes that invalidate my post.Looking forward to the next mid-chapter!

Post edited by imakepeoplehateme on

Comments

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,834
  • Chilli_man2400
    Chilli_man2400 Member Posts: 2,913

    Don’t worry next update Dead hard and COH are no more.

    Dead hard now will only activate when you unhook someone and COH, you can no longer heal yourself without a medkit. Healing got a major nerf. They took the nerf hammer to Healing.

  • imakepeoplehateme
    imakepeoplehateme Member Posts: 125

    Bad timing on my part I must say,the update released while i was writing my post.Glad to hear changes are on their way to make the game healthier!

  • ARTRA
    ARTRA Member Posts: 938

    CoH its very hard nerfed.

    So now its about "Hey, im here, heal me please" boon.

  • Hannacia
    Hannacia Member Posts: 1,323

    Im glad about the CoH and DH nerf... even though im DH user i know that perk can be frustrating. One thing im not very happy about is that they went and nerfed a lot of the gen defense perks but did absolutely nothing to prove thyself which i see commonly 2-3 in my games or toolboxes.

    They should have balanced those as well.