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Does anyone else get this feeling?

dgbug
dgbug Member Posts: 152

I've been getting the feeling that BHVR's been intentionally making worse killer perks as opposed to survivor perks. Let's look at the Skull Merchant's perks vs. Thalita's perks, for example.

Leverage: S##tty anti-heal perk that won't even work most of the time due to people healing before hooks happen.

Game Afoot: Situational chase perk that is rarely usable, due to you dropping chase when you try to use it. Only even makes sense on certain maps like Dead Dawg. However, when this does work, it's crazy good.

Thwack!: Probably the best perk here, and that isn't saying much. It's a decent info perk held back by a hook requirement, and Infectious Fright, BBQ, Lethal, and Floods Of Rage are all better perks for aura reading.


Now, let's look at Thalita's perks.

Friendly Competition: Makes PT even better, with incentives to work on gens with others with 5% gen speed buffs. This with PT, Overzealous, and any other gen speed perk of your choice goes crazy.

Teamwork: Power Of Two: This is just Blood Pact on steroids. This, Hope, Dark Theory, and Blood Pact are an unholy combination from the pits of BHVR.

Cut Loose: Probably the worst of the three, and it's still decent. It's basically just quick & quiet with a weird restriction. Can be used to juice killers, but is situational at best.


Now, do you see the problem? It feels like Survivors have been getting much better perks as of recently, and the good Killer perks are unhealthy for the game (Looking at you, Old Ruin, Eruption, Etc. Etc.)

So what's the problem? Why can't DBD give killers the same type of perks they give survivors? This game doesn't have to be perfectly balanced, but I'm just noticing some fundamental design flaws in the perks they've been releasing.

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,328

    I think it's more just related to the "Tools of Torment" chapter, honestly. "Forged in Fog" - for all that's said about the Knight - had 3 decent killer perks, with "Nowhere to Hide" being especially liked. The Hex perk has shown a lot of good use, whilst Hubris also has some good use.

    "End Transmission" also has some good killer perks: "Genetic Limits" and "Forced Hesitation" especially have really fun possibilities.

    Granted, I don't feel a single killer perk on "Tools of Torment" is any good, but I'd be hesitant to say BHVR are intentionally making bad killer perks. "Tools of Torment" was definitely a buffet for sirvivors though.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    I mean yes... the quality of perks has shifted but looking at what came before is what's stopping them

    They don't want to make perks that take over games (or have perks like Eruption that get changes then gets used "too much")

    Besides there are uses for SM perks... it's just more niche then anything

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    I'm happy, I'm sick of medicore survivor perks. And I don't think thalita is a good example tho

  • buffcoyote
    buffcoyote Member Posts: 120

    Personally, I would opt to use none of these for either role. They're just not good in my opinion. I feel like Forged in Fog and Tools of Torment were transitional chapters to begin introducing sweeping changes and reworks to DBD's gameplay. It seems like they were just put out there to prevent the game from getting stale, while in the background they focused on planning out their roadmap. I am excited about the upcoming chapter and changes they've been making for lower-tier killers and survivors as well. It's a bit rough right now, but I am confident that DBD will end up being in a better place than it's ever been as time rolls on. I do think that Nemesis could use a better buff than the one they just did. I don't feel like it's enough for him to perform better.