Re-envisioning perk tiers and their purpose
Right now, perk ranks/tiers are pretty moot, as the whole upgrading them to purple is just sort of busy work that we go through for "some" reason. In the end, we are all running purple perks.
Right now balance is all over the place with everyone running meta perks and such. We have strong perks that end up just being broken when combo'd with others. How about we change up our concept of how perks work with this idea?
Leveling up perks will no longer be a thing. Everyone gets a high tier per slot, a mid tier perk slot, and two low tier perk slots (or maybe two mid tiers and one low tier?). When you equip a perk in the high tier slot, it gets its purple version of the perk. When in a mid tier slot, it gets the green version of the perk. When in a low tier slot, it gets the yellow version of the perk.
Essentially, everyone can choose what perk to supercharge to full effect, but their other perks will be less powerful. Instead of everyone running top of the line super meta perks, players will have to choose which perks to juice up and which perks to still get an effect, but not quite as powerful. This would allow a chance for thought in builds, as instead of just slapping on powerful perks, players would have to not only pick their perks, but which ones to focus on for power while still getting the benefits of other perks at a lesser scale.
Let's say you wanted to go full focus on escapes, so you high tier slot lithe, but the downside is you'll have to decide of that distortion is better off in a mid or a low tier slot. If you REALLY want to be strong on extending chases to get to those pallets, you could high tier Made for This, but that Hope would end up needing to be mid or low tier. If you really want to blow up those gens as killer, high tier PR, but your corrupt intervention won't be as strong. Conversely, maybe you want to max out corrupt intervention for a stronger early game, but PR won't be quite as powerful.
This would at least make perk tiers actually have a purpose, and at least we wouldn't be constantly having every perk added to the game to be a worst case scenario on their powers stacking with others.
Sure, this is technically a nerf, but we wouldn't be having killers being powerhouses on some killers with 4 extremely strong perks, while conversely we wouldn't be having survivors knocking out gens in under a minute with mass stacking rush perks. The problem we are all facing is everyone is just too dern powerful vs each other. Let's slow down the power creep a bit.
Comments
-
This would've been a totally fine idea around launch, but there are way too many Perks now for this to be balanced, sorry.
There are some Perks which require that full upgrading for the Perk to justify itself in comparison to others, but many other Perks have upgrades that just make it a bit more convenient, a bit faster to use, or just adds a tiny little bonus. It's a mess, and only avoids being a balancing problem because maxing out perk tiers is a permanent meta-game upgrade.
I do appreciate that you're trying to make sure running x4 of the strongest Perks that all stack atop each other is no longer possible, but in reality the perks that can shrug off the downside of being their Tier 1/2 versions will just bodyblock for their teammates, and I don't think that much would change in the end.
My opinion on Perk Tiers is still that they should just be scrapped, so BHVR do not have to worry about implementing tier upgrades into every Perk design. I think the only reason they haven't done it already is probably worries about the progression system and if it will feel sufficiently rewarding for new players without the presence of unambiguous strength upgrades.
0 -
Honestly, a very fair response. Everyone is too used to the "current system" so such a change might rock too much of a foundation. However, I really do feel concerned about how much power creep is going on, and the perk tier system seems rather meaningless. If BHVR wanted to "shake up the meta" like they wanted to about a year ago or so, I'd rather they try thinking outside of the box instead of just nerfing perks that tends to be used more.
Sort of stuck between a rock and a hard place balance-wise. Figured I'd at least throw in my own "thinking outside of the box".
0