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I love "random perks" but I do wish there was some way to know what they were after game start

luvcraft
luvcraft Member Posts: 1,235

I have over 1k hours, but whenever I get random perks challenge there's like 2 I've never seen before.

"Is that icon a squirrel... eating meatloaf? What does that even do?"

Comments

  • Nos37
    Nos37 Member Posts: 4,142

    I hope that if they ever implement random perks as a feature in the future, that it not be all or nothing for the loadout. Let it be on a perk slot by perk slot basis. Add a new "perk" to the list of perks that is just a question mark or dice.

    I'm all for random perks, but there are some perks I can hardly play without. Let me keep those perks on and randomize the rest.

  • Jay_Whyask
    Jay_Whyask Member Posts: 587

    Oh tragic, I had a vision and it was ruined.😔

  • Nos37
    Nos37 Member Posts: 4,142
    edited December 2023

    What if the perk icons were still visible while paused (while viewing Match Details tab), and you could hover over them to read their description/effects?

    They could even show your entire team's perks.

    They could go a step further and bridge the disparity between SWF and Solo Q by also showing confirmed/witnessed killer perks. (If swf players on comms can say "the killer has Enduring," why should that info only be shared amongst swf players? If a survivor stuns the killer and they have Enduring, show it as their perk on the Match Details screen for all Solo Q survivors.)

  • humanbeing1704
    humanbeing1704 Member Posts: 8,999

    theres so many icons it’s hard to tell what is is at first

    Perks like inner focus are guilty for this

  • tjt85
    tjt85 Member Posts: 939

    Would that be fair to the Killer, though? Some perks like Coup or Spirit Fury rely on the element of surprise to be fully effective. Just because the SWF portion of the player base uses outside comms to gain a competitive advantage, I'm not sure Solo Q should be buffed to replicate that. SWFs unbalance the game enough already.

    I'd rather see SWFs receive some nerfs and have BHVR balance the game more for Solo Q and Killer. I only play Solo Q and Killer, by the way. So I may be biased.

    But A random perk mode would need some feature to remind players what their own perks do, I agree with that. I definitely have perks in my collection that I have pretty much never, ever used.

  • Nos37
    Nos37 Member Posts: 4,142
    edited December 2023

    How is BHVR going to nerf SWF?? Ban players who talk on Discord while the game is running?? Best we could hope for is survivors in parties get less perk slots. Or some perks are unavailable to equip while in a party, like For the People, etc. (Which perks are unavailable could also depend on the party count, with more perks being locked if it's a full party of 4.)

    The only way to make the game fair is to give solo and SWF the same capability of info sharing / callouts / coordination potential. Example: show lockers in yellow to nearby survivors while someone inside it has Head On. Etc.

    Then perks like Spirit Fury that lose their surprise advantage get buffed. Spirit Fury now requires 4 pallet breaks and instantly shatters the next pallet dropped within 4/6/8 meters. Etc.

    Post edited by Nos37 on
  • Xernoton
    Xernoton Member Posts: 5,824

    It would be nice, if you could check the description by opening the menu via esc.

    Regardless, I really hope to see this as a feature soon. It makes me appreciate some perks I otherwise would never use (mainly because I'm too lazy to think about perk builds most of the time). They already programmed it. Now all that's left is add it as base feature to toggle on / off.

  • tjt85
    tjt85 Member Posts: 939

    Nerfing SWFs might be impractical (aside from setting some perk limitations) but I think my point still stands. Co-ordinated SWF teams on comms, though fairly rare, are still bad for the game and should not be used as a yardstick for making balance changes. I honestly think it would be a mistake to buff Solo to replicate too many of the advantages that they can bring to the table. There are already enough perks and info on the HUD for Survivors to be making better decisions, anyway. I don't know about you, but I've seen enough in my Solo Q games to know that too many Survivors are not even using the info tools they already have to make better plays.

    I think they'd need to radically rework too many perks and Killer powers to justify buffing Solo up to a SWF on comms level.

  • Dreamnomad
    Dreamnomad Member Posts: 3,931

    This thread really isn't a discussion about SWF balance. There are like a million threads about that already. Anyway, I agree with the OP. It would be nice if there was a way to see the perk descriptions once the game starts. I have pretty reasonable game knowledge but there are a lot of perks in the game now and it can be difficult to remember each icon by sight as well as all the details about the perks.

  • bjorksnas
    bjorksnas Member Posts: 5,604
    edited December 2023

    I wouldn't mind something like that in the match, I do mind it a bit in the lobby when you have to use specific perks like no mither for a challenge because you would get dodged 24/7, but having perks visible ingame (and maybe some synergistic ones visible in lobby like open handed) would be a great idea