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Why are new killers and their perks so powerful?

As the title states, why?
New killers such as the Unknown and Chucky are really powerful and perks such as weave attunement are so powerful that it makes the game not fun. Many of the newer killers can either teleport, attack survivors from ranges, or vault pallets and windows. The newer killers turn anything that the survivors can use to escape or outsmart the killer are either nullified, nerfed, or used against them. Why?

Comments

  • MechWarrior3
    MechWarrior3 Member Posts: 2,484

    Older killers have powerful perks too. A lot of them. If not more.

    Perks are meant to be powerful. As long as their not causing an imbalance. How do you know if they are imbalanced?? You will see it for every killer in every build

  • bjorksnas
    bjorksnas Member Posts: 5,615

    If all the perks were worthless which usually 2/3 are then there would be nothing new added to the game every content release but new content is a big part of the games lifeblood and individual killers gameplay are subjective so you gotta have something more universal with each patch for the people who don't like or just can't play the new killer due to any number of reasons.

    That and m1 killers just aren't viable as people get better so you either cut down the amount of obstacles or you make a skull merchant your choice

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,779

    At least on the forums here, if the new chapter isn't bringing an S+ level killer and at least one meta defining perk the devs are going to get nothing but incessant complaints. And the entity help them if they change (nerf) literally anything after the chapter release, or even the ptb.

    I think people either have zero concept of what "power creep" means, or just don't care. Especially since about 80% of the posts on this forum can be summed up by the phrase "buff me, nerf them".

  • AggressiveFTW
    AggressiveFTW Member Posts: 1,081

    Why are you so weak that you gotta bring items to matches?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,788

    Survivors get 16 perks a game. Killer get 4 perks a game. In practice, the killer perk need to be like 1.5x-2x the strength of survivor. 90% of the perks do not come close.

  • TerraEsram
    TerraEsram Member Posts: 671

    The ######### is that? It's not because there four survivor with each 4 perk that there's 16 perks for everyone, since a lot of them are only for the survivor himself or the other

    You forgot a lot that SOLOQ is a thing, and there are more common than super strong SFW

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    Doesn't matter when good soloQ can perform just fine anyway

  • Devil_hit11
    Devil_hit11 Member Posts: 8,788

    yeah, an issue that soloq doesn't really get perks. Is Window of opportunity "really" a perk? Is bond "really" a perk? In any case, killer needs to be balanced around 4 man strong SWF.

  • TerraEsram
    TerraEsram Member Posts: 671

    It doesn't change the problem, a soloQ have only four perk, not all the perk team, and since this game change for a 1v1v1v1v1 …

  • TerraEsram
    TerraEsram Member Posts: 671

    So, if you don't play as a SWF, or you are not strong enough like them, you just gonna loose? Why this game have to be balance with only the stronger one?

  • Krazzik
    Krazzik Member Posts: 2,475

    Most new perks that get introduced are pretty weak and forgettable or outright awful. We kinda take the really strong existing perks for granted, so when new perks get added that are 'merely' good, they don't get used because why bring 'good' when you can bring 'great'? They'd need to add new perks that rival Pain Res, Corrupt Intervention, Nowhere To Hide, Lethal Pursuer etc to actually see decent use, and that would require the perk to be pretty damn strong, which BHVR is very careful with.

    Adding a point system for perks would help solve this issue. Give each perk a point value and make it so you can only use perk combinations upto a certain value, so you can't bring 4 S tier perks and thus will NEED to bring some B-tier ones to fill out your build.

  • fussy
    fussy Member Posts: 1,629

    Lol, since Artist release killers got 2 strong info perk, one of which was nerfed into nothing. And 5-6 mediocre/decent/situational perks on top of it.
    So in almost 3 years killers got 1 strong info perk (and it's not WA, it's Nowhere to Hide) and 5-6 not completely garbage perks.
    Meanwhile, literally every chapter I have new perks in my builds on survivors.

  • Xernoton
    Xernoton Member Posts: 5,842

    In short: "Why do all new killers have anti loop?"

    Answer: Every killer in the game has some kind of an anti loop because BHVR know that pure M1 killers are terrible. They are weak, generic and boring. A pure M1 killer can't keep up. They lack the ability to traverse the map quickly enough to even get into enough chases and they can't end their chases in a timely manner either.

    As for perks: Weave Attunement is the first "good" perk killers got in a while. Tell me, what Unknown perk was so great? Which of Chucky's perks are actually used? Xenomorph had 1 good perk again (which is dead now). Singularity came with no good perks either. Skull Merchant's perks could all be deleted and nobody would care. So of the last 18 killer perks, 3 of them were good. That's 1 every 2 chapters.

    The killer still plays against all 4 survivors. That means, they have to play against all 16 perks. Imagine if every survivor perk was about as strong as a killer perk. How would that work? This game is not a 1v1 but a 1v4. So the 1 has to be significantly stronger than each of the 4.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,788

    no but your disadvantaged. your playing harder game then intended for killer balance.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,542

    Most new perks just aren't very good. That's a common trend from both sides, so I don't know what you're talking about really.