http://dbd.game/killswitch
Recommendations for adjustments to perks/loadout system
Just a few recommendations regarding the perks system and use of loadouts.
First recommendation is to have personal perks start at tier 3 for the associated character. It hardly feels like the character's perk when other character's can max them out before the original character. Having a P3 character with their own perks not maxed feels wrong. Two options then become available for unlocking the perk on other character's. One, have the perk remain in the bloodweb as normal but selecting it unlocks for other characters instead of upgrading since they would be maxed already. Two, Just automatically unlock tier 1 for all characters as a benefit of unlocking the character to begin with.
Second recommendation is in regards to loadouts. Having 3 loadout slots doesn't mean much as it stands now. I would recommend having the option to change loadouts after a map is selected. This allows you to tailor your loadouts for different map types such as indoor vs outdoor or for maps with lots of verticality rather than spread out areas. This could also encourage more build variety as you could set a loadout that is a bit more experimental and switch to it when you get a map you are comfortable with so you can get a better feel for the perks.
Third recommendation starts to get into major changes. A survivor's unique perk isn't unique. It just has you grind the survivor or even without ever playing the survivor, dumping bloodpoints into it to unlock the perk for other characters. Having unique traits that are tied exclusively to that survivor in the same way killer powers are would allow for more interesting play rather than just having new survivors being just new skins with a massive bloodpoint tax to unlock perks you bought. Whether that unique trait is a bonus effect when using their specific perks or a completely unique characteristic it would actually make a true difference between survivors.
Fourth recommendation is to have limitations on which slot the perks can go in as a way to limit builds. For example, if you have players running two perks that combined become too strong in regular play, rather than nerfing one or both perks, you could move them to the same slot so they can't be played together. Perks could be worked with a concept of slot 1 is a selection of very strong perks, slot 2 has some strong perks, and slot 3/4 have perks that are not strong on their own but have some level of synergy. This is somewhat complicated and would require a tremendous amount of work to categorize and adjust perks. The benefit is having a tool to adjust build strengths without reworking perks every time and giving more freedom of design without as much impact on balance. I imagine this could be more an instance of 'juice not worth the squeeze' but just a thought to throw out there.