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A killer mains suggested nerfs to his Perks

TheSingleQuentinMain
TheSingleQuentinMain Member Posts: 173
edited June 2025 in General Discussions

Edit: [Just to be clear, I get my butt handed to me as killer all the time. I'm not good. I have to stick to higher tier killers like Hillbilly, Unknown, and Singularity. I'm not making this list because I think this game is Killer sided thanks to these perks.]

I'm not of the opinion this game is killer or survivor sided, because there are to many killers/maps/perks/add ons that entirely change this, not to mention rng. However, I believe both sides have some stuff that's overpowered. I'm making this because in order to fix this game we need to be willing to compromise and someone needs to be the first to cave. These are just my opinion, and not only am I open to criticism, I would love to hear counter arguments.

1. Dead Man Switch (Current): DMS used to kind of be an anti-camping perk, but it did have a problem, low mobility killers (which are typically the weaker ones already) couldn't utilize it to well, but high mobility ones were great for it. The new change does mitigate that (kind of), but it made the perk way stronger, espcially with Pain Res.

My suggestion: DMS will return to it's older self, but it will have an 6 second period before it triggers. This way Pain Res can't trigger DMS on Solo Que survivors, because people can't warn there teammates "I'm going to be hooked exactly now!," and low mobility killers won't be that far behind high mobility killers with this perk, since getting there within six seconds is pointless now anyways.

2. Lightborn: Listen! I Love this perk because it's funny to watch someone's whole loadout be pointless, but also it's terrible because loadouts should not exist to counter loadouts. It's like a rock paper scissors game, but after you picked rock and your enemy picked paper, you have to spend 20 minutes losing. Also, as much as I hate getting flash saved on, I wanna respect the fact that it's a fun playstyle for survivors, and if there is something mechanically OP about flashlights, a perk does not solve that. ALSO: I kind of like fighting flashbangs in chase. If a survivor drops a flashbang around a corner, and I don't predict that, get blinded and lose them, I kind of have a moment of "Damn, that was actually a sick play." I'm going to regret this, but I would suggest a buff to flashbangs. If the killer is within 4 meters of a dropped flashbang, they suffer a new status effect, Sound Distortion, for 5 seconds. Sound Distortion makes it so the killer can't hear anything, and aren't given loud noise notifications.

My suggestion: Lightborn does two things. 1. Everytime you are blinded, the amount blinding required goes up, and the duration goes down. Also, you still reveal the players location, but they now get notified they are being revealed. 2. Everytime a generator is completed, gain 5% haste for 7/8/10 seconds. This way the perk is not solely oriented towards countering something a survivor brought, and even if it does counter it a little, it doesn't remove the survivors loadout power.

3. Devour Hope: M1 killers are weak, I get it (except singularity). But, this perk kind of encourages killers to avoid using there unique ability, and just M1 people. And for something like getting three hooks. If the killer can't get three hooks in a game, then either there's a mechanical problem, or the killer's mmr doesn't match who he's fighting. Either way, this perk lets you skip over your power, and over hooking survivors, which also skips over mechanics like healing and dead hard, all for something that's mostly RNG. You could spend the entire game looking for the Killers Hex, or have your Hex as killer isntantly destroyed. It wasn't funny the first time, and it wasn't funny the 1000th time this happened. I don't know how to balance this thing, but a killers power should come mostly from there ability, and there mastery of it, not from perks.

4. NOED: Pretty much the same complaints as devour hope, but I will defend it on these notes: It does help the killer turn around a losing game. This can be fun on the survivors end if they feel there wasn't much of a game, and suddenly they have to get serious.

There's other perks I think might be op or a bad concept, but the bigger goal is for one side to go, "hey we have this op, unfun to fight thing," and then the other side goes, "you know what? This thing we have is kind of Op too." Imagine a world in which we stop hearing, "Well killers/survivors have this OP thing, so we need this OP thing."

Post edited by TheSingleQuentinMain on

Comments

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    Okay. I have a thought process of, perks shouldn't matter so much, so we don't have to use perks to counter perks, and instead they more so add variation then become requirements.

  • terumisan
    terumisan Member Posts: 2,390

    "killer main" these perks don't need nerfing they need to buff sloppy to be unlimited again and other low tier perks

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    Hold it. I'm being sincere here, what was fun about using the perk sloppy butcher before the nerf? If it wasn't about the perk being fun, and instead was, "the games balance hinges on this perk being strong enough" than the problem isn't the perk being to weak, it's the perk is needed for certain killers, which means those killers need something to offset that problem.

  • terumisan
    terumisan Member Posts: 2,390

    i liked using pre nerf sloppy since it made survivors focus on something other than gens but even if it's "needed" for certain killers buff the killers instead of nerfing the perk

    also what do you mean by a perk being "fun"? i'm not being sarcastic or anything and the reason i'm asking is i run perks to win since winning is fun for me

  • TheSingleQuentinMain
    TheSingleQuentinMain Member Posts: 173

    This is good right here. Thank you for making a sincere answer.

    I absolutely agree that if a perk is "needed," than that killer should be buffed in some way. People often say, "killers need this xyz perk, because they are too weak," which might be true, but the perks typically just make one side stronger or another. They don't add a new skill or strategy to learn, with few exceptions.

    I personally consider learning new tricks, techs, or strats as killer to be what makes being killer fun. It's only by extension of getting good at those things, that winning is fun to me.

    I do think perks can add to that fun, but they are typically:

    -Block gens to give you some slowdown,

    -You do this thing faster,

    -Survivors take longer to heal.

    It's not,

    -Learn to control a chainsaw sprint to gaurd three gens at once,

    -Develop the game sense of when to Cloak as Wraith to catch up to Survivors,

    -Know when to break off chase to go stop a healing action.

    Do you at least see where I'm coming from.

  • terumisan
    terumisan Member Posts: 2,390

    well the latter is just gamesense since as you go up in mmr survivors become more efficient to the point where if you don't learn those things you lose and that's more of a problem with gen speeds and swf

    i prefer gen regression over blocking since unless your pairing dead man's with grim only mobility killers or long range m2 can capitalize on it

    the fun perks i enjoy are stealth perks but they're niche to worthless because they need number buffs but i'm enjoying trail on killers at the moment

  • Devour Hope is fine. It takes 5 hooks to get a more and after 3 it will be revealed. Assuming it isn't cleansed in the first 20 seconds of the match. Lightborn has been here forever and it is fine. DMS is a bit annoying but it is much more balanced than before and if it didn't annoy survivors a little then it isn't doing its job...perks that work are annoying because they interrupt my objectives. Sprint burst is annoying but it is also fair. I would prefer if DEVs worked on perks that have low use rates to improve them like they have done in the past.