http://dbd.game/killswitch
What perks do you think are badly designed?
Comments
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They shouldn't remove any gen perks regardless of role
And it's not an argument, you're just wrong
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I'm afraid you don't get to declare someone wrong just because you disagree with them…
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Friend, I haven't downvoted you once and you can't tell who has downvoted you on these forums. If you're getting downvotes, it's because people disagree with you or think it's funny to downvote, everyone gets them. I have 1.3k downvotes and 2.3k upvotes right now; votes mean nothing, this isn't Reddit.
I'm just over here trying to have a discussion. Meanwhile, you are a brand new 5 post account that has spent all 5 of your post history here trying to for some reason start an argument with me about gen perks, which objectively do need to be addressed on both sides. The only one crashing out over downvotes and gen perks being badly designed here is you.
But since you keep choosing to come at me to continue arguing, I'm afraid I'll need to formally end the discussion with you. Have a nice day. :)
Post edited by BoxGhost on-2 -
Hahahahaha, it is certainly an unpopular opinion, my friend, but it is a necessary role :)
If no one does the gens, the chase-oriented survivors will never escape the trial.
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Frankly I also prefer doing gens, but I still think too much gen control either side is a problem. I think it's so problematic I don't even bring some toolboxes anymore, and rarely bring gen perks as Survivor (I confess I like Potential Energy though, it's fun). I just don't think either side should be able to have a strong way to tilt how fast or slow generators move especially. I'm more OK with perks that activate RELATING TO gens, or that block gens. I'm also fine with charge reduction on gens. I just think too much regression/progression on either side isn't healthy for the game at this stage at all.
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Overall, my friend, I agree.
While I did enjoy things like OG Ruin and Prove Thyself in the past, I think it is important to be careful and avoid having way too much of it.
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I'd have to actually open the game to look at them to find specific examples, but the majority of Survivor perks are, frankly, bad. They either only work in niche situations, don't work at all, or are limited use, making them pretty useless.
A few examples off the top of my head:
Flashbang - Good on paper, but in my experience, never works, even when timed perfectly. Last time I used it (before I decided it was useless) I had timed it so that it'd go off to free the Jonathan who was being picked up by the Houndmaster (ironically, this was also the only Houndmaster I've ever faced). Even though it gave me the notification that the Killer was blinded, she did not drop Jonathan and he ended up dying.
Unbreakable - Frankly, this should be base kit (though not as is, there's a lot of work that'd need to go into making it balanced), but it only works in the instance that you get slugged, and it only works once, making it both niche and pointless.
Aura Reading Perks (in general) - Yes, it's somewhat useful to know where the Killer is, but the only aura perk that actually gives information that matters is Kindred, since you use that to determine if the Killer is camping. Other than that, and while this is a personal anecdote, I've gotten almost no real benefit out of knowing where the Killer is. Honestly, Killers get more use out of these types of perks than Survivors do.
And that's just what I could think of and remember.
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Honestly almost every single Survivor perk after the first RE chapter. Hillbilly's perks are unhealthy as well, aside from OG BBQ.
I'm gonna go to bat for No Mither too and say that it's a great addition to a stealth build. Great for powering through gens, heals, and no one ever complains when it's in play against a slugging Killer. Just saying. 😎
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The issue with Shattered Hope is that now we have it, people want it basekit as compensation whenever someone suggests buffing boons. It's dragging boons down, because they either have to stay as is, or get changes with Shattered Hope shoved in there to not upset people who have CoH trauma.
And yeah, agree about Teamwork perks.
Until now, there were... bits of a formula, but the new ones flipped it upside down.
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last stand , duty of care , shoulder the burden , deliverance last stand. These are bad design not due to sheer strenght but because they really only work well in a swf and make the discrepancy between swf and solo even greater .
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I don't think anything will ever be a definite poorly designed perk given the devs can completely change what they do.
For example, I had never used Knock Out until the recent rework as slugging is not usually something that I do.
However, it now might as well be a brand new perk now and I've used it a few times on Freddy to slow the survivors down more with his hindered add-ons.
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For me it’s whispers. While I think the perk is unique, I just remember a couple years ago when I was brand new trying to use this perk for information. I didn’t know anything about this game.
I think it confused me more than anything. I feel like it’s missing something.2 -
- Deadline: It seems to have come about after a really fun, beer-filled evening with friends... just awful.
- Crow invocation (I don't remember the exact name): Since the first evening with friends was so much fun, why not get together again and create something else?🤣
But Deadline is worse than "invocation crow", because it can only be obtained with real money.
- How do I fix the deadline? After saving a survivor from a hook, you get 1/2/3 tokens (non-stacking). The next "good" skill check will be considered "perfect" and consume a token. This is to give you the idea of someone with a lot of "jobs" to take on (working on gen, healing teammates, saving teammates on the hook) who is trying to hurry in every way... like someone with a deadline.🤣Is it the best perk in the game? No, but definitely a better version of the current "deadline"
- crow invocation is catastrophic... let's say they should raise the aura timer to AT LEAST 6 seconds (and it would still be a horrible perk)
Post edited by ImWinston on0 -
I think Whispers should give aura read along with the whispering sound when near a Survivor, but that's just me.
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Or like the whispers gets louder the closer you are a directional queue. Then it goes on "Cooldown" back to what it is now. Then rinse repeat.
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Haywire legitimately irks me. The idea of giving Springtrap an endgame perk is great and shows they paid attention to his character, why is it literally useless unless you use it in an intentionally almost hostage holding playstyle with remember me?
Genuine question, if they changed it from 50 to 80% because Singularity can become basically unwinnable trapping the gates with them, does that mean the perk is designed predominantly with that strategy in mind?
I'd rather it be reworked to something like gaining Undetectable for a minute when the trial starts and then again when the gates are done.
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Haywire's effect should just be basekit and Haywire itself should just make the gate switch drain run out faster. It's kinda useless otherwise, why would I not just take No Way Out instead?
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