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Perk build restriction idea... shake up the meta.

Just had a little idea to shake up the Perk Meta.

Every character has 3 teachables. One taught at 30, one at 35, the last at 40. A weak, medium and strong perk. There is also a pool of generic perks (lightweight, spine chill, etc.)
The perk slots should be restricted to one of each type.
So, Survivor could have: Leader, Adrenaline, Self Care, Saboteur for Slot 1
Prove Thyself, Sprint burst, Botany Knowledge, Calm Spirit... for Slot 2
Bond, Quick and Quiet , Empathy, Iron Will... for Slot 3
Dark Sense, Deja Vu, Hope, Kindred... for Slot 4.

Could be interesting, and force a more varied perk set.

What do you reckon?

Comments

  • Marvett
    Marvett Member Posts: 159

    I would like it to be introduced into the game, but I think the usefulness or strength of a perk is quite subjective.

  • OGlilSPOOK20
    OGlilSPOOK20 Member Posts: 716
    Supernaut said:

    Just had a little idea to shake up the Perk Meta.

    Every character has 3 teachables. One taught at 30, one at 35, the last at 40. A weak, medium and strong perk. There is also a pool of generic perks (lightweight, spine chill, etc.)
    The perk slots should be restricted to one of each type.
    So, Survivor could have: Leader, Adrenaline, Self Care, Saboteur for Slot 1
    Prove Thyself, Sprint burst, Botany Knowledge, Calm Spirit... for Slot 2
    Bond, Quick and Quiet , Empathy, Iron Will... for Slot 3
    Dark Sense, Deja Vu, Hope, Kindred... for Slot 4.

    Could be interesting, and force a more varied perk set.

    What do you reckon?

    I'm down with this, but are Killers getting the same treatment too or are they allowed to continue using their strong perks for every slot and if so then count me out.
  • Supernaut
    Supernaut Member Posts: 1,532

    Oh, I was just using Survivor perks as an example. Same would also stand for Killers.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167
    I think that could cause some major gaps in loadout potential. Killer and survivor perks don't always equate and then you also have to gauge which perks are almost unviable when used without a complimenting perk also equiped.
  • KingB
    KingB Member Posts: 747
    I think the better route would be to make more perks/perk combinations viable.