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Different Perk Slot Amounts might help balance low-tier killers.

As the number of chapters overtime grows, I've seen a few scattered calls for increasing the number of perk slots. What I haven't seen suggested is using this a balance tool for low-tier killers.


Balance in DBD isn't just about numbers, its about making sure that mechanics are fun and do not feel overbearing. Sometimes killer powers can't be buffed in straightforwards ways because they'd create unfun situations. For example, Trapper must spend lots of time setting up traps. It might be more balanced if his traps always put people in the dying state instead of injured, but many people would just d/c after hitting a trap.


But what if certain low-tier killers like Trapper, Leatherface, or Freddy had 5 perk slots. In high-ranks, players who have unlocked many teachable perks could leverage these otherwise unappealing killers with many more strategies by combining existing builds. A Leatherface could run more scouting perks to cover his weaknesses while still having some direct utility perks to spare.


Killer movement speed is already used as a design/balancing variable. The number of perk slots would merely serve as another balancing tool to tweak existing killers and let more fun mechanics be introduced. This can be taken in different ways also: The nurse's blink mechanic is very sensitive to nerfs/buffs. Giving her 3 perk slots might tone her down without messing up her ability to catch survivors. Or if that doesn't work out, future killers might have 3 perk slots with a super-powerful base ability or a future killer might have 6 perk slots with a very indirect and X-factor killer power.


Thoughts?

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