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Perk Points System
I thought up a new system that I think can help balance perks and the game in general. It's obvious that some perks are more powerful than others, but every perk takes up an equal amount of space in the player's loadout. Here's how the system would work.
Every perk receives a different rarity depending on how good the perk is - brown, yellow, green, purple, pink (such as with item colours)
Each player has a Perk Points Cap of 9 (for example). Each perk rarity uses up points in the Cap - brown (1), yellow (2), green (3), purple (4), pink (5).
Players can fill their loadouts with perks accordingly, provided the Perk Points don't exceed 9. This means that, while it may seem to be a lot, players can use up to 9 perks at a time. (I know this seems like a lot, but bare with me).
Why change something that isn't broken? This system would have numerous positive benefits:
(1) Diversified Play styles. The increased potential for different perk combinations will shift play away from the usual 'metas'. It will increase the use and value of crappier perks and reduce the use of extremely powerful ones. New combinations will make for more exciting games.
(2) Changes to SWF. While this new system is introduced, SWF groups could have a reduction in their Perk Points cap, meaning they can use less perks, depending on the number of people within a SWF group. This is a nerf to SWF which would acknowledge and balance out the extra advantages they have, while not hindering solo survivors.
(3) Changes to solo survivor. Solo survivors could have different Perk Points for Perks that help level them with SWF (i.e. Kindred)
(4) Changes to killer. Killers that are clearly weaker than other killers can receive a higher Perk Points Cap. This means that instead of constant killer reworks, the Devs can simply allow more perks for weaker killers (Even in the mean time while they rework the killer), or they can avoid reworking a killer entirely by giving them a higher Point Perk Cap. Also, a more powerful killer (ie. Nurse) can have a reduced Cap.
(5) Less perk reworks. Instead of the Devs wasting time to completely rework or change perks, they can simply alter a perks rarity so to reflect its power. If a player chooses to run a more powerful perk, their other perks will suffer, balancing their build. (Obviously if a perk needs reworking desperately this can still be done)
In Conclusion: This new system would diversify play, balance the power of SWF, increase the use of weaker perks, which would become more valuable to fill the PP Cap, make weaker killers more viable, and finally save the Devs some time.
Thanks for taking the time to read this. Leave your thoughts below.
Comments
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How should anybody decide how valuable a perk is? For example: Iron Maiden is great for Huntress but weak for pretty much everyone else. Infectious Fright is great for Nurse but needless for Doc, etc.
I'd prefer it if the perks would simply get adjusted so that they all are balanced.
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