Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

Please, Devs, for the love of God, stop putting in so many mediocre or useless perks into the game.

Mindbreaker: Cool idea at first, but it only lasts for 3 seconds, and once that survivor gets to a pallet and drops it, they can easily sprint burst away. You might as well have just ran 3 perks.

Blood Echo: Gives all survivors bleeding and exhaustion for 35 seconds, but it only applies to other injured survivors, and there’s a 40 second cooldown. Even on Plague or Legion it’s not very good.

Cruel Limits: Would be great (if pallets and sprint burst didn’t exist).

Zanshin Tactics: The very fact that you have to actually pay to get a beginners perk that should have already been in the game as a non teachable in insulting.

Surge: You must down a survivor with a basic attack, a gen that has progress on it must be within 32 meters, and it has a cooldown of 40 seconds. Why all these requirements for a perk that only regresses a gen by 8 percent is beyond me. Also, the explosion doesn’t regress the gen any further, it only notifies you that it worked.

Gearhead: Just run Surveillance, don’t even bother.

Hex: Retribution: Even running this with Haunted Ground is a waste.

Furtive Chase: Monitor and Abuse, but with pointless requirements and conditions.

Babysitter: Basically does nothing.

Off The Record: Dude, just run Iron will. The whole blocking the killers aura reading thing isn’t very useful either.

Better Together: It’s a perk that exists, I guess.

Buckle Up: Also basically does nothing.

Camaraderie: I mean, it could be okay when your fingers are tired of spamming the struggle button over and over again. Worth being a perk? No.

For The People: Meme-Worthy insta heal that is useful in very situational cases. Most of the time, it’s some moron who heals right in front of the killer and leads to you and the guy who healed you on the ground.

Head On: A controversial pick for many, it’s the worst exhaustion perk in the game when used by itself, and is only useful for bullying in SWF. Also, the hitboxes for it are pretty inconsistent. Yep, I’m gonna get yelled at for this.

Solidarity: Meh.

Lucky Break: Even if it was permanent, it would still be not very good.

Any Means Necessary: Another incredibly situational perk, but with a ridiculously long cool down.

Second Wind: If the killers tunneling and you don’t have DS, good luck. Why even run this, just get a Med-Kit, find a survivor or get healed at the hook, or use Inner Strength.


There might be some one that I missed, but the point I wanted to get across with this thread is that we shouldn’t settle for such mediocrity. Normally when a new chapter gets announced, I get excited to run some new and interesting perks that shake up my gameplay. But with this newest chapter, I’ve lost that hope now. Now I just shrug and hope that they decide to buff some of the older perks. I wish Behavior would get more creative and experiment with something more interesting that could change the same meta we’ve had for 4 years now.


Note: This is made to discuss the newer perks that came out a recent as 2019 and 2020.

Comments

  • SpacingLlamas
    SpacingLlamas Member Posts: 604

    I agree with all these expect "better together", which I think is a great perk.

    Also for "surge" you forgot to include it must be a basic attack, For it to even trigger to make it even worse

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Some of the perks you listed aren't bad. Surge saved my ass the first time I used it - trapper on Ormond, two injured survivors committing to the last gen, both with adrenaline and I only had time to hit one. Gen never got finished + they died. Blood echo I do only use on legion and plague yeah but it means less dealing with exhaustion perks and seems to make survivors more inclined to heal/cleanse. Better together means less survivors leading the killer to you while you're trying to get a gen done, second wind has too many conditions for my liking but it's a decent time saver. Have you tried them all out yourself?

  • trapped_by_daylight
    trapped_by_daylight Member Posts: 71

    I did mention that Surge can only be activated with a basic attack.

  • trapped_by_daylight
    trapped_by_daylight Member Posts: 71

    Not all the perks I listed I said were bad bad. The ones that I didn’t say were bad were just mediocre or there’s just other perks that do what it does better.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    I still wish they'd improve some of them a bit anyway. Surge doesn't need to be basic attack only etc

  • Mo4ntus
    Mo4ntus Member Posts: 416

    I would argue that for the people if not being run by an idiot is god like especially because it bypasses slowdown like sloppy thanata dyinglight and other healing requirements is also say surge while kinda annoying for how many conditions it has is good on killers like legion and plague because people don’t heal and then you either won’t have to waste pop or can bait a survivor to tap the gen and your pop becomes -33% instead otherwise I’d agree

  • ZoneDymo
    ZoneDymo Member Posts: 1,946

    I feel teh devs on purpose make perks borderline pointless so they dont have to worry about balance, nobody will use them anyway, gg ez.

  • ad19970
    ad19970 Member Posts: 6,814
    edited March 2020

    I coudln't agree more. The point of getting new perks is to be able to use these new perks, but why use these new perks when they are simply bad and you have other perks that are so much better?

    I do think that Surge is decent, I just wish it regressed a gen by 12% and not 8%. That's the only buff the perk needs to become viable in my opinion. And when Surge hits a gen, it does keep regressing normally, until a survivor touches the gen.

    I also feel like For the People does have the potential to be really strong in certain situations, but it's pretty situational.

    I'm also still kinda upset and annoyed that they actually went and nerfed Gear Head from the ptb. I really would love to know the thought process of that nerf, and why anyone at BHVR felt the need to nerf that perk. It almost feels like they do not want any more perks in the game that are just as good as the meta perks we have right now.

  • Nos37
    Nos37 Member Posts: 4,141
    edited March 2020

    Well, look at what happened with all the "good," "meta" perks that they have released: Sprint Burst (exhaustion perks in general), Decisive Strike, Hex: Ruin, Self-Care, Unrelenting + Save the Best for Last, Borrowed Time. They had to go back and readjust all of those perks. Why? Because they were good and because they were useful. They were used often enough to be a problem in the majority of matches.

    If the game is to generate revenue by having a new chapter every 3 months, and both the killer and survivor(s) have to come with 3 new perks, it's actually smart of them to introduce mediocre perks that are less useful. This way the perks won't be used in the majority of matches; the devs won't have to go back and readjust them.

    You don't see the devs spending month after month deliberating how to tackle Monstrous Shrine.

    Post edited by Nos37 on
  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited March 2020

    That's what I believe. I really think the people who design new perks have no idea about existing ones. Let's all look back to MoM. Anyone who plays this game for more than 100 hours could have told them that was going to be mixed with DS, Adren and BT. It used to be I purchase a killer for their perks. Now I don't even do that anymore. I only got Deathslinger because I had shards saved up. I wasn't going to pay real money for that killer.

    And yeah, OP. Furtive Chase. What is the point of a small terror radius DURING a chase? If it lowered your TR outside of a chase I think it would be pretty fun to mix that with monitor and abuse.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    I gotta disagree with For The People.

    I've used it to pull people off hook and insta heal them, allowing myself and my partner to get back to work instantly AND as a backup, I had inner strength to heal myself with the broken status went away. I was able to pull off that combination 3 times in one match actually.

    Using it on someone on the ground with the killer close is a dumb idea in the majority of situations, but I did that ONCE to get myself and someone else out the open exit gate that was like 10 feet away (the killer also missed both of us which helped)

  • Raven014
    Raven014 Member Posts: 4,188

    I agree with many except Head On, and Furtive Chase. The ability to change obsessions is an amazing thing, and Furtive with Make Your Choice shouldn't be underestimated. Add nemesis and man can you have fun with it.

    Head on is my favorite perk, so I may be biased, but it can be very useful at certain loops. A lot of killers don't expect it on solo survivors, so when you help out a fellow survivor with that, they'll be much more cautious about everything they do. If they don't see you, they'll be wary of lockers for the rest of the match. It's funny to me.

  • Danu
    Danu Member Posts: 281

    So agree with you on better together, I really really like it and don't have a problem swapping it in for other perks

  • SpacingLlamas
    SpacingLlamas Member Posts: 604

    Exactly. Teammates knowing your on a specific gen is very useful to me

    Also seeing everyone when someone gets down is good too