Don't be afraid to make powerful perks.
So many of the perks that get introduced to this game fall flat because of unnecessary restrictions or numbers that are simply too low. These perks have interesting effects and/or good potential but never get used because of this. Examples include Mindbreaker with its 50% gen requirement, Trail of Torment with its gen reveal, and the upcoming Hex: Blood Favor, which is not only a hex perk but also has a cooldown, easily making it the weakest Hex perk in the game.
Please devs, don't be afraid to make powerful perks. Even if they're too much and they need to get nerfed, at least we'll see some more variety in the meta instead of the same selection of perks almost every game.
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Same thing applies to survivor perks
Look at second wind
Look at Lucky Break
Look at Visionary
Visionary is literally a joke
Who the hell thought visionary needed a cooldown. Compare visionary to deja vu or detective's hunch. Those aren't even good perks but visionary is clearly worst pick. Every scenario that might get value out of visionary, the other two do better.
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Yeah Visionary and Zanshin tactics got cooldowns for literally no reason other than the fact that their predecessor Windows of Opportunity also had a cooldown, also for no reason.
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they are afraid perk because people B about them like noed and ds
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Look at what they did to Hangman's. I am still furious about how they massacred my boy from the PTB... :,(
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I would love to see a meta shattering perk. The meta for survivor has been the same for 3, almost 4 years.
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The only way to change survivor meta is to gut the existing perks and give them some other press E to outplay or just exist to outplay perk that gives them 5 extra chances to screw up.
Anything that doesn't screw the killer over or give you 6 chances to make a mistake is "crap"
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From a fundamental design level there is no real way outside of progressing the game faster(Aka Prove Thy Self) to make anything more appealing then perks that can flat out prevent you from losing while playing as the the "Non power role".
The devs have designed themselves into a corner with 2nd chance/exhaustion perks because there is no real logical reason to run anything else.
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The main issue is just how powerful those ealier perks are.
Let's take Unbreakable and Flip Flop as examples - Why do you want to risk getting off the shoulders (without 100% succeeding) when you can just pick yourself up. And yes technically flip flop can be used a bunch but Unbreakable still is better in that regard.
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I agree that they are far too strong but my main issue with them is that the devs designed themselves into a corner with these perks.
The main reason why I say that is every second chance that can keep a survivor in the game also increases the total amount of possible generator completion by the virtue of keeping the survivors in the game for longer.
Ex. Let alone Decisive strike making survivors not need to leave the gens to go for a save gives a lot by itself but a 5 second stun is a theoretical 15% total gen progression(Across 3 gens) let alone all the progression added in from the rest of said chase.
So second chance perks both keep the survivors alive and ultimately increase generator completion speed so they add a lot more benefit to the survivors then they first seem.
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Yep, time and time again the devs make perks that I like and use, and the survivor army comes out to tell everyone how they're worthless because they're not another second chance perk.
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Def agreed on this statement. Should make dumb strong perks on both ends and see how it plays out. Lots of discussion on the board about making strong perks, then adjusting afterwards. It would also be a lot more fun. I saw someone on this board suggest a "BROKEN MODE" that would permanently be fixed to the game. Just broken meta with random crazy buffs to see how it shakes up the meta and what could be adjusted. Basically a permanent PTB that is just updated all the time with trial stuff/game breaking stuff until its good/balanced enough to be implemented .
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Its because they don't want any perk to succeed. They release a cool idea for either survivor or killer but make the perk on purpose garbage and than they never go back to it again to change it. Its probably because they have very tight schedule when it comes to releasing new maps and new killers so they need to make their deadlines and changing perks/making perks is like secondary pass time.
I mean current perks that they stated that they might look at are:
This is not happening
Slippery meat
Cruel Limits
Monstrous shrine
Technician
5 months later or something, none of those perks are changed and for reference, none of these perks will ever get used even if they do get changed because none of these effects are wanted. This is not happening is perk for newbies to hit great skillchecks, but the issue is that they weakened skill checks to the ground on generators and the add-on that med kit have to preserve charges from great skillchecks progression are not really worth using over item charge add-on. The only thing I can see them changing on this perk is making the effect work when Healthy. Slippery meat is actually usable perk, but maybe they don't know about this. If you use vigos offering x2 and run ace's up the ante perk on two members on your team, you can jump off a hook at nearly 100% chance out of 6 tries with 4 people running Slippery meat, It is just that solo players are not coordinate enough to coordinate their perks to ever use this perk and luck in general is a joke statistic. I think good rework to luck would be that if you bring luck offering, it increases chance that survivor if they escape gets to keep their add-on on their item that applies to entire team. Technician is another newbie perk for failing skill-checks and it has niche effect of decreasing generator volume. If they want to make this perk worth anything, It needs make entire generator silent when worked on, the chance of it not exploding on fail skillcheck should be 100% and maybe it should reduce penalty for failing a skillcheck by 5-6-7%. Even with all this. I doubt anyone would even consider running Technician.
As for killer side, Monstrous shrine could just make survivors die on hook faster on every hook instead only the basement.2 years ago, they did this change that increased survivors hook time from 60 to 45 second,maybe this perk could bring it back to what it used to be at 45 seconds from 2 years ago. The problem with this perk is that the perk encourages camping hooks similar to insidious and survivor players wouldn't be very happy to face this even if it was good. Cruel limits blocks vaults for where generator is poped, very useless. Even if this perk got reworked to block generators for where killer is during the chase, It still would not get used.
If you ask me, you shouldn't try to improve perks that have no hope of ever getting used. You should look at potential perks that players currently use and try to look at perks that have potential synergy to further increase their satisfaction with said perk. For example, apparently Lithe gets used a lot as exhaust perk, according to stats, Maybe you should look Lithe and make it so that pressing E turns off Lithe so you can control when you get sprint burst of this perk or maybe a perk like Dance with Me should have cooldown removed so that people can use Lithe with Dance with me. Sprint burst gets used a lot as survivor, maybe perks like Fixated walking speed should work even when injured so people who enjoy sprint burst can enjoy sprint burst more. I'd probably never use it over dead hard but I see a lot of players use other exhaust perks when I play killer, so there is that.
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Yeah I've always wanted something like that where they could actually try small suggestions from the community or ideas of their own. Sadly, I don't think they would actually do that, but one can hope.
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