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Suggestion Concerning Perks
Now, I know how everyone loves their perks. Survivors and Killers both have their meta sets and it either gets boring or frustrating to play against. BHVR over here changing up perks that are rarely ever used and yet, people will still refuse to use them because it's not their crutch build of something like DS, Unbreakable, Head On, and BT or BBQ, Ruin, Undying, and Tinkerer.
I have two suggestions in terms of perks... My first suggestion to fix this is to put perks into categories. Some perks could be in more than one category. You would not be able to pair one perk of one category with a perk in the same category.
So let me show some examples (Perk - Category):
BBQ - Extra BP + Aura Reading
Discordance - Aura Reading
Bitter Murmur - Aura Reading
These perks could not be paired together in any build as they're all in the same category. Here's another for killer's as you don't tend to see Aura Reading perks paired that often...
Pop - Generator Hindrance
Overcharge - Generator Hindrance
Dragon's Grip - Generator Hindrance + Exposed
I would have added Thana in for this category set but it is getting changed soon. However more often than not there's usually more than one way the killer tries to hinder healing or hinder your generators as they're not satisfied with just one slowdown in each category. Naw naw, needs to be Thana, Sloppy, and Pop for them but that seems like to op of a slowdown at the moment. But how about something op on survivor side?
DS - Second Chance
Unbreakable - Second Chance + Healing
Adrenaline - Second Chance + Healing
All 3 of these perks, as good as they are especially together, should not be paired because let's face it, they're all second chance perks (how Adren? because if it pops during a chase or you get unhooked with the killer right there and it pops, it's pretty much a second chance at that point). I put Unbreakable under the Healing category as well because even if you are not healing someone else, you are still giving yourself a free health state. If you were in a SWF and got slugged at the end with one generator left & almost done, you could ask to finish Unbreakable first then pair it with Adrenaline. Yes, these situations don't always happen but they could and sometimes do.
These are only just a few examples and a few perks, there are plenty more out there. However, for my second suggestion it's slightly similar except certain killers are not allowed to be paired with certain perks (would save the time from having to nerf certain killers and just make it so they can't be paired with perks too op for them). So an example here I would said is Plague + Corrupt... wait... can't pair with her own perk? I get that seems a bit mean but especially depending on the map, most plagues can stall super hard by plaguing gens that are not blocked and just patrolling them for the whole time Corrupt is up. I'd rather start the game than wait more than a minute for corrupt to go away in this instance. Okay, how about a better example: Stealth perks + stealth killers. One Shot killers + exposed perks. Listen, if you ain't good at the killer just admit it and find a killer you're good at but to still have no heartbeat in stage 2 as Myers? To have noed on a Billy? That's actually sad...
But the suggestion isn't over yet! Let's try and spin this on survivors as well (because that's partially how balancing works). I was watching a video by Otzdarva recently and he suggested make it so certain perks could not even be used in SWF... however I like my variety... so you could either do that OR make it so people who are in a SWF together cannot have the same perks? So if one has DS, the other cannot have DS. If one has BT, the other cannot have BT. And if they have the same perks one person has their perk(s) grayed out, meaning it counts as a perkless slot. Or just make it so they can't have certain similar perks (like I think BT is fine due to the amount of tunnelers and campers but if DS never got changed then sure, make it so DS can't be used by more than one in a SWF).
TL;DR - Put perks in categories, perks can have more than one category, perks in the same category cannot be paired together. Certain killers cannot be paired with certain perks. Either remove certain perks from being used in SWF or SWF groups cannot use the same perks as one another.
Comments
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While it's a good idea in theory it'll probably just end up severely limiting things even more and won't have much impact. We'll still mostly see all the same perks, it's just going to be a slightly different loadout. DS is still going to be in every game because its the anti-tunnel perk that punishes everything but legit tunneling, and it'll punish people who rely on lesser used perks or oddball builds that just might have overlapping categories. For example I usually run info builds so I can improve on my core game play skills and not rely on crutches to get me out of screw ups while looping and such. Also even though perks have different 'categories', their uses are VERY different. self care is a healing perk, but only works on you, but something like autodidact works on others. If someone is going an altruism build with a little self preservation would locking them out of both those perks simply because they took something else with healing (say UB) really fix the problem?
The real solution is to fix the few problematic perks that have become so powerful that they're auto-includes. If they nerfed POP because it was 'too common' the same can apply to DS in my opinion. It's just become such a massive crutch that the second they touch it everyone will have their torches and pitchforks out.
tl:dr - grouping perks into limiting categories will just change up which 4 perks we always see every game. The core issue is that some perks are just too good NOT to take (DS,BT,etc) and until those perks are either dropped in power or the trash useless ones are buffed to be at least worth the risk of taking and not an empty slot, people will continue taking the 'best' perks available.
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