Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Everyone has a perk they hate!
So, as all best ideas tend to happen, I was taking a moment, sitting on my porcelain throne and thinking about what would be the best way to compensate for the fact everyone has a perk they hate, killers, survivors, everyone has a perk they despise seeing every single game, how do you adjust this so you don't see groups running it game after game after game.
Nerfs always feel bad, no one is happy about a nerf, it rarely feels like it fixed a problem without making people mad.
So, my crazy mad idea was; What if Perks belonging to other characters had cooldowns, but the perks that come packaged with the survivor/killer themselves can be used every game.
That big pool of teachable perks you're not using now opens up to having to plan one, maybe even two builds!
This way on the next game (Or Two!) they can't stack the "Optimal Meta" and have to play a match without that Unbreakable, DS, Exhaustion Perk or a Killer running Undying, Ruin, Tinker.
Comments
-
Restricting options in a game where you have to spend literally hundreds of hours in order to gain those options will never be a good idea.
0 -
Nuh-uh. One of the aspects of DbD that keeps people engaged is their ability to mix and match different perk set-ups. I know countless people just stick to the meta, but for the minority like myself who like to create gimmicky builds would just destroy the experience.
If you wanna split up the meta, we'll wanna focus on the reason why people run those perks in the first place, aside from Exhaustion perks for obvious reasons. DS, is for tunneling. BT, for camping. Unbreakable, for slugging. All three, with the minor exception of slugging, are undesirable factors that play into the reason why the perks exist. Tackle them, then people have less of an incentive to run these perks and try something new.
Same thing for Ruin+Undying: Gens fly at mach speed some games and you can hardly control it without oozing gallons of sweat. We solve gen speeds (ideally in the form of a secondary objective) and Killers may try more obscure perks that have hidden potential.
No nerfs or buffs needed. We just need more.
3 -
I the idea of an additional objective does sound good to me too. It feels like far too many game I play if survivors are just aggressive enough on the generators a well organized team keeps two people on gens, while the other two basically run the killer. As soon as they get hooked once or twice they swap roles and the gens are done in <7min. =/
0 -
I don't hate this idea. I've always thought it would be cool if the characters had some special relationship to their own perks, and this would be one way to achieve that. It would also create more variety, as you say.
I'd also be open to some kind of BP bonus for running under-used perks or something.
0 -
Well, much like adding small passives to Survivors, it would force a Survivor Meta, rather than a perk one.
I also have the issue on "basic" perks, those ones that are shared with every character. NoED is probably the best example of this, and not turning this into a discussion on it's design as a perk, but it too strong for what it is and it's also just annoying to face.
0 -
Yeah I've been watching streams for the better part of 6 months now done by killer mains and the number of players that only run meta perks or SWF-OOO got me thinking about this. It's pretty reliable to say out of the 16 perks they can bring to a match you can bet 12 of them are meta.
0 -
The only perk i'd say i "hate" and only on certain situations is noed, because a lot of times it rewards bad players for losing but honestly it is easy to counter anyways and at times they might not even get any use out of it if the survivors know what they're doing and they see it coming from a mile away. I'd only hate noed if the killer is obviously running it and you can tell from the start because they play super thirsty and pay no mind to generators, which adds more to the counterplay. But the problem isn't noed, it's the idiot randoms that will still try to hook bomb against noed without trying to find the totem first lol. And when it comes to survivor perks, all the blendette perks, spine chill (literally stealth mode activate), urban evasion (these guys never run in the entirety of the match, just crouch with urban evasion, if you wanna do that just run fixated which also has good synergy with exhaustion perks in chases), self care (they crouch in a corner to spend 3 hours healing, also people who run self care are the type of guy who just runs in circles doing nothing when they get unhooked because they're afraid of being downed even when the killer is nowhere near them and by the time they start self-caring the killer has already patrolled the map, kicked all gens and even probably downed someone else, also sloppy butcher is super common for some reason which also adds to self-care taking forever) and will most likely hide when 2 gens are done to try and escape through hatch effectively turning your match into a 1v3
0