Dont demand nerfs, instead demand...
Counter perks! This game is filled with too many useless perks due to nerfing. Instead of wanting them to reduce certain perk effectiveness, we should be asking the developers to develop counter perks to things that are powerful in the current meta.
Don't like DS? Come out with a perk that applies Deep wound when you are DS'd or hit someone with endurance.
Don't like ruin? Come out with a perk that makes it where when a generator starts regressing within x time of you leaving it, it regressed 50% slower (as in, if ruin has it regressing at 200%, it instead regresses as normal), or the next time the gen starts regressing, it doesn't start losing progress until after a 30 second delay.
Don't like unbreakable? Give killer a perk where if someone heals themselves by 1 health state more than 32 meters away, they are hindered and oblivious for x seconds.
I can admit iri moris could be reworked. Like, after you kill your first survivor, you can kill any survivor you have already hooked once.
The point is: there are more creative, fun ways to balance the game that keeps the perk meta dynamic and interesting, instead of merging every good perk until they're all equally underwhelming
Comments
-
...Instead of *nerfing* every good perk...
0 -
With this idea there would be so much more grind.
Also the ideas you gave arent that good and definility not a counter.
Also you dont need a counter against everything.
3 -
I think this is a pretty awful way to balance the game. The perks exist to enhance or strengthen things that players find weak. Making perks to counter perks that are used to counter problems just sound like you're piling things on a bad foundation. Then if you change one perk you have to change a chain of other perks. Why not just improve other perks and stop being so scared to make things interesting.
6 -
I'm not a fan of counter perks because you're bringing them in blindly as insurance against a certain playstyle or perk setup so the odds are usually that you just bring in what is essentially an empty perk slot.
Plus relying on perks to counter perks is bad for the health of the game because it causes two things to happen:
1) New players have to purchase dlc to stand a chance against poorly balanced perks this way and then grind that character to level 30, 35, or 40.
2) You can't play another killer/survivor until you unlock the perks you need on them. And with the way the bloodweb is you can end up not getting the perk until several levels past 50 just due to bad RNG.
4 -
Counter perks would force survivors/killers to run a certain build. That would be horrible.
2 -
That pretty much enforces a meta for both sides, since without those specific perks you’ll be at a significant disadvantage. Instead of nerfing/buffing things, add onto what the game already has and address the reasons why people run the perks in the first place.
Survivors run DS because they don’t want to be tunneled. So, we should come up with base-game methods of discouraging tunneling and punishing Survivors less when they’re tunneled, without making it abusable.
Killers run Ruin because they don’t want to be stressed about gen speeds. They run Undying with Ruin because hexes are weak without protection and good RNG. We should create new objectives and incentives for Survivors to do something other than gens. And hexes shouldn’t be able to be broken as soon as the match starts and their spawn area shouldn’t be dictated by RNG.
1
