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What's the solution to perk diversity
A lot of people have been complaining about the state of perk diversity. Other than really good players and really bad players, people don't branch out and use what they want, precisely because why would you run diversion when you could run DS?
So, is the solution to nerf perks to a similar level or to buff them to a similar level? On one hand, having weaker and less impactful perks would let people play without perks if they're good enough. On the other hand, stronger and more impactful perks would let people make more interesting plays with more depth added to possible synergies and combinations.
Or, is this even an issue worth addressing?
Comments
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A few perks are too strong and need nerfed. Most perks are too weak and need buffed or reworked. A lot of perks do their job well and don't need a change, they just aren't mindless to use (I think a lot of off-meta perks fit this catagory).
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I vote for synergy. Even if you have a gimmicky perk, if it “completes” or compliments another perk, then it would be worth. Like, Hoarder is pretty lackluster by its self, but with Franklins, it has a type of potential. Create more synergy perks to boost or help other perks that are too weak.
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buff the 90% of perks that are completely useless to actually be useful
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All meta perks need a nerf, and I’m saying for both sides.
Perks should be a small bonus, not have a huge effect that can change the whole game. All meta perks are game-changing currently, so needs to be changed.
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I would say buff instead of nerf for the most part. I love silly combos like Aftercare and Kindred or instead maybe bond and open handed with other aura perks to create the all seeing aura build. I love silly stuff like that, stuff that can still be strong, even if they’re not meta.
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Random perk slots for higher ranks. Only 1 perk can be chosen if u r in rank 1 and all others will be random, just like how did the entity devour the blood web. Or maybe just devour perk slots. In red ranks u r basically playing against perks.
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I just don't like that both sides can do cheesy stuff without needing any perks to do so. After enough players complain about it, the devs release or rework a perk and say here you go, here's a new tool to help deal with the cheese. Me, looking at my toolbelt that's already full, "and where am I going to put that?"
We need more perk slots
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people to stop caring about doing poorly and just having fun.
I played for a week atleast with my 4 friends running no perks at all and we had a perfectly fine time.
and people like Otz are not helping advocating for stronger perks....we dont need stronger perks, dont be carried by perks but be carried by experience with the game.
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A couple of perks could do with some slight nerfs.
The majority of lesser-used perks need to be buffed.
DS: The nerf is ok, but it's still a bit of a lopsided perk. It's like a Hex, it's really powerful, so they've tried to give to a ton of downsides (maybe too many?) but that doesn't stop it being insanely powerful at the right time. I'd make it require a certain amount of wiggle progress. Not too much, just about 10-15%. This would mean if you're literally sitting under a hook you probably won't get it off, but in all other cases, you're actually wasting more of the killers time and making them question whether or not someone has DS at every moment they're carrying you.
Meanwhile, buff Power Struggle: Remove the wiggle requirement entirely. It already has a drawback in that you have to be passing through a pallet. DS has no conditions at all.
Unbreakable: There's no downside to this perk at all, and it allows you to do something you can't otherwise do. The other ones, No Mither and Soul Guard, have specific conditions or serious drawbacks, so why would you bother running them over Unbreakable? Perhaps after you've used Unbreakable, your recovery speed is REDUCED by 25/30/35% instead, either just in the dying state for the remainder of the match, or for all healing speeds for the next 120 seconds.
Why run Babysitter over Borrowed Time? Nerf BT: Your movement speed is reduced by 5% and the killer can see your aura for 6/8/10 seconds after you unhook a survivor within their terror radius. This way the killer can more easily tell that you have BT and know to go for you instead.
Buff Babysitter: Increase times from 4/6/8 seconds to 8/10/12 seconds. Add in 'sounds of pain are reduced by 50%' as well.
In general, make more perks like WGLF and BBQ that give out bonus blood points. With some added variety.
WGLF goes back to the 50% per token with a maximum of 200% BP bonus, but only for the Altruism category.
Nerf Prove Thyself to 5-8% per survivor, but buff the Bloodpoints for the Objective category.
Maybe Boil Over gets a Survival bonus every time you successfully struggle free of the killer.
Deception: Gains a token every time a killer checks a locker you just tapped for bonus Bold points.
BBQ gets the same treatment, 50% per token for a max of 200%, in the Sacrifice category.
TotH get's buffed as well to cover the Hunting category.
Blood Echo could get Brutality bonus for each unique survivor hooked.
Hex: Blood Favour could get bonus Deviousness when a survivor tries to drop a pallet that's held in place.
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Weekly nerf meta and buff weak perks.
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I don't think nerfing meta perk is a good idea.
Buffing weak perks would be a better one.
In addition a list of what are the meta perks of the week should be addressed ingame. And you are rewarded for not using them :
- 4 meta perks = no bonus
- 3 meta perks = no bonus
- 2 meta perks = + 25% BP
- 1 meta perk = + 50 % BP and + 50% XP
- 0 meta perk = + 100 % BP and + 100 % XP
There also should be bonus for playing the perk in the Shrine. For each you get + 50 % bonus BP
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A randomizer is something I already use and it is far more fun than going into a round with the same perks, using the same items. It's just amazingly dull for me to have all this perks and characters, only to stick to a handful. Having a separate game mode which randomizes all perks (including an option for those who really want a test by being able to choose how many perks they use) would suit me. Maybe have higher incentives for doing this mode over the traditional mode.
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Make more perks balanced among each other (through buffing, nerfing, and re-working as needed) to increase the number of viable perks relative to each other when push comes to shove.
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Make all perks op. Dota 2 style.
If everything is op you can use perk that are less op (but still op) to surprise your opponent.
Right now perk are so weak there's no real benefit going off meta. If there were other perk that were as reliable and versatile. You would see more diversity in perks.
Also stop making teamplay perk. Only SWF can make them work reliably and sometimes it's stupidly strong. It's basically buffing those commando team.
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On the same boat with a lot of people that we need weekly perk changes. Not permenent some can be temporary experiments. They domt have to be cpmplex simple number changes to promote expermenting with new perks.
For example surges cd is 50% lower or autodidact generates two stacks instead of one per skill check.
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