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I dont understand why people are saying they want more meta survivor perks

RivalJ
RivalJ Member Posts: 19

I've seen a few people saying they hope lucky break doesn't get nerfed too hard and yea i don't want the perk to be irreverent but almost all the meta perks in this game are "meta" because they are TOO good. I also think most people are just overlooking and dismissing a lot of perks that criminally underused because they don't want to stray from the meta which is unfortunate because there are a lot a underused survivor perks.

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Comments

  • Zozzy
    Zozzy Member Posts: 4,759

    Yep.

  • RivalJ
    RivalJ Member Posts: 19

    I guess i can empathise with them. I would like to see a lot more aggressive balance changes across the board on both the weaker killers getting buffs and stronger killers getting nerfs to mix up the game play as well but i don't want to see the metas get changed by just making stronger things supplant whats already good in the game.

  • BioX
    BioX Member Posts: 1,378

    its the newer generation of gamers....things used to be better, we used to enjoy a challenge, now they ask what is the best and just run that and thats it, like playing against bots or something.

    Imo a LOT of perks should be nerfed, perks should not determine the outcome of matches, how is that any fun or rewarding in any way? it should be skill, planning, strategy

  • Zozzy
    Zozzy Member Posts: 4,759

    It will never be used beyond memes or boredom if it isn't as game changing as the current meta perks.

  • TAG
    TAG Member Posts: 12,871

    Maybe because some overall balance changes are needed as well?

  • Zozzy
    Zozzy Member Posts: 4,759

    Remember what company we are talking about here. We need to think glacial balance change speeds.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    People do overlook a lot of extremely strong perks because there's others with more overt, immediate, and easy to use effects. This is true of killer as well, to an extent.

  • thrawn3054
    thrawn3054 Member Posts: 5,897

    I don't think it's generational. Rather alot of people are power gamers who min/max everything.

  • Brokenbones
    Brokenbones Member Posts: 5,178

    Because survivors run the same 4-5 perks and the meta is stale

    You can say they are "too powerful" but killer also has strong perks, so survivors should also be allowed strong perks too.

    Both sides should have strong perks and both sides should be able to have variety.

  • RivalJ
    RivalJ Member Posts: 19

    Killer perks are kinda irrelevant and you cant really equate the survivors perceived lack of meta perks with something on the killer side of the game because of how different killers interact with their perks is unlike how survivors do because what's good and how many perks are good is depended on what killer you play.

    Eg

    -STBFL demo on compared to STBFL on nurse

    -Sloppy on a wraith v Sloppily on a legion

    they doesn't even need to be bad for their to be a difference in how you use a perk

    -Whispers on Ghostface v Whispers on Plague, because of how it can give you a free down off the start if used correctly on GF

    If anything i think the killer Meta is stale as hell but its hidden by the different killers and how they interact with perks

    BBQ + Ruin or Pop + ? + ?

    Unfortunately because all survivors play the same way and there's 4 more of them so their perks kind of have to be toned down in impact at least compared to the killer perks, I don't think the killer and survivor perk situations will ever be comparable.

    I'm not writing this to say that there shouldn't be strong survivor perks even if I believe they cant ever be as impactful as killer perks for balance reasons its more so that killer and survivor perk situations cannot really be compared fairly in terms of having strength and variety because they will never have the same variety unfortunately and they cannot have the same strength.

  • Blueberry
    Blueberry Member Posts: 13,671

    As long as the survivors have their slew of second chance perks in their current state their meta is never changing no matter what gets released unless it's another second chance perk.

    The perks are just too good to where they blow everything else out from being considered.

    The only reason you wouldn't just stack all those second chance perks is if you didn't care about winning and were just wanting to mess around. That's a sign of poor design.

    The survivor meta generally speaking hasn't changed in years and isn't anytime soon without heavy reworks/nerfs.

  • Blueberry
    Blueberry Member Posts: 13,671

    The two sides have meta perks for different reasons though.

    The survivor perks are meta because they're just insanely too good and blow all other options out from being considered.

    The killer meta perks are chosen not because they blow all the other perks out but because most the perks are trash and it's just the best that's available.

  • Blueberry
    Blueberry Member Posts: 13,671
    edited April 2021

    Both sides need lots of perk buffs/reworks that we can agree.

    However the power level of each sides meta perks are not on the same level at all.

    Also, when you wipe away each sides meta perks what's the power level of the perks remaining? On survivor side there's actually quite a few decent perks still available. Not on the power level of second chances of course, but decent.

    Now look at the killer side after you wipe away the meta perks, what's left? It's not decent perks, most are trash/meme perks.

    There are a few exceptions, but generally speaking.

  • Northener1907
    Northener1907 Member Posts: 3,012

    Because survivors are not having any good perk. Devs are not adding good perks for survivors anymore. I mean for different gameplay sometimes i am trying other perks but most of survivor perks weaker than meta perks.

  • Crypticghoul
    Crypticghoul Member Posts: 574
    edited April 2021

    While I do agree there are a lot of strong perks, nothing compares to tunnel/camp protection from BT/DS and the chase extension of Dead Hard/Sprint Burst. The survivor meta patches up fundamental game design flaws that killers can abuse and other slots tend to go to chase extension or anti-slug. Same goes for killer meta being slowdown due to the fast gen speeds and limited pallets.

    Denying the killer the ability to go for the injured person off hook and progress their hook timer more rapidly as a result is more powerful than any other perk in the game because there's nothing in the game to deter them otherwise should they choose to do so.

    To shift the survivor meta one of three things need to happen. Either BHVR release more tunnel protection perks, they implement base kit mechanics that prevent tunneling/camping, or they release perks that are so broken that the killer never hooks you in the first place (Lucky Break PTB buff).

  • Yords
    Yords Member Posts: 5,781

    I would not say that BL is useless, in fact it is pretty strong on maps that have some sort of elevation.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    The survivor meta patches fundemental game design flaws by creating fundemental perk design flaws. Punishing killers for not tunneling. Push E To Outplay. Hold That W. Get Up For Free. Never Make Noise.

    As opposed to perks like Kindred, Bond, WGLF, We'll Make It, Q&Q, Botany Knowledge, Prove Thyself, all of which are much scarier to go against because in the right hands they screw killers over worse than the mindless survivor meta.

  • mouse0270
    mouse0270 Member Posts: 849
    edited April 2021

    The problem I see with survivor perks when compared to killer perks is, well, killer perks are a lot less situational. What I mean about that is this, for a perk to be strong it has to see use every single match and well survivor perks are designed in a way that doesn't happen often.

    If playing survivor why would I choose to run something like

    • aftercare? This is also a strong perk, but the minute I get hooked I am set right back to default... Empathy can see basically the same information.
    • autodidact outside of the meme? Its honestly a great perk, but its rare to get 5 stacks quickly unless I am running in a 4 man SWF. I've tried this perk many times because its a great perk. But running it solo or a 2 man SWF, I rarely get 5 stacks in a match.
    • Boil Over? This perk is only useful if multiple players play the hook separation offering and even then it still usually requires a survivor to take a hit or the killer to get screwed over by a wall. Or another survivor to be running breakout?
    • Breakout? Basically useless unless the survivor is running boil over or multiple offerings to space out hooks were played. And still usually requires me taking a hit for the carried survivor 
    • Buckle Up? Like why would anyone run this?
    • Deliverance? Oh you got found first, guess you just play with 3 perks this game
    • Flip-Flop? One the killer has to slug you and two, guess what unless the hooks are really far, still most likely going to get hooked.

    I am not even half way through the perks and most of the are just pointless. I skipped most of the new perks because honestly I have no idea what they do, I never see them in my games. I am not saying make survivor perks OP... but make them so they can be used once per game. Could you imagine running pop but only get to use it 1 every 5 or so games? Could you imagine running BBQ but you only proc survivors once ever game? Like killer perks are strong and have a Varity of uses per game.

    Take starstuck for instance, I run it on my demo, I've knocked down one person with that perk, but the value it gives me is stupid. No one attempts to take hooks or sabo them against me, because they are insta down. I get value from that perk 1 of 2 ways every game.

  • DoritoHead
    DoritoHead Member Posts: 3,546

    It's always good to shake it up a bit, so more meta perks are a good thing (especially if it's more than 4)

  • Brokenbones
    Brokenbones Member Posts: 5,178

    I mean you also have to consider the fact that there's a bit of circular logic in play

    Survivors run the best perks they can so killers run the best perks they can which in term means people who want to do well in either role at red ranks (not saying rank is a factor, rather that most people get into red ranks if they play actively) gravitate towards the more consistent perks, of which all of the survivor meta perks are.

    You could also make the argument that lesser skilled players are carried by strong perks which is a fair point, just look at the DS nerf and the undying nerf (both which were very necessary and healthy for the game IMO)

  • psionic
    psionic Member Posts: 670

    Survivors don't need stronger perks because they already have all the map as a defense.

  • Nathan13
    Nathan13 Member Posts: 6,714

    The BT change was much needed because it didn't work against stealth killers and it should've always been like this. The only possible change I could see adjusting this perk is make it activate if the killer is within 25-30 meters of the hook.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405

    I feel fine with (outside of Freddy's weird stuff) Stealth killers getting that buff. All of them are among the weakest killers in the game and this just further makes them weaker. BT should have changed for Freddy for sure but now it's just too strong. Id prefer it be distance based and not terror radius

  • Nathan13
    Nathan13 Member Posts: 6,714

    what makes it too strong if I may ask?? That it activates no matter where the killer is??

  • th3
    th3 Member Posts: 1,845

    Ace in the Hole: Only running with a full chest build to get addons. Literally no point to run it otherwise.

    Adrenaline: Nice perk, play with only 3 during the match and if you get to endgame it gives you a health state and speed boost. Yet its somehow too op.

    Aftercare: Resets after you get hooked, no reason at all to run it.

    Alert: The killer kicked something, cool. No point outside of meme builds.

    Any Means Necessary: Killer just kicks dropped pallets.

    Appraisal: Running with a full chest build or not at all. (Not counting the bugged nature of chests right now)

    Autodidact: Rarely get 5 stacks in a single game, hit or miss perk.

    Babysitter: Why would you run this.

    Balanced Landing: Only good on one map where there are consistent drops to use for it. (Haddonfield) Other than that depending on the map it can either come into use or not at all. Very underwhelming for an exhaustion perk.

    Better Together: Meme build, most of the time your teammates bring the killer towards the gen even with this perk equipped.

    Blood Pact: You get a speed boost after healing, cool. Useless otherwise and overshadowed by perks that just give a better effect.

    Boil Over: Only good with a full build complementing it. Trash otherwise.

    Bond: Good perk, could make the range wider to 24,32,40 meters.

    Borrowed Time: Great for preventing a proxy camping killer from going straight after the unhooked guy immediately, won't do anything if the killer goes after you but thats the point. Great perk.

    Botany Knowledge: Only good with a full build around healing, i.e. self care/medkit. Bad

    Breakdown: Not good, only used right now because of the bug where the hooks don't come back (once thats fixed you won't see it again outside adept jeffs).

    Breakout: Full sabo build required to get full use out of this perk.

    Buckle Up: Garbage

    Build to Last: Requires a full build oriented around an item. (Streetwise, Botany, etc) Otherwise you will only see it on adept Felix's

    Calm Spirit: Either a full build around stealth or Adept Jakes.

    Camaradarie: Tournaments only, never see this in pub matches except on Adept Steves. The effect it gives is minimal.

    Dance With Me: Only great with a full build around this. (Lithe, Quick n Quiet, Iron Will)

    Dark Sense: General survivor perk (only newer players run this). It's terrible but is still in my bloodwebs for some reason.

    Dead Hard: Great perk to use either dodging a hit, distance to a vault/pallet, or to make pyramid heads whiff by dead harding into them while they try to use POTD. Some people say its too good, since I'm biased I'm not gonna go further except to say its extremely useful and doesn't need a full build around it to maximize its impact.

    Deception: Locker build + iron will required and only works once (on good killers). Otherwise they can hear your grunts of pain/or expect it and don't lose you again.

    Decisive Strike: Even with the change its still a healthy perk you can get use out of by being tunneled in the first 60 seconds.

    Deja Vu: Great for breaking 3 gens, but weak overall compared to other perks.

    Deliverance: Found first, useless perk.

    Desperate Measures: Either useful for Adept Felix or a full healing build. There is no in between.

    Detective's Hunch: Locker Build? Outside of that there's little it can be used for.

    Distortion: You don't get the tokens back and new Object makes it completely useless.

    Diversion: Killer doesn't fall for it twice.

    Empathy: That's all it does. Only great on healing builds, and adept claudettes. Little to no use outside of that.

    Fast Track: Only overpowered when all 4 teammates have the perk and everyone has been hooked twice and no tokens have been wasted.

    Fixated: The change to have it work even while injured is great. It's not powerful but doesn't require a full build to utilize it effectively.

    Flip-Flop: Useless when the killer doesn't slug, requires other perks to make it work.

    For the People: "It's a new insta heal" "this will be so abused by swf". Mediocre perk with a lengthy cooldown. (I may just be salty since I always use it when the killer has rancor and then can't get rid of it before the last gen pops.) Just lower the timer on the broken status effect.

    Head On: Meme perk

    Hope: This timer counts down even while on a hook so its utter trash.

    Inner Strength: Only 5 totems and if another person has it equipped as well you are going to not be able to use it as effectively.

    Iron Will: Anytime being injured you don't make grunts of pain. Great counter to spirit, gets countered by Stridor. You don't need to have an entire build oriented around this single perk to get use out of it.

    Kindred: Solo queue nightmares.

    Leader: Adept Dwight's/meme builds. Increase the range to make it better or something else.

    Left Behind: Only good with a key and if the killer spotted you in pregame with it odds are you got tunneled/franklins.

    Lightweight: Old perk that needs to be reworked.

    Lithe: No window/pallet you can vault? No using it. That's why its not good.

    Lucky Break(Pre Buff): Doesn't matter that the killer can't see your blood. Never run it outside of Adept Yui.

    Lucky Break(Buffed): Potential break in the meta for a new perk (Instead of Iron Will, Dead Hard, DS, Unbreakable, etc) it could replace something there. I hope it survives to Live. One of the first times a perk has seemed outside of meme builds.

    Mettle of Man: You need a full build and a non-insta down killer to get full use out of it. Not good.

    No mither: Only good in a 4 man, other than that it's the ultimate meme perk. Either hide the broken status and start out healthy or something else that doesn't tell the killer right away that you are running no mither.

    No One Left Behind: Only useful when the gates have been opened. Change it to be active when the last gen has been completed.

    Object: Good change

    Off the record: Only useful before with Object, no point running it now.

    Open-Handed: Need aura perks to get full use out of.

    Pharmacy: First chest only gets a medkit. Pretty bad only running it in a full chest build.

    Plunderers: Good if you are item farming, but to get full use out of requires an entire build around chests

    Poised: Why run this outside of Adept?

    Power Struggle: Requires at minimum 1 perk, but up to 3 other perks to make it work. Once that happens the killer knows not to slug you again and you don't get any use out of it.

    Premonition: Useless and the cooldown doesn't help.

    Prove Thyself: Good for SWF or gen rushers.

    Quick&Quiet: Need a full build to use it fully. I.E. Locker build (Inner Strength, Head on, QnQ, Detectives Hunch)

    Red Herring: Only useful when trolling your team.

    Repressed Alliance: Anti-pop, and requires you to essentially do almost an entire gen solo to get the ability to block for 30 seconds. Underwhelming.

    Resilience: 9%.

    Saboteur: Need a full build to use effectively, very limited outside of that.

    Second Wind: Despite the buff to the healing speed, it's still very very bad.

    Self-Care: Useful but most likely need perks like Botany knowledge, desperate measures with a medkit to get full use.

    Self-Preservation: Why would the killer go after you when they just hit someone else. The requirement that you need to be within 12 meters makes this perk fundamentally weak. Increase it to 16.

    Slippery Meat: Useful if you are ballsy.

    Small Game: Totem hunter andy.

    Smash Hit: Dependent on the killer being able to be stunned (Ranged Killers, Nurse) otherwise its next to useless. Also latency since you can get hit through pallets. Also pallet stuns broken when this was added. (Fun) Very weak exhaustion perk.

    Sole Survivor: Needs to do something else since the Object change. Pointless to use.

    Solidarity: Requires a full healing build.

    Soul Guard: Requires a hex/unbreakable to use.

    Spine Chill: A useful perk regardless of your build.

    Sprint Burst: Good for W gamers. Can be boring for the killer but with the decreased usefulness of other exhaustion perks this may become more widely used.

    Stake Out: Cool?

    Streetwise: Need a build oriented around an item otherwise its minimal.

    Technician: New players only

    Tenacity: Good when slugged otherwise its terrible.

    This is Not Happening: Good while injured, outdated.

    Up The Ante: Outdated perk, only good with slippery meat.

    Unbreakable: Great perk for recovery speed and counters a tactic utilized widely by killers.

    Urban Evasion: Great for newer players, the effect it has at higher ranks is close to nil. It also makes you look inexperienced if your teammates see you crouching everywhere.

    Vigil: Effect is meh

    Visionary: Is disabled for some reason. It's already a bad perk, why should it be disabled after a gen is complete.

    Wake Up: Make sure you survive to the endgame, running 3 perks the whole game.

    We'll Make It: Weird

    We're Gonna Live Forever: No complaints about the healing speed, just annoying that it incentivizes hook bombing to get tokens.

    Windows of Opportunity: Why is this disabled during a chase while Zanshin tactics now has no cooldown. It's terrible.

    Just my thoughts, the most useful perks in the list are the ones that don't require an entire build oriented around it.

  • IWasLeft2Die
    IWasLeft2Die Member Posts: 2,405
    edited April 2021

    That and you can cover a lot of distance in 12 seconds. Either the time should be decreased a good bit or there should be a max range for BT to trigger or limit number of times a survivor can benefit from it. I dislike perks that give conditionless free hits

  • Vatekanore
    Vatekanore Member Posts: 15

    The only perks survivors really run is second chance perks, the others are just considered gimmicky and inconsistent

    Dead Hard - Gain the powers of Markiplier E and undo any mistake you made

    Decisive Strike - Your teammate farmed you and hid so the killer's only option is your loud moaning ass, guess what, you can stun him now to force him to drop you

    Unbreakable - Got downed? Change that in just twenty seconds or get your money back ( Better paired with Decisive Strike for literal invincibility! )

    Iron Will - You finally got hit! But it doesn't matter, the killer will have just as hard of a time to get you the second time! ( Can sometimes be obtained for free without the use of the perk just because )

    Borrowed Time - Farm your teammate and he'll willingly take a hit for you, so why not just do it? Not like you can be grabbed

    Spine Chill/Resilience - Stealth Killer? Don't worry, you'll know when they're coming, and if they get the jump on you you get more gen speed and can loop even better because : Losing blood and having a giant wound means you get more athletic!


    And since the only killers that have a consistent good chance against red-rank survivors are Spirit, Nurse and Blight, they can't exactly take these off unless they wanna be tunneled and killed off right away, since that's an obligation from the killer's part to have any chance of a 4k and it's not exactly fun for the survivor either

    The reason people want more survivor meta perks is because it changes up the gameplay for both sides, but that's impossible due to the game's core design, it's flawed and those perks deal with those flaws, so unless they nerf everything to the ground, they won't go away

  • thefallenloser
    thefallenloser Member Posts: 1,277

    There are a lot of survivor perks that are garbage or situational though. Let's not act like this is a killer exclusive problem. Most of the meta perks for survivors are fine, the weaker perks need to be buffed. More stuff like Soul Guard, For The People, Fast Track, and Smash Hit are what survivors need for the meta to be shaken up.

    Aggressive balance changes are needed on both sides, though.

  • thefallenloser
    thefallenloser Member Posts: 1,277

    Not really... just going down the list, there are quite a few decent killer perks that aren't meta. The problem is that many killers want to conflate any remotely useful perk into being meta.

    Perks like Thanatophobia, Sloppy, Thrilling Tremors, Dark Devotion, Rancor, etc. are all decent perks.

    Both sides have fairly decent perks that aren't meta.

  • Blueberry
    Blueberry Member Posts: 13,671

    Sloppy and Thrilling are meta.

    Thanata, DD, and Rancor are not. Of which all 3 of these are garbage.

  • Blueberry
    Blueberry Member Posts: 13,671

    "Most of the meta perks for survivors are fine"

    Most the survivor meta perks are very unhealthy design.

    "More stuff like Soul Guard, For The People, Fast Track, and Smash Hit are what survivors need for the meta to be shaken up."

    These are the complete opposite of what we need.

    You're wanting new perks to be brought to the level of perks that are too high to shake up the meta when what we need is those top perks brought down to shake up the meta.

  • thefallenloser
    thefallenloser Member Posts: 1,277

    LOL yes of course they’re all garbage. Killer meta is the same as survivor meta. If they aren’t as good as the best, they suck, apparently.

    They’re fairly decent perks, and pretty good on some killers.

    If it were up to me, I’d make all perks significantly less important to general gameplay than they currently are. However, the decs clearly don’t want to do such a thing, so make all the other perks good.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,896

    This is not how it works. when you weaken a survivor or killer perk, it does not create diversification, it just removes the perk from pool of perks that people would choose from. Take Undying+Ruin for example.

    When Undying got nerfed, it didn't "shake" killer meta, it just made that perk not get used. so when you have roughly 4 choices for slowing the game down(Ruin,Pop,Sloppy,Corrupt), Undying become unconsidered

    Its same for survivor perks. When Mettle of Man or for example balance landing got nerfed, the perk did not "shake" the survivor meta. It simply died out. The choice between using Dead Hard and using Balance Landing is not a question of which exhaust is better, it's other one is superior and other is pointless to run. Balance landing rarely gets used (In comparison to dead hard). Weakening MoM did not make other survivor perks get used more, It just made MoM never get used because it was over-nerfed to being complete worthless.

    If you weaken all of the survivor perk or all of killer perks that are meta, you are effectively weakening that side as whole and will create a perk imbalance for one side.

    At the end of the day, a perk either

    A) impact play

    B) has no effect on the game

    so for example, new lucky break perk, its either a good perk or its not good perk. there's nothing in the middle when it comes to DBD. Its either want this effect in their build or do not want this effect in their build. Many of the perks that are bad are structurally bad. What they give is unwanted and even if this effect was tuned to be slightly bit impactful, Its not going change the meta because its simply not wanted. easy example of that is ruin vs devour hope, devour hope has a potentially strong effect, but your more likely to face Ruin than devour hope because Devour hope effect is not "wanted" as much as Ruin effect is. Instant downs are great and all, but slow down generator is more competitive strategy.

  • Blueberry
    Blueberry Member Posts: 13,671

    "This is not how it works. when you weaken a survivor or killer perk, it does not create diversification, it just removes the perk from pool of perks that people would choose from. Take Undying+Ruin for example."

    That is how it works. Lowering certain perks brings other perks into the meta.

    "If you weaken all of the survivor perk or all of killer perks that are meta, you are effectively weakening that side as whole and will create a perk imbalance for one side."

    Because that side does effectively need weakening, that's part of the point. Survivors already have a perk imbalance that we're trying to correct here.

    "At the end of the day, a perk either

    A) impact play

    B) has no effect on the game"

    This is quite a superfluous statement. "perks do something or they don't" Kinda silly right?

    "so for example, new lucky break perk, its either a good perk or its not good perk. there's nothing in the middle when it comes to DBD."

    That's just not true. It's a sliding scale of power, not a yes or no.

    "easy example of that is ruin vs devour hope, devour hope has a potentially strong effect, but your more likely to face Ruin than devour hope because Devour hope effect is not "wanted" as much as Ruin effect is."

    That is not why you see Ruin instead of Devour. You see Ruin instead of Devour because the likely hood of you losing Devour before getting value out of it is very high. You'll at least get some value out of Ruin even if it is cleanses in 1 minute. People would much rather have Devours effect.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,896

    Survivors definitely need weakening but perks is not one of those places. Most of survivor imbalances are more related to structure of the game, such as god pallet, ultra-safe loop design, non-impactful killer powers, gen speed.

    The statement is not superfluous, the perks that get used are often... objectively the best perks for each side. This is where statistics is really good. There is zero ambiguity. period. what decides what get used and what does not get used the purpose of the perk and its scale of power, but often, the scale of power is like.... a true or false question. Take Iron will for example. The strength of iron will lies in its ability to make a survivor completely silent often used to juke killers at wallblocker loops(to hold W against them & waste time). Anything that is not silent for example Tier 1 Iron will will have no effect on gameplay because anything that is not perfectly silent will allow killers to track them despite equipping of a perk. even Tier 3 version of Iron will that is 90% sound reduction will have the effect of tier 1 Iron will.

    There's load of things in DBD that are like that. Instant downs, you can't scale instant downs, they either instant down or do not instant down. there is nothing in between. Dead hard for distance, i mean you can scale the dash but at the end of the day, the question becomes "Does this dash save me" yes/no and if yes, the perk fulfill its effectiveness and if it does not, it will not get used.

    Some things do scale numerically, like Surge vs Pop goes weasel but its again always going come down to the question of whether this perk slowdown the game enough where you notice a boost your performance/chances of winning and whether its worth the perk slot of something else.

  • ItzZane_
    ItzZane_ Member Posts: 965

    Honestly META perks are META because a bunch of popular youtubers/streamers used them If they say this perk is really good everyone starts using them, And if they say that perk is bad everyone STOPS using them I hate that tbh

  • Jane_Is_Mega_Thicc
    Jane_Is_Mega_Thicc Member Posts: 137

    Devs might as well add a perk that allows the survivors to hook the killer then twerk at him.

  • th3
    th3 Member Posts: 1,845

    Or maybe because vast majority of perks are not good enough.

  • ItzZane_
    ItzZane_ Member Posts: 965

    Wdym?

    Bond empathy alert aftercare repressed alliance inner strength autodidact lithe balanced landing smash hit etc. Are all good and they should be META i've tried all meta perks and only adrenaline & BT deserve the meta spot Unbreakable too but it's situational

  • ShamelessPigMain
    ShamelessPigMain Member Posts: 1,877

    The reason people want more meta perks is so that people are able to run other perks. What happens when you have options that are naturally better than others is that people will choose them, leading to bland and repetitive gameplay. After all, perks are meant to be fun and interactive.