Why dont the Devs make strong perks and buff weak perk to become strong

piggygooik
piggygooik Member Posts: 576
edited June 2021 in Feedback and Suggestions

the meta right now is stale. There really isn't anything fresh about it. dead hard, sprint burst, Unbreakable for surv and ruin, tinkerer and corrupt for killer. if you want to win it's just the same few perks why don't the devs make strong perks and buff the weaker ones. they did that for lucky break but although it can be very strong it isn't that meta after the nerf which was warranted. still, I'm glad they are buffing weaker perks but why not make strong perks to being with. the new perks in the new chapter although some are fun they aren't very good. The perks are either very niche or tied to some ungodly long cooldown for a decent effect. I know they are scared of Op perks but their cant be an OP perk without testing it.

if the devs made stronger perks and buffed weaker ones the meta would be fresh. imagine every perk being strong. not just the same few perks everygame.

Post edited by Gay Myers (Luzi) on
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Comments

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,234

    They tried with undying but too many complaints about that.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    Last time survivors had a really good perk was pre change mettle of man lol

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    It's so weird. Why does the community do this? We complain that the meta is stale and needs to changed but when we make strong perks people complain about that too.

  • solidhex
    solidhex Member Posts: 950

    Nearly all of the very strong perks got nerfed more or less in the last 1.5 years... Ruin, Pop, Undying, DS for example. The only perk that became strong is Tinkerer maybe (?).

    That's why i don't see them add something in this category. More like good support perks for other strong perks (for synergy effects).

  • bm33
    bm33 Member Posts: 8,505

    Because players on other side complain. Look at all the people on ptb feedback already complaining about Counterforce saying it's too op and needs a nerf. 😂

  • Mekochi
    Mekochi Member Posts: 942

    Exactly, right now, I try not to run perks you'd normally see run, I like to change it up a bit from a survivor stand point. Each of my survivors (the ones that are P3 [5 characters]) I have a different build for.

    Feng Min is my casual build (I run what perks I want)

    Claudette is my altruistic build

    Dwight is my team build

    Meg is my solo queue build

    Nea is my chase build

    It allows me to play different survivors that I put time into without having to constantly swap perks around

    For killer though, it's stale because although not every game is a SWF, you have to play like every team is SWF. Because you have to run perks you'd normally run or see on (almost) every killer and there's not a lot of room for experimentation.

  • Beaburd
    Beaburd Member Posts: 998

    I feel like they're stuck in this weird funk where the average perk is incredibly niche and borderline useless, so they kind of stick with balancing around that to keep things easy to handle and avoid power creep.

    But then they also have perks that give a new ability entirely, rather than enhancing current abilities (DS, DH, Unbreakable, Ruin, etc.) and the usefulness those new abilities give just blatantly outshine the sheer lackluster stat adjustments that the other perks give. Because of their desire to keep most perks as a niche upgrade, but another desire to enhance gameplay through introduction of additional mechanics, they inadvertently create a stale meta where almost no one wants the former perks, and everyone wants the latter.

  • Bonquiqui414
    Bonquiqui414 Member Posts: 222

    Because that’s using logic

  • bm33
    bm33 Member Posts: 8,505

    Uh @Gay Myers (Luzi) I think you may have moved this post to wrong section.

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  • BenihimeWrath
    BenihimeWrath Member Posts: 968

    The problem with buffing survivor perks first is that a killer role baseline has to be able to manage that power, they have to physically be capable of getting a 4K at the end of the day otherwise the population of killers would just continue to shrink simply because getting into playing killer would feel enormously oppressive. While most people view the game as Us vs Them, Survivors vs Killers, the ultimate truth at the end of the day is that the roles are symbiotic. Therefore the more powerful the killer role in general is allowed to be, the more impactful each individual survivor CAN be. This is the problem with balancing for every killer getting a 2K, but at the end of the day NEEDING them to be capable of a 4K.

    Furthermore allow us to examine the most recent buff to Lucky Break, at its PTB version a full team stacking it (SoloQ or SWF doesn't really matter much in this case.) would cause lucky break to take up 90% (360 seconds, of 400) of the time it takes to finish generators, presuming only 1 person is working on a generator at a time. This magnification from multiple survivors running one perk is what killers are afraid of, not necessarily one stray survivor having one stray strong or meta perk.

    I feel like what has to be done is that killer perks are batch buffed, followed by survivor perks being batched buffed, followed finally by tuning the new killer to survivor power ratio. This would basically destroy any and all META, and would feel incredibly terrible during phase one, which is likely why it will never happen and why survivor perks will never be allowed to be powerful either.