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What's A Perk That You Face That You Think Is Perfectly Balanced?
Not much else to say except that i thought of this question cause we always talk about the Perks we face that we feel aren't balanced at all.
Just got curious to hear the opposite.
Oh, and a Perk being too weak doesn't count either.
Guess i'll start: Bond.
Don't mind this one at all, and it's a huge help to solos.
Comments
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BBQ
Because it reduces camping
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Kindered.
Lets the others know if the Killer is camping and gives you a TON of information for Solo Survivors.
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I think Devour Hope is a well-balanced killer perk. Extremely powerful, but you’ve gotta earn its power - as well as risk its totem being destroyed. High risk, high reward!
On the survivor side, I think Quick n Quiet is fun and nicely balanced. Goes well with Head-On, but also useful in a chase. That one silent vault every now and then can interrupt the killer’s mind games. Not OP though, as the killer can counter it by simply paying attention and then anticipating its use it once he identifies the perk.
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I can't choose one.
Bond, Kindred, OoO, Spine Chill, PGTW, Ruin, Undying, Inner Strength, Flashbang, Blast Mine, Resurgence, BBQ, Discordance, Whispers, Infectious Fright, (almost) Surge, Counterforce, We'll Make It, and I can't think of anything else I regularly go against.
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- BBQ
- Devour Hope
- Sprint Burst
- Kindred
- Pop Goes The Weasel
- Whispers
- Discordance
- Hex: Ruin
- Lithe
- Lethal Pursuer
- Object of Obsession
- Decisive Strike
- Many others
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One on each side:
Survivor: Kindred
Killer: BBQ
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NOED. It's easy to guess which killers are running it and most of the times it just gives them one easy down before being cleansed.
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The only possible answer is the only perk can slow the game down...just a little bit. The one and only, Hex: Ruin.
And no, I am not talking about the virgin New Ruin and its stupid regressing effect. I am talking about the chad Old Ruin and its cursed skill checks:
This, in my opinion, was easily the best and most well-designed perk in the entire game. Not to mention one of the most balanced ones.
From a survivor perspective, I loved this perk for the unique challenge that it presented, as it directly affected your primary objective at all times, as long as the Totem was standing. And it also added "skill" to "skill checks", which was a nice bonus.
Perhaps you would get lucky and finish a gen with only or two skill checks. Or maybe you would get 5 in a row and more to come. Maybe you would go Totem Hunting right away. The unpredictable factor was also something that I enjoyed.
In conclusion, this perk had everything that a meta perk should have. A powerful effect, a touch of RNG and counterplay.
No wonder it lasted for as long as it did. Only wish it was still here.
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I'd say these are the perks I play against which I find are balanced.
Killer:
BBQ, Nurse's, Brutal Strength, Shadowborn, Enduring, STBFL, Monitor & Abuse, Surveillance, PGTW, Haunted Ground, Discordance, Corrupt, Thrilling, Bamboozle, Sloppy
Survivor:
Prove Thyself, Unbreakable, Kindred, Iron Will, Spine Chill, Resilience, We'll Make It, WGLF, Detective's Hunch, Windows Of Opportunity, Deliverance, Head On, Deception, Quick & Quiet, Inner Strength, Soul Guard, Resurgence, Blast Mine, Flashbang
For Killer, I was going to include Lethal Pursuer and Infectious Fright, but Lethal Pursuer on Nurse & Blight I feel can just give them an easy win from the get-go with little chance to come back, especially against solo players. Infectious Fright i'd say needs like a 30 second cooldown before it can trigger again once you down a survivor to prevent people from slugging for the 4K early on during the match.
For Survivor, I was going to include Borrowed Time but I dislike the fact the unhooked person still has collision with the killer after the unhook. It makes it very annoying when you're purposely not trying to tunnel but the unhooked person just sits in your face bodyblocking. Sometimes you can't even wait out the 8 seconds to just re-down them and slug them to move on because that might give them enough time to make it to a safe loop.
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Noed. I think it's a perfectly fine perk. I just dislike the ability to hide it, I think the hex should curse you immediately.
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Bbq,kindred and urban evasion
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There are so many to chose for both sides but if I were to pick one for each
Killer: BBQ, plenty of counterplay paired with promoting healthy gameplay. I always hope every killer I face has it so they have more encouragement to play in a fun way.
Survivor: Iron will, promotes juking and losing the chase while by itself removing only 1 out of like 5 ways killer can track a survivor (although a quite a major one I admit), requires clever pathing to get proper value out of it. Another greatly designed perk imo, I wish lucky break was more like it but just for blood.
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For Killer: BBQ, encourages healthy gameplay and gets awarded for it.
For Survivor: Inner strength, you get rewarded for doing dull totems.
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Devour Hope
It is the perfect perk. Encourages the killer to move away from hooked survivors and rewards them for playing well.
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I honestly think every perk is balanced in my opinion. The goal of the game is to win and if that means to run the considered "toxic" or "crutch" perks, DO IT! It may seem unfair but the devs have no problem with it, no one else should have one too.
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Dead man's switch, blood favor, and Hangman's trick 🙃
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Honestly, after OoO got changed, I don't find any perk unbalanced. Some may have good synergy with certain killer powers, but thats just annoying not unbalanced.
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I've seen you mention old ruin before.... You have quite the fetish for this perk.
I fail to see how OLD ruin was balanced at low ranks. Enlighten me.
Most importantly, I fail to see how it wouldn't be BEYOND broken with Undying. I fail to see how every killer would not choose to run old ruin + Undying combo for a free win.
Perhaps you would get lucky and finish a gen with only or two skill checks. Or maybe you would get 5 in a row and more to come. Maybe you would go Totem Hunting right away. The unpredictable factor was also something that I enjoyed.
Because all this game needs is more RNG to decide your fate. We already have to deal with dead zones as survivor & pallets spawning near others as killers.
From a survivor perspective, I loved this perk for the unique challenge that it presented, as it directly affected your primary objective at all times, as long as the Totem was standing. And it also added "skill" to "skill checks", which was a nice bonus.
Yes, here's the problem, it affected the primary objective at all times, without the killer doing anything, no skill involved, nothing. Killers who ran old ruin pretty much 99% of the time and say that Unbreakable & DS take no skill are hypocrites.
New ruin, at least you need to do something about it, how oppressive it is, depends on how good the killer is & is not exactly a free carry. I've had enough killers in the past DC as soon as their ruin was broken... like it carried them & couldn't win without it....
Not to mention the number of variables involved in hitting a skill check from old ruin. For example, simply having a bad day will be a big factor in whatever you hit the skill check or not.
Old ruin was like a cow that kept giving milk. It was abused so much it eventually got killed/died. This whole discussion awoke PTSD in me from seeing doctors run this perk with Lullaby, reverse skill checks & Unnerving Presence...Yes.... It was... very balanced in this category...
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Soul guard in my opinion the perk is perfect and powerful and not overkill which is what I look for in perks
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Same could be said for unbreakable
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Blood Warden. If you teabag at the exit gate you deserve to get sacrificed. No one likes a sore winner.
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All perks are balanced by themselves
The issue is when you stack multiple perks together with strong synergy combos
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I am not going to elighten you on anything. OP asked for our opinions, so I shared mine.
That is all.
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Fair enough. Wanted to see your take, but I'll leave as it is.
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Perhaps another time.
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You don't need to cleanse all 5 totems (which is a huge time-sink), just the one in the end game.
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Totally agree it's a total time-sink to cleanse all 5 ( which I often take it upon myself to do ), but wouldn't you rather have all 5 gone instead of having to search for the right one while your teammate is struggling on hook? I feel like the time invested could make last minute saves a lot easier.
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I actually like all the perks minus two.
Spine Chill and Dead Hard.
Are they OP? No, they're just... one's just a full on free second chance perk that has this pick rate because Decisive was nerfed and Bhvr knows survivors will riot if they nerf Dead Hard. So... kinda gets annoying...
Spine Chill for the free speedy progression
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In my experience the amount of time spent cleansing totems, just in the event of the killer having NOED, can be fatal for the whole team, especially if you are solo. Just the act of cleansing (5x14=70), so not counting travel time, is almost the equivalent of a whole gen.
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Devour hope - its extremely powerful but easily countered.
on the survivor side of things distortion. Only has 3 tokens and certain add ons make it useless
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Self-care.
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For Survivor: Kindred. It can give other survivors a lot of information and can help solo survivors.
For Killer: BBQ. It encourages killers to not camp and rewards them for it.
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Pop, flashbang
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