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Should we buff perks to the level of meta perks or nerf meta perks to the level of average perks?

dspaceman20
dspaceman20 Member Posts: 4,699

Its undeniably that for both sides there are really bad perks and really strong perks, so it got me thinking. Should we buff average perks to the level of meta perks or nerf meta perks to the level of average perks

Personally i feel the latter is better. if we nerf perks on the level of average perks then there would be no fuss over one side using the best perks. it also could lead to more of a perk diversity since most perks would be on the same level.

What do you think?

Comments

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    Balance the base game better and nerf meta perks to the average level.

  • GGSlushy
    GGSlushy Member Posts: 61

    I think meta perks should be nerfed a little, and alot of other perks should be buffed a little. IMO ther perks that need the most buffs are the niche perks, the ones that are harder to use.

    Basically this way there wont be any S tier must use perks, but there also wont be any F tier never use perks. All the perks are gonna be, great, good, or just eh it only works in some builds

  • Trickstaaaaa
    Trickstaaaaa Member Posts: 1,277

    Are we talking about survivor or killer perks?

    Because would you really want perks such as ruin and exhaustion perks to be nerfed? I think it's better for weak perks to buffed.

  • MadLordJack
    MadLordJack Member Posts: 8,814
    edited July 2021

    Both. Perks shouldn't win trials for you (second chances), they shouldn't be absolutely necessary (slowdown, info) and they shouldn't break existing mechanics in the hope they get used poorly (exhaustion).

    Perks should be on the level of Enduring, BBQ, Inner Strength, Resurgance, etc. Good, strong perks that help out but don't hand you everything. And the game is slowly moving in that direction, DS got nerfed to be a anti-tunnel/mega-toxic-helper perk only that no longer has severe gameplay abuse. The new perks getting released are firmly in the "solid choice" camp. It's nice.

    Let's just hope they rework slowdown, exhaustion and info perks/mechanics.

  • NMCKE
    NMCKE Member Posts: 8,243
    edited July 2021

    Here's what I really want for perks:

    • Perks that encourages fun gameplay [spreading hooks, hooking all survivors once, safe unhooks] or discourages anti-fun gameplay [camping, tunneling, genrushing, hook bombing] should be borderline OP
    • Endgame perks [No One Escapes Death, No Way Out, No One Left Behind, Hope] should be borderline OP, especially for killer perks
    • Other than that, perks should only be borderline OP if they are either a hex or have tough prerequisites to balance them out [Mettle of Man, Devour Hope]
    • If perks meet multiple categories to be borderline OP, they should be OP at that point — No One Escapes Death is a perfect example, it's a hex, endgame perk, and discourages anti-fun gameplay
  • GuyFawx
    GuyFawx Member Posts: 2,027

    Its not a matter or either or but an idea of balance across all perks. They need to look at what perks arent being used and try to figure out the best strategy to get them more popular or even combine some perks together so their arent so many ones that sorta do the same thing

  • truegod_10
    truegod_10 Member Posts: 393

    I think having perks of different levels is good for variety. I made a post a long time ago recommending a point system for perks where you get a maximum number of points to spend, thus you could assign point values and allow for good perks that cost a lot of points as well as a lot of fun utility perks with moderate to low points.

    It could also help balance killers with very different powers if some got more points to spend then others.