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In the past 6 months 16/182 perks have been changed (Stats on number of recent perk changes)

Cancan71
Cancan71 Member Posts: 709
edited September 2021 in General Discussions

Perk changes have always been a hot topic in the community, especially the time it takes to change them. That made me wonder how often perks get changed, so I decided to see how many perks since All Kill (5 patches in total) were changed either by being buffed or nerfed, which ended up being a grand total of 16 perks. These perks include:

Decisive Strike

Smash Hit

Self Preservation

Starstruck

No Way Out (twice)

Small Game

Lucky Break (thrice)

Soul Guard (Miniscule change)

Open Handed

Zanshin Tactics

Borrowed Time

Object of Obsession

Lethal Pursuer

Hysteria

Eruption

Hex: Crowd Control

Now for some stats I noticed!

Altogether, 16 out of 182 perks have been changed since the All Kill chapter have been changed, giving us a percentage of 8.79%.

8 out of the 18 perks released since All Kill have been changed (44.44%). All of these changes were buffs.

Not including perks that were introduced since All Kill, 8 perks were changed out of 164 old perks, giving us a low percentage of 4.88%.

Over the last five patches, an average of 3.2 perks were changed per patch.

Mid chapter patch 4.7.0 has the highest amount of perk changes with 7, as predicted by the patch number! Patch 5.2.0 (Hellraiser) had no perk changes, which was also predicted by the patch number...

Lucky Break was the most changed perk in this period, having received a trifecta of a rework, nerf and a buff.

So what do you guys think of these stats? I personally think that the rate at which they change older perks is too slow and needs to be addressed. However, I do give them props for making the effort to buff the new perks before they come to live. This are my own thoughts however so please comment your own.

And to end this post, props to anyone that can remember all the changes to these perks without looking it up! Bonus points for remembering exact numbers.

Comments

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Shows the devs need to include more changes on the Mid-Chapter without somehow ruining the game with poor performance

  • Pulsar
    Pulsar Member Posts: 20,784

    This will probably be unpopular but

    I would rather have another potential Mettle of Man-esque OP perk than continue at the current perk change rate.

  • Bonquiqui414
    Bonquiqui414 Member Posts: 222

    Dead by daylight being a mess and devs ignoring core problems. Nothing new here

  • Ix_SITH_xI
    Ix_SITH_xI Member Posts: 11

    Geeze at that rate it's gonna take them literally 5 and a half years to look at the rest of the perks. Excluding all the new perks that get added of course. With those new perks taking up half the rework, to look at all the old perks will take them like 10 years

  • kate_best_girl
    kate_best_girl Member Posts: 2,184

    Remember when we got our FIRST mid chapter? How we got like what 10 perk changes? Sloppy got its mangled, Ace in the hole got its 2nd add on etc etc. I miss those days.

  • Cancan71
    Cancan71 Member Posts: 709

    That situation kinda happened with Lucky Break, as when it got its rework people were complaining about it and it got nerfed. It then got buffed later because no one used it.

    I just wish they could buff the old perks like they do the new ones. They managed to buff all the PTB perks in a 3 week timespan but then take months to buff the old ones.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    Yeah, and then the game started getting buggier and buggier by the day and we get more bug fixes rather than actual updates.

    "We can make content and bug fixes" my ass.

  • lemonsway
    lemonsway Member Posts: 1,169

    They are happy with the Meta is all i can think about how they operate. They want killers to run Slowdown Perks instead of every other perk. They make anti-looping killers to solve the looping problem created by Maps. Slap Meta Slowdown on Anti-Loop Killer and there you go problems "fixed".

    Aside from Nurse's Thanatophobia there is not 1 Gen Slowdown in the base game and then there's only Sloppy Butcher which adds 4 seconds of healing :D

    Either the Base game is not meant to have killers Slowing down Gens, evidenced by the killer Perks, or somewhere in the middle Protectcing Gens became the Objective somehow. As in you are supposed to Slowdown gens as much as possible instead of sacrificing survivors. All this to say you're meant to delay the Survivors escape, not necessarily prevent it...Which to me makes sense considering how busted Maps and loops are, how there's 12 hooks to get vs only 5 gens. IT really feels you're meant to make it as long as possible and any kills along the way are just a bonus.