Outlined Idea/discussion for Perks and Character Identity DBD

mmmmmmmpain
mmmmmmmpain Member Posts: 4
edited September 2021 in Feedback and Suggestions

So let me start off this conversation/idea by saying please read through the whole idea and why I think it will help with the longevity of the game, and I understand all ideas are not perfect, so before you tell me it does not make any sense PLEASE that's all I ask so lets get started.

So how many times have you been in a game as killer and seen four Feng's in their kawaii skins tea bagging at the exit gates clicking their flashlights, and just see them escape and all using the same top tier perks? (raise your hand 🖐️) Second how many times as survivor have you gone against a killer touch the gen stop and Ruin appears on your screen, and they are only playing top tier killers with those kind of perks? (raise your hand 🖐️) Next how many times you are streaming and someone ask, "what survivor do you main"? and you just say well I use these perks which have nothing to do with your survivor and same goes with killer vice versa. Then what about the hard work BeHaviour puts into make these characters with a story and perks to make them special? Nothing really we just wait to farm out max bloodpoints to just get the teachable perks and then sweep them under the rug and go back to one character only that we want to play and use the perks there. The point I am trying to get across perks are the issue and I know a lot of people will agree, and I know some of the issue's are with the killer's power I agree with you and certain maps have their advantages etc. But what if we could balance that out the perk side and give you a real reason to main a certain survivor or make a certain survivor team comp, and even change the killer tier list up at the same time? (Sound kinda good) The fix is teachable perks need to be fixed by making Mastery Perks for each survivor and killers.

Mastery perks? What are you talking about? Mastery Perks are the perks that the survivor and killers are released with which they can only master to 100% viability, and then the teachable perks to other survivors and killers are only learnable up to 70% viability because they are not originator or the Master of that perk! It would be broken down like this on the perks.

Teachable Perks Percent on other survivors or killers - 35% viability for uncommon (yellow perk)

50% viability for rare (green perk)

70% viability for very rare (purple perk)

Mastery Perks Percent who are the masters or origin - 50% viability for uncommon (silver perk)

75% viability for rare (gold perk)

100% viability for very rare (red iridescent perk)

Example of a perk breakdown lets say "Leader" From Dwight

Mastery for only Dwight would be the same. Increases their Action speeds for Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking actions by 15/20/25 %.

Teachable percentages on other survivors would be 13/15/18 %.


Context for teachable Survivor perks could go like - "While surviving long nights against the Entity you have met some allies who have taught you some tricks, but you are not the master."

Context for teachable Killer perks could go like - "While serving the Entity you have came across other killers and monsters and have learned a thing or two from them but you are not the master."


Okay so with you seeing the breakdown of the percentiles of the perks and making Mastery perks, why do I think this is good for the game and longevity of it? It is rather simple this give DeadByDaylight some things that its been needing for a long time.

1. It gives you a reason to really pick a main or master a certain killer or survivor that you want to play with the perks you like for your playstyle.

2. It gives characters real characteristic's with master perks then just a story (that a lot people don't read) and just base what their model looks like.

3. As we move to more advance SBMM (where mostly everyone will be using the same perks at top tier) this will actually let us make real four person survivor teams with team composition with the mastery perks and actually think what we need to bring to the game and give you something to talk about in lobby what character do you need to fill the gaps almost like roles for the game, instead of just using chat for nothing.

3/4. it will give Deadbydaylight a aspect of a competitive game cause it almost gives you a role you have to play for your team, just like moba's, fighting games or anything competitive well we are going to need x, y and z to make this work which I kind of stated in the last sentence.

5. This would give you better read options also when playing killer on what you are up against, and same goes for survivor when you figure out what killer it is gives you a better read on what the killer is using also.

6. Which is kind of obvious you would see more play from other killers and different survivors (not saying some are more valuable or will be higher tier then others) which will mix things up imo.

And I know this does not fix every issue in the game and things that are unbalanced but I figure this makes a great start.

Like I said from the beginning this is just conversation/idea that has been bugging me for awhile I have played DbD since beta and I just want to see some advancement's as BeHaviour comes out with more complex systems for sbmm and amazing character chapter design that won't get left behind because that new sexy skin came out on the shop and everyone has it and their cats too. So please leave a comment of what you think or if you think of some pluses on how this could make the game better or worse I would really appreciate it thank you for your time. Also selfless plug my stream is https://www.twitch.tv/mmmmmmmpain or https://twitter.com/mmmmmmmPain and you could tell me there your thoughts and opinions! Have a great day and remember someone loves you out there even at your worst!

Update: Change the percent on teachable. Maybe 50% max was to hard of a cut on perks!

Post edited by Rizzo on

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