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Exhaustion perks will never be balanced.

They give you distance for very little investment. But they're also the most fun of the survivor perks to use. You really can't balance them without gutting the perks, yet if the game wants to achieve good balance it's necessary. And I'm not saying this as "argghhh those damn survivor mains and their perks!" because there are many unbalanced killer perks as well. Regardless, 2 of the strongest ones are Dead Hard and Sprint burst. But why?

Dead hard not only gives you the ability to dodge hits, but it gives you a small amount of distance whenever you want to use it. Of course this only works if you're injured but forcing an M1 isn't too hard if you're going against a killer with an instadown or such. It's best used for distance and the dodging is only a plus. It allows you to get greedy with pallet loops or make up distance that you would need to reach said pallet/window. It sucks in the open though because good killers will scare you into the dead hard then smack you.

Sprint Burst can deny the killer a hit and easily let you reposition in seconds. That means if you're doing a gen in a dead zone you're safe as long as you have sprint burst ready. Downside is that you use it instantly upon sprinting. Which is good somewhat. It'd be infinitely more busted if you could do it on demand without 99ing your exhaustion or similar.

Even if the rest aren't very good, they're still better than no exhaustion perks. And it seems like a lot of the game is band-aid fixed by these perks. Such as the Sprint Burst example. A generator in a dead zone is usually that way because of the tile spawns. So the natural solution for these situations is just "run Sprint Burst". It would be infinitely better if we just had consistent tile spawns, but instead of addressing the issue we just have to run a perk or get punished for not having it. The worse ones fill more niche roles, but they still reflect this design philosophy. Hate the fall stagger? Run Balanced Landing. Hate being stuck at a single loop? Run Lithe. Hate life? Use Head on.

They're really a highlight of bigger design issues more than anything. Bhvr's refusal to update core game mechanics and band-aid fix things with perks is catching up with them. And soon they won't be able to ignore it and have to do even more work than before to climb out of the hole they've dug for themselves.

If we want perks to be balanced first we must have the game mechanics balanced. It doesn't work the opposite way. The opposite way only robs players of dealing with the unbalanced nature of the game and worsens the initial issues.

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