Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

http://dbd.game/killswitch

70% of all perks and many add-ons are not metacompatible or obsolete

PNgamer
PNgamer Member Posts: 1,415
edited November 2021 in General Discussions

hi,

Survivors is mainly about: Decisive Strike, Borrowed Time, Dead Hard and a perk of their choice. At the moment, Boon COH is often preferred.

Killers are mainly about. Currupt Intervention, PGTW, Ruin and a Perk of their choice. Right now it's mostly Noed, Undying, or BBQ.

(At least that's my feeling).

There are also killers and survivors that play other combinations, but mostly it's always about the above mentioned perks. Now we come to some add-ons that are really poorly designed or outdated.

I'll just give a few small examples here: Disfigured Ear (Hag), Maple Knight (Doc), Outdoor Rope (freddy), Swing Chains (freddy), S.T.A.R.S. Field Combat Manual (Nemesis), Licking Tongue (Nemesis), Shattered S.T.A.R.S. Badge (Nemesis).

Survivors include: Scratched Pearl, Eaten Badge, Gold Badge, or Glass Pearl. They are far too rare or not seen at all.

I didn't mention Ghostface and the Legion now because I know those two killers will be investigated in the future.

There are many more perks and add ons that are just not meta worthy but I don't want to exaggerate here now and go into every single perk or add on. How do you see it ? Do you think it's really time for the devs to release a perk/add ons chapter or something like that? or maybe something like a midchapter?

Comments

  • AnObserver
    AnObserver Member Posts: 747

    DS (Anti-tunnel), BT (anti-camp)

    Corrupt Intervention (Early-game collapse + zone information)

    I don't really see the above not remaining meta. And any Perk variation will simply be a question of what variant is the best powercreep against what already exists.

  • PNgamer
    PNgamer Member Posts: 1,415

    That's a really good point and makes me think about it

  • PNgamer
    PNgamer Member Posts: 1,415

    well what does trash mean ? There is already one or the other good combination

  • RaSavage42
    RaSavage42 Member Posts: 5,738

    I feel like the "meta" works as a what you feel is strong

    Yes those perks are strong which is why i use some of them

    Especially BT and Corrupt

    Cause of time contrasts... other perks are acceptable

    Gen placement and Spawns are really showing to be unfair at this point... and base regression (which is why Ruin and Pop are used together and Undying

    But for those other "meta" perks Like DS/ DH/ IW... possibly more are more for a solo Survivor in a 1V1

    I'd rather play for my team (even if I die) then be a real solo Survivor... And on the other hand I'm Currently working on a Build for Killer That I can be comfortable with (unfortunately it's not working out like I'd hoped for)

  • PNgamer
    PNgamer Member Posts: 1,415


    What bothers me about the situation is that perks are constantly being developed that are simply not meta-suitable. Just take a look at the "Trail of Torment" perk. Good perk with a nice effect..... It's bad enough that the survivors can see the generator's aura, but why do the developers add a CD to it? It's so unnecessary, if you know what I mean.

  • dictep
    dictep Member Posts: 1,333

    And not only these, keys, fog and luck offerings also are trash level now

  • dugman
    dugman Member Posts: 9,714

    Was Luck ever not trash? In its original incarnation it only improved your chance to pull yourself off a hook and pull yourself out of a bear trap by 1-3%, which was total trash. And they removed the bear trap in a patch, making it even worse than that!

    Luck is definitely something that needs a serious revamp.


    I’m not a fan of fog, it seems kind of worthless to me, but I’ve seen some people swear it’s useful for or against certain killers, like helping hide Trapper’s traps. I’m not convinced personally but I could be wrong, who knows? 🤷‍♂️

    Keys being able to allow multiple escapes with a single use was overpowered, they deserved to be revamped to only allow one escape per survivor. The hatch not appearing until only one person is left, though, might be a bit much - it would be enough if the hatch opened for the key user then immediately reclosed.

    As far as the numbers go, the current incarnation is now how risk, high reward. A key only works if you are the last remaining survivor and the killer closes the hatch before you find it. But, when that happens, you get a free escape worth 5000 bloodpoints. So it only applies in something like 7% of matches would be my rough estimate, but when it does the reward is huge, so on average if you carry keys repeatedly you get about 350 bloodpoints per use. Which is… 🤷‍♂️? For a real comparison, you’d have to calculate how much a single toolkit increases your personal chances of escaping as well. Does a lone toolkit increase your odds of escaping around 7% or less? Maybe not, but maybe? I have no idea there.

    So TLDR, a key gives you a small chance per match of 5000 bloodpoints. Whereas a toolkit or medkit consistently gives you some visible effect during the match that slightly improves your chances of winning, but it’s not clear what that exact numerical improvement is on average so it’s hard to compare keys to those.

  • coldestwinter123
    coldestwinter123 Member Posts: 99

    i mean i did already kinda said it in my post. But yeah it rubs me the wrong way. You can see the Generator that they might not know the location of L. It gives away for people who know what the perk is that the perk is active L. and you could say that its giving the perk some form of counterplay. But then why the cooldown? even if It didn't highlight the generator NOT EVEN IN Proximity, and they couldn't know that the perk is active. Would it even then be a top tier Perk? would it be a top tier perk if all that is granted and it had no cooldown? those perks never stood a chance to be viable, Dead on arrival . And there's a sea of them thats just one example.

    it really makes no sense. not in terms of strength. but in terms of functionality, everyone loses .(it would be od if it didnt show the gen or had a cooldown tho XD )

  • ThePolice
    ThePolice Member Posts: 801

    if the game is balanced around the top level of play, the game will be more balanced overall

  • PNgamer
    PNgamer Member Posts: 1,415

    "Luck is definitely something that needs a serious revamp"

    I see it exactly the same

  • Blueberry
    Blueberry Member Posts: 14,472
    edited November 2021

    I would say at least 25% of the perks could have their effects literally doubled and they would still be garbage. That should say something about how bad the balancing is on a lot of them.

    Honestly they don't even need to give up a lot of development time on perks. Just run through the list and start jacking up the numbers on dozens of them that see no play.

    I like that we're seeing regular passes on improving old perks but it's too slow and most of them are too light handed. We need to see like double the amount of perks on each update getting buffed and much heavier handed on those buffs. Many of them that have been touched are still bad.

  • Mat_Sella
    Mat_Sella Member Posts: 3,589

    What do you mean? Visionary is so meta...

  • Leatherface1990
    Leatherface1990 Member Posts: 718

    Half of the Bloodweb for SUrvivors is TRASH. because SUrvivors are TRASH! Long LIVE the KIllers!!

  • PNgamer
    PNgamer Member Posts: 1,415