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Perk classes for a better balance?

Would you like classified perks to see more perk variations? Survivor already have an unwritten exhaustion class.

Passive gen slowdowns: Perks slowing down the gen progress like corrupt or ruin

Active gen slowdowns: Perks regressing gens by kicking or hooking.


Only one perk of each class should be allowed, Then killers couldn't fill all slots with slowdown perks and fill this slots with other perks. Maybe it would be easier to balance around, too.

Comments

  • SuzuKR
    SuzuKR Member Posts: 3,910

    The problem isn't running 4 second chances or 4 slowdowns. The problem is how differently second chances affect weaker versus stronger killers on more or less survivor-sided maps, and that base regression is garbage.

  • ActualPainedFrog
    ActualPainedFrog Applicant Posts: 279

    Imagine if they put Ruin and Undying in the same class for killer but survivors could have BT and DS, I could honestly see it happening.

  • Zolfo16
    Zolfo16 Member Posts: 479

    I don't think this is possible.

    Now, just for the sake of the argument, which are the "classes" for killer perks?

    I think they are something like this:

    • Gen regression (Pop, Ruin, Jolt....)
    • Survivor debuff (tana, haunted ground, huntress lullaby...)
    • Killer buff (enduring, brutal strength, iron graps...)
    • Chase (bamboozle, bloodhound, spirit fury...)
    • Endgame (noed, bitter murmur, remember me...)
    • General (Undying, corrupt intervention, hex:pentimento...)

    The meta perks for gen control are very different from each other in order to never overlap, so theorically you can run ruin, undying and corrupt.

    But this obviously is only just to talk, i don't think this idea can be done, it is a change TOO DRASTIC.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    Yes, that I'm aware off. Balance is not to give Killer and survivor the same tools.

    We are getting in every chapter gen slowing perks. This is fine but this will lead into boring 4 slot gen slowing meta builds. There will be still meta builds but maybe more different if only 2 gen slowing perk slots can be filled.

    I think this would encourage killers to play different perks and maybe it's helpful for BHVR to create new gen slow perks and balance them around 2 perk slots instead of 4.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    Undying only affects the totems it's not generally a gen slowing perk.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    There are only 2 Gen slowing classes nothing else. you could only equip 2 gen slow perks: one passive and active.

    Don't see any reason for other classes. The change is drastic but I think it would be better to balance around this.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    For survivor could perk classes healthy, too. There would be a possibility to add a perk slot for Killer and Survivor for more perk diversity.

  • Zolfo16
    Zolfo16 Member Posts: 479

    Oh.... ok... then it is only an "exahustion" for slowdowns? Ok then it is not difficult to make but it is really a negative impact on the game or useless.

    You still can run ruind, undying and corrupt, simply you cannot run anymore run, undying and pop.

    And i don't understand why you should limit the slowdown for the killers since they desperately need it.

    It is like taking away protections from tunneling and campint to survivors....

    Or it is useless, or it make no sense or both.

  • fulltonon
    fulltonon Member Posts: 5,762

    4 gen slowdown isn't even broken, what's the point in reducing fun and freedom from killers for no reason?

  • fulltonon
    fulltonon Member Posts: 5,762

    Sooo... you can only pick one of : BT, DS, unbreakable, and such?

    Yeah definitely not a tunneling heaven...

  • Zolfo16
    Zolfo16 Member Posts: 479

    Yes, 4 gen slowdown often overlap.

    Usually is 2 slowdown, 1 chase and 1 detection or 2 slowdown, undying and 1 chare or detection or 3 slowdown and or undying or chase or detection.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150
    edited January 2022

    I don't know it's a bit too much to think about survivor perk classes now. This thread is mainly about killer perk classes and the exhaustion perks was just an example.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    Is it fun for you to run 4 perks that are aiming for the same?

    It would give more freedom for creating new perks and more perk diversity.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    I like the exhaustion system it works for survivor but not for killer. Survivor running however meta or non meta different perks.

    The killers time is really short and every mistake hurts. Because that I can understand killer grabbing the last rope and raise their healthbar. Health are the 4 gens and the exit gate. But if all killer's have only 2 perkslots they could use other perks and the devs have a chance to balance the gen speed or whatever on those.

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150

    Yes, at begin it will only affect killers. Then the killer time need to be balanced with the survivor. Without balancing thiis wouldn't be fair maybe. But after all it would be a win with 2 different perk slots. Yes noed or whatever but its different. While the gen slowing only happens on 2 perkslots.

    Can you give me examples which perks you mean? Thought about this, too

    You can still switch some perks.

  • fulltonon
    fulltonon Member Posts: 5,762

    It's not like old perks gets the buff because of it, so no, it doesn't really change anything.

    I mean it's pretty obvious as there is no change for games

  • DeadByStreetlight
    DeadByStreetlight Member Posts: 150
    edited January 2022

    This was supposed to be a quote for @GiveMeBoops


    Surge and pain resonance are not passive for me, because you need to actively down or hook someone. So they are all active. Yes, i guess this is a problem that active slowdowns can't be combined anymore.

    If i think about perks like Pentimento I'm not sure how it would be viable.

    Ok I guess I can scrap this idea. 😅

  • Vahlin
    Vahlin Member Posts: 11

    Limiting perks for balancing is not a bad idea. The main point I would make is that trying to restrict with categories of similarities would be difficult with a lot of perks, especially perks that grant multiple benefits. I could see benefits for the developer and game balancing. An individual perk may seem to be OP but is only so because of what it combines with. By limiting the perks that can be used together, you can create a system with better balance and encourage diversity in play. Instead of nerfing and buffing individual perks, it can be just as effective to move a category to prevent an unbalancing stack effect. I don't expect this would ever happen as the potential to alienate veteran players when making a major adjustment is just too high.