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Fix underused perks by changing their affects, NOT their stats.
Alot of underused (weak) perks have been changed in the mid-chapter, buffed if you will. However, all of these changes have done absolutely nothing in the grand scheme of the dbd perk scene. However, one perk; Boil Over actually recieved an additional ability which made it considerably stronger, and making it popular (Even though this was a bad change). However other perks (such as Wake Up) only recived statistical changes and I feel alot of the underused perks are simply weak by nature of their concept. If BHVR genuinely wants to help with perk variety and try to tweak under-used perks, Don't just change the stat! There are tons of ideas from the community and I'm sure it's not too much of a hastle to have a small pair of designers to go through all the perks on their "radar" and come up with new ideas that could be interesting and possibly better than they currently are.
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Nice suggestion, unfortunately if it isn't as busted as DH means in a minority of players eyes it equals not worth using. AKA when boil over got nerfed you started seeing it maybe every 10 matches compared to every match. Just because they can't go to a height with no mither and boil over anymore and just get guaranteed escapes.
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I dunno, there are probably some underused perks that could just use some number scaling, reworks should be a little bit more cautious than that.
...Also, this is a minor point, but the number-tweak changes were because the bulk of the programming time went towards the plethora of game-health changes. All they really could do for the majority of the perks they touched was change numbers.
New effects could help a lot of perks- example. Distortion got a buff in that midchapter, but it doesn't really address why that perk is underused: it just gave another token, when a better change would be to give the user ways to replenish tokens.
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It depends on the perk, chap. Some just need better numbers, others need additional effects, and more need to be taken out back and reworked entirely...
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I feel like in some cases simple number changes are good. Changing perks entirely to do something else kind of takes away ideas that could have gone towards new perks. I can see that the devs want certain perks to maintain a theme with their specific survivor/killer.
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I kinda have to agree, and I've been saying this for a while, if you want to balance perks you first have to look at the super strong ones. Number buffs and even new effects mean nothing if they're still not as good as the current meta. Which, I wouldn't want them to be that strong. It'd be smarter to adjust the current meta to be more in line with other decently strong perks that are already balanced, and then balance around that.
It establishes a baseline to work off of.
Same thing with killers and their powers and perks.
Like Demogorgon is a very balanced killer, probably the most balanced. Map pressure and chase potential, 1v4 and 1v1 potential, but with fair counterplay. That's a fantastic baseline. If they brought the strong killers down to that level, and brought the weaker killers up working off that baseline for what makes a balanced killer, they'd all feel healthy and fun to play as and against.
Same thing with their perks. Pop I feel is one of the most balanced killer perks. It has a requirement, hooking a survivor and then kicking a gen, but has a decent payout. However it's completely overshadowed by extremely strong perks like ruin, deadlock, and pain resonance.
Right now those perks are necessary in their current state, but if they established a baseline and worked around that, it'd be much easier to balance. As opposed to just having an idea and throwing it at the wall hoping it works.
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