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The constant cycle from Killers and Survivors
The majority of games we face either survivors with full meta perks OR killers with full meta perks. I play both sides rather equally in the past few months and I see it from both sides there.
I would say that many other ppl also see it and it feels like its getting worse with the meta perks.
I am someone who enjoys playing with different builds, trying out new combinations but if you face ppl who play obviously only the strongest perks you are quickly getting annoyed by how BIG the difference of a normal build to meta is.
You cannot mainly blame the perks themselves though because we the players also got this into our heads smashed... UHH survivors are op genrush mimi I need 4 anti gen perks I cant play the game - MIMIMIM killers are just camping and tunneling I need my precious second chance perks
Sadly we cannot be like Eren Jeager and change everyones memorys or nerf all of these perks till they are all useless. I actually like having some stronger perks and not stronger perks, thats what keeps a game fresh in some way.
So how can we solve this? Does anyone has ideas they wanna share?
My personal Idea would be to introduce perk slot locks for BOTH sides. Killers are allowed to bring up to 2 anti gen perks and survivors just 1 second chance perk per survivor. That means no 4 BT, UB, DH, Deliverance, DS. it has to be spread on each survivor, they will still be able to play with multiple second chance perks but simply not more then one each.
Comments
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Choice restrict combinations that are too good. You cannot use Tinkerer on Blight, for instance, nor can you combine Boon: Circle of Healing with, say, Dead Hard or a Medkit, idk. Just choice restrict combos that are too good,
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Well that is basicly what I described there in just other words xD
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Kinda- from what I can see, you're talking about classifying perks into certain categories (ie. second chance, anti-gen, chase, healing, etc.) and then limiting the number of these perks that can be taken per survivor per game (even if that limit is 4 and so would have no effect, thats probably how it'd work in the code) whilst i'm on about hard choice restrictions which limits only specific combinations; you can run wild with corrupt, deadlock, thana and pop (while they'd probably all be anti-gen perks by your category), but you couldn't combo, say, DMS or PR anymore. idk whatever combos are complained about. basically provides more freedom for builds without allowing problematic combos to continue to exist.
also butcher coh that'd be nice
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I get that the current meta is stale but this is a terrible idea.
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Ye true I mean in the end its basicly the same, I guess things can always be played around with first to see how the results would be. Ofc you cannot make such big decisions wihtout tryint it out first.
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Why is it a terrible idea?
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"Damn I ran a meme build on my favourite killer and got destroyed/tbagged at the exit gate, guess I'm just gonna play Blight with 4 slowdowns"
"Damn I ran a meme build as survivor and got tunnelled out at 4 gens, guess I'd better put meta perks on"
Rinse and repeat ad infinitum
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Because they can't play forever Blight and get 10932032 free health states from COH/Dead Hard.
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because, first its limits players freedom of choice, especially doing it this late is just going frustrate players. Second, the term second chance perks is term used by the community not the game, UB is a personal effect perk BT is an interaction perk, DH is an exhaustion perk, so now there's the issue of how would a second chance perks be classified? Third we will just end up with the same problem just in another form.
a more appropriate solution is adjusting these perks and adjusting unpopular perks to make variety more attractive.
"if they disagree with me its must mean they are X" - US vs Them 101
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I think that a first step would be to make bad perks, that nobody uses, better. If you give people viable choices, they will naturally choose different perks, which i think is a much better idea that forcing people to use bad perks.
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Thats the thing, there are already pretty decent perks and no matter how you will try to buff them they WILL stay decent because there effect just isnt good enough. Examples would be Spirit fury, Devour Hope or Head on.
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Why should I be penalized for running decisive when I picked that perk before I even loaded into a lobby. Let alone why should I be penalized for a perk I unlocked on that character.
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What I do is use a build that I personally love that supports a playstyle I am good at, the perks are not meta but they counter a majority of survivor meta.
It makes survivors very mad and I unfortunately get a lot of hate but atleast I am out of the cycle and play different.
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Who said its a penalty? You are also restricted to 2 addons, its the same thing there.
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OR the game gives each player random perks if playing in an SWF without choice or items or choose your own perks and items if you play solo to make playing solo more attractive.
Killers should have a "pool" rotation of perks which they can pick and choose random combos each game.
I think it sounds like a fun idea in my head.
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It's a penalty when there has always been the ability to pick your own loadout unencumbered by what anyone else has equipped. The addons thing isn't relevant.
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Create a casual game mode that restricts perks to the perk of that character or general perks and one survivor character per game(no 4 fengs for example)
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