The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update
Xbox and Windows Store players may have difficulty in matchmaking due to an issue affecting their platforms. Please check https://support.xbox.com/en-CA/xbox-live-status for more information. Thank you.

Why can't we just buff bad perks?

Moxie
Moxie Member Posts: 806

Why the tedious cool downs or requirements on such minor perk effects?

-This isn't Happening requires you injured for a small increase in great skill check zones.

-Territorial Imperative Must be 32 meters from the basement, 3 second reveal effect. Large cooldown.

-No one Left Behind The exit gates have to be OPENED, not powered, to get any effect. Time limited by EGC.

-Technician A perk specially for players learning the game. Punishes missed skill checks even more.

-Monstrous Shrine Must be in Basement. The effects are so minor we are talking 3-4 seconds difference in sacrifice time.

These are just a few examples. I am sure you can think of others.

Another way to change the meta is to buff perks that are simply outclassed by others. I am not asking for new op meta breaking perks, just something to make them more appealing.

Open to all thoughts.

Comments

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    Rookie spirits a big one for me, sure it's not helpful, and the requirement is easy, but...WHY does it have a requirement in the first place

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389
    edited March 2022

    I'm a fan of condensing multiple bad perks. I'd combine Hope and Lightweight, for example. It would help the grind as well.

  • StarLost
    StarLost Member Posts: 8,077

    I'm totally down with buffing bad perks - but Boil Over really demonstrated how tricky this can be. A terrible perk with a moderate buff suddenly breaks the game.

  • Brimp
    Brimp Member Posts: 2,980
    edited March 2022

    Because unless it gets to the broken state like dh in alot of players eyes it's "not worth using". Hence why you rarely see boil over now because someone can't go to a slight elevation and get 4 seconds of wiggle progress instantly.

  • danielmaster87
    danielmaster87 Member Posts: 9,351

    We already do, just on the survivor side. Survivors get weak perks buffed to shake up their meta, and killers get their strong perks nerfed to shake up their meta.

  • dugman
    dugman Member Posts: 9,713
  • danielmaster87
    danielmaster87 Member Posts: 9,351

    And how long did that buff take? And how much does that perk actually do? At best you're getting 45 seconds of blockage, not regresssion, blockage. Most of the time you're getting less than 10 unless you come to push survivors off every time, and never get distracted by a chase before you reach the gen. A meaningful buff for killer would be like Pop going back to 60 seconds, which it never should have been changed from, but you'll have survivors fighting you tooth and nail trying to justify that nerf. Meanwhile, Any Means buff, Windows buff, Boil Over buff, possible BT basekit coming soon, I could go on.

  • dugman
    dugman Member Posts: 9,713
    edited March 2022

    Please don't.

    And yeah, Dead Man's Switch went from totally useless to pretty decent. I've used it and liked the results, I'm not sure why you're complaining about that perk still.

    Also just last Midchapter patch alone they buffed five different killer perks, including Dead Man's Switch. Dead Man's Switch is the best of the bunch but they did all get buffs so it's not like they're ignoring them. And the patch before that they significantly buffed Blood Favour and also buffed Fearmonger and Third Seal.

    Claiming they never buff killer perks is just objectively incorrect.

  • dictep
    dictep Member Posts: 1,333

    Pop should be desactivated if you hit someone. Same as ds

  • Jesya
    Jesya Member Posts: 1,101

    I've suggested monstrous shrine to be like a bamboozle for the basement stairs and be blocked for X amount of seconds after hooking someone in the basement. Would be so much better than its current iteration

  • Satelit
    Satelit Member Posts: 1,377

    I don't get why Visionary has a cooldown,Deja Vu shows you where the 3 gen is AND it's not a DLC perk.

  • fulltonon
    fulltonon Member Posts: 5,762

    Because they can't do it without breaking the game, looking at you boilover.

  • StarLost
    StarLost Member Posts: 8,077

    This is the other side of it.

    Survivor perks in particular - there are actually a lot of pretty decent, '4 star' perks. However, if it's not Dead Hard, DS, BT, CoH, IW or a handful of others, you're basically playing the game wrong if you aren't using these.

    Killers are better in this regard. There are a lot of 'good' perks, and very few 'must haves' aside from Bamboozle on certain killers or BBQ for BP.

  • VikingDragonXii
    VikingDragonXii Member Posts: 2,885

    But I like Monsterous Shrine....So many Survivors try to jump off the hook only to get into 2nd hook state faster is so funny. Combine it with IG and Agg and watch the fun happen.

  • Icaurs
    Icaurs Member Posts: 542

    Ok so breaking down your points

    -This isn't Happening requires you injured for a small increase in great skill check zones.

    Because back when this perk was crated great skill checks granted I believe it was 3% and then lowered to 2% for most of DBD's lifespan before being lowered too 1%. Hitting great skill checks could be challenging for new players and therefore the perk was a way too ease players into improving their skill check timing as there was an actual reason to do so. The perk made sense and was fine for new players. However when killer's started complaining about gen speeds, the developers lowered the progress of great skill checks to 1%, making great skill checks usless (I know extra points but i'm talking about the actual match) creating a meaningless perk that was never touched.

    -Territorial Imperative Must be 32 meters from the basement, 3 second reveal effect. Large cooldown.

    The perk was designed too let killers know that a survivor was entering the basement. The reason for the large cooldown, 32 meter requirement ect is so that killers would not use the perk to simply camp and tunnel the basement. Originally this strategy was discouraged by the developers however as more and more killers started using this playstyle anyway they abandoned this stance, but you still sometimes find traces of it left behind.

    -No one Left Behind The exit gates have to be OPENED, not powered, to get any effect. Time limited by EGC.

    Another perk created in a different time and in all honestly I find the EGG requirement far more exciting and wish more perks were like this.

    -Technician A perk specially for players learning the game. Punishes missed skill checks even more.

    I have no words for technician, a perk designed for new players, but punishes them for it. Awful design.

    -Monstrous Shrine Must be in Basement. The effects are so minor we are talking 3-4 seconds difference in sacrifice time.

    3-4 seconds is actually quite a bit. When we are talking about approximately 60 seconds per hook state. A perk that lowers all hooks like that would be quite OP, especially with a camping strategy.

    Another way to change the meta is to buff perks that are simply outclassed by others. I am not asking for new op meta breaking perks, just something to make them more appealing.

    Ok so now we are talking about changing the meta. A lot of people talk about the meta of DBD, but don't really understand it. The question is why are certain perks so strong? Well first of is killers. Now that survivors have been nerfed into the ground, killers really only have one weakness, the time limit. The time limit is the only thing that survivors really have in their favour and killers know this, which is why the killer meta is all about slowing down generators. You could buff whatever perk you wanted on killer, and the optimal build will still be a ruin, undying, corupt, pop build. Because these perks massively slow down generates with little skill needed by killers. As for survivors, generator speeds are not really an issue, so instead they need perks to block camping and tunnelling due to how effective it is. Which is why BT/DS exist. You could remove the requirement on every survivor perk you listed, and BT/DS would still be a borderline mandatory perk to run. Well then you may say, well the nerf these perks. Watch as camping and tunelling sky rocket. The issue is game design not perks

  • ukenicky
    ukenicky Member Posts: 1,352

    You know what really pisses me off about Technician is they released Bite the Bullet which minimizes the loss in progress from a failed skill check whilst healing in addition to silencing the miss.

    And yet Technician still penalizes you fully + more for missed skill checks on generators. It really is godawful for newer players.

  • anarchy753
    anarchy753 Member Posts: 4,212

    Probably because they outright have no idea how to buff something.

    Either it's Boil Over that just because (very obviously) ridiculously OP and ruins the game for a solid two weeks while they panic, or it's Buckle Up, which they think they buffed but is exactly in the same place it was.