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BHVR: Improve New Survivor Perks

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I want to remind BHVR that in 4 years, survivor have only gotten 2 useful META changing perks.

  1. CoH - Oct 2021
  2. WoO - June 2018

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Everyone knows that new survivors are just skins and players buys those survivors for their perks. However, the last survivor that have been released had completely useless perks, not worth buying and a lot of survivor-players have noticed how bad the last survivors perks have been.

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My suggestion is that newly released survivors have perks that are unique and fun to use. BHVR does a good job of creating perks for Killers, however.. 4/5s of your player base, if not more, are survivor players. If you are wanting to continue selling survivors to players, those survivors need perks that aren't absolutely worthless.

In fact, you could probably sell some of the older survivors if their perks were buffed.

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Survivor players are not going to buy survivors when their perks are so horrible that they just clutter up your bloodweb.

Remember, survivor-only-players are not buying the killer, they could care less. So the perks for the survivor need to either be fun, such as Distraction or useful.

Comments

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Like gen slowdown perks for killers, you can add different versions of DS, BT, Adrenaline, etc. Maybe a Borrowed Time that works for the hooked survivor instead of being on the unhooker. A DS that throws down a flashbang that blinds the killer for 5 seconds instead of a 5 second stun. These perks can be mutually exclusive from each other, you can only use 1 type of DS.

    Give survivors the perk variety that killers enjoy.

    I mean, you have to do something or 4/5s of your player base will just stop buying content.

  • Starrseed
    Starrseed Member Posts: 1,783

    Okey these are actually not bad ideas. It's "the same" but it's variety I like it

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,889

    While I agree a lot of new perks are underwhelming it’s hard to make anything compete with the existing meta without it being too strong.

    That said, plenty of perks need buffs.

  • Dream_Whisper
    Dream_Whisper Member Posts: 756

    Even though I play killer more, I do not exactly agree that we need new perks; when we have over 100 perks currently that is being not buffed or Rework to be much better alternative and options. Especially when the meta 8 to 10 perks are left untouched.

    Since I played many online multi-player games out there; it should be wise for the Devs to straight up nerf and tone down the meta also; as they constantly buff the weak and mediocre perks, and also Rework terrible and outdated perks that never see the light of day, like any of Ace's luck perks.

    Only then, can we truly see a wide variety in many different perks ans different builds to choose from; maybe even more different meta builds beside the lame second chances perks we always resort to. Trust me, as killer; it gets quite stall when I see unhooked survivors SWF running in front of me with BT; knowing so well, that I can simply wait out the timer and hit them, and other meta perks like that.

    In a way, I want to see old perks be reworked in doing something brand new and somewhat game changing. I want to see perks like Tenacity have a neato effect, in which you go invisible from a distance after 5 seconds on the ground. Or Lightweight instead blocks the sounds you make with your footsteps, which makes it easier to navigate without alerting the killer by the steps you make, especially in grassy areas.

    Also, as a reminder; I think the same can be said for Killer when comes to Gen Regression/slowdown perks also; but I would be fine if that gets toned down, once they changed the meta of Survivor perks; and possible fix up maps to not be too huge and too "safe" for most experienced Survivors.

  • SkeletalElite
    SkeletalElite Member Posts: 2,920

    What are those percentages in hte screenshots in your post?

  • calem
    calem Member Posts: 555

    To be honest, I wouldn't even include Windows in this list of "meta-changing" perks. It's just pure info. I assume it has high use from people still learning the game. I also chuck it on sometimes when I'm feeling a bit lazy. So 1 new meta perk in 4 years. That's awesome.

  • jesterkind
    jesterkind Member Posts: 9,770

    The thing is, it's not as though survivors haven't had useful or fun perks in that time period. The Resident Evil DLC alone had some great perks, ranging from goofy fun ones like Flashbang and Blast Mine to legitimately useful ones like Bite The Bullet, Resurgence, and Counterforce.

    The problem is that those perks, while fun and perks that bring noticeable value, are not enough to counteract the current meta perks. They're either not as overwhelmingly, overpoweringly strong as Dead Hard or old CoH, or they don't cover the same base-game gaps as Borrowed Time and Decisive Strike. Why run something that's just good and fun, when you can run something overpowered like DH and in a lot of cases must run something you'll feel punished for not running like DS and BT?

    You don't fix the stale meta by piling on more perks trying to compete with the current top tier. You fix the stale meta by changing things about the game to make half the meta feel less necessary, and you nerf the other half of the meta, alongside a few key buffs to elevate a few underpowered perks.

    (It goes without saying changes would have to be made on the killer side too to keep things in line if this happens, obviously.)

  • Munqaxus
    Munqaxus Member Posts: 2,752

    I got it off an aggregate DBD stats website, Nightlight. Those are the percentage the perks are being used by survivors. (The website gathers stats from players who submit endgame data). It's not BHVRs data, but it does kind of give you a rough idea what people are doing in dbd.

  • Milo
    Milo Member Posts: 7,384

    My suggestion is that newly released survivors have perks that are unique and fun to use. BHVR does a good job of creating perks for Killers, however.

    And that's what they're doing. They're fun and are funny when used but they're not strong enough to be on DH or BT levels.

    I would argue that it's the same for killers. But why use those when you can just spam slowdown perks?

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Things like flashbang, blastmine, distraction are all very weak perks but do something and are fun to use.

    But also, I think there should be different version of DS, BT, Adrenaline, WoO, etc. Maybe make DS clones exclusive from each other.

    So say you have a Decisive Strike, that instead of stunning a killer for 5, the survivor throws down a flashbang that blinds the killer for 5 seconds instead. Or a Decisive Strike that throws down a bear trap that traps the killer for 5 seconds while the killer removes the bear trap. Or a Decisive Strike that throws down a smoke grenade and lets you disappear like a stage magician and move 5 seconds away from the killer.

    Or a Borrowed Time that works on yourself, instead of other survivors. An adrenaline that full heals you after the exit gates are powered and let's you rescue survivors quicker. A Spine Chill that lets you see the killers aura for a second, when he looks at you.

    Killers rely a lot on slowdown perks and there's a big variety to choose from. There's a lot of Meta survivor perks that survivors feel like they need, why not diversify them.

    I'm also up for perks that are horrible, getting some buffs or changes, like Corrective Action. What an absolutely horrible perk, why does it even exist.

    Honestly, every patch should buff one of the absolutely horrible survivor and one of the absolutely horrible killer perks. If nothing else, change the numbers a bit, which wouldn't take but a second or two of the developers time.

  • Milo
    Milo Member Posts: 7,384

    Y'see, my problem with this, is basically you're making Custom Moves from Smash 4 instead of perks that feel similiar yet are diffrent.

    Slowdown perks do the same thing (slowdown gens) but they all do it diffrently or require diffrent conditions to be met to activate. The idea is there, the execution is just, not good.

    An idea of "Anti tunnelling perk but diffrent" could be like... If you get hooked twice in a row something happens so you're safe, just as an example.

    (Oh, and the day they make "borrowed time for yourself" I feel the game will get slightly ruined, somewhat similiar to what Boon:CoH did.)

  • randonly
    randonly Member Posts: 456
    edited April 2022

    As always i agree with you.


    But I think the point of your idea is going to funnel in the same way as the others survivors' chase perks and in the end being nerfed in some way.


    I'll explain better: BL, SB, Lithe, DH, Adrenaline, Overcome, etc.


    They all work with the same theme of helping in some way while you are being chased. In the beginning there were few perks(2-3), and they were even feasible to work with a CD system. Gradually, devs created an explosion of them, to the point they needed a shared system between all of them to avoid nerfing them all to the point of being useless for the Solo survivor.


    Creating a lot of perks that involve the same theme with consistent value (and not merely situational) related to sensitive game aspects (healing, all action speed, stuns, pallets, etc.), in the end, will end up creating a serious problem and being nerfed in some way, and unfortunately today as everything is designed (balanced) only for SWF, they will end up being unusable for SoloQ, as happened with CoH.


    I still think that the way is improve the perks that we currently have and that are worse with the new hemorrhage meta (make them consistent to compete with the most used ones).

    i.e: solidarity, Built to last, pharmarcy, resurgence, all of Yoichi's perk , (especially Parental Guidance), Boil Over, Autodidact, etc.

    Post edited by randonly on
  • Valik
    Valik Member Posts: 1,365

    PREACH IIT!


    Literally all the devs need to do is take 1 week and make the perks interesting.


    Have a month where they add new content, overhaul the Backwater Swamp maps with complete reworks to the Luck system, all Hag perks, and all Ace perks. Tweak some aspects of Hex totems - and other little QoL changes

    "Against All Odds" update.

    Work on it for a month, put it onto the PTB the following month, let it hit live when it's stable.


    Bam.


    Good Ace perks, healthier game, Hag is better - and DLC sales jump through the roof.

    Community is happy, Executives are happy, and Devs are probably happy too.


    Why they don't have monthly QoL Updates like this to boost DLC sales and make the game healthier for newer players is beyond me, it's a massive missed opportunity.

  • Munqaxus
    Munqaxus Member Posts: 2,752

    Thank you.

    The "luck" mechanic has died. There's just no use for it anymore. It was tied to Trapper and escaping traps, however, as more and more killers were added, the less it's used, by a lot.

    To be honest, there's a lot of mechanics the developers have introduced and completely forgotten about. The chest mechanic is another mechanic that has died on the vine. It was useful, then keys were nerfed, flashlights were nerfed, toolboxes were nerfed. Now you search a chest, you have a 1/2 chance of getting something that is completely useless (keys and flashlights) and because of the toolbox nerf, about half of the toolboxes you get out of chests makes you lose time on generations because of 10 seconds searching the chest. (Toolboxes only give you a few seconds of additional gen time)

  • Valik
    Valik Member Posts: 1,365

    OMG I know, right?

    What makes it worse is that these kinds of things could be fixed up with literally 2 meetings and a manager leading a very small pocket team over the course of 2 weeks or so.


    "Man, nobody is searching chests and luck is a dead mechanic... how about we make it so that Luck has a wealth of other applications to offer very slight counters to certain killer powers, have a miniscule chance of muting a failed skill check, and/or increase the rarity of items found in tool chests relative to luck? Maybe people will start feeling a lot more lucky and having fun with the game, and maybe risk looking for items in chests in case they come up with something particularly strong?"

    "Jones, you're fired..."

    "Really?"

    "No, Jones, I'm an executive. I don't know anything about the game! Speak numbers, silly boy!"

    "Uhhh... I can do this with a team of 3 coders - which would cost the company less than $30,000 in man-hours. However, this could increase our player retention by over 30% for the next month, drastically increase our concurrent player base, and encourage buyers to invest in one of our lower performing DLC sales, which we project may increase its profits up to 20% this quarter. With a single tweet, this may increase our sales numbers by 6% for the rest of the year, which is a massive ROI given the production cost."

    "$30,000 and 3 coders with a follow up meeting at the end of the month? For 30% user convergence, 20% quarterly returns on one of our products, and up to 6% increase in annual sales? This is a great opportunity! Take $50,000 for a budget and make sure you do this right, I want to see those results!"

    "Alright! See you in 3 weeks when we change a handful of lines of Code that GameJam developers could churn out in hours!"


    It looks to me that it would be more lucrative in the long run and much more profitable to simply have a couple of facelifts to existing content than slave away on failures of new content like Saduko Rising.

    Like, what do you think would make more money? A major overhaul to existing DLC that would encourage a massive rise in sales for relatively cheap - or a complete stinker like the Ringu DLC that likely took millions of dollars in man hours and production? Ugh.