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Slowdown perks are balancing this game.

kaskader
kaskader Member Posts: 283
edited May 2022 in Feedback and Suggestions

Do devs understand that killers NEED slowdown to make the game playable? if they nerf pain res pop corrupt and other slow down perks it will only FORCE killers that usually go for chases to start tunneling because its gonna be only realistic option to win.

If the slowdown is nerfed i can imagine killer players just don't care about this game anymore.

NERFING META isn't a good idea. Buffing other perks to make them at the same level (look dms for example) is an amazing idea.

Please don't nerf slowdown perks.

Post edited by kaskader on

Comments

  • kaskader
    kaskader Member Posts: 283
    edited May 2022

    @MandyTalk

    That made me much less nervous about it. Thanks for addressing it! :D

  • Munqaxus
    Munqaxus Member Posts: 2,752
    edited May 2022

    I think I'm more concerned for the survivor meta than the killer meta. A lot of the survivor meta is needed, such as BT to counter face-camping and DS to counter tunneling.

    The developers will easily be able to nerf survivor perks but won't be able to buff survivor perks to compensate because of the massive backlash the developers will receive from the killer-community.

    The developers have not been able to successfully add a new survivor-meta perk for 4 years without extreme backlash from the killer community which has forced the developers to nerf those attempts into oblivion.

    See Circle of Healing as an example of what is going to happen if you try and buff any survivor perk to meta. Circle of Healing is the 8th most popular survivor-perk. Can you image the backlash you will get from the killer-community when you buff survivor-perks to the level of Dead Hard, Borrowed Time, Decisive Strike, Spine Chill, etc etc which are all better and more popular than Circle of Healing.

  • kaskader
    kaskader Member Posts: 283
    edited May 2022

    @Mundane Yes of course! i talked about this as a killer side but absolutely perks like BT and DS and all of the slowdown perks should be ''Untouchable'' Because they are essentially balancing dead by daylight.

    Post edited by kaskader on
  • kaskader
    kaskader Member Posts: 283

    The only reasonable thing the devs could do to Encourage people to use other perks is to make them base kit and buff (to the same level) weaker perks.

  • Bran
    Bran Member Posts: 2,096

    With the reworks, they won't just be reworks and changes. They'll be viewed as nerfs or buffs one way or another and more importantly...why focus on perks and not the garbage gameplay?

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    You gotta stop with this us vs. them garbage. It's embarrassing. They already said they're adding basekit BT, one of the strongest and most popular survivor perks. There's zero news about how they're gonna make the killer experience less hostile, so that hints at where their primary focus is.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    ......Reworks are nerfs and buffs. Boil Over was reworked and it ended up being a buff for the perk. Acting like reworking things is neutral is absurd. The result is either lesser or greater than what it was cuz you're keeping the same basic conceit of the perk.

    In any case I'm incredibly skeptical. Apparently forcing people to watch a mori animation is a good idea to some people on this dev team, so who knows what other random stuff they have in mind.

  • Elan
    Elan Member Posts: 121

    Well we know why those perks are used. Boons and scourges are new mechanic and i would say fun to play. As Mandy said I hope they address some game issues that forced players to run some perks however hope they won't completely rework things we like and enjoy. Perks should be rewarding for good plays - adrenaline, scourge, hope, no way out, bbq... those are in my opinion example of healthy perks. However perks like noed, ruin, dead hard, unbreakable... those are just free strong tools.

  • AshInTheTallGrass
    AshInTheTallGrass Member Posts: 1,679

    I know you have to be careful about how much you say so I get if you can't answer. If you can answer, do you mean total reworks are on the table, or just adjustments?

    You said, "There will also be some some base game changes that address why some of these perks are used." Are you saying that the action of the perks themselves might change? So instead of adjusting them (but keeping their core function/purpose), the very nature of some of these perks might be changed? For instance, imagine if existing Borrowed Time was added to base-kit, so Borrowed Time as a perk had to be completely changed to do something totally new. For example, the new BT might grant Survivors the ability to "borrow time" from the Entity. When hooked for the first time, Survivors would have extra time added to the timer, effectively delaying hitting the struggle phase.

    So are total reworks on the table?

  • Dream_Whisper
    Dream_Whisper Member Posts: 755

    They could be referring to Reworking the Perks, to more then just the gameplay usage; they could also change the name and description too.

    Yes, Killler perks relie on Slowdown; as it very difficult to have a regular game of DBD for 12 hooks; without the Survivors working on gens too fast. Survivors perks relies so much on just increase Survivability by giving themselves 2nd Chances in special situations in which it would be very difficult to survive in; such as Camping, tunnelling, lasting long in chase.

    I am certain they are going to scrap the original perks stats, as well as implement them into the base game; and changes thr way the perks functions or do something else completely new and unique for healthy or more fun gameplay.

  • Malerkith
    Malerkith Member Posts: 23

    Let me get this right, you want to give survivors the meta perks as base kit then buff then further by taking another 4 perks, how strong you want survivors to be ?

    This game needs to go the other way, needs to make survivors strong WHEN they work TOGETHER not apart I.e a finely tuned sabo squad is savage, killer now isn't as fun as it used to be as we have so many ######### hoops to jump through its more a mind game then a horror game now, rather play chess at the rate its going, constant baiting dead hards, constant DS jugels, constant crap I got to fish around to even get a single hook, when most these perks are not needed, just understanding the tiles is, almost like we gotta take the dark souls approache of get good then bandage faults with perks


    I personally dont take much meta anymore for the fun of survivors to be surprised by mad grit and agitation, or bamboozle, then constant hex ruin, pops, corrupt intervention and so on, minus BBQ but that's for blood points

  • Fnatic47
    Fnatic47 Member Posts: 396

    All hooks should be scourge hooks xD

  • DyingWish92
    DyingWish92 Member Posts: 795

    So if slowdowns are meta then that means a base game change to gen speed? It just has to mean that.

  • Predated
    Predated Member Posts: 2,976

    Not really. Reworks are when perks are altered. And yeah, reworking is neutral, it's taking a perk, altering it's mechanics and making it fit the current meta. If that makes the perk stronger, it just shows how outdated the perk was. Boil Over recieved an extra mechanic, which arguably is it's main mechanic now.

    Ruin was reworked, and current Ruin is objectively stronger. Did Ruin recieve a buff? No.

    Reworks can also mean it's getting weaker, which often mean the perks are dictating the meta. The following perks absolutely dictate the meta:

    1. ruin
    2. pop
    3. dh
    4. ds
    5. bt
    6. corrupt
    7. undying
    8. BBQ(the odd one out in terms of power, mainly used for it's BP rewards).

    For the meta to change, some of these effects either need to be made (semi-)basekit. As examples: BT is a very big contender of being basekit, BBQ will probably see the BP rewards removed from the perk and turned basekit while getting it's aura reading buffed)

    Pop and Ruin made it so that perks like Jolt, Eruption and Oppression are relatively weak. If you want Eruption to be better, both Pop and Ruin as perks need to be weaker. Kicking a gen and downing a survivor is a huge requirement for only 6% regression, but it cannot be buffed because of the meta.

    Calling reworks a buff or a nerf because "perk stronger/weaker" is not understanding why it's called a rework. You could maybe refer to it as a negative or positive rework, implying the perk was stronger or weaker, but reworks are intended to match the meta or move perks away from the meta.