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Would this be balanced? New game element
Right now there are a lot of perks that are situational. You bring them and can never encounter that situation, due to the map, or the other side's playstyle or choices. You get into a situation where you wish you had that perk but you couldn't have anticipated it.
So I have a proposition:
The Altar
The Altar appears on the map X minutes into the game. All characters can go up to it and interface to Swap 1 perk for a new perk.
Benefits
Have balanced landing but you're on Shelter Woods? Fixed. Map has terrible hook placement? Agitation. This allows for grabbing a single perk to counter your opposition. A SWF that's super body blocky or flashlight saving? Grab mad grit or starstruck. Killer is a stealth killer? Spine chill. Killer is a camper? Kinship. The survivors are really strong and gens are flying? Get an endgame perk.
Also using the Altar is valuable time that could be spent doing something else. Because the Altar exists, it means that it becomes part of the playstyle. One side can play a certain way in order to bait the opposition to swapping a perk, only to then they change playstyles. Killers, knowing that survivors will want to go to the altar, can use it as an objective to defend.
Downside
The real downside to this, IMO, is that it lets you swap out a perk that was useful but now isn't for another one. Killers start the game with Lethal Pursuer or Corrupt, once it's run out they swap to NOED. Survivors could bring Built to Last and trick out a powerful toolbox, then Adrenaline. On the other hand, I think those things should be taken into consideration with this design, and it would mean those perks, which are lesser used because of their situational nature, will get used.
Comments
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I'd go into the paragraph I just typed, but it just doesn't really resonate well and might just might make the game have a poorer experience.
To sum up, too many perks would be in play and it could just become a terrible experience. So I guess that's that.
So balanced? Ehhhh probably not.
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This would not be balanced since then you could use good perks for the entire game before switching to good endgame perks.
Most perks are balanced around being good cause you have a dead perk until the time it activates.
This suggestion throws that out the window.
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In that case, ther emay be a time limit to use it.
Let's say, between gens 4 and 3, or 3 and 2, the Altar is available. But when the gens are done, it's gone. This puts pressure on the killer to get his rather than defend gens, or survivors will have to stop doing gens long enough to get their swap in.
It would also prevent using "good perks until endgame and then swapping". Since what I imagined for this is that it's a mid-game change. Those Good perks would only be useful in the first half, as opposed to 'right up to the Endgame'.
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