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Would 5 perk slots for Killer balance the game?
Title says all. Just curious if 5 perk slots for killer will balance against SWF or would it make it more of an issue?
Comments
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Crying in solo Q.
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Probably maybe but it would hurt soloQ but I would say there would have to be some limits like you can't use 4 slow down perks and noed cause that would be ridicious.
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no cos bad maps would still exist.
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I could maybe see it if they limited what could be in this 5th slot. An actual no-holds-barred 5th perk slot for killer (or anyone really) would be pretty awful for balancing though.
One possibility could be to introduce "Perk Offerings" that would allow the killer to bring a 5th perk at the cost of their offering slot (for a perk that would be inherently weaker than standard perks). Then you could take a reduced version of the effects from relatively low-value perks like Unrelenting or Bloodhound and turn these into offerings (while not letting things like Ruin or NOED turn into perk offerings).
They could even allow perk offerings for some more impactful effects like PWYF's movement speed bonus or BBQ's aura reading to be available with a limited number of uses per trial (based on a timer or tokens).
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I’ve been saying this for a while now but I think perks should have points assigned to them. Say you get 10 or so max points. Super powerful perks like DH (off the record if it goes live) would be like 4 points, but perks like deja vu and quick and quiet would be like 1 point. So you could in theory run like 6 perks experimenting with combinations of weak perks that don’t do a whole lot on their own.
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I dont think it will. There's more glaring issues than amount of perk slots. Like map design.
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What if the fifth perk had to be one of the non-teachables? What’s the best one out of those? Sloppy butcher or jolt? That wouldn’t be too bad.
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no, 5 is to much
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The game is balanced around 4 perk slots
as nice as having a 5th slot would be for making new builds, pretty much the only thing that will happen is every killer player either adding BBQ, Ruin, Pain Res, Corrupt, NOED or some other slowdown perk to their current build,
not to mention that we would go from playing against Quad-Slowdown Nurse to Quintuple Slowdown Nurse, which is a fate I wouldn’t wish on my worst enemy
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Probably not. It would allow better perk synergies and some would be unforgivable.
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It would be cool for hooks to have a perk slot, really make scourge hooks be their own thing.
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No and until players and the devs all realize that using perks as bandaids to mitigate damage caused by problems that have gone unaddressed for years the game will continue to be poorly balanced. Perks are not the answer and have never been the answer on either Survivor or Killer
You wanna balance the game? Address the poor map design where they're either way oversized or completely claustrophobic. Their RNG system poorly generates tiles on some maps that lead to ridiculously unfair deadzones or ridiculously unfair chains of windows into god pallets all in a small area
Address how the main objective of the game (5 gens) has stayed the same for the past 6 years instead of making an early game collapse. Adding 10 seconds to gen time is extremely boring as Survivor and nothing special for Killers that play efficient squads in the majority of their matches
Address the fact that the devs continue to shun the idea of an early game mechanic because "We tried a test version of it privately and most of us weren't having fun so we scrapped it". Of course they weren't having fun, they actually had to do more than spawn right next to a gen and hold 1 button for a minute and probably got exposed by whoever was playing Killer. Also who cares if they have fun, what do the actual players want? The players are the reason the game exists are they not? They should be the priority above the Dev's personal interests
Address the fact that Killers in 2022 still aren't allowed to place map offerings that tremendously decreases the chance of going to 1 specific map instead of the opposite. Address the fact that us as Survivors can still cherry-pick cheesy maps of our choice to synergize with whatever build us and our SWF wants to abuse at the moment
Address the fact that it took 6 years of collecting useless data for them to finally start addressing the same issues that the best players/best content creators and thousands of average players have been giving feedback on. They tell people to give feedback instead of criticizing their company but then proceed to ignore the majority of feedback and only selecting the parts they agree with regardless of how it effects the game
Address the fact that MMR was falsely advertised and is the same exact system as the one they publicly admitted to scrapping because "It only tracked escapes and kills and we felt that it wasn't a good enough indicator". The balance conversation always gets altered because people cite skewed statistics as proof of things being fine when in reality the MMR system itself creates mismatched lobbies for both Survivors and Killers. You can be trapped in MMR hell with teammates way below your skill level and the Killer can also go against people way below/above their Skill level even after they play a decent amount of matches. No perks fix this issue
Address the fact that Survivors can que up and freely change their character/loadout but Killer was updated a while ago to be locked in to one character. Us as Survivors can bait and switch in any way we want up until the last second but the Killer can't have an option of 1-3 characters in the same MMR range that they want to interchange upon seeing Survivors making adjustments in the pre-game lobby. Either let both sides make limited adjustments or both sides make 0 adjustments
Address how the game is balanced more towards SoloQ than SWF yet SoloQ still feels miserable for the majority of players due to outdated mechanics. They never added a totem counter into the UI. They just now in 2022 made it so that you don't need to run BT by default to save yourself from getting downed immediately after getting off the hook. They just now made it so that you no longer have to run perks just to make kicking a generator actually do something useful
TLDR; They take years to collect data that aligns with common sense observations that even the most casual players have been pointing out since 2016. Perks are used as bandaids to fix problems that should be basekit and to disguise outdated issues that have still gone unaddressed
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Love this idea~
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How about a doc running lightborn, hangman, blood warden, unrelenting, and thanato, lol
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5 perc could be devastating but what if for every surv in SWF killer would get some buff like base speed, kicking gens palet.etc and every killer would have its own buff, e.g. nurse wouldn't get one but trapper would get + 0.2m / s that could work
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5 perc could be devastating but what if for every surv in SWF killer would get some buff like base speed, kicking gens palet.etc and every killer would have its own buff, e.g. nurse wouldn't get one but trapper would get + 0.2m / s that could work
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no, balancing shouldn't be decided by perks, and killers should rely less on perks, that's the point of getting a basekit 2 tokens of stbfl and basekit BS tier 1 and basekit 1/10th of a PGTW, so that perks are less necessary
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I don't see why it would be necessary, my killer games are perfectly fine with 4 perks, and no extra perk is going to make a bad map better.
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Maybe limit the 5th perk to only that characters's teachables
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That is literally my thought. Reduce it to a max of 2 slowdowns/regression only and go nuts.
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All 4 survivors could be running zero perks and still have the advantage to illustrate how skewed it is. So no, 1 perk extra wouldn't be enough.
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Nah because Map Design is still awful and Survivor sided i hada Match onBatham and warnt be able to Hook a Survivor because the Hook was spawning just on 1 side of the map and Survivor always running to the Side whit no Hooks Great balanced Game BHVR
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