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Problems with Perks
Perks as a whole are problematic. Asymmetrical game play is difficult to balance at a basic level. Being a game that relies on competition between two 'teams' makes the balance very important. If you watch a basketball game where one team scores 3 points from anywhere on the court and the other team follows basic rules for 2 and 3 point shots, the game is inherently unfair. Perks compound the issue of balance in several ways.
- Multiplicative perks vs. singular - A killer has four perk slots with which to fill with ANY perks regardless of how powerful they are. The survivor also has four slots to fill with perks but there are four survivors. This makes it impossible to properly balance perks. A perk may be well balanced for a single survivor in a match but how does that shift if 3/4 or all survivors run that same perk? How do you balance an equation of x*y=1 if you don't know x or y? If the survivors use duplicate perks that don't stack, now they are handicapped by having fewer perks in total.
- Individual perk strength - There is no restriction for perk selection which means that a player with access to a stronger perk gets an advantage that is in no way balanced out. For instance, a perk that is always good vs only good in specific situations. The ability to control the circumstance effects the utility of that perk. If it is something you can control as a player such as proximity or tokens then it is far more useful than a similar perk that relies on some random event. Having one strong perk out of 4 doesn't effect balance as much as 4/4 high powered perks.
- Pay to win perks - Perks are available as DLC. If a DLC perk is a superior perk but requires money to get, then you have effectively changed the game into a pay to win (as it currently is). Those who do not pay for the perks are left at a disadvantage which further complicates balance and forces players to spend money for bundles even if they don't want 90% of the content just to offset the disadvantage. Can you win without payed content? Yes; pay to win merely means you gain an unfair advantage using real money and not a guarantee of victory.
- Random get - Obtaining new perks is done through random luck. Going through the bloodweb, you may get a perk you want at level 1 and not be able to upgrade it until level 30 or you may not see one that you want at all for several levels. You have no control over perk selection so it feels very much like loot crate systems where they have multiple common items so they can say "you win" when you really didn't.
- Lucky hard counter - Some perks directly counter others but you don't know the perks used until after a match which means you don't know if your perks are all effective during the match and it may cause you to make detrimental decisions. Bad intel is often worse than no intel. This can also happen with maps. A great example is Balanced Landing, a perk that reduces the stagger from dropping down. This may be a very good perk to use on maps with verticality but on a flat map it becomes virtually useless. Since you have multiple build slots per character now, showing the map selection prior to locking in would allow you to at least prevent the second half of this problem.
- Boon vs. Hex Perks - Both have powerful effects. Both can be deactivated by the other team. Only the survivors can restore a totem (unless the killer uses a very specific perk). Since you cannot know this ahead of time, the perk that permanently disables a boon is a complete gamble to play and loses out more often than not. This makes the perk relatively useless compared to more reliable options. Similarly, a perk exists for survivors to better find totems but is only relevant if the killer is using totems. The hex totems randomly appear so it is often the case that it relies completely on luck to be useful so its usefulness is incalculable.
I don't imagine the developer will ever dedicate the vast amount of time and resource it would take to improve this system and as such the experience each round will be a complete crap shoot. That potentially massive imbalance one way or the other can devalue the experience. This doesn't mean you can't have fun but it does hinder the whole game play experience. As a side note, this is a contributing factor to toxicity in the community as negative experiences are naturally more memorable and can lead to skewed perspectives which cause many to vent frustrations at other players.
Comments
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I think perks are the LEAST of this game's problems and I think the devs have done a good job balancing the game around the perks. Maps are FAR more problematic.
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It's not a basketball game. It's asymmetrical. You're way overthinking this.
Balance is impossible. At best we have a reasonable approximation of it and you know what? That's good enough. DBD is not meant to be taken ultra seriously. It's for fun. Perks and killers should be fun in some capacity first and and foremost.
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Players either pick a Generalized build or a Specific build
Also Maps, Items and addons play a part in all of this
And Skill also plays a part in this
So what's worse... Perks, Maps, Items or addons... Offerings maybe (certain ones are a problem)
I figure that Maps are a much bigger deal then Perks at this point (also they did change about 40 perks not to long ago)
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