Prompt for both killer and survivor: Remove 1 perk (each side) Make 1 perk base kit (each side)
Example:
Survivor: Kindred base kit(help solo queue) remove adrenaline (4 of them is too much impact on the game)
Killer: Overwhelming presence base kit (punish healing in chase and dangerous item use (it would not work on flashlights), remove eruption (self explanatory)
Highly encourage explaining your choices!
Comments
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Survivor: Decisive Strike basekit, Dead Hard removed.
Killer: Corrupt Intervention basekit, NOED removed.
BONUS: BNP and basement, both removed.
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I like most of your suggestions but why remove the basement?
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It's a relic from perma-sabo times which currently only serves to encourage camping and tunnelling. It's just not good for the game.
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I would give killer basekit corrupt invertion and for survivor basekit ds with automatic skill check.
From killer perspective I would remove dh but I like it too much as survivor... I don't think eruption need to be removed just reworked maybe causing 25% lose of proggress from gen.
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Killer I'd remove Fear Monger and give them Whispers. As a survivor I hate Fear Monger, it messes with my WoO and Bond.
Survivor I'd remove Slippery Meat. It's just a trap perk. I'd give them Kindred.
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Killer: basekit Corrupt Intervention or maybe BBQ (Though, that's probably just my addiction speaking.) remove Eruption
Survivor: basekit Bond remove DH
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Survivor: Basekit Self-Care, remove Dead Hard
Killer: Basekit Spirit Fury, remove No One Escapes Death
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Survivor: Remove Boil Over. It's used almost exclusively in griefer squads and has little value outside of that.
Kindred basekit.
Killer: Remove Eruption. Its continued existence is a testament to...something. Nothing good, but something nonetheless.
Basekit- Fire Up. Hear me out. You are probably thinking of the average killer with Corrupt as basekit. Consider the killer players who already have an easy time. Now consider how much easier their games would be if they got Corrupt for free. Corrupt basekit would break killers in high level play. Fire Up is fairly passive and lets killers become stronger as the trial goes on without breaking them at a high level
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Survivor: Reassurance.
Killer: Fire Up.
Kindred basekit would be too much of a buff to SWF. The aura reading is just...oh man it's so strong.
I do like the idea of baseline Fire Up though,
Eruption...bleh. Just rework it if it's really that much of a problem. But...to me, it's only really good against solo players, and we can't balance this game around solo.
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Survivor: Remove Dead Hard, Basekit Kindred
I’ve thought Kindred should be basekit for a long time, and would be genuinely beneficial to all survivors players. Dead Hard just feels terrible to play against, and forces situations with no counterplay for very little effort/skill.
Killer: Remove Eruption, Basekit Jolt
I don’t personally think Eruption is that big a deal, but lots of people clearly hate it and I think the argument that being forced to do nothing isn’t fun has some merit to it. As for basekit, I do sort of believe there’s an argument to be made for something like NOED, but that’d require some larger changes. I think Jolt would give some nice basekit regression without being OP.
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Survivor: Remove Dead hard and make Kindred base kit
Killer: Remove eruption and make Corrupt base kit
Basic choices but they make sense and would feel nice to have
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Survivors:
Added: Guardian (reduce the pain of being ditched by your savior a little bit)
Removed: Dead Hard (obvious reasons)
Killers:
Added: Spies From The Shadows (option to disable)
Removed: Starstruck (Too much on certain killers)
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Survivors:
Add: Eh, I dunno about this? Probably Kindred or some other aura read? Not DS, we'd just drop right back to aggressively-used DS to the point where it wouldn't do what it's supposed to.
Remove: Dead Hard. I'd say CoH, but everyone's bringing medkits in half my games anyway; it's more just aggravation on the nuisance squads. DH being something you have to play around even if nobody has any perks is kinda... not good.
Killers:
Add: Bitter Murmur. Because the notification is never going to be changed and it can make it impossible to see anything even if you're stood right next to the generator. But that's pretty low information to be worth a perk slot. <_>
Remove: Honestly? Possibly Devour Hope. Anything that would universally help hexes has to contend with existing alongside the one with both hook-independent moris and exposed. Honourable mention to Dying Light for being a perk that outright buffs the Obsession and prevents you from directly addressing them.
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Survivor perk basekit: Kindred
Honestly it already is almost basekit for SWF. It really helps in coordinating those hook saves with randoms, and it's really nice to be able to see if the killer is camping or not (though, if it was basekit, they'd probably just sit just out of range... hmm, maybe Bond or something instead)
Survivor perk removed: Dead Hard
I don't think this perk can ever be balanced if we're staying with the design philosophy of essentially parrying the killer, and it's honestly just obnoxious to face.
Killer perk basekit: Deerstalker or Shattered Hope
Shattered Hope: I just don't think it's strong enough to deserve a slot, but at the same time it's really nice to have the choice, so maybe remove the aura reading and just give the option to snuff a boon or just stomp the totem entirely.
Deerstalker: One of the worst things is when you have 3 people dead and 1 person slugged and the hatch is closed, but only God knows where that person is, and they're hiding for their life (as if it's going to save them) so they just bleed out. It mostly just feels bad to see someone bleed out, you know after a certain point they obviously don't have unbreakable and it's just kinda sad, and all this really does is cut a few pointless minutes off the end of the match. Wouldn't necessarily need to be active all the time, just maybe activates when only one survivor remains. Maybe that would make Sole Survivor a bit more useful, who knows, lmao
Killer perk removed: Shadowborn or NOED
Shadowborn: This should just be a slider in the options menu, not a perk. C'mon.
NOED: Regardless of the role I'm playing, NOED just kind of feels bad to have in the match. As a survivor it can be hard to see coming and it really doesn't feel like you were outplayed at all. As a killer, it feels bad missing a perk slot all match, and assuming the game actually gets to endgame, it again doesn't really feel like those downs are deserved and feels kind of like a crutch. Though to be fair, I don't mind seeing NOED in funny endgame builds, like you see people make youtube videos about, or those builds that use 4 different endgame perks.
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Killer: base kit corrupt intervention, remove noed.
Survivor: base kit off the record (no collision for duration), remove dead hard
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