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Devs should BUFF weak perks, not NERF strong perks

Cleverotter
Cleverotter Member Posts: 128
edited April 2023 in Feedback and Suggestions

Let’s face it. People are going to use the meta. It’s a fact. It can be boring playing against the same 4 perks every game. Hell, it can be boring playing WITH the same 4 perks every game


However, if some weak perks were buffed, and the meta had more variety, then even if you are going against meta slaves, at least it isn’t the same perks. Over and over.


Nerfing meta perks often results in the perk becoming completely useless. The devs likely do this so that people won’t say “THIS perk got barely nerfed, but the perk on MY side got executed”.

of course, if a perk is just completely broken (old old DS, old dead hard, old ruin, old undying, etc etc), then it would be a good idea to nerf

Post edited by Rizzo on

Comments

  • Emoba
    Emoba Member, Alpha Surveyor Posts: 514

    They just won't ever get it. Don't bother.

  • Cleverotter
    Cleverotter Member Posts: 128

    Christ dude are you even having fun playing this game anymore? They listen to feedback all the time.

  • Cleverotter
    Cleverotter Member Posts: 128

    My idea isn’t to make every perk broken, it’s to make them all about equal (at about B or A tier).

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    That's something that works in theory but not well in practise.

    The only way buffing weak perks is going to lead to a more diverse meta is if they become equal or stronger then the current meta. And then you get powercreep.

    To get a diverse viable meta it's about bringing perks to a roughly equal level. If out of 228 perks 20 or so are conciddert widly above others it's way more realistic to bring those 20 down instead of trying to buff 200 perks.

  • randonly
    randonly Member Posts: 456

    powercreep is a situation that is already happening in the game, mainly in the last contents released before SM (skull merchant), you had COB (sadako), you had pain res (artist), you had deadlock (pinhead), eruption (nemesis), etc. And the last mid-chapter practically made the use of certain perks worse compared to others, increasing the powercreep


    And I agree with you, OP, to create a healthier meta, it's not always going to be nerfing the most used perks, because they don't necessarily indicate that there's something broken or OP, like nerfs in self-care (used a lot just to cover SoloQ issue), ruin, calm spirit, pop, etc.


    The devs saw that this wasn't very well received in the last mid-chapter and yet they wanted to risk again the same forced meta change, which now ended up affecting the killers role more and now they are feeling how it was.


    Anyway, the correct way is exactly trying to put more consistency in the other perks, and it doesn't matter if they are 200+, the work must be well done to precisely create more varieties instead of doing it in half by nerfing about 10 and thinking that's the rest left is fine and people will be satisfied.


    And I would say that the survivors meta is the one that is more static than compared to the killers. To this day survivors have so few hide aura perks (OR and distortion), the same varieties of end-game perks, no hide killer instinct perks, nothing to hide sounds of running footsteps, running exhaust sounds, etc, and that's it, everything could be implemented in existing perks like lightweight, bite the bullet (hide aura), distortion (proc. by killer instinct), etc.,

  • Shroompy
    Shroompy Member Posts: 6,806

    That isn't necessarily possible considering that some of those buffed/reworked perks would still be better than others. Doing so would on average make the average perk better. A current A tier perk that remains untouched would eventually become obsolete and fall down the tier list because more and more perks would be taking its place.

    This is already something thats happened in the past with 2 perks which used to be meta and are now barely seen, A Nurse's Calling and Whispers. They never even got changed, (except for Nurse's, but it still remained meta even after the nerf) its just that more and more information perks got added which were stronger than these 2. Eventually they just became obsolete and are now considered about B tier perks, when they used to be S tier.

  • FFirebrandd
    FFirebrandd Member Posts: 2,446

    Yes. This should be an obvious thing to do, but it's harder than just nerfing the top.

    Occasionally nerfing or reworking the top is necessary like in the case of release MoM, release Undying, and release CoH. But that should be the tool of last resort or for new stuff that came out just... way too strong.

  • Gandor
    Gandor Member Posts: 4,268
    edited April 2023

    Which means that's a problem with new perks being too strong. I think it's good idea to make most of the perks about as strong/viable as other perks. Like why is there territorial imperative when there are all the other info perks that give consistently more value (even in specific build)? You can outright delete those bad perks. Or you can buff them to actually make them valuable (at least conditionally). At minimum let the aura linger for like "very long time".

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    The problem was perks like Dead Hard are not B or A tier, they are SSS+ tier and needed to be destroyed.

  • Gandor
    Gandor Member Posts: 4,268
    edited April 2023

    Are you implying the game is super killer sided and the only thing that was holding killers back = survivors having those 39% escape rate was a perk that just got severely limited? Because having SSS+ perk and still having 39% escape rate suggests things...

    Or maybe DH actually didn't work most of the time instead..

  • Shroompy
    Shroompy Member Posts: 6,806

    Which is a problem with power creep which the game already suffers from a bit.

    I agree that those weaker perks should be buffed tho, but its an easier and quicker task to nerf the ones that are overtuned.

  • Gandor
    Gandor Member Posts: 4,268

    I think both should be done. Making all perks as strong as say bloodhound would mean perks are mostly useless - which means they don't create extra diversity. Which makes the game boring.

    On the other hand I agree that if a few perks are way stronger then others, then they feel like mandatory. Meaning weaker perks might as well not exist.

    For these 2 reasons I agree that strong perks need nerf (and I agree with power creep), but I think weak perks need buffs just as much

  • not_requested49
    not_requested49 Member Posts: 1,979

    Killer Instinct is meant to be uncounterable with perks, thats the way it was designed

    Giving distortion the ability to negate this destroys the entire point of the mechanic as its meant to be a way to track survivors without aura read

  • MrMori
    MrMori Member Posts: 1,691
    edited April 2023

    Completely agree. There are an absolute ton of survivor perks that are very weak, and not worth running. They're not even bad in concept, they're just straight up undertuned. Quick Gambit from Vittorio? 24m and 8% faster gen speeds. That's just weak. Why not 32m +12%? That would actually be usable.

    Technician, a training wheel perk? Increases gen progress lost! Why? Why not decrease it by 3/4/5% instead?

    Ace in the Hole only guarantees one addon, why? It could easily guarantee two, and the perk tier could determine the rarity of both the addons you could get.

    It's so extremely obvious, and there are so many easy perks to buff out of obscurity and into being at least fun to run because you feel you can get some kind of value.

    No more new perks please. Look at the old ones instead. The best chapter ever would be one that looks at 3 killers and 3 survivors and tweaks/buffs perks and powers.

  • randonly
    randonly Member Posts: 456

    well, there were several concepts in the game that didn't have a counter, like perma sabo hooks, insta mori on firist down with iris memento, infinite loops, etc.


    What I mean by that is that it's not because the game was developed with an innate design that cannot be changed, even more so when that design has no counter, which is not healthy in a long run.

  • WesCravenFan
    WesCravenFan Member Posts: 2,638

    No, it suggests the best uses of Dead Hard were at skilled MMR and most of the deaths are at the bottom.


    The game is not Killer sided or Survivor sided, it is Coordination Sided.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,114

    bvhr does not know what buffing perks is. they only know nerfing perks. They are afraid of power-creep. power-creep will apparently destroy the game.

  • not_requested49
    not_requested49 Member Posts: 1,979

    But those simply weren't designed to be uncounterable and the devs later found them to be too unfair and oversighted some things

    Killer Instinct was created with distortion (hiding aura reading) in mind as another way for killers to track survivors

  • Crowman
    Crowman Member Posts: 9,570

    If the devs only buffed and never nerfed, then killers would have all their stuff on the same power level of OG Moris (can straight up kill a survivor in dying state without needing to hook them once). And I don't think survivors would find that fun.

  • randonly
    randonly Member Posts: 456


    But that's exactly it, there is no taboo on any aspect of the game that cannot be tweaked or linked to some perk



    you are just going by the literality of what was said, when it was pointed out that what is most used does not always mean broken, so, of course there are absurd things that needed/need to be nerfed, which does not delegitimize buffing weak perks as a correct way to shake up the game meta perks, to make at least some weak perks enter in the pool of medium-picked perks.

  • Crowman
    Crowman Member Posts: 9,570

    If you only buff "weak" perks and never nerf "strong" perks, you'll end up with a game where everything is on the power level of Old Moris and Old MoM. That is not a fun game for anyone.