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Why are weak perks ignored by the devs?
Dying Light, Insidious, Predator, Hangman's Trick, Claustrophobia, Distressing, Overwhelming Presence, Territorial Imperative, Bloodhound, Beast of Prey, Septic Touch, Unrelenting, Deathbound, Deerstalker, Stridor, Hysteria, Furtive Chase.
No Mither, This Is Not Happening, Tinkerer, Corrective Action, Low Profile, Diversion, Buckle Up, Calm Spirit, Up The Ante, Ace In A Hole, Premonition, Left Behind, Teamwork: Collective Stealth, Red Herring, Object of Obsession.
Why haven't they buffed these perks?
Comments
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A lot of these perks could use re-works not just buffs
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What's sad about this is that (for the survivor part at least) there are like 30 more perks that you could have added to the list.
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Because there are too many perks that are too strong, and it's far more important to deal with those, which are actually affecting game balance, over the perks that are too weak, which are definitely not currently affecting balance.
I mean, it's a problem of their own making, but that doesn't mean it's not a problem.
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Object of Obsession used to have nonstop posts complaining about how OP it was in SWF until it received its nerf. No way they'll buff it.
Calm Spirit they added a slow down when they added silent interactions and called it a buff. Reverting the "buff" would be an actual buff to the perk.
Insidious would need a rework over a buff. If they buffed Insidious it would be like the buff the did to Knock Out, encourage an already unfun game mechanic that mainly hurts solo players. For Insidious a buff would only help encourage camping.
Corrective Action should've been a buff to Technician but instead they added it as a single perk. This is the case with alot of perks - instead of buffing a perk they make a new perk with the buff. Plunderers is a good example of this - first we had Plunderers as generic perk, then they made 2 teachables that could've been buffs to Plunderers (Appraisal and Ace in the Hole) and they also made 2 that are Plunderers for specific item (Pharmacy and Residual Manifest).
Hangmans Trick was originally made to counter hook sabos back when if you sabotaged a hook it was permanent and all the killer was left with was the basement. Because hook sabos were changed Hangmans Trick was changed into just an aura reading perk that is pretty useless. Awakened Awareness is a perk that should've been a buff to Hangmans Trick instead of a separate perk. What should happen is hooks that are broken from sacrifice should return in 3 minutes (same time as Breakdown) so there are no permanent dead zones. Hangmans Trick should then get buffed to shorten the timer of the sacrifice hook and the aura reading around the hook should be increased to 10 meters instead of 6.
Up the Ante either needs a rework itself or (preferably) they rework the luck mechanic to be something other than only increasing chances of self unhook. Luck was more useful when there were only a few killers and you would see Trapper much more often so luck increasing your chances of escaping his traps in one go felt more useful. Luck should've had a rework once not only were more killers added but when it stopped working on increasing chances to escape traps.
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So that they can have long term content for their midchapters.
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It'll be nice if, since the stronger perks were nerfed last time, that the next set of perk changes improves some of the lower ones. They don't have to be buffs which are outlandishly huge (although some could do with reworks), but at least make them have a stronger synchronicity with others to make some interesting combinations.
I'm enjoying the variety of perks people are bringing recently, so maybe having some more made viable to be tested will make games even more interesting.
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I think some of the listed perks are actually fine. Even though they are weak, they serve a niche.
Like you fundamentally can't make Left Behind a good perk, because it's sole niche is finding the hatch in the 1v1 situation.
Kind of the same thing with Deerstalker since that perk exists solely to help find slugs and it's hard to really buff that aspect of it.
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Doing all those re-works would take a lot of time and resources and probably wouldn’t lead to any additional revenue. Plenty of people still play the game even though a majority of the perks are mediocre to downright useless. So, no reason for BHVR to do it.
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ahem
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I mean they did just buff overzealous and gearhead, it's not much but for bhvr's standards i'd say that's not too bad
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I actually think overwhelming presence is fine as it is. It's a better counter to the items like flashlights and kitted keys than franklins is it's just that due to the nature of the perk you don't really see it's effect. Also the medkit changes have made it much harder to get more than 1 heal now so robbing someone of a heal because they were in your tr for 0.1 seconds is much more common now
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Seems like they want to mostly adjust the meta via changing very popular Perks rather than unpopular ones
Post edited by IWasLeft2Die on0 -
Would love to see jills perks buffed since they suck
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Dying Light is heavily underrated. It saved a LOT of my games before this latest patch, when paired with Ruin (survivors never expect this in 2023), Overcharge, & Jolt. I haven’t had time to play killer on this patch yet, but I did go against it as survivor and we only got 3 gens done in that match.
Left Behind is a high risk/high reward perk because it’s endgame only, and requires for you to be the last one standing. We can self buff it with Open Handed, and use one or two other perks to take advantage of OH so it’s not a “waste” of a perk slot. Kindred & Plunderer’s works well. Windows is not a bad pair either. I have LB on two of my survivors (Yui & Felix).
Everything else you mentioned is definitely valid and I agree- devs ignore some really weak perks. To make matters worse, instead of buffing them to the point where they can compete with Meta perks, they nerf Meta perks (and even balanced non meta perks no one complained about) into weak perks, further increasing the weak perks pool!
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Uh you mean Technician, right? Not Tinkerer. Eitherway, I made posts about it but like you said the devs don't care.
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yeah im hoping they buff furtive so its not just in chase
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I can definitely say that they are not ignored, it's just that everything takes time. There's only so much room in each update for us to make changes to older perks. We squeeze in as many as we can each time (last update had buffs for Gearhead and Overzealous among the other meta perk changes), but there's only so much we're able to do in a single update. For weaker perks specifically, although it's no doubt nice to revisit them and give them some love, they tend to be a lower priority than perks that are too strong for a couple different reasons.
We're hoping to make perk balancing a more regular part of Mid-Chapter updates going forward, looking at both meta and non-meta options.
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indeed. one can dream.
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I just want to say, I'm happy to see that there has been more attention given to adjusting the stronger perks over the last year (starting with 6.1.0). While there are plenty of weak perks on both sides that could use changes, perks that are too weak don't feel like they're as much of a pressing issue from a player standpoint because most weak perks don't see a lot of use and aren't having much of an impact on the game, unlike some of the meta options that are too strong - you play against the strong perks all the time on both sides.
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True.
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That sounds really nice! Thanks, Peanits!
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That said, one possible buff to the perk could be have it affect items on the ground, a la Franklin's Demise, if they're within your terror radius. Though probably make it so Franklin's and Overwhelming don't stack to prevent a new anti-item insta-drain meta.
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Cause they gotta tread very carefully when buffing lower end perks. Just look at what happened with boil over and eruption which eruption wasnt even that bad before its first buff. Maybe just increasing the regression to 10% then leaving the incap at 15.
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Well, they did buff a few of them last year. What annoys me is that sometimes they make a bad decision that destroys a perk, sometimes one that wasn't that strong to being with, then the perk dies for good and never receives any changes again.
Hey devs, remember when you nerfed Hex: Thrill of The Hunt so Boons would release without counters? Well, then CoH became a problem, Hex perks got abandoned and you added Shattered Hope, which is a perk meant to counter boons, so I guess Hex: TOTH's didn't need a nerf and could be buffed again, right? RIGHT?
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Because there's only so much they can finish for each update. That said I'd like to see it be made a higher priority. If each mid chapter and chapter release had a few under used perks buffed each time that would be great.
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dance with me goes to 4 seconds would be nice
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More perks granting BP’s would be nice, especially if you trigger the perk requirements or action. Might encourage lesser used perks.
I.e.: Get 1,000 BP for successfully using Unbreakable.
Perks like Predator that are lackluster could use this.
Predator should have a better effect because once you get experience as a killer , scratch marks aren’t THAT important. They are just a PART of the “find the survivor” equation.
So Predator maybe should make scratch marks last longer or , just something better than what it is now.
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This is actually something we want to avoid. It's nice on paper, but it ends up encouraging people to run those specific perks to progress faster. We saw this in the past with perks like BBQ & Chilli and We're Gonna Live Forever. Ideally we'd like people to feel free to run the perks they want to run, not the perks they feel like they need to run just so they can level up quickly.
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Some of these perks are actually quite viable (Hysteria and Claustrophobia) and some of them are very niche, but okay (like Stridor for Spirit). I think the developers just want to drop buffs slowly so they have more content in the future to add (or they simply have no idea how to buff them properly).
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I would make the considerably closer scratch mark spawn default for all characters. And it should have a secondary effect like: increases footstep volume (of survivors) by 50/75/100%.
This would make it actually viable against flashlight quads that can run at you (because now you would actually hear them coming).
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The closer scratch mark spawns are actually bad for the killer because it makes it harder to see scratch marks from further away. The scratch marks being closer together means they can end up not appearing on walls that they otherwise would appear on which can make them more difficult to track.
What I would do is remove that and instead make Predator animate the scratch marks so it shows you exactly which direction the survivor was running. Louder footstep audio is a good idea too.
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