Comparing the “brainless and unskilled” 3 gen meta with the current survivor meta
So we had the 3 Gen meta. You know the one. Call of Brine, Overcharge and Eruption. Killers kicking gens, defending areas, elongating matches, refusing to chase, trying to win a war of attrition. The 3 Gen meta was widely criticised not only for being unfun, but also for being a low skill play style. Anyone can kick gens right? And not only that, but two of the strongest perks (COB and OC) could be activated over and over with the kick of a Gen. You didn’t have to down anyone or hook anyone. You could just kick gens mindlessly over and over. Where was the incentive to improve? Where was the reason to get better?
Whenever someone tries to say that killer is in a rough spot or that Gen speeds are too quick, I often see someone say that killers were carried by this meta and now can’t cope without their safety blanket of kicking gens for free regression. Killers should have to earn their regression, or any other benefit that comes from perks. A fair point perhaps, but let’s apply this argument to the current most popular survivor perks:
Made for this- activates when injured.
Windows of Opportunity- always active
Prove Thyself-Always active
Sprint Burst/Lithe/Balanced Landing- have cool-downs but no requirements for use.
Deja Vu rework- permanently show aura of certain gens and provide repair speed boost to these gens. No activation required.
Resilience- activated when injured
Adrenaline/hope- perks which activate automatically when the fifth Gen pops. Strong (especially adrenaline) but five gens still have to be done. The main issue is if all survivors are using them and if hope is paired with MFT.
So what’s the issue? The issue is the best survivor perks provide value with the survivors basically doing nothing to earn it. And this has reached a new low with Made for This, with survivors getting a new meta perk for the killer doing their job.
But wait I hear you say- there’s lots of perks that provide killer’s value without them doing anything. Deadlock, Corrupt, Lethal, Discordance to name several. And even worse, killers sometimes get benefits from survivors doing their objective, what about NOED! This is all fair, but I think it’s pretty clear that the best killer perks (except deadlock) require the killer to actually do something. You’re rewarded for doing your objective. Pain Res and Pop- you have to down and hook a survivor, and then with the latter you must kick a Gen. Jolt, you have to down someone. BBQ, you have to to hook someone. No way out, you have to hook everyone once for max value.
Consistently across all data on perks, the value from the best killer perks has to be earned, For survivor? You just equip them and away you go. Imo this is very poor game design and I think the devs really need to consider reworking some of the current most popular perks. Dead Hard is in a much better spot now because the devs recognised that its use needed to be limited because of its power. Likewise, what they’ve done with Pain Res. This is what perks should be. The stronger they are, the more limited the use or the greater the activation requirements.
Because if the 3 Gen meta was unskilled then how would you describe gaining free haste for being injured? Or seeing the aura of 3 gens and having a permanent repaid speed bonus on them? Or seeing the aura of every window and pallet at all times? Is it just because these things are “fun” for survivors that they’re not deemed problematic? Or do we judge the skill expression of killer to a much higher level, and hold killer gameplay to a higher standard? Because running super fast around busted loops doesn’t seem particular skilful to me but my favourite content creator told me being a speedy survivor is fun so I guess it’s ok?
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I think the current survivor META is focused around Gen completion. That’s the only way survivors have a chance at escape, now. Everything else is too unreliable.
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Very well written post, the issue isn't that survivors are too strong, it's that they don't have to work as hard for perk value.
I think pain res treatment is necessary for a lot of survivor meta perks: Make the effect stronger, but obtaining that effect more difficult and skill reliant.
For resilience, you could nerf its current effect down to 6%, but double its effect while in deep wound to 12%. This would make it less effective for cranking out gens, but make it far stronger in chase.
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I don't think many Survivor perks need nerfs at the moment.
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I'm... not sure I'm following, you say that the strongest effects need to be earned, but none of the perks you listed for the survivor side are even close to that powerful- except for Adrenaline, which you acknowledge does need to be earned.
Like, let's take a look at these. We'll set Made For This aside for now since it's new and up in the air, so starting from Windows, we have a pretty low-strength perk that's just nice to have. Definitely not an effect strong enough that it needs to be earned or activated- I'd consider it to be a similar-ish perk to things like Brutal Strength and Enduring. Good survivors just don't need WoO, and all the info in the world is useless if you aren't skilled at looping anyway.
Next we have Prove Thyself, which is barely even good. If it's used on one generator, sure, but if it's used on multiple generators in a row those survivors lose gen efficiency compared to working on those gens separately. Definitely not a perk that needs to be earned or activated.
Sprint Burst/Lithe/Balanced Landing are examples where you're just plain wrong on the face of it. You... do have to activate those perks. Lithe and Balanced do not function if you don't meet their activation requirements, and Sprint Burst puts pressure on you to either walk everywhere or 99 your Exhaustion, both of which count for these purposes.
Deja Vu is another odd pick, because it's really not that good? The six percent repair speed bonus isn't nothing, but really, all this perk does is show you where the 3-gen is. Conceptually I don't even know how you'd put an activation requirement on a perk like this.
Resilience is really the only one I'll grant you, because 9% repair speed is both noticeable and an effect you don't need skill to use, but something you're missing about survivor perks is sometimes they'll have a downside that isn't strictly an activation requirement, like Resilience's needing to be injured. Despite what some will tell you, staying injured is a risk in DBD. The other effects on this perk are either not strong, or require skill, so no comment on those.
Moving on from your list too, you're missing the strongest killer perks that don't require you to activate or earn them. You don't have to do anything to activate or earn Lethal Pursuer, nor Corrupt Intervention. You did mention Deadlock, at least, but still. While there are strong perks on the survivor side that you don't strictly have to earn - like MfT, or Iron Will - there are strong perks on the killer side you don't need to earn either, and all of those perks require skill to use effectively on either side, for the most part. I actually think perk design is in a pretty good spot right now, with a few noticeable outliers.
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I agree. I have issues with *very few* survivor perks. Most are pretty well designed and fair to go against. The only one I can really think of is Lithe. it can be used skillfully, slow vaulting to preserve it. But a brand new player can easily extend the chase by a ton without really having to do much skillful. but even that can be negated by bad pathing/certain killers/perks.
DBD perks are typically less about activating them and more about what you do with their effects. Lethal and Corrupt, while completely unearned, do nothing in the hands of a bad killer. Lethal helps hypermobile chase killers get early downs (which still need to be earned) while corrupt corrals the survivors to you for strong early game pressure through skillful means. perk design is actually in a good spot rn.
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deja vu is not meta. its sitting at around 2.5% according to nightlight. The best perks in dbd are often unearned and entirely consistent either directly or indirectly.
None of killer perks are earned either because what the perk condition is naturally done by the killer in the match. Let's just look at top 10 perks for killer at least by usage rate.
Jolt requires downs but you need downs in general as killer to win. automatic
Sloppy butcher is not an earned perk. you need to m1 to down survivors which happens naturally. Automatic perk
Eruption and Pop goes weasel are perks where killer plans to kick gens. Once again your not earning the perk. the perk naturally boosts your gameplay because your planning around the perk to use it in a match.
Nowhere to hide is free aura reading when kicking gens. goes back to planned gameplay
BBQ is free aura reading when hooking someone. Again nothing really earned. you have to hook survivors to win.
CI is automatic
Lethal pursuer is automatic
Deadlock is automatic
Save the best for last is automatic
Scourage hook pain res is free automatic generator regression for hooking. You need hooks to win, so works as BBQ.
Bamboozle is passive perk. automatic.
The survivor meta is no different then killer meta in term of automatic perks. Adding poor trigger condition is how you make terrible perk in dbd.
Post edited by Devil_hit11 on10 -
The issue here is that you are comparing apples to bananas. Survivor and Killer work inherently different, which means their perks should fundamentally function differently.
Killers should have to work for regression, because it incentives them to progress the game, instead of extending it for a long time and not hooking anyone (which made is possible to take people hostage). With Call of Brine, Eruption, and Overcharge, we saw a meta, SoloQ specifically suffered the most, so much so that I outright stopped playing Survivor because half of my matches were people taking the game hostage and the other half were 20-30 minute matches where the only result would be a loss.
Survivors do have perks that activate passively, and some (such as Made For This specifically) should be nerfed, but they are forced to progress their objective (doing Generators) because the Killer inherently forces them to otherwise they will die. I know someone will mention "you said Killers could take the game hostage, but so can Survivors" but Survivors can do that without perks by hiding, and Im not supporting people that do that, but the current meta does not enforce the idea of "taking the game hostage" at the moment, especially when it is centered around getting the Generators done and leaving as fast as possible.
There are of course nuances to this topic, since Survivors and Killers do have perks that activate passive, that's just how things are, but you have to understand what scenarios do and do not allow for such.
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I completely disagree. Sure, plenty of survivor perks are easier to activate... but its about what you with them. Lithe is terrible if you can properly chain tiles/know when its worth using. SB is mid if you just dont manage exh in chase.
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So @jesterkind answers this really well, but there were a few other things I wanted to touch on.
Imo this is very poor game design and I think the devs really need to consider reworking some of the current most popular perks.
IMO, the exact opposite is true. Earned perks are a bad idea.
Take the perks that trigger off of hooks or downs. The better you are at downing survivors, the more value you get. This means if the killer is better than the survivors, a win becomes a steamroll (which could happen with old pain res). If the killer is not as good as the survivors, the perks are useless and the survivors now steamroll.
New pain res and no way out are meant to encourage alternative play styles, e.g. getting value out of not tunneling.
Or look at the change from old, old DH to old DH. The activation requirement was more challenging and required a game to be played between survivor and killer, but once survivors mastered it they were getting mostly the same benefits. You can't really balance for perks like that - if you balance to the top end there is probably little value in ever trying to use the perk, if you balance to the middle an experienced player will demolish killers with it (current example are the perks that trigger off great skill checks).
Killers should have to earn their regression, or any other benefit that comes from perks. A fair point perhaps, but let’s apply this argument to the current most popular survivor perks:
This is mostly a strawman. Complaints about the 3 gen meta were overwhelmingly about it being a boring, long game. People complained about 'brainless' out of anger, but that wasn't that it was brainless to win, but brainless to put the game in a very boring spot.
The stronger they are, the more limited the use or the greater the activation requirements.
I don't think anyone disagrees with that in concept, its just what you are citing as examples. Staying injured is a big risk. Sprint burst requires a lot of walking. Prove thyself and deja vu aren't that good. Balanced landing is a risky take and limits the areas of the map you want to play around. Lithe, well okay, lithe is probably too easy.
But wait I hear you say- there’s lots of perks that provide killer’s value without them doing anything. Deadlock, Corrupt, Lethal, Discordance to name several.
First, as mentioned, I think you are misunderstanding where others complaints about certain game elements come from.
Second, you are missing the strategy element of the game. Choosing what perks to take, and how the other side responds to that in game, is a really important part about what makes DbD an interesting game. Not everything in game should be boiled down to just chase skill, but looking at what the map/opponent gives you and making play decisions based on that.
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You forgot the biggest problem of all. They can bring a toolbox that can knock 30 seconds off a gen and all they have to do is hold m2 instead of m1.
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You cannot be serious if you think SB, Lithe, and BL don’t have “requirements”.
Sprint Burst REQUIRES you to manage exhaustion and could waste time when used incorrectly.
Lithe REQUIRES you to vault a pallet or window so this perk does nothing in dead zones.
Balanced Landing REQUIRES a height to drop from which is map dependent and survivors need to know where drops can be.
Don't act like these three perks are skill-less, because they absolutely are not. With the COB and OC meta, the only requirements needed for these perks to work is to kick a gen, which my grandmother can do. You cannot compare.
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I don't think every single perk has to have hoops to jump through before it becomes usefull
Look at machine learning. It's effects are powerfull but because of the extreme convoluted way of getting to even activate it's barely usefull.
Renewal for the survivor side is another example of a perk that could be strong but the having earned part it's just inconcistant and not worth running. What about diversion? Superfun perk but hardly ever run as it's a gamble if your perk will even be usable in the game you'll play
Almost all perks that have to be earned are just not worth it. The only reason perks like pop are is cause it's doing is what you were going to do anyway.
Judging from the previous having to earned perks i would rather advocate for more perks that are just equip for a bonus and use cooldowns to regulate how often they are available.
Once or twice having a perk like devour hope that has to build up for a extreme powerfull effect is fun. But way to many perks are never being played because you have to jump through several hoops to get a mediocre effect
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Balanced landing is the only one which I would concede requires some thought to use. The idea that lithe and especially sprint burst are difficult to manage is laughable. Anyone with half a brain can plan to use those perks effectively.
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In other words:
SB requires you to not run around all the time.
Lithe requires a window or pallet. Not like the map is plastered with them. I once equipped Window of Opportunity and all the yellow was blinding me. (like really, i like aura reading perks, but this is simply to distracting for me)
BL requires gravity. This one is the most complicated of all. As some maps don´t have many spots. But the others?
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That was not your contention.
You said that Survivors perks activated without the players needing to do anything.
There are two separate activation conditions for those perks.
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Let's just remove every perk are you happy then? This game is amsymmetrical 4vs1 horror game so you can't expect both sides to work same way. One is hunter others try to hide or run away. So ofcourse each side perks will have different activation conditions. Because their objective or role is completely different.
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Firstly, I literally mention lethal and corrupt in my post. So I’m not sure why you’re saying I don’t. I said there are plenty of perks which killers get value from without doing anything and that is a fair counterpoint to my notion. However, they are NOT the strongest killer perks. The strongest killer perks require you to do something. Whereas the most popular survivor perks pretty much all share in common the fact they are simply plug in and play.
Setting Made for This aside is disingenuous. And I think you know this. The effects of that perk are already very well documented because its effects are so basic we already know the impact it’s having. To suggest otherwise or that we need more time is wrong.
I really don’t understand how anyone can look at the data on Windows and still come up with the idea that it’s just totally average. Let’s look at where the data comes from for a start. Players self reporting. Because all those casual players who load up on a Friday or Saturday night upload their builds to night light right? It’s weird to me that a perk can be used so much and yet it apparently be so average. Do you see brutal strength in 30% of your survivor matches? Somehow I doubt it. No matter how good a player is they’re not psychic are they? The information this perk provides helps everyone out in chases. New players learn the maps and anyone can run to the nearest highlighted pallet and drop it. And for veterans it lets them know which pallets are still up and where the tiles can be chained. Major value for everyone of all levels with no requirements.
I really think people get hung up on this “managing exhaustion” thing as if it’s some great demonstration of skill. I said in another post, I agree that balanced landing takes some initiative and clever planning to activate. The idea that sprint burst and lithe require a lot of thought though is laughable. Can these perks be used badly or more effectively depending on the survivor? Of course. But the idea that managing exhaustion takes some masterful ability is wrong.
Deja Vu literally had an activation requirement before its rework. Now it’s free info and gen speed. We can debate the overall impact of the perk, but along with Prove Thyself all of this does notably add up in games when it comes to Gen repair time.
I agree staying injured with Resilience can be risky. But Resilience enables you to both 99 the heal (if haemorrhage isn’t a thing) and pair it with Made for This. I think you’re overestimating the trade off between being injured and what Resilience provides. Good survivors really do not care that much about being injured and there’s good reason for that. Pair it with Adrenaline and towards the last Gen being done it’s very easy to not even worry about healing when you know an automatic heal is coming your way.
I’d be curious to know what survivor perks you consider to be powerful? You said adrenaline, but what else?
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All perks require something. The simplest requirement is that you use up a perk slot. This sounds like nothing but in reality by equipping a certain perk you are potentially missing out on something better/stronger or more appropriate to the killer or map you ended up being matched with. You can bring healing perks, even a full healing build and you risk them being near useless because you go against Plague. You can bring Resurgence and it is completely countered because the killer has Sloppy Butcher. Etc.
Then, as others have pointed out, many perks require not only that you know how to use them but how to use them effectively to get the best results. I've had plenty of situations where I go to run with Sprint Burst and I mistime it and the killer gets a hit on me. You can say well that's your own fault and you're right, but it shows that it does require something out of its users, and that's not to mention walking vs exhaustion management, as others have pointed out. And using SB also includes the risk of going against something like Fearmonger or hatchets that inflict exhaustion.
Perks do not need convoluted requirements. And killer perks that have requirements that are things killers NEED to do anyway are really not that much more involved than the survivors perks you listed. And really, if the devs start putting too many stipulations on every perk then the game just isn't going to be fun and every player is going to be too busy trying to activate all of their perks than actually progressing the game's objectives, making a miserable experience no one will play.
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So for killers to get automatic value from their perks they have to either injure, down or hook survivors or either down and then hook survivors? Got you.
I genuinely don’t see how you can compare a perk like pop that requires to you to injure, down, hook and then kick a generator to get value from it with some of the survivor perks I mentioned. I understand the argument you’re trying to make that these perks give you value “automatically” because you get value from them by playing the game, but it’s still very different from survivors getting value from doing nothing but equip the perk to begin with.
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This is fair. I think the best examples of what I consider healthy perks are what the devs did with pain res and dead hard. Strong perks should have some conditions attached to them. Not convoluted, hard to achieve ones. But conditions which should naturally occur in game. Should all perks be like this? No, I’m not saying that. But the strongest perks should not be so easy to get value from.
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Not being exhausted and dropping from a height? Like I said, I can easily concede that actually takes some thought. Just not as much as people like to claim.
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I said in another post I agree that perk activation requirements should not be convoluted. That is something the devs have got right with strong killer perks. The issue? It’s a double standard. The strongest survivor perks are incredibly easy to activate and get value from. If killer perks are acquired by automatically playing the game and completing their objective then why can’t this logic be extended to survivor perks?
IMO survivor gameplay is too used to being given powerful tools with no activation condition or the condition is earned when the killer does their objective. There are perfectly decent perks which give value for cleansing totems, unhooking survivors and completing gens, but on average no one uses them because there are far superior perks which you literally just equip and they’re ready to use. I am not blaming the player base for this. Meta is meta. Why go for decent when you can go for strong? I am stating that in my opinion this is not healthy perk design.
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Mhm.
So they do actually have conditions that must be met and drawbacks to them?
How curious.
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Please explain the drawback. Either you don’t run an exhaustion perk, so you’d never get value anyway, or you do and you get value several times a match. The drawback is what exactly? It has an exhaustion cool-down? Oh no, however will we cope.
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How are Enduring, Bamboozle, Franklins, Lightborn, Tinkerer hard earned? You literally gain extra strong effect just by equipping perk and that's it. Also Im not buying "You’re rewarded for doing your objective" argument bc it means killer just plays normally without additional requirements or additional actions to activate perks. With Pop or not you have to hook survivors anyways but with Pop you gain additional strong effect.
Let's mention Bloodlust that is free haste effect. Free haste effect is bad, right? Maybe Legion should earn somehow their FREE and also INSANE haste effect not just by "press button to outplay".
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I literally acknowledge in my post that there are killer perks that provide value that doesn’t have to be earned. The difference is most of them are mid- it’s absolutely hilarious you would use lightborn as an example. And it’s been well documented why bloodlust is in the game. Remove it, absolutely. Just don’t forget to rework maps, tiles, windows and pallets when you do.
The killer plays well and earns rewards through perks. Wow, what a strange concept. As opposed to survivors doing what exactly? Being injured to gain access to one of the best perks in the game? How can you legitimately argue that perks like Pop are the equivalent of something like Made for This?
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TLTR: Okay we will earn our regress earn your win so no more safe loops,shrink maps so no full W and thats it.
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You are downplaying any skill required for survivors whilst overstating the skill requirement for killers. In other words, your role requires skill but the survivor role doesn't.
You got so annoyed at DBD that you wrote a school report about how killers have to work for what they get, whilst survivors get free handouts. Clearly a coping strategy.
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I’ll wait till you actually address the points. Judging by your posting history I’m sure I’ll be waiting a while though.
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So, I will hold my hands up and admit, I misspoke in two sections of my post here, I'll say where and how as I go through your points. My bad, I wrote the post late at night.
The first place I misspoke is at the top here. The way I meant to frame it was that you are missing Lethal and Corrupt being top tier perks. They are among the strongest perks a killer can bring, because of how crucially important the opening moments of a match can be- and they do not need to be activated or earned. They just work, as you say, plug-and-play.
Moving on, I'll be honest and say I largely set Made For This aside because it's the new hot topic and I didn't want the whole thing to be derailed debating it. You have a wider point that doesn't rely solely on that one perk, so I'd rather take a look at that.
Next up, when you talk about Windows of Opportunity here, you place an awful lot of emphasis on pickrate. How frequently a perk is picked is only a very general and vague indicator of how strong that perk is- you don't need to look any further than the fact that Self Care has been a top-three perk based on pickrate for years and years after it became almost not worth running in general. People will consistently bring perks for reasons other than their core strength, and Windows is one of those perks; it's brought because it's convenient and nice to have, not because it provides immense value. In terms of design, it's in the same boat as Brutal and Enduring because those perks are nice, noticeable bonuses, not because they swing matches one way or the other. Another good comparison on the killer side would be BBQ and Chilli; certainly not a weak perk, but hardly game-changing, and back when it had a high pickrate that was also for reasons other than strength.
When you talk about the Exhaustion perks here, you're moving the goalpost. The original claim wasn't that its requirements and activation aren't a huge deal, it was that there wasn't one to begin with; this is a relevant detail because you're trying to compare it to the killer perks that require activation and earning, but managing Exhaustion is hardly that much easier than "kick a gen and get a down", or "hook someone on the white hook". This isn't a pedantic difference, it undoes your entire point. Survivors do have to earn and activate those perks, you just don't think doing that is hard- but since you're comparing to a bunch of killer perks that also aren't actually all that hard to activate, that doesn't really add up to a salient critique. They all have some basic restrictions and activation to push the player to act a certain way.
We see another shifting of the goalposts with your next point here, alongside a kind of weird statement? I'm assuming when you say Deja Vu had an activation requirement before, you mean its timer, and... those aren't the same thing. It's more salient here to point out that Deja Vu isn't actually all that good, which puts it in the same camp as the perks you agree are balanced; the ones that have moderate effects you can just use as-is, as opposed to what you're trying to object to, perks with very strong effects but no requirement or activation. Deja Vu is simply not one of those perks, and Prove Thyself isn't even close. You talk about them being paired, but you surely can agree that's a very, very different criticism to the one you were making in the original post?
Then the hat-trick of goalpost shifting, where you move from talking about perks with no requirement to talking about perks that have - in your view - minimal requirements. I've already addressed that up above, so I won't go over it again.
Finally, we have the second place I misspoke, which is that I meant to say Adrenaline and the Exhaustion perks are strong on your list. I do think Sprint Burst is one of the strongest perks in the game, if not the strongest, and Lithe is definitely up there too. Balanced... it's probably on the upper end, but not quite of the same calibre. For more examples, I'd say Overcome, Lucky Break, Iron Will, Built to Last, and We'll Make It as genuinely strong survivor perks, and you'll notice those all have some kind of requirement or risk tradeoff.
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I really think people get hung up on this “managing exhaustion” thing as if it’s some great demonstration of skill. I said in another post, I agree that balanced landing takes some initiative and clever planning to activate. The idea that sprint burst and lithe require a lot of thought though is laughable. Can these perks be used badly or more effectively depending on the survivor? Of course. But the idea that managing exhaustion takes some masterful ability is wrong.
You use words like 'masterful' that no one else is using. But I'll be the sucker who tries to argue it anyway.
Using Sprint Burst requires changing up your game play and deciding when to activate it is a strategic decision. Is a hard decision? Depends how you look at it. Basic level, easy, wait for killer, sprint, gain time.
On a deeper level, there's a lot going on. Do you run around with a 99ed sprint so you can switch to a walk and perfectly time a sprint so killer misses a swing? That's a lot of time that you could be on a gen. And if you come with this strategy, what do you do if you hit one of the killers for which it really isn't a big issue? And if you are playing a killer who is susceptible to the sprint burst strategy, are you smart enough to ignore the player trying to bait you into chases?
So yeah, it's not hard to use. With very few exceptions, nothing in the game is hard to use. But DbD is a game where using an ability to buy you five seconds of time or seven seconds of time is a big jump. Personally, I'd prefer elements like that were skillful uses gains you small advantages, compared to things like DH, where a single successful or failed use can determine the outcome of the game.
I agree staying injured with Resilience can be risky. But Resilience enables you to both 99 the heal (if haemorrhage isn’t a thing) and pair it with Made for This. I think you’re overestimating the trade off between being injured and what Resilience provides. Good survivors really do not care that much about being injured and there’s good reason for that.
This seems to go against what else you are arguing by saying good survivors. Yes, good survivors are benefitted a lot by that extra 9% vault speed, but it doesn't mean a lot to new players. That seems to be what you are arguing for, perks that are more rewarding when you become better at the game.
I think the best examples of what I consider healthy perks are what the devs did with pain res and dead hard.
If you are talking about the recent change to DH, that was a balance change. If you are talking about the prior change of DH, you are looking at one of the most complained about issues from killers who argued it made certain killers unplayable at higher levels.
I genuinely don’t see how you can compare a perk like pop that requires to you to injure, down, hook and then kick a generator to get value from it with some of the survivor perks I mentioned. I understand the argument you’re trying to make that these perks give you value “automatically” because you get value from them by playing the game, but it’s still very different from survivors getting value from doing nothing but equip the perk to begin with.
As others have said, you are highlighting the things the killer needs to be doing anyway in the game. The only thing survivors 'need' to do is gens. Unless you want gen rush and dozens of perks with the same conditions as flashbang, it wouldn't be a good shift.
I'm really confused by what you think the game should you look like. You don't seem to put any emphasis on strategic decisions, what to bring/how to play, when they are a core component of what the game is.
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iron cope is still alright but i wouldn't run it after the nerf. in a stay injure build it could be cool but meh..
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Prove Thyself-Always active
That's not true, it requires another player to work. We don't just walk up to a generator and it works. It's also not good to have survivors on the same generators all the time, especially in the beginning.
This perk shines at the end when there is 2 gens left tbf.
I play with distortion, bond, PTS, and we'll make it, in solo q mind you, I usually win and get the most BP. It's just about knowing what to do and what not to do, aka making good decisions.
Nothing needs to be nerfed, my niece can stomp teams with sadako, she's very young also (like I always say, her mom says she can play so...) it just all comes down to making proper decisions when needed.
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