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Increasing Perk Slots

CatnipLove
CatnipLove Member Posts: 1,006
edited July 2023 in Feedback and Suggestions

Does anyone else think the devs should consider increasing the amount of perks we can use in one loadout? I'm sure there would be some synergy issues that would need to be ironed out, but there's so many more perks than when the game launched.

It would increase the creative possibilities for loadouts and breath some fresh air into perks that don't really get used. Picking 4 out of 200 is very restrictive.

Post edited by Rizzo on

Comments

  • nars
    nars Member Posts: 1,124

    nah its fine as is. 4 is plenty already, that opens for for like 1500 combinations.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    4 is enough to do alot, but I'd be curious to see what you could come up with just by adding a single perk slot.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    No. The fact that there are only 4 perk slots acts as a limitation on what builds you can come up with that would otherwise be way too strong. Let's say we had 8 perk slots, here's a build for both sides that I've come up with off the top of my head.

    Killer: Jolt, Pain Res, Enduring, Spirit Fury, Lethal Pursuer, Devour, Undying, Haunted

    Survivor: Adrenaline, Made for This, Resilience, Stake Out, Hyperfocus, Built to Last, This is Not Happening, Windows of Opportunity.

  • PotatoPotahto
    PotatoPotahto Member Posts: 250

    Only for killer. Survivors essentially have 5 perks already, soon to be 6.

  • Gandor
    Gandor Member Posts: 4,273

    5 for both sides would be fun. More options, that would be a natural big meta shakeup. I like the idea.

    Giving just 1 side 5 perk slots is yet again unfair. The game is quite balanced now (TBF, killers still have above 50% kill rate, so if anything, buff survivors a little more), so going for 5 perks for killer while leaving 4 to survivors is absolutely no-go (especially with that reasoning - same can be said for killer by patch 6.1 - basekit STBFL, brutal strength, prolonged gens by 12.5% (perk that does not even exist), quicker bloodlust (another nonexistent basekit perk) + quite a few survivor nerfs )

  • BlueMoonBRUHMOMENT
    BlueMoonBRUHMOMENT Member Posts: 93

    "Forcing" players to only use 4 slots is perfectly fine already.

    Plus I believe that the balance would be wayyyyyy out of wack. For example:

    Flip-flop, Tenacity, Unbreakable, Power-Struggle PLUS an exhaustion perk or boil over? that'd be insane.

    And 4 is really the sweet spot, IMHO if survivors got 5 each, there should be 6 slots for killer but maybe that's a hot take.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    I wasn't thinking quite that many perk slots, but expanding it by one or two could be interesting.

    As long as the change benefitted both sides equally I wouldn't mind things being out of wack. Crazy builds are the best ones.

  • Kaitsja
    Kaitsja Member Posts: 1,838
    edited July 2023

    Oh, I'm sure, but there has been a suggestion before for killers to get 4 extra perk slots when facing a SWF.

    Anyway, four perks is the sweet spot. Any more and you throw the balance out of whack as it opens up too much synergy. Crazy builds would just be the tip of the iceberg and neither side would end up being happy.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    In all fairness, is anyone here ever happy? I say light it up with fireworks.

  • Seraphor
    Seraphor Member Posts: 9,429

    Nah, this could end up being way too broken. There are already some very nasty perk synergies for killers that are only balanced due to the limit of 4 perks, such as anti-skill check Doc. Even a 5th perk slot could make it virtually impossible to complete gens and/or heal. Imagine double Calm + Distressing, Unnerving, Coulrophobia and Sloppy, but now add Mercilless Storm, Huntress Lullaby and the perk that makes everyone scream every 20s.


    Only case where I'd like more perk slots, is if all Hex perks were reworked to a state where each single perk applied effects to/relative to all totems on the map. Then you get a 5th perk slot just for Hex perks.

    E.g.

    NOED: once the exit gates are powered all dull totems become hex totems, each lit hex totem grants you 1 stack of NOED. Downing a survivor consumes a stack.

    Ruin: all totems start the trial as hex totems, for each additional lit totem, regression speed is increased by 25%. (So 5 totems = 200%) Each time a survivor is hooked, a random totem becomes a dull totem.

    Devour: same as it currently is, but each unhook lights a new totem, each totem cleansed reduces your max stacks by 1.

  • HookedZombie
    HookedZombie Member Posts: 4

    It's a very interesting idea, but I don't want 5 perk slots to be a permanent feature.

    If implemented as an event, many players will enjoy it moderately.

  • Emeal
    Emeal Member Posts: 5,384

    for 7 years the devs have been balancing around 4 perk slots, if they add more, they undo all of it.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    I would like if every Survivor and Killer had passive ability which may work as exlusive 5th slot perk. Those can be just slight buffs to differenciate Survivors especially.

    For example:

    • Dwight: +2% repair speed
    • Meg: -7% cooldown on exhaustion
    • Claudette: +5% healing speed
    • Jake Park: -10% to loudness
    • Nea Karlsson: +5 Charges to items
    • Bill: +5 metres of range that you can hear opened hatch
    • David: +10% to recovery from dying state