http://dbd.game/killswitch
The State of survivor perk balancing is worrisome, especially with the perk effect overlaps.
The best survivor perks as of now are essentially perks that buff your movement speed and action speeds or act as mistake erasers and they activate when something happens as part of natural game progression.
Right now the worst offenders of this are :
Made For This - 3% Perma speed boost for being injured. PLUS 10 secs endurance after finishing a healing action
MFT currently makes “Boon:Dark theory”, and the updated “Buckle up”, not worth running since the effects overlap so much, making MFT a 2 in 1 perk.
Resilience - 9% Perma action speed boost for being injured
You shouldn’t be rewarded with permanent action speed boost because you played a tile poorly and got hit
Shaves 8.4 seconds per gen, after 5 gens you shaved 40.5 seconds
Deja vu - Permanent aura on 3 gens + a 6% Repair boost on said gens.
Essentially works as a permanent , no activation requirement AT ALL, repair boost aslong as you repair any of the 3 highlighted gens throughout the match.
At a 5.4 second shave per gen, after 5 gens you shaved 27 seconds.
Hope - 7% perma speed boost on gate powerup / 5 gens completed
Activation requirement is literally “you did what you were suppose to do all along so here's a free boost, enjoy the escape ig”
on it's own it makes killer endgame perks and builds not worth running, with MFT stacked on top it makes 110 killers unable to catch up at all, aswell as killer endgame builds having the same effect as running perkless
Adrenaline - Pocket Sprintburst + free instant self pickup/Heal for the gates being powered.
Again, activation requirement is someone popping the last gen
If you’re downed /Injured / chased while injured you’re given a free health state + Pocket sprint burst
A quick glance at https://nightlight.gg/perks most common survivor builds is enough to see that the perks above are used a concerning volume of times with minor variances.
Hope, Resi, WOO, MFT
Hope , Resi, DH , MFT
Resi, DH, WOO , MFT
Resi, Adren, WOO, MFT.
And so on.
(Quite hypocritical for survivors to complain about facing X killer 5 times in a row, meanwhile ignoring that every match has a variation of a Resi+MFT build to the point it feels like a new basekit)
Personally I believe a healthier state for the game would be if survivor perks were mostly focused on Information / distraction / QOL / teamwork / Alternative abilities with the Movement and Action speed perks being on a timer or another activation requirement that doesn’t directly progress the game.
For example, unhooking, sitting in a locker for a couple seconds, being in the killer's TR, cleaning a totem, things of the sort.
Most survivor perks already comply with this balancing philosophy.
Off the top of my head :
Dead hard
Kindred
Blast mine
Buckle up (Pre 7.1 it had a 10% haste after being picked up, now it grants you 10s endurance, but as we know, MFT already provides you with 10s endurance for ANY healing action)
Boon : Dark theory (2% Speed bonus after blessing a totem, while in the totem’s 24m; made obsolete thanks to MFT)
Inner Healing
Reassurance
Distortion
Renewal
Diversion
Corrective action
Etc etc.
For example, in order to make some perks comply with the balancing philosophy I’ve suggested above.
Hope and Adrenaline - Must cleanse X amount of totems before gates being powered for the perk to be active
Resilience - after being injured, activates for 90 seconds , after that it deactivates.
Deja vu - just permanent aura on the 3 closest gens
These are just concept ideals, not actual suggestions.
(And please, BHVR, if you cant come up with new perk effects, just leave the new survivor characters as skins instead of introducing Perks that are essentially "Previous chapter perk, but better" , we have 230 something perks, and only a handful get used)
Comments
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Serious question tho: what do u suggest then? Because ur ideas for hope and adrenaline are terrible. Both only work if all 5 gens are complete. Otherwise its a perk slot wasted. No need to rework that.
Im asking because if BHVR introduces a new gen speed perk this forums become a warzone. If they introduce chase oriented perks we get posts like urs. And so on and so forth. U want more chest related perks? Thats it?
im asking fr. because survs have 2 jobs, waste the killers time (i.e. chases) and do gens. So of course most perks are related to those 2 things.
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I agree with you as someone who mostly plays survivor these days.
Exhaustion perks are fine. They have a limited effect. However, perks like MFT and Resilience that constantly give you a boost are just very disruptive for the game. Especially MFT, whole maps have been designed around base speed.
The same goes for gen perks that make you do gens faster with no drawback.
Either perks need a requirement to activate them (like dead hard now) or they need to be limited time wise.
Example how MFT could get reworked: gain 3% haste for 30 sec after unhooking a survivor.
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The game is balanced around people not having perks.
Perk value should never be a guaranteed thing like MFT , Resi, Hope, Deja vu and Adren are.
Infact, out of 125 survivor perks, those are the only ones with guaranteed positive value , while the rest only provide value in the correct niche scenario, as perks should be.
For example :
Unbreakable - lets you pick yourself up with faster recovery speed, but if the killer doesn't slug you, you wont get guaranteed value, its an effect that helps a specific scenario.
Background Player - When the killer picks someone up, you get sprintbursted to allow for an easier flashlight save / pallet save. However value is not guaranteed if the killer faces a wall, or picks up outside a pallet.
Prove Thyself - 10% Bonus to repair speed only while co-oping. (which ends up being like ~9% because of the built in co-op slowdown , and at that point you might aswell run resilience and get 9% to everything for yourself.)
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Its very easy to spot the obvious outliers in 125 survivor perks once you see things this way.
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Clearly you don't play survivor. Adren having guaranteed value? Have you ever heart about 2 most complained things on survivor side for past 7 years? How would you use adrenaline if you are being camped and tunneled at 5 gens?
Also taking your philisophy... Delete corrupt, deadlock, lethal, pain resonance (you included adrenaline and hope), pop (again adren/hope), nowhere to hide, STBFL, sloppy and jolt. All of them are without any condition or earned just by doing your objective (hiting, downing and hooking survivor and defending gens which aparently does not mean earned, because that's your objective. But you can still use your crowd control, ruin and other conditional hex perks).
You see how weird your argument actually is? Both sides have some good stuff in perks. Killers actually have better perks then survivor (survivor perk that can potentially progress gens in 4 rounds by up to 90s would be beyond broken), which is perfectly balanced by killer having 4 perks and survivor-team together 16 perks.
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Don't think I like the idea of survivor perks being like anything suggested. I don't even think what they did to gut DH out of the meta is even acceptable.
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Even at 80% global killrate you will still ask for nerfs it's crazy, can survivors have one decent perk not gutted ? 95% of surv perks are niche/useless so it makes sense to use the more useful ones
killers are running the exact same perks too, corrupt-deadlock or kick gen perks, sloppy butcher , no way out, noed... sometimes lethal + bbq that's it
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Corrupt - Gets deactivated after 120 seconds , or someone goes down, survivors can still do any other gen besides the one they spawned at. (Not busted in the slighest).
Deadlock - locks the most progressed gen after one is completed for 30 seconds but as we know, survivors usually have 2-3 gens going at the same time due to the nature of the 4 v 1 , 1 gets chased, other 3 pump gens early game. Locking a gen thats 60% when the one next to it is 50% means the value is limited.
Lethal - 9 seconds of aura at the start of the match, secondary effect of 2 extra seconds of aura doesn't come into effect unless you run other aura perks. Value is limited to literally 9 seconds at the start of a match.
SHPR - Requires you to go out of your way to find one out of 4 white hooks, of which you might get none because of the way the map and RNG works, value is quite literally not guaranteed. (Not to mention the possibility of hitting a -25% on a 10% gen)
Pop - Must find , down, and hook a survivor, perk activates, you have 45 seconds to find a gen with progress before its popped to get value (Multiple limiting conditions met)
Nowhere to hide - Requires kicking a gen (Killer objective is to kill, you can kill without kicking gens or slowdown at all since thats the way the game is balanced around) , limited to 24m range , and is time limited.
STBFL - Works with a stack mechanic, 1 stack gain for injuring non-obession, hitting obession loses 2 stacks, value isn't guaranteed, the effect isn't really noticeable until 4 stacks or so.
Sloppy - activates upon a hit on a chase , most likely you'll go down in said chase so it has no real effect, only comes into play if you escape chase AND start being healed AND the killer finds you within the 4s window to interrupt you.
An extra 4 seconds to heal (you really complaining about taking 4 extra seconds to heal?)
Jolt - activates on sucessful BASIC ATTACK DOWN (cannot use killer powers) has a limited range of 32 meters, causes gens to lose 7.2 seconds of repair.
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The mental gymnastics survivors are doing to try to defend their perk setup is insane.
You cannot legitimately defend perks like MFT , that makes dark theory and the new buckle up Obsolete.
You cannot defend Resilience , being a personal Prove Thyself , while also buffing every single other survivor action permanentely.
You cannot defend adrenaline when it potentially gives 4 people get a free healthstate instantly, + Pocket SB just because you did what you were suppose to do.
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When you look at perk usage statistics and you notice a couple are being used to the point of feeling like basekit you have to draw some conclusions.
Either its unbalanced and part of a sweat loadout (MFT + Resi builds)
Or people enjoy the convenience and less brain work (Windows of Opp , Bond, Kindred, etc etc) which is the healthier option.
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“ Perk value should never be a guaranteed thing” what??? Thats one of the worst takes ever made, not only here but everywhere. I honestly hope ur trolling otherwise it’s just too funny.
ur literally being contradictory since Adrenaline is conditional and so is Hope etc. whereas perks such as Corrupt Intervention are imediate and guaranteed. And no those are not the only ones to give guaranteed value like Plunderers Instinc is always guaranteed
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Pulling numbers out of your rearend I see.
The last time BHVR released kill stats the average was sitting at 60ish across all killers.
Currently if you check Nightlight https://nightlight.gg/killers/viewer?sort=kill&shown=pick%2Ckill%2Cdist&start_days=28
You can see the global average sits more at around ~55%.
Again, if you check https://nightlight.gg/perks , you can openly see that theres a very distinct build diversity between killers and Survs , with killers running varied builds depending on what killer they play.
You also have to keep in mind that killer builds often result of a shift in survivor meta, for example, currently you see more Blood echo because of MFT spam.
you'll sometimes find certain killers running more common builds for that specific killer, like a huntress running BBQ , Iron maiden and darkness revealed because the killer power has synergy with it.
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A condition being "if you play as you're suppose to, we'll grant you a pocket SB + heal/pickup aswell as a 7% permanent speedboost" Isn't really a condition is it.
Its like a Scourge hook perk making all hooks a white hook , having to use a white hook wouldnt be much of a condition if all hooks were white would it?
And like I've mentioned, Corrupt just prevents you from doing the gens you spawned at, for 120 seconds OR until someone goes down. then you have a dead perk slot for the rest of the match , which is why corrupt isn't a "meta" perk.
And like I've stated, in the original post, a perk forcing you to go out of your way to search a chest is fine since it doesn't progress the main game, its a side objective.
heres the original piece -
Survivor perks were mostly Information / distraction / QOL / teamwork / Alternative abilities with the Movement and Action speed perks being on a timer or another activation requirement that doesn’t directly progress the game.
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I don't check nightlight it's incomplete data, small sample size and games with DCs are discarded (all killer stomp), playing the game tell you everything you need to know, all m1 killers are using sloppy 9/10 times, nightlight stats are wrong
edit: I checked for 29june to27july period, let's take the 54% killrate of plague as example, it's based on 678 games, sorry but it's pitiful data
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It is a condition regardless. Otherwise perks considered endgame (remember me/no way out etc) would have to be nerfed for the same reason u want to nerf that bunch. Endgame perks existed for the longest time and most of them are fine as is. U either have little experience in the game or are completely clueless if u dont see this
Also, corrupt isn’t “meta” because it was heavily nerfed lol did u start playing the game yesterday? And even today its a solid pick for killers with low mobility. Peace
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Let me get this straight….
Made for This + Resilience are bad because you shouldn’t get rewarded for “playing badly” or “making a mistake.”
Hope + Adrenaline are bad because you shouldn’t get rewarded for “playing well” or “completing your objectives.”
So… which is it? Nevermind that the game is designed for chases to favor killers thus the former two perks aren’t rewards for screwing up but rather advantages for a disadvantageous situation.
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Why do some killers on this forum refer to survivors getting hit as them making a mistake? The only time a survivor can avoid damage for the entire match whilst looping is if the survivor is infinitely better than the killer they are playing against . The killer is not on par with one survivor.
In regards to requirements. As killer, my perks just enhance whatever I'm already doing to make the match easier. The only requirements you can really put on a perk for survivors is to do gens/totems and rescue and heal teammates. Neither of which are suited for someone who is focused on looping the killer. They could change MFT so that after you have successfully looped the killer for 30 seconds the survivor gets a speed boost, instead of needing to be injured. It would be a conditional speed boost, but it would probably be even stronger than it is now.
There's no point in doing a straight comparison between the two roles as they are completely different. Pointing out that survivors have different requirements for using perks doesn't mean survivors are playing in easy mode. Survivors have to account for things that the killer never has to, and the same is true for playing killer.
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Remember me - Requires you to injure the obession, grants a total of a 24 second delay upon max stacks , to a total duration of 36 seconds to open exit gate. Obsession isn't affected by this. - Specific requirement, perk isn't guaranteed value unless you kill the obsession first.
No way out - Requires the killer to hook 4 different people, blocks the gate for a total of 60 seconds after its touched. - Perk is timed, the requirement makes you unable to farm stacks from 1 single survivor.
Back in the day Corrupt was used more because gens took 10 less seconds to repair, and people were still running Gen oriented perks , couple that with survivors often spawning within a meter of a gen. it makes sense to "block" said gens.
Remember, killer metas are often a reflection of survivor metas.
People running MFT? people bring blood echo.
Running Plot twist? People run deerstalker.
More often than not, the people that benefit from Adren are the ones that went down or are close to going down before the last gen pops , you're rewarded with a mistake eraser because *someone else, a mile away, finished the last gen* and that is simply not a balanced perk.
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Oh u mean Remember Me actvates by playing normally? Like Adrenaline? LoL u are clearly out of it bye
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MFT on its own makes current Buckle up and Dark theory obsolete.
Resilience makes PTS not worth running since you're likely to get hit troughout the course of the game and PTS requires you to be with a teammate on a gen to get the same 9% benefit. (Not to mention Resi applies the boost to *everything*)
Adren and Hope - more often than not, reward you for something you didn't do, I dont understand how can anyone call adren and hope balanced when they grant you effects because someone else a mile away popped the last gen. (Even worse when adren SAVES THE ACTIVATION for when you're unhooked / dropped)
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Are we actually complaining about Remember me ?
That is legitimately hilarious.
Whats next, terrotorial imperative?
You're unable to understand that No input required second chances + Free speed boosts for getting hit is unhealthy.
Then again, you're bipolar enough to claim "Killer mains were whining about DH a while back" , while also claiming "old DH was a crutch" and a "second chance perk" so idk what to tell you.
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Completing gens is a team function. Keeping the killer busy while others complete gens is just as important as doing them yourself. Adrenaline works both ways - sometimes it activates right after the killer downed you only for them to down you once more. Sometimes it activates after you have been hooked which provides a great benefit provided someone actually rescues you. It’s very situational.
Buckle Up is designed to help the downed survivor. The additional endurance is just insurance so you aren’t trading places with them. It also reveals the killers aura. MFT is pure insurance - you don’t have to be afraid to help a teammate because you’re also vulnerable. Note: Buckle Up was also just recently changed after MFT was already released. It used to provide a haste benefit instead.
WGLF also does what Buckle Up does and has to have tokens to do so, but it doesn’t give YOU the endurance also but lets you pick up downed teammates faster. You could still combine all of these perks to get max value even though there is some overlap. I could run WGLF for the 100% speed bonus to healing dying survivors + Buckle Up to get us BOTH the endurance effect in case I’m injured too. Rather than obsolete they flow together.
Dark Theory has always been a bad perk and was best used with other boons like Shadow Step to make looping more effective. It can still be used with MFT to better effect.
Prove Thyself was mostly ran for bonus BP as not spreading gens isn’t a great idea. I loved it mostly for the last few gens when you had to work together more. The PT speed bonus was also for every survivor on the gen which meant even 3 ppl on it could make it pop fast. Resilience only affects the injured individual and is risky due to that status. It provides a benefit that is good enough to utilize when you’re unable to heal but not so good that it incentivizes you to just stay injured should you be able to help it.
They can also be ran together for a better speed boost meaning one does not make the other redundant. They also synchronize better with other perks - PT is great for Situational Awareness as it will draw others to your gen or Potential Energy so you can gain tokens without losing gen progress. Resilience is good with Windows of Opportunity to better utilize the vaulting speed and with Self-Care & Botany Knowledge to heal yourself 99% so you can utilize your speed boost on gens but heal up in a second should something go wrong.
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Buckle up / MFT -
If you down someone near a pallet , and someone else is nearby you have to either eat the pallet save, or spend 30 seconds chasing surv 2, get a hit, surv 2 heads to the downed person, (Because within 30 seconds you can 99 the recovery) and you'll be forced to eat the endurance and pallet stun.
No counterplay possible.
WGLF is exactly how perks should be, you get a reward for doing something that doesn't directly help you.
Resi -
like you've stated, people 99% their heals then pop the heal when they are about to be hit with a medkit or selfcare.
Survivor got to do a gen 9% faster with no "risk" get the speed boost from the hit, make distance, then have MFT, and Resi speed boosts to juice a pallet and window setup for as long as possible.
No counterplay possible.
PTS -
Like you've stated again, its better to "split off" instead of co-oping on gens because of the efficiency penalty.
PTS on best case scenario saves you 4.5 seconds , going from 0-100%
Meanwhile a solo Resi saves you 8.1 seconds and doesn't require a second person while also providing you with benefits to everything else.
Dark theory -
it isn't a "bad perk" the "problem" is that it doesn't provide free unlimited , and rangeless value like MFT does, if the speed boost wasn't worth it, nobody would run MFT.
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This is legitimately the issue with current survivor meta.
Why run WGLF when you have buckle up that provides both the picker and the picked up with endurance.
Why use dark theory when MFT provides you with a better speedboost AND endurance for all healing actions.
Why use another gen perk when resi provides you with repair and a bonus to all actions just because you're injured?
Perks need to have diverse effects instead of being direct and straight upgrades to basekit.
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Alternative abilities with the Movement and Action speed perks being on a timer or another activation requirement that doesn’t directly progress the game.
that would make those action speed and m/s perks not worth using. they would be too weak. an example of action speed perk that nobody uses is new Thalita perk Friendly competition. it grants 5% repair bonus for 75 seconds. according to nightlight, 0.54% players use it. timer based perks and perks like boon:dark theory are too situational. players will not use perks that suck or are situational.
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Thats quite literally the point, to weaken them and make them situational.
No perk should exist thats so good it makes others not even worth considering since they buff surv basekit so much.
Friendly competition is a very balanced perk by all intents and purposes, requires you to FINISH a gen with a teammate, then the repair speed boost is timed.
Perks should encourage different playstyles in order to bring variety to the game.
When survivors complain about facing wesker 5x in a row, they forget that the wesker probably played 5 games against 3-4 people (15-20 Survivors) running MFT + Resi builds in the same time frame.
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No perk should exist thats so good it makes others not even worth considering since they buff surv basekit so much.
that is very Utopia world. there is always going to be some particular meta perk that shines above all others. its matter of how you adapt to what is being used and then there is something that I like to call the axis of evil and good. Axis of evil and good is what people believe is good or bad for the game. What is evil and what is good is entirely subjective to each player and it does not reflect of power-level of how strong something is. it only reflects on whether you enjoy or dislike playing against it. an example is of something that is evil for most player is 3 gens. 3 gens might not be strong or effective to win but they are generally dislike therefore they are evil. Likewise, if something is good, then people like it. for example, a survivor might think that a healing perk like self-care is a good perk. they like being healthy.
Perks should encourage different playstyles in order to bring variety to the game.
these perk do encourage play-styles. Deja vu encourages gen-rush as play-style and MFT & Resilience encourage looping as a play-style. they are encouraging a different play-style. every perk does.
When survivors complain about facing wesker 5x in a row, they forget that the wesker probably played 5 games against 3-4 people (15-20 Survivors) running MFT + Resi builds in the same time frame.
I mean facing same killer means lack of killer variety because other killer are not enjoyable to play for X reasons. Many killer have weak chases so having strong empowered chasing perks will make weaker killer with bad chase be less enjoyable to play. it is just logical outcome.
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these perk do encourage play-styles. Deja vu encourages gen-rush as play-style and MFT & Resilience encourage looping as a play-style. they are encouraging a different play-style. every perk does.
Gen rush is an inherentely anti-game "playstyle", might aswell play gen repair simulator 2023 at that point.
MFT and Resi dont "encourage" a looping playstyle, its a "Run 3 times around this pallet, drop, Hold shift W until next loop because killer can't catch me because of my 3%".
The tiles are designed for 110/115 vs 100 speed and any deviation will break them, you cannot defend MFT and Resi having no requirement besides "You got caught and hit, now enjoy being uncatchable".
I mean facing same killer means lack of killer variety because other killer are not enjoyable to play for X reasons. Many killer have weak chases so having strong empowered chasing perks will make weaker killer with bad chase be less enjoyable to play. it is just logical outcome.
So we can agree that survivor MFT+Resi meta is actively pushing people to play stronger killers. Of course people would play killers that can catch up or counter near infinites.
Because as we all know, playing trapper or wraith vs 4 MFT+Resi survs is almost impossible, and made even worse when they get +7% from hope.
Im sorry, but MFT+Resi is undefendable in its current state.
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MFT and Resi dont "encourage" a looping playstyle, its a "Run 3 times around this pallet, drop, Hold shift W until next loop because killer can't catch me because of my 3%".
you just described looping.
Gen rush is an inherentely anti-game "playstyle", might aswell play gen repair simulator 2023 at that point.
a big part of survivor gameplay is doing gens so doing gens faster is always good. you don't have to like those perks.
So we can agree that survivor MFT+Resi meta is actively pushing people to play stronger killers. Of course people would play killers that can catch up or counter near infinites.
Because as we all know, playing trapper or wraith vs 4 MFT+Resi survs is almost impossible, and made even worse when they get +7% from hope.
Im sorry, but MFT+Resi is undefendable in its current state.
weak killer is just killer balance problem. the perks just exaggerate their weaknesses.
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Funny it's YOU who talk about mental gymnastics. I don't care about your judgement of every killer perk being fine or weak and every survivor perk being busted. That's just your entitlement talking and I don't give a damn about that.
The important thing is you set some arbitrary "rule that should be followed" = perk should give conditional value and doing objective does not count and literally defend your unconditional/doing just objective perks in a next post. Double standards at it's FINEST. Quite frankly people like you should be ignored - and I don't care if they are on survivor's side or killer's side.
Also - I was not defending any perk. I was talking about your arbitrary "rule" only. That's just a sidenote to your "mental gymnastics"
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Killers complaining about getting outplayed in chase: "chases aren't supposed to last more than 30 seconds or it's unfair. You're meant to get hit"
Killers complaining about perks that help when injured: "why are survivors rewarded for their mistakes"
Am I meant to lose chases or not? Or does it depend on what perks I'm running?
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You cannot name one single killer perk that provides you with free, unconditional and non-time gated value, because thats how all perks should be, they help you in certain scenarios, without being a straight buff to basekit.
MFT and Resi are the opposite, they are free, unconditional and permanent value that you get because you inevitably got hit.
MFT and Resi is the equivalent of making Pop permanently making your kicks regress 30% after getting 1 hook state on someone.
This is survivor main mental gymnastics when you try to point out killer perks as a type of "gotcha" moment, but fail to realize killer perks have strict requirements and can be countered unlike the surv perks mentioned above.
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The game is designed around a 60% Killrate, or 7-8 Hooks.
By design 2 people are meant to die while 2 are meant to escape, with the escapees having 1-2 hook states on them.
By design Tiles are balanced around 115/110 vs 100, any deviation will benefit one side extremely hard.
Common knowledge that a 110 killer chasing around a Long wall Gym or T/L will have a hard time playing said tile , however, MFT + resi turns these tiles from hard to impossible just because you got outplayed and hit.
Point still remains, No perk should provide free, unconditional and permanent buffs to basekit.
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So being injured is not a condition. Got it. Then corrupt - it's about as much NOT time limited. Easy....
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Point still remains, No perk should provide free, unconditional and permanent buffs to basekit.
the perks that killer's use are free unconditional value. they just have auxiliary qualities to maximize their value. Like if you play killer well, you will proc pain res on average at least couple times per match but in order to get max value, you need to chase all 4 survivors. it is still free value. same with jolt, same with sloppy and any other perk top used perk. MFT auxiliaries qualities are being injured and not using exhaustion. you just don't like going against it. you likely wish there was a killer perk that nullified its value. maybe one day killer will have a perk that gives minor amount of haste to accommodate killer players that have dreadful dislike of the perk. for now, you can still win vs MFT players with most killers with enough experience. It is slightly harder chases.
Resilience, Deja vu and Adrenaline are unlikely to change. besides deja vu, those perks are ancient and have stayed same for long time.
Common knowledge that a 110 killer chasing around a Long wall Gym or T/L will have a hard time playing said tile , however, MFT + resi turns these tiles from hard to impossible just because you got outplayed and hit.
110% m/s killer are generally designed around having strong chase at tile-sets and strong way to mitigate distance gain. If they don't do that well, then it means their power is not good enough to warrant being 110 in first place meaning their power needs improvements.
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Again, thats the same as if a scourge hook perk made all hooks a white hook, needing a white hook to trigger the perk wouldn't be much of a condition , because well, you're quite literally by design meant to get 7-8 hooks.
And by design, in order to get those 7-8 hooks the team is going to be injured a good portion of the match.
- Surv 1 gets injured, downed goes on hook.
- Surv 2 goes for save , surv 1 is injured off hook, meanwhile surv 3 is chased takes a hit and gets injured.
And in between injured and going down, youre getting value out of the perk.
Stealth Killers playing hit n run get screwed over by MFT and Resi because they essentially BUFFED the survivor they hit.
And as a cascading effect, if killers in order to win cannot play a weaker killer, they will gravitate to stronger killers or tunneling someone out at 5 gens , people want to have fun as much as anyone else, but when a certain playstyle BUFFS the other side indirectly, it doesn't have as much appeal.
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> Like if you play killer well, you will proc pain res on average at least couple times per match
Pain res is on a scourge hook condition, sometimes the white hooks dont spawn where you found a surv and downed them (theres only 4 of them) + the chance of hitting a fresh gen with a 25% and wasting the use. Value is quite literally not guaranteed.
>same with jolt, same with sloppy and any other perk top used perk.
Jolt triggers on M1 dowms only , some killers can't even use the perk at all or cannot use their main power , like nurse , bubba, hillbilly ,huntress, trickster etc. effect is limited to a 32m radius around the M1 downed person sometimes triggers on non-progressed gens, meaning it was 0 value.
can be countered by simply running away from your gen, takes you about 8 seconds to make enough distance from the gen to not get it hit with an 8% regression.
Sloppy - Only triggers on M1 attack If you got injured you're most likely being chased, if you're being chased, you're going down by game design, perk literally had no effect during the chase. again, same killer restrictions as Jolt to proc the effect.
Perk adds a mere 4 seconds to heal time, meaning you have only 4 extra seconds to interrupt a heal, thats all the "value" is concentrated at, a mere 4 second window to interrupt a heal , across the map.
MFT and Resi will still activate regardless of m1, m2 or insta down , will still be providing value out of hook, you can 99% the heal with a medkit and get perk value + full health value for free.
You've still failed to come up with a killer perk that buffs basekit permanentely.
like i've said previously, MFT and resi is the equivalent of pop making ALL of your kicks regress 30% after getting ONE hook.
I'll give you a free one, you have Brutal strength that makes Breaks and gen kicks go a bit faster, with no requirement.
but the effect is so minimal its not even worth the perk slot.
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Plenty of counterplay. Don’t down someone near a pallet if they can crawl to it before you can pick them up. Pallets are not a finite resource anyway. If they’re running MFT the downed survivor won’t be given endurance. Only WGLF and Buckle Up will do that. You never know what someone else is running and you have to make tough decisions due to this. When you learn what they can do you adapt.
Resilience is not good enough to warrant staying injured all the time unless you’re running a No Mither build. Self-Care can definitely help you with the 99 but that itself is a time wasting perk unless you’re running BK as well and then you have 3 slots used up for one situational advantage. Plenty of killer powers, perks, and add ons can make you undetectable or survivors oblivious and getting the jump on those using the selfcare/resilience build is the best way to counter it. You can also just negate MFT and Resilience through use of exposed.
Dark Theory is universally known to be a bad perk. It can pair well with others but if a perk can’t stand up on its own it’s not good. You have to spend time blessing a totem whose area of effect is very limited and can easily be distinguished by the killer all for a 2% haste which will make a difference in about 2% of your matches. It’s not worth running unless it’s stacking with other hastes or other boon perks.
It’s weird to me seeing so many killer players that are able to counter these styles of play since you say they can’t be. Even in situations where the killer is disadvantaged it’s not hard for them to get back up on the horse. Same with survivors - getting hooked isnt the end for them, losing a survivor isn’t the end for you.
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Jolt triggers on M1 downs only , some killers can't even use the perk at all or cannot use their main power
then that means that particular perk is not good on that particular killer. remember killer are all different while survivors are all same. billy for example can use pop if he seeks regressions. my point being is that all particular popular perks are generally hyper consistent with potent enough effect to select it. so idea that every perk needs timer or weird conditions is silly. that is textbook for how to make bad perks.
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The only problematic meta perk right now is MFT.
Adrenaline - Does literally nothing for the entire match and needs you to actually survive to endgame for value.
Hope - See adrenaline.
Resilience - Your argument is that it just rewards being bad. Its a risk reward perk, for the 9% you need to actively stay injured just to save those few seconds. If the killer finds you you are just dead. The 9% vault speed is to help if that happens. This is in contrast to MFT that only does anything in chase therefore staying injured is just a bad idea.
Deja Vu - Anti - 3 gen and is terrible in comparison to other perks.
Also if they didnt introduce new perks the game would die.
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"just dont down them near a pallet 4head"
do you have any idea how many pallets spawn in some maps? not to mention survivors literally B-lining to a tile.
and like the example i've stated above, you have someone with a flashlight waiting for the open area pickup to get a free flashy save. Meaning you have to chase the flashy and concede the possible pallet crawl.
"Plenty of killer powers, perks, and add ons can make you undetectable or survivors oblivious and getting the jump on those using the selfcare/resilience build is the best way to counter it. You can also just negate MFT and Resilience through use of exposed."
The game is balanced around a Perkless state, if perks require counter perks, theres a severe underlying balancing problem.
Not every killer has insta downs , and having to bring X perk to counter survivor meta is not a balanced game state, because as you might guess, some people dont have ALL the perks at their disposal.
"Dark theory speed boost bad"
If the speed boost was that bad, I wonder why people run MFT. Surely isn't for the free haste uh.
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You point out that X perk is "unconditional value" , then admit Killer perks require the condition of certain specific killers...
Then you agree that the popular perks are hyper consistent with potent effects (Which by all means, is the identifier for an overpowered perk).
Am I missing something here?
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1, your premise is not always true. I play mostly chase bubba - meaning I mostly M2 survivors. As I don't camp, it means survivors will be vast majority of time healthy. Then I play spirit - and once I injure you, you will go down rather quickly. Then I play pinhead with STBFL - right after hit I chain for very quick down. People will be healthy majority of time of the game.
2, your example with 3 survivors indicates you camp significantly often. Not all of us do that, because a, you will hit the spot where it will suddenly not work (and you can cry genrush all you want - because you literally let 3 people work for a minute on 3 gens so it's your bad) b, it's boring c, you won't get better if you don't play the game - staying on a single spot is not playing.
3, hit&run absolutely are NOT affected. If you hit&run, it means you are not chasing and instead creep up on survivors and hit them when they don't expect it or go away. In fact against hit&run sprint burst is infinitelly much better, because it's almost impossible to sneak upon such a survivor without him getting away (which absolutely is not true for MfT). In fact as a survivor you need to chase on average for at minimum 30s until sprint/lithe give you less value then MfT. There's also a hint that if you can't get survivor within 30s, you should change targets anyway. Meaning you shouldn't really be chasing people that use mft correctly.
4, but it's cool you finally acknowledged, that there actually is condition. All perks for both sides always have condition. The perk that's least conditional is probably bond - and even that one does not work if survivors are too far away (plus the effect isn't even that crazy good).
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i am referencing your post in regards to
Point still remains, No perk should provide free, unconditional and permanent buffs to basekit.
perks try remain as general as possible but killer perk are always prone to anti-power synergy. sometimes purposeful, other times coincidental. the point that meta perk are almost always consistent and the associated perks trigger every single game or near enough every game.
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- if you have to play Specific killer X in order to nullify a perk, it indicates the perk is not balanced for the rest of the cast.
- Thats literally how the game goes, you get hook 1 , chase and try to down 2, while 3 goes for save, by definition, hook 1 will get off the hook in the injured state.
- If you "shouldn't be chasing people that use mft" and everyone is running MFT at the moment, how exactly are you suppose play the game if you use a chase killer. (Do not suggest perk loadouts, because as i've stated, not everyone has all the perks at their disposal and it signifies an underlying balancing problem if you need to bring X to counter Y).
- Like i've stated before, Resi+MFT are the equivalent to a scourge hook making all hooks a white hook, you'd be expected to get value out Scourge hook because per game design, you're meant to get injured and in contrast, get hooked, hence being injured is not a valid condition for a permanent buff to basekit.
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You've sucessfully identified the problem with current survivor meta, the perks provide a general buff , provide consistent value and come into effect every single game.
WGLF and distortion is the perfect example of a balanced perk, by doing alternative and risky actions you get value from the perk.
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1, you said survivors stay healthy good amount of time in game (to get value out of resi, because it's "unconditional" as you stated at beginning). I just showed you it's not necessarily true and it's actually false for killers I enjoy. Did you perhaps quickly swapped topic to made for this?
2, ok I misunderstood you. Now I think I get it. The missing part here is survivor 2 will heal survivor 1 so he's not liability of quick down making 3/4 of survivors healthy (or possibly even 4/4 if you didn't manage to injure yet)
3, no. You read just part of the sentence. The most important thing is something you dropped. You shouldn't chase people that use MfT AND are good enough (against you), that you will not catch them in 30s (otherwise these people would get better value from sprint/lithe). There's huge difference. Also - I propose to chase absolutely normally. Most of the time I can't even tell someone is using MfT (ping at falling for mind games are much more impactful then those 3%).
4, well. Only if that scourge hook did 3% regression. That about sums up the strength of this combo when I encounter it. Sure, sometimes it robs me of hit, but it's quite rare.
Also again - it's not permanent buff basekit. It needs you to be injured and for MfT also not exhausted. You keep forgetting these. And there are powers/perks/addons that circumvent it altogether. But even if you don't use those, the 3% difference usually don't change anything
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- People will still get off hook while injured, Resi and MFT will still work off hook even if you get a chainsaw down to begin with, ghostface mark, etc etc. Not to mention, if you dont insta pick them up, or they get rescued via flashy or pallet stun they will still have MFT Resi value without the hook.
- Surv 1 will still most likely just get the 99 heal for the perk effects + free healthstate or not accept the heal to get resi gen boost.
- People with enough hours in the game can tell whos running just a tad bit faster, if before MFT people could accurately spot a subtle cheater, they can spot the same 3% speed.
- MFT and resi can result in a pallet stun you wouldn't have made, or a window vault you wouldn't have gotten and as such a chase extention of 20 or more seconds, it would be the equivalent of the scourge perk that makes all perks a white hook knocking off 20 % of a gen.
Again, Its a permanent buff to basekit, because by definition you WILL go trough an injured state in the match, multiple times.
Reminder again, that having to bring perk X to counter Y is evidence of an underlying balancing problem. not everyone has every single perk, or every single character, being FORCED TO PAY REAL MONEY, to have access to certain perks and killers in order to counter the current survivor meta is not ok.
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1, If I got stunned/flash saved, good for them and my bad (that's what I call being outplayed). Still, now I have 2 targets and at least 1 will probably be mispositioned hopefully.
2, so they have to run also medkit/self care to be 99%. Good. That's actually better then toolbox/any meta perk.
3, ok sure. I agree. I am not THE best player of dbd. And I shouldn't chase those survivors even if they have no perks and no items. MfT is just redundant. For all the other cases, MfT makes hardly any difference.
4, maybe, might, make... Sure. That's what perks and items are made for. Otherwise they would be useless. But that killer would have killed us all if I didn't sabo that hook buying us much more then 20s - is sabotage now super broken? Well no. Because getting that sabotage is in itself very risky and hard. Same here - if you can't loop super well, don't use MfT. You will have much better results running bl/lithe/sprint. And game is already balanced with exhaustion perks in mind (by e.g. gens being 90s instead of 60s when the game first started).
As for bring x to counter y - I agree. But again - it's not the case. You can very much chase easily even with MfT. I know I bring 0 counters against those and don't care to start. I tried fearmonger before, but other perks provide just more value.
And one last time - perk giving advantage some part of the match is fine. Corrupt does the same. It's also active only during part of the match (same as survivors are being injured only part of the match). The biggest difference is, that corrupt works at beginning only, while MfT works some time mainly towards the mid and before end.
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Survivors also have to bring perks to counter killer perks - that’s the way the game works. Made for This is a 3% speed boost when you need it the most rather than having to be in a certain range after blessing a totem that can be extinguished. I’m not going to argue with you any further as you clearly know nothing of how to balance this game.
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No, its not how the game works and by design it cannot be, otherwise, as stated before, theres an underlying balancing problem.
If you have to spend 10$ to get a character in order to unlock their perks to stay competitive / Up to date with the current meta, that is not ok and needs to be adressed.
Survivors need to worry less about killer perks due to the fact that
- theres only 1 killer with 4 perks.
- Killer perks currently revolve around Aura close/aura far or Gen defence , with a couple of Chase oriented perks like Bambozle while stronger Hex perks can be removed from play without requiring a specific perk to find them.
- There isn't a single "assumed killer basekit build" like MFT+Resi , or Hope and Adren for survs (or Old DH for example).
Thanks for once again, stating the absurdity of MFT granting you a 3% boost PLUS endurance on any healing action for free when a previous perk that provided 2% required a boon + Limited range.
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Yes, and killers have powers. Don’t give me that 4 perks vs 16 bullcrap. They also get add-ons for those powers. They have a much faster movement speed. Killers have so many base advantages - that’s why it’s 4 vs 1.
Killers can also utilize their perks to work with their powers. Killer powers can also affect survivor items whereas survivor perks and items cannot affect killer powers.
Being injured isn’t “for free.” Stop pretending like it is. By the way, I never said MFT should give you the endurance. The 3%, however, is fine.
Plenty of killer players do just fine. I’m sorry you aren’t that great at the game. And I should just remind you it’s not a good argument to state that survivors shouldn’t have perks that reward them for “bad plays” while also stating they shouldn’t have perks for “good plays.” You pretty much killed your own argument there.
The end. Good game. Better luck next time (provided you take the time to actually improve.)
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- The MFT 3% is not fine, when that 3% back then was considered subtle cheating, having a perk that enables you to "subtle cheat" is infact, a problem. that 3% boost breaks so many loops its not even funny.
- MFTs 3% directly affects 110s and low-mobility 115 killers disporportionately.
- Injured is free, its part of intentional game progression that you'll be hit once, get injured, then hit again. MFT and Resi provide extreme value inbetween those 2 hits which is where the problem lies. (With resi providing better value than PTS if you escape after the first hit)
- Dont assume someone is a "bad player" just because they point out a blatantly flawed perk even by dev logic. If a 2% demands a boon and limited range, then a 3% being free is a problem.
- Plently of killers did "just fine" vs old DH, but still old DH was problematic with the DH for pallet/Window/Distance mechanic.
Im perfectly fine with perks that reward you for good plays, WGLF is a good example of a perfectly balanced perk on its own, you get a flashy, take a prot hit, etc etc, and you get the ability to use the perk.
Current Buckle up is the opposite, it provides the same endurance as WGLF, also applies to the healer, and doesn't require any previous "play" to enable it. Its a straight upgrade to the base mechanic of picking someone off the ground. This is problematic.
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distortion is free value. you start with 3 tokens to block aura and you get tokens as you get chased in TR so for vast majority of killers, you can be immune to aura. there is only select few where it won't protect you like scratch mirror, black incense and few other specific ones. distortion is like near meta. it is off-meta or side-meta. whatever you want to call it. I think you just don't like playing vs current meta perks and that is completely fine.
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