Not all perks are created equal
I was thinking of perk restrictions that could be implemented that would make the game less-oppressive for both sides and came up with a couple ideas.
1) Limiting the number of perks from the same category that can be equipped simultaneously for stacked effect (i.e Using multiple exhaustion, haste, or endurance perks as survivor, or multiple gen-affecting, tracking, or exposed perks as killer)
2) My other idea is that some strong perks could take up 2 perk slots to compensate for how OP they are. Some have multiple effects that make them seem as if they're 2 or more perks in one. (Off the top of my head, perks that would warrant taking 2 perk slots would be Pre-Nerf Eruption or Pre-Nerf MFT since these perks accomplished multiple effects for the price of one)
Comments
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It should work back then, when perks/killers have a single power.
But now they're mostly mixed. So its hard to put them into category. It may be reasonable to pick between Desperated Measure and Botany that both giving healing speed (eventhough it will create more meta since perks in the same category will have the most powerful strength). But perks like MFT that have multiple effect, should using MFT alone disable OTR, MoM, BU, WGLF (Endurance) and Hope, Lithe, SB, Balance landing (Haste)?
For Gen slowdown, Im fine with buffing slowdown perks if they're only allowed to use 1. The problem is stacking 4 of them. Even if 1 perk buy extra 45 (sound little), but stacking 4 to add extra 2 Gens time isnt fine.
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Yeah I hear what you're saying, it's complicated because there's a lot of perks with mixed effects now that are hard to categorize, and fwiw I haven't fully thought this idea out.
Maybe for a perk like MfT, rather than disabling the stacking effect of other endurance or haste perks, you would instead put it in a special category for perks that are considered to be OP.
Then you could determine which perks belong in this category through a combination of observing the current meta, overall usage rate, and which ones are highly controversial in the community; and the perks in this "OP" category can take up an additional perk slot.
Like I said though I haven't put a lot of thought into how exactly this would work, and I'm sure others could bring up some issues this would cause of which I haven't considered, but I think there's a nugget of a good idea here.
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I think perk should having a cost system.
Like a perk cost 1~5 point, people can bring more than 4 perk if the total cost is not more than 12.
So perk will be more easier to be balanced.
Or if it is too difficult to coding, just make it that people can still only bring 4 perks.
But match making system depends on the total perk's cost
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That's an interesting idea and probably easier to code than what I suggested.
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Something definitely needs to be done about Blights and Nurses stacking four slowdown perks. This is becoming increasingly common in today's game and is impossible to beat unless the person playing killer is completely incompetent. You just load into the game and it's immediately over. People whine about the 3% of four man survivor teams that sweat but never mention the fact that the strongest killers in the game are always the ones bringing the most busted builds imaginable. The latter is far more common. Every single blight/nurse I run into has pop, pain res, corrupt, and maybe an aura perk or another slowdown. Like you already can end chases within seconds and you need to stack slowdown on top of a favorable map offering + busted addons? Things like this tilt the match so far into the favor of one side and are bad for the game.
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I have that idea for a verylong time since I play Hollow Knight that how the charm slots system works.
It could be weak perks taking 4 slots, decent with 5, and meta with 6 for total of 20 slots. So using completely off meta should give player 5th perk. That would increase the usage of weak perks just for the 5th perks, as well as meta can only use 3 perks.
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I'd be fine with that. More perk slots for me, that I will definitely use because I'm certainly not too lazy to equip even 4 perks. Definitely.
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At this point there's way to much overlap
Lethal Pursuer
BBQ
Floods Of Rage
LP- see the Survivors Aura at the start of the match
BBQ- sees any Survivor(s) Aura when another Survivor is hooked
FOR- Sees Survivors Aura when a Survivor is unhooked
Gen regression
Hex: Ruin
Pop
Scourge Hook: Pain Resonance
Ruin- Regresses Gens that have progress on them but no being worked on
Pop- Hook a Survivor and get 45 Seconds to kick a Gen and have it lose 20% of progress
PR- Hook a Survivor on a special Hook and the Gen that has the most progress loses 15% of progress
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