Chaos Shuffle highlights a big problem with survivor perk design

A significant portion of my survivor matches, I literally never use any of the perks in my build. They end up bein either:
- too niche
- Have so little of an effect they're not worth using or when you do use them, it doesn't matter
- Have requirements to use so restrictive that it makes spending time using them so bad that you are throwing by choosing to use the perk.
- Some combination of multiple of the above
Not to say this doesn't happen with any killer perks. There are absolutely killer perks for which this applies, but I feel like in my killer matches I'm way more likely to value from my perks than my survivor matches.
Similarly there are survivor perks for which these things DO NOT apply, however the ratio of survivor perks which this applies to is much higher than killer perks.
Comments
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Survivor perks individually are supposed to be weaker than a killer counterpart due to the fact that matches are 4 killer perks vs 16 survivor perks. Survivor teams get 4 times the amount of perks in the match than the killer does, so Survivor perks individually are going to be weaker.
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That's only true to an extent. There are plenty of good well balanced, impactful survivor perks (look at exhaustion perks for example), and as a survivor in the regular mode you can easily put together a build of 4 perks that are all either consistently impactful or if they're niche or have requirements, are so impactful that they are worth having despite their nicheness/requirements. However these limitations are too extreme for a lot of survivor perks they are placed on, like hardened, all of the invocation perks, all of the teamwork perks, etc. The problem isn't that there are no good survivor perks. It's the devs are too afraid to make good survivor perks that they play it extremely safe with them and as a result there are too many perks that are near worthless.
This isn't about the power level of well designed perks, this is about the ratio of bad perks to good perks, which skews much more towards bad for survivor than it does for killer and it's because the devs are too afraid to let survivor perks be good, even if they have to nerf them later, so they always aim low
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I don't think it's the perks that are the issue. More that due to how interdependent many perks are, it's almost impossible to get a loadout that functions well based on RnG. I think Chaos Shuffle doesn't work well in this game. Instead of getting fresh, new loadouts, you get perks that either don't work well together, or combos like Self Care and No Mither.
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Yes a lot of survivors perks are completely useless without any synergy, I think that's correct too, most perks should be able to stand on their own as worthwhile usable perks without needing synergy to be a decent pick, Synergy should enhance those perks and make them shine, but a random selection of 4 perks shouldn't so frequently create actually worthless perks. Anti synergy is one thing, not everything needs to work with everything else perfectly, but a total lack of synergy shouldn't consign a perk to worthlessness. Many of the best survivor perks are good on their own but synergy let's them reach another level.
I will note that all of what I'm saying applies to killer perks too, but I think the problem is a lot more rampant in survivor perks than in killer perks.
The occasional primarily synergy focused perk like vigil on survivor or undying on killer is fine, but when so many perks rely on synergy to be even remotely usable it significantly hampers creativity and buildcrafting in limiting the ways perks can be used together, since those synergies are the only ways to make the perks work.
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I mean this is a problem on both sides, it's not exclusive to either survivor or killer. They have buffed a lot of bad perks in the last few years but they still have a long ways to go.
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I get that, but my point is the game is balanced around the idea that the survivors are assumed to be putting together a good perk combo that'll have a good presence in the match among some weaker perks vs the killer. With chaos shuffle, that assumption is incorrect - it's all RNG. It's called chaos for a reason. It would require balancing tons of perks for the sake of a limited time gamemode. These alternative gamemods aren't designed to be balanced - no different than 2v8. It's unrealistic to expect the devs to rebalanced tons and tons of perks so they sre individually strong just in a specific gamemode.
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Well, the devs are really careful with perk designs, especially since MFT came out, so most of the new perks are bad or mid.
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Can't the same thing be said about Killer perks? The amount of times I got Hangman's Trick, Zanshin Tactics and Nemesis is criminal.
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I said something similar to this a while ago and I got told I'm coping. IDK why I have to travel around the universe and back to get value from some perks.
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But that's not entirely true though because even outside the chaos shuffle mode you do not see people using these perks. The devs aim so low with the perks because they're afraid of making them overpowered that they end up useless. All I'm saying is they should stop aiming so low when they are creating new perks. It's okay if an occasional perk is out of band/OP. They can always just nerf OP perks later, but once these perks are released useless they're often doomed to stay that way forever because there's far too many older perks that need attention so they don't want to dedicate resources to newer perks even if they need the attention just as much as older perks.. The best builds always consist of perks that are individually useful. Requiring synergy to make a perk useful is basically sending a perk to be executed before it even had a chance to be good. If your perk requires 2 perks to compete with a single perk, it's basically always better to just run 2 other perks that are useful individually. Exceptions to that are very rare (buckle up before it got nerfed for example)
And of course this happens with killer perks sometimes too, but I think it's much more common with survivor perks, and it's a product of their design process, which I think is where the flaw lies.
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I think this is a victim of them feeling compelled to create 3 perks per character. They arent going to create 3 super strong perks on a new survivor - it'd effectively cripple killers if all survivors got 3x strong perks. Thats end up being 16 overpowering perks vs the killers 4.
They had mentioned before that they usually have a rule of 1 strong perk, one perk that's situational and one "fun/silly/interesting" perk such as dramaturgy...if I recall correctly.
With how many survivors we have these days, that means there's more and more of the weaker situational or "fun" perks are dropped into the pool to pick from in chaos shuffle.
If the devs ended up eliminating the silly or situational perks from the chaos shuffle picks, then we'd have 16 strong perks vs the killer which ends up being what they are wanting to avoid. Perhaps a happy medium is to exclude the silly perks from chaos shuffle.
Additionally, I feel they should probably start only having new characters have 1 or 2 perks moving forward. We are really diluting the options stacking on 3 perks per character- especially when chapters used to come with multiple survivors. At least it's typically one survivor, now.
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