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Perks should not counter anything

Archael
Archael Member Posts: 939
edited May 2025 in Feedback and Suggestions

Perks should enhance abilities, add new mechanics, or boost stats. But should never be an answer for other mechanics, and should never be a "counter". Counters for killers/mechanics/perks should be build in those mechanics, not require usage of specific perks. Mostly because we don't know what we are gonna face, we can't prepare and bring counter perk, it's always guessing, so it's not skill, it's gambling.

Anti tunnel should not be perk but basekit, and perks should enhance it, at most.

Anti boons should not be a perk, but basekit, tied to boons as a mechanic. (It's already is. Shattered hope just enhance it. This is just an example).

Counter perks are lazy fixes for problems that should not occur in the first place.

Post edited by Archael on

Comments

  • jesterkind
    jesterkind Member Posts: 9,569

    I agree with you overall, but it is worth pointing out that Shattered Hope is not the necessary counter to boons that should be basekit. It's an effect that isn't necessary and the perk should just do something else, no basekit involved.

    Boons don't work in a way where breaking them on snuff makes sense. Their counterplay is baked in to the basekit.

    This of course doesn't apply to things like tunnelling, in those cases you are correct and I agree.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I have to agree with Jester here regarding boons, Survivors have to contribute a lot of time to keep putting them up which is a lot of time wasted compared to the second I spend ridding of it, I'd rather survivors bring boons than other perks because of this. lol

    As for the rest I wholeheartedly agree, much like Borrowed time, I do sometimes wonder what QoL Killer could recieve of the same kind sometimes:
    -BBQ? (to keep match momentum and incentivise leaving the hook, could be on first time hook for each survivor but the perk extends the effect and works on every hook)
    -Monstrous shrine?
    -Pain res to incentivise spreading hooks?

    I'm not saying these SHOULD be added bare in mind, I'm just brainstorming possible QoL to encourage killers to play in a more fairer way but also reward them

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    The only current QoL I can think of is showing hook aura's in orange if they are in area's that have unfinished gens.
    Like, the amount of killers that rely so much on genregression perks to win games because they dont know how to use hooks is insane. I have been next to basement a few times, and killers go out of their way to not hook inside the basement because it saves them 4 seconds of time.

    In contrast to that, survivors are kinda forced to heal up before rescuing from basement, where they can be injured in any other case. So just the act of hanging someone in basement forces survivors to heal up or otherwise its a hooktrade at best.

    Just things like that could be a QoL by making basement hooks ALWAYS orange, and hooks next to unfinished gens also orange (because survivors wont be working on that gen as long as someone is hooked there).

  • Archael
    Archael Member Posts: 939

    I don't disagree with that. Shattered hope was just example, not necessarily the idea itself.

  • VibranToucan
    VibranToucan Member Posts: 674

    I agreed until you called Anti-Tunnel perks counter perk. Counter perks to me are perks that only counter a mechanic, not perks that may be used to counter a gameplay choice.

    If we count any tunnel perks as counter perks than we could define anything to be a counter perk somehow: "Finesse is a counter perk to killers swinging at window vaults", "Sloppy Butcher is a counter perk to Survivors healing", "Darkness Revealed is a counter perk to Survivors hiding", "Thrill of the Hunt is a counter perk to Survivors cleansing totems", "Plunderers Instinct is a counter perk to killers bringing Franklin's Demise", etc...

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    Perks should not be the ONLY counter to other perks.

    It's completely valid for perks to counter strategies tho

  • Archael
    Archael Member Posts: 939

    Let's assume what you said is true (it isn't, but let's assume that).

    In OP I said that perks should enhance.

    Finesse is not a counter to "killers that are swinging at window vaults". Counter for this are fast vaults, and finnese only enhance that.

    Hemmorage and mangled are counter to survs healing, sloppy allow to apply those aside from killers powers.

    Aura perks are tracking tools, enhancing killer tracking abilities. Counter for hiding are afk crows.

    Thrill of the hunt enhance totems in terms of their endurance.

    Etc.

    Borrow time is not a counter perk, it's enhancing bk bt.

    We can discuss what is and what is not a counter perk, where one can have better arguments than another one in one case but worse in another.

    Counter perk is a perk that exists specifically to counter specific thing, like mechanic, tech, perk, killer power.

    And it's worth to mention, especially for entitled players - removing counter perks does not means the mechanic should stay as is. Devs are obligated to fix problems, including problematic mechanics.

    IF, and I'm going to repeat - "IF" we are going to remove perks that counter tunneling, Devs should fix tunneling problem by buffing other aspects of killer playstyle and incentive NOT tunneling. All those things are connected.

    Main point of this topic is - every game mechanic should have build in counters, and perks should not be counters for such things.

  • Defnotmeghead
    Defnotmeghead Member Posts: 306

    Finesse literally counters window grabs tho, it becomes frame perfect due to ping and since you dont know which frame it effectively is a permacounter to grabs. Thrill literally counters using boons to prevent the killer from getting a hex notification as it makes booning longer than doing a generator even tho there boons being slowed down to prevent the killer from getting the hex notification is already a thing. Its not enhancing it, enhancing would be adding 5-10%, not an entire generator's worth of slowdown.

    Mangled isnt basekit in the game, no killer has basekit mangled, addons or perks are needed. Hence, counter specifically to healing.
    Aura perks arent tracking tools, they literally show you the survivor. Bloodhound is an enhanced tracking perk, Aura's arent. Crows arent a counter for hiding, crows are a counter for AFK.

    The only perks that exist right now in the game, that are purely counters to a basekit mechanic that should be (partially) basekit are anti-slug perks. Everything else is not a direct counter. And some perks will counter other perks directly because they "enhance" the opposite sides. Like Iron Will and Stridor counter each other specifically. And that's fine.

    The only 3 things that are an issue with design are: 1. Maps being able to counter Hag and Trapper. 2. Slugging requiring perks to have counterplay and 3. Communication gaps between soloq and swf that are too big (like, the anti-camp bar, or survivors who have aura perks being able to call out that information to teammates).

    There are balancing issues elsewhere, but those are often a numbers game, when it comes to actual things that need to change in design its only 3 issues.