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What perks do you think are badly designed?
Title.
Now, I don't just mean weak, or not just OP.
I mean what perks will always be unhealthy and just a bad design no matter what numbers they'll have?
I'll go first...
Hex: Wreched Fate. While it has a nice foundation, being a Hex centered around the Obsession, the actual effect is awful. Just a free token for Pentimento. It's a lose-lose situation no matter which way you spin it, and it almost seems to be tailor-made to fulfill this role.
Predator. One of the few perks that Distortion 100% counters, one that can be stolen away from you if you surprise 2 survivors at once and trigger chase with both, and it just ends up feeling awful for both sides.
Shadowborn would also be here, but I think this one is more of a placeholder than anything.
Territorial Imperative. No long tangents needed, even if you want to proxy-camp, you can do it perfectly without it.
Shattered Hope. Should be either basekit or removed.
Dying Light. The textbook definiton of a win-more perk. When you struggle, it does nothing, and when you get stacks, you already don't need it.
Scourge Hook: Hangman's Trick. No comment. It just sucks.
Boon: Dark Theory. This perk will never be balanced. It's either trash or OP, and a lazy design to top it off.
Last Stand. The newest, and most annoying of these. It encourages you to be an a** with every single facet of it. And before you say it's one use and has a really small range, that only cements it as a haha-get-wrecked annoyance.
Comments
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I agree with the last stand point. It only happening once is nice but if you do that really annoying thing where you chain it with head on or lithe it's just a free save with no risk. Personally I think it should trigger once still but give like 30 seconds of exhausted that way the killer isn't getting stunned like 3 times all at once. That would be countered with vigil, but that would eat up 3 perk slots on a single use strat.
-1 -
Gen perks.
Both sides.14 -
Lightborn, backround player, slippery meat, lucky break, and dissolution/blood flavor. Just super uninteractive perks that only take from gameplay instead of adding to it. random haste perks are pretty high up there too
Post edited by Steakdabait on-3 -
No mither: screwing over 3 other players by turning yourself into a massive burden for the team should not be a perk in a team based game. This is a troll perk used to grief teammates and nothing else. A full rework is the only thing that can salvage this garbage.
Slippery meat: it never had a use outside of gimmicky swf luck builds and still doesn't. Its effect is just bad and needs to be reworked entirely. It's just a newbie trap.
Third seal: technically blindness in general. It hard counters soloq and does next to nothing against swfs. Making the already weakest role in the game even weaker is not what I'd consider great perk design.
Dying light: you already explained that one perfectly.
Territorial imperative: it's only used to allow mobile killers to camp the basement better.
Insidious: literally, its only genuine use is camping.
Still sight: the survivor's insidious. Exclusively used to immerse yourself with a key and urban evasion in some bushes and wait for your team to die. I've never seen this perk used for anything else.
Post edited by Hex_Ignored on5 -
Any perk that relies on gens being 'comprised'.
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I'll go with Potential Energy when it released. I think it was the worst example of DbD trying to fix gameplay issues with perks.
If the killer is going for a full 3 gen lock down and you brought the perk, great, survivors win.
If you didn't? Sorry, tough break.
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Dying light - I could write a whole essay on why this perk is bad
Conviction
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Invocations are probably some of the worst perks in the game by far IMO.
I love the idea of playing chicken to go to the basement, but the downside to them has to be the most ill thought through thing ever.7 -
Leverage
It just encourages the killer to tunnel the unhooked surv.
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This Is Not Happening. Crash out incoming:
- Comparing it to Resilience or Deadline makes me want to slam my head into a wall, WHY, WHY does TinH still exist with its current activation conditions when they do
- If the idea is to be a General Perk that makes skill checks easier for new Survivors, why does it require you to be Injured, and why have BHVR designed a bunch of other paid Perks that do a much better job at helping new players with skill checks??? Why not give TinH one of those effects they've designed so new players can have easy access to it, and give veteran players a Perk they'll actually care about in its place??
- The Perk has no thematic premise. The name implies a Perk where you're in a state of denial (which could be a really fun theme to make an evocative effect for) but the Perk's description and actual effect run with the idea of "performing at your best when under extreme stress" THEN WHY IS IT CALLED THAT
- Has parasitised itself to Perks that actually have ideas, like Hyperfocus, as an excuse to not try and get a better effect. Nothing against Perk synergies, but TinH is pretty much dead weight by itself and entirely relies on other Perks for it to freeload off, (unlike something like Slippery Meat, which undeniably works even if synergies are needed for its true potential) and personally I think that's a bad situation for any Perk to be in, especially a Generic Perk relying on DLC Perk synergies
- Has plot armor: The only other thing in this entire game that's ever increased Great Skill Check zone size is the Sponge addon, giving TinH the bizarre defense of technically having no competition while falling behind other Perks
- Has had the audacity to have not been directly updated for… 2,859 days and counting. (not counting Sabotage skill checks being removed as an update) A Perk not needing an update for a long time can be a badge of honor- I think Whispers floating in and out of the playerbase's favor with 0 direct balance patches is awesome. This Is Not Happening is not awesome.
"bad design" might be too generous, I would argue TinH wasn't designed. It feels like it only exists to meet a minimum Perk quota before the game shipped
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vigil. it counters everything status wise and it stacks
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Most "win more" perks for survivors, most "second chance" perks for killers.
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Shoulder The Burden
Best case scenario, you rob a Killer of most of their hook pressure with a single button press
Worst case scenario, you get yourself killed using it and give the killer the freest win possible
Majority of cases, the perk doesn’t do ######### because the killer wasn’t trying to get someone out of the match quickly to begin with and now you’re on Death Hook for no reason
This perk is either bullshit or dogshit depending on which side you’re on of whichever of these scenarios ends up happening in the 1 in a 1000 games you actually see the damn thing used-3 -
Boil Over - Encourages extremely boring gameplay and yet unless you specifically play into that it's not even a good perk at all. It encourages killers to slug and isn't skillful gameplay at all. Needs a rework.
Vigil - Very overtuned perk that further encourages the meta by making exhaustion perks stronger while also being most effective against a lot of killer perks/addons that are not meta, and it stacks too. It's unhealthy and I think it should get a nerf.
Grim Embrace - I don't like this perk for multiple reasons. It attempts to discourage tunneling but works perfectly well if you tunnel anyway and then use it in the 3v1. Blocking every gen on the map is boring and often results in time spent doing nothing. It's most effective on some of the strongest killers in the game and helps them build up even more pressure when they don't need it. I know the original version of this perk was bad, but the current version is obnoxious imo.
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There is one perk that immediately comes to mind:
Boil Over.
12 -
Deadline. It just gives you more skill checks in random places when you're injured, and reduces the penalty for missing a skill check by 50%. But if you don't miss a skill check, then what does it even do?
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Killers have second chance perks? Or do you mean that from the Killer POV, second chance perks are badly designed?
-4 -
Well, my friend, they do have one: NOED.
But in my opinion it really isn't as badly designed as it used to be.
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There are no bad perks in DbD, only people who don't know how to put them to good use.
Pain res is just annoying because it's used too often by killers that can't think for themselves , but is extremely easy to counter.
-4 -
Most of the lesser used ones, really. But if I had to choose one on either side…
Survivors, Visionary, which isn't the perk's fault, it was the changes to Deja Vu. Still, badly designed in this era.
And on killer side, I'd go with Shattered Hope. I don't really need to explain that one, I'd say.1 -
Shattered Hope is an interesting one, seeing as it was created to counter Boons, and yet only one boon perk was ever meta and the meta died as soon as that perk got nerfed, meaning Shattered Hope just faded into obscurity.
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Moment of Glory. Do I understand the intent, yes. Do I still think it’s poorly designed, yes.
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If you can consistently hit greats it'll speed up your gen repairs a decent chunk.
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Decisive strike, if you perform to well as killer and down people to fast you cant still get hit by it even when not tunneling. I think the most ironic part is when pop goes the weasel timer was 60 seconds but it got nerfed for having "too much time" but ds was ok for 60 seconds lol. Just make a change if you down a different survivor it deactivates.
-8 -
I think gen blocking perks like dead man and deadlock and grim embrace are badly designed it encourages killers to camp easily, for survivors i think the Invocation and teamwork perks are so badly designed one is a waste of time for a little of reward and the other is useless in solo q.
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Oh yeah, that one sucks.
The effect being locked behind chests is odd.
3 -
That one fish perk
Red herring
Good way to get your teammates killed lol1 -
No mither. You're broken all match, and the one positive attribute it has of infinite unbreakable is pretty worthless because no killer with any competence at all is going to leave a no mither player slugged.
7 -
While the optimism is pretty cool, you can’t seriously say DBD has no bad perks when things like No Mither exist
3 -
I have no idea why this isn't just one chest, 2 chests when only like 3 or 4 are available and there are 4 survivors is tonedeaf.
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Stand alone self care would be a better pick. Not even removing 1 chest off this would make the perk appealing I think. If the idea was to limit swf, self care would still be a better pick.
2 -
No Mither build can be great. Put on resilience and you have faster vaults, gens, unhooks, chests, totems and gates all match and are hard to track and never waste time healing.
Then use an exhaustion perk like Sprint Burst with it and you basically have old iron will where you can make distance and break line of sight to lose the killer. This will also help delay first hits and get out of any dead zone. Pair this with the new dog vial for greater effect.
Then add Lightweight or Dance With Me so when you make distance with Sprint Burst or Lithe and fog vial, killer has no blood, barely any sound, and no scratch marks. If you break line of sight doing this easily lose the killer. So although you've lost a health state, you have more chases and you last longer per health state.
Then you could run Decisive to make a tunneling killer either pick you up and eat the stun, or leave you on ground for unbreakable value without running unbreakable.
Now of course you have to be a strong looper to play the whole match injured like this. So if you're bad at looping it's gonna be rough.
Personally I regularly run resilience and often avoid being healed and play most of the match injured to do gens faster so I'm not afraid to play injured. Healing can waste so much time so this "healing meta" is overrated and a lot of survivors are scared to play without a med kit and healing perks, let alone injured.
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Boil Over.
No Mither.
Deadlock.
DMS.
Insidious.
Every Invocation.
Dead Hard.
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I agree with you, I think maybe if the timer was shorter also it'd be more worth it. IDK why they are so scared to tweak values of these perks and see how they do with stronger tuning.
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I think it’s a lost cause and would be a waste of resources to even try to make the perk appealing. I just chalk it up to a noob trap. The perk feels like it was created by someone that’s never touched survivor and plays killer only. It’s overly convoluted for a one time heal, and a giant time sink that’s more likely to cost the game than give a reward. Even endgame adrenaline just does it better.
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Invocations needs to be reworked.
1: The downside is too great, being permanently injured can lead to being tunneled more often.
2: The immense time it takes to do it, you could already complete a gen the time you're done, having other people to speed it up tends to not be efficient.
3: You can only do one Invocations at a time, this eats up soo much time and discourages doing invocation combos.My proposal to make invocations more useful.
1: The downside instead inflicts a debuff on the one who started the ritual. Maybe based on what the invocation was, Treacherous Crows would reveal the caster when they scare crows, Weaving Spiders would shrink the repair skill check size on the caster.
2: You can do multiple invocations at the same time. *BUT IT HAS A SLIGHT SPEED PENALTY FOR EACH EXTRA INVOCATION*0 -
So I believe that most perks are badly designed… nowadays
Most perks were designed in a vacuum… without acknowledging how it'll work with other perks
1 -
I despise current pain res. I hate dead man's.
sucks for me because I thought original pain res was the perfect killer perk; I loved farming regression by farming hook states by just being awesome.
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Lithe, Overcome and Sprint Burst. I would gladly take a hit to like the top 5-10 killers for a nerf to those perks.
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even if they came up with the concept when the game launched and everyone was a noob and slow at the game it still would’ve been bad design
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I was gonna say knock out but I didn’t realize that got changed finally
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I would argue the teamwork perks are the worst survivor perks in the game the design of them completely goes against the average solo queue match (why didn’t this reply to Jedimaster lol)
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For me, it's Insidious. In a game where success is more easily attained for maneuverability, to have one perk requiring you to stand still whilst survivors are smashing out generators doesn't make any sense. It's a poor perk in the modern era of DBD.
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It's literally the objective. Imagine how boring the game would be if every perk was either a chase/2nd chance or information perk
-1 -
The Killer's objective isn't gens. The Survivor's objective is not to end the game in five minutes.
If every perk were a chase, 2nd chance, or info perk? DBD wouldn't be boring. It would unironically be a much, much better game. The community as a whole has proven it because every single survey, time and again, when asked what the most important aspect of DBD is, know what they say?
Chase. They say it's chase.Chase is the most important part of DBD because it's the fun part. Not gens. Nobody is playing this game because they like to do gens really fast or hold gens for 45 minutes (except that one Skurchent).
Gen perks are badly designed. BOTH sides. So are gen items. Ideally NOBODY should be able to hold, block, or increase regression/progression of gens beyond basekit. But that's not the game we're in, unfortunately.
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Nobody is playing this game because they like to do gens
Actually, friend, I am!
I don't like chases, they have always been the least fun part of DBD in my experience. As survivor, I enjoy being the gen jockey, the one who will do the objective. The thrill comes from hiding and evading the killer.
And, as killer, I've always preferred map control over chase-oriented characters.
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Every action, every move you do is intended to stop survivors from doing gens. Game would end even quicker if survivors never had to worry about gen perks
-1 -
Did you miss the part where I said we should also remove Survivor gen perks?
I'm not interested in an argument. Killers' goal is not gens, Survivors' goal is not to rush them so fast the round ends in five minutes. That's the truth. You're free to accept that or not.
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Shattered Hope for sure.
It's not even that it should be basekit, it's that it explicitly shouldn't be basekit. It runs contrary to the entire purpose of boons from a game design perspective, and in my opinion, you don't even need it when you are facing boons. At the same time, it also does literally nothing if the survivors don't have boons.
It should absolutely get a hard rework. Maybe something for showing the aura of a survivor that breaks a dull totem, or something.
Special shoutout goes to the Teamwork perks. Individually the first two are trash and the second two are kinda eh, but that's not the thing I want to talk about, they're just weak. The badly designed part is the framework, by which I mean, there is no framework. There's nothing those perks have in common other than the vague idea of helping each other out, and they're not even the only perks to do that, it's just a nothing tag that goes on some perks arbitrarily.
Compare that to something like Boons, with an extremely defined framework, or even something like exhaustion with a clear framework that has a few outliers for flavour. There's just nothing to Teamwork perks on a design level.3 -
Correction accounting for this - MOST OF THE COMMUNITY says they are not playing the game because they enjoy gens, but because they enjoy chase. There's certainly exceptions. :)
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