http://dbd.game/killswitch
Chaos Shuffle taught me one thing
Perks are 99% useless or detrimental.
No wonder only a few perks are being used by both the killer and survivors.
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Most are easily ignored, on Survivor at least. It's rare that you see more than 5 or so perks post-Felix being used in any given trial.
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- — Hey, what is this perk I've got? I don't even remember it!
- — Reads the description
- — Oh, that's why I don't remember it…
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I think it's more that Chaos Shuffle isn't necessarily the best showcase for a lot of perks, especially on the survivor end- but even on killer, you can roll a perk that is useless on your killer but quite useful on another character.
I played a match earlier where I rolled both Plunderer's Instinct and Still Sight. Even disregarding that Still Sight is kinda weak, there's a fair amount of overlap between those two perks, and you'd typically run them in some kind of chest build, not paired with Mirrored Illusion and… I forget what the fourth one was, but not a chest perk.
Now, I brought a key in with me so I could benefit from them, but someone who didn't generally would've had two dead perk slots vying for each other's position in a niche that player doesn't want. It doesn't mean Plunderer's Instinct is bad, and it's not even the reason Still Sight is a bit meh, but that distinction doesn't matter from that player's perspective in that moment.
It's easy to conflate a perk that simply doesn't shine on its own with a perk that's actually useless, and Chaos Shuffle exacerbates that. Even so, more perks than most think are useful even within that context.
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You realize that a lot of these mediocre perks have finite uses and demand very specific circumstances, often with easily triggered deactivation conditions and somewhat time consuming or demanding activation requirements. Not to mention the often limited use window, before the perk is extinguished. And then a lot of them only work against specific killers or perks, and they provide no value outside of those unique circumstances. So it makes sense to run perks that work against any killer, and don't require too much effort to be able to use them.
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a lot of perks require synergy, which you just don't get in Shuffle. Shuffle boils down to getting "4 good perks.exe"
it's nice to see niche perks like Wicked have some value even if you "fail" to achieve their conditions.
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- Many survivor perks desperately need other perks to have any value. Most of the time, you can't get any value out of them, and it's like playing without any perks🤣 but it's a fun dynamic.
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Interestingly, a majority of perks could have their values buffed and they'd remain relatively fair to play against but BHVR enjoys handicapping and/or using safe values for most of them.
For example, Better than New could be at 30% since Leader's condition barely exists and is double the value of current Better than New…
Other examples I'd like to see:
- Rapid Response | Increase aura duration from 2 to 4
- Invocation: Treacherous Crows | Increase aura duration from 2 to 4
- Blood Pact | Increase haste from 7% to 10%
- Self - Preservation | Increase range activation from 16m to 24m
- Cut Loose | Increase window activation from 6 sec to 10 sec
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That's why devs should be looking at the bottom pick rate perks and be either buffing them or reworking them every patch.
I remember when Devs did this for a while but stopped for whatever reason
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if treacherous crows removed its TR requirement I would break down crying and never take it off.
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That would be a welcome change! It's an unnecessary condition for a perk that provides little.
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Facts. The solution is to make more OP perks like reassurance and conviction. situational but not rare to have great value, so survivors actually lose something if they dont take them. As for killer obliterate gen slowdown it will never be surpassed imo.
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