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have you guys ever considered launching a ptb where you test how 5 perks work in the game?

title says it, the current perk pool is very big (like REALLY big), and 4 slots just won't cut it, so im wondering if the devs have ever considered adding a 5th sloth for both killers and survivors to get an extra perk, just imagine the combinations that you can do/make better with an extra perk (of course it could be unbalanced, but i mean this game isn't even that competitive)

Comments

  • TAG
    TAG Member Posts: 12,871
    I don't think the game being unbalanced is justification to potentially unbalance it further?  If they want to test it out, sure, but there is a lot that can go wrong.
  • Iceman
    Iceman Member Posts: 1,457
    We don’t need 5perks for a game. And let’s say the dev did go with this idea then I think only solo players and killers should have this benefit. There should be a downside to swf. Which there currently isn’t. 
  • SpongeBob420Pants
    SpongeBob420Pants Member Posts: 118

    I think a 5th perk would be really cool, self care and exhaustion perk is standard for survivor, bbq and chili with some other tracking/pallet perk/hex ruin is standard for killer.

    A 5th perk would open up creative options for everyone.

  • SpongeBob420Pants
    SpongeBob420Pants Member Posts: 118

    Anyone complaining about this is actually stupid, the OP is asking for this to come to PTB. If you have a problem with things being tested, your opinion doesn't matter.

  • DwightsLifeMatters
    DwightsLifeMatters Member Posts: 1,649
    Most people (me included) don't give a damn about those small changes. We want second objectives for survivors after solos got more tools and a different game mode. A 5th perk is not going to change the gameplay.
  • Peanits
    Peanits Dev Posts: 7,555
    I don't think it's necessary. Currently you have to pick and choose your perks carefully because you have a very limited number of slots. If you add more, it becomes too easy to become a jack of all trades. You don't have to make sacrifices to specialize in something, you have enough wiggle room that you can compensate for your build's weeknesses with other perks.

    For example, you don't have to choose between chase perks and utility perks, you can easily run both. Killers can run two or three perks to help in chases and still have room for tracking perks. Survivors can run DS, self care, an exhaustion perk and still have room for two other utility perks.

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.
  • AshleyWB
    AshleyWB Member Posts: 4,061
    Maybe if perks were categorized into uses. A miscellaneous perk slot is a option. 

    Maybe if perks cost perk points and the stronger the perk the more perk points you are allowed in your loadout.
    Maybe devotion could give you +1 perk point capacity.

    This would be a really bad change in my opinion but these are options.
  • fluffybunny
    fluffybunny Member Posts: 2,161

    @AshleyWB said:
    Maybe if perks were categorized into uses. A miscellaneous perk slot is a option. 

    Maybe if perks cost perk points and the stronger the perk the more perk points you are allowed in your loadout.
    Maybe devotion could give you +1 perk point capacity.

    This would be a really bad change in my opinion but these are options.

    Oooo, alternatively they could make perks worth points. You have five slots and something like 5 for point value. Purple are 3, green are 2, and yellow is 1. That way you have one extra slot, but you need to choose what purple perks you would like to bring.

  • Shadoureon
    Shadoureon Member Posts: 493

    I wish they would use the PTB more. Test no heartbeat, test 5 perks like OP wants, test more. Not just test new content they pretty much want in anyway.

  • AshleyWB
    AshleyWB Member Posts: 4,061
    @fluffybunny that's what I was trying to say except I phrased it really badly. Could be interesting and make high ranks more determined on your skill.

    It would help definitely help balance but having perks which work well together being restricted would be an issue. If the values are fair then fine.
  • Peanits
    Peanits Dev Posts: 7,555

    @AshleyWB said:
    Maybe if perks were categorized into uses. A miscellaneous perk slot is a option. 

    Maybe if perks cost perk points and the stronger the perk the more perk points you are allowed in your loadout.
    Maybe devotion could give you +1 perk point capacity.

    This would be a really bad change in my opinion but these are options.

    Oooo, alternatively they could make perks worth points. You have five slots and something like 5 for point value. Purple are 3, green are 2, and yellow is 1. That way you have one extra slot, but you need to choose what purple perks you would like to bring.

    I've always thought a system like that would be neat, but the points can would have to be based on how powerful the perks are rather than their rarity. Otherwise perks like NOED or Franklin's Demise would actually be more desirable in their tier 1 form since they would be a lower rarity while still providing mostly the same results. But it would be interesting. You could leave some perks powerful and just make them expensive to use, possibly restricting you down to three slots if you only pick the best perks.
  • fluffybunny
    fluffybunny Member Posts: 2,161
    edited January 2019

    @AshleyWB We could also limit how many of the types of perks a build could have if the other is too hard to achieve. For instance, you could take 2/1 purple, 3 green, 4 yellow. Five perks allowed in total. The tiers may need to be based on the final tier, though, as self care is basically the same at all ranks and the strong perks are still strong, regardless of the rank in most cases.

    edit: Killer should probably be different as they are often addressing a group of people, so may need the extra help, though that could definitely be something that could be tested.

  • Vietfox
    Vietfox Member Posts: 3,823
    4 slots is good enough and still will be even if they add more perks. Actually, having more perks while keeping the number of slots WOULD increase build diversity.
    Currently many of them are unused because they aren't so good, so instead of adding perk slots i say they should buff those perks (or completely rework them) so we can see some more variety.
  • SpongeBob420Pants
    SpongeBob420Pants Member Posts: 118

    @Peanits said:

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.

    This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?

  • ad19970
    ad19970 Member Posts: 6,464

    As someone pointed out on another thread like this, they could make it so you can only use a teachable as the fifth perk. I personally would love that and think it would be nice to test it out on the ptb.

  • Peanits
    Peanits Dev Posts: 7,555

    @Peanits said:

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.

    This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?

    What you're talking about is the meta. The meta doesn't stop existing with an extra perk slot, the next best perk just gets slipped in as well. If you choose to run the same perks all the time, that's on you.
  • SpongeBob420Pants
    SpongeBob420Pants Member Posts: 118

    @Peanits said:
    SpongeBob420Pants said:

    @Peanits said:

    I feel like it would get stale. I'd rather have a limited loadout that requires me to switch things up than a generic loadout that covers everything.

    This makes no sense, you say 4 perks is better than 5 because "it would get stale", with the current 4 perks cap there is no "switching things up", survivors use self care and exhaustion perk (half their loadout) and killers use Bbq/ruin/pallet perk (also at least half their loadout) and this has become standard. What could be more "stale" than having half your perks already picked for you?

    What you're talking about is the meta. The meta doesn't stop existing with an extra perk slot, the next best perk just gets slipped in as well. If you choose to run the same perks all the time, that's on you.

    Except it's not on me, this is the standard the average player follows. On survivor I personally run self care and dead hard, I use other perks but 3 extra slots would give more variety than 2, Same with killer I personally run Bbq and a perk to synergize with that killers specific power and hex ruin for purple and red rank, once again an extra perk slot would be welcome.

    I would totally agree that too many perk slots would be a problem, 6,7,8 perks would be too much, but the jump from 4 perks to 5 would help with variety in loadout for both killer and survivor.