Buff X% slowdown perks but make them not stackable

I'm talking about perks that directly slow down certain actions like Thanatophobia and Dying Light.

Both of these are pretty underwhelming perks that don't really do that much and really need buffs to make them better.

The problem however is that if you stack them and buff them too much then they could get waaay too overwhelming.

So my question is why can't we make slowdown perks not stackable in order to make them decent but not too strong?

EDIT:Made the post a bit more clear

Comments

  • I mean you see how it goes do ya. Pop got no synergy with good slowdown perks and it gets nerfed because...reasons soon.

  • @OniWantsYourMacaroni said:

    I'm talking about Thanatophobia and Dying Light.

    Both of these are pretty underwhelming perks that don't really do that much and really need buffs to make them better.

    The problem however is that if you stack them and buff them too much then they could get waaay too overwhelming.

    So my question is why can't we make slowdown perks not stackable in order to make them decent but not too strong?

    very well lets also make survivor perks not stackable. DS and unbreakable/no mither can not work together. if one is active, the other can't be. make things even on both sides... selfcare buff but can't stack with botany knowledge.... what else can we buff but make it incompatible with other perks too?

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/196342/buff-slowdown-perks-but-make-them-not-stackable

    very well lets also make survivor perks not stackable. DS and unbreakable/no mither can not work together. if one is active, the other can't be. make things even on both sides... selfcare buff but can't stack with botany knowledge.... what else can we buff but make it incompatible with other perks too?

    I've edited the post to make it a bit more clear.

    What i meant is that perks like dying light and thana are pretty weak right now.But in order to buff them you wouöd have to make perks like these non-stackable because otherwise they would be too overwhelming.

    This way we could have different slowdown perks for different playstyles.

    (E.g thana for playstyles that focus on spreading the damage or dying light for killers that are able to get hooks pretty fast)

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663200#Comment_1663200

    I've edited the post to make it a bit more clear.

    What i meant is that perks like dying light and thana are pretty weak right now.But in order to buff them you wouöd have to make perks like these non-stackable because otherwise they would be too overwhelming.

    This way we could have different slowdown perks for different playstyles.

    (E.g thana for playstyles that focus on spreading the damage or dying light for killers that are able to get hooks pretty fast)

    I do understand that, but i'm also talking if we do that for those lets do it for others as well... notice that I brought in self care as well as the issue of DS / unbreakable. I'm for it but i'm for it without neglecting the other perks too.

  • If you make perks not stack, what you end up with is a stale meta devoid of any "real" builds - players would just take one perk for each situation (search, chase, healing, slowdown, etc.) and be done with it. It'd eliminate creativity and fun for a lot of players.

    This would also completely crash the game's balance. When you only need one perk to counter a specific situation, you can run a build that has no practical weaknesses. A killer with one slowdown perk, one chase perk, and one information/location perk using this philosophy of "all perks provide a significant advantage" would be unstoppable.

  • @Orion said:

    If you make perks not stack, what you end up with is a stale meta devoid of any "real" builds - players would just take one perk for each situation (search, chase, healing, slowdown, etc.) and be done with it. It'd eliminate creativity and fun for a lot of players.

    This would also completely crash the game's balance. When you only need one perk to counter a specific situation, you can run a build that has no practical weaknesses. A killer with one slowdown perk, one chase perk, and one information/location perk using this philosophy of "all perks provide a significant advantage" would be unstoppable.

    Let's be honest.

    The meta is already insanely stale anyways (PGTW,Corrupt Intervention,Ruin+Undying+Tinkerer,BBQ is pretty much the standard right now with a few exceptions).

    And i didn't say that perks in general shouldn't stack.Only X% slowdown perks like thana and dying light.

    This way you could buff them to make them actually worth running without having to worry about players stacking them

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663215#Comment_1663215

    Let's be honest.

    The meta is already insanely stale anyways (PGTW,Corrupt Intervention,Ruin+Undying+Tinkerer,BBQ is pretty much the standard right now with a few exceptions).

    And i didn't say that perks in general shouldn't stack.Only X% slowdown perks like thana and dying light.

    This way you could buff them to make them actually worth running without having to worry about players stacking them

    The Ruin+Undying combo exists only because of the latest DLC, released last month. Tinkerer is only being used because of its buff from the DLC before that one. I'd hardly call "players using perks from the last 2 DLCs" a "stale meta". And yes, the other perks you mentioned are older or have been used for a while, but there's still great variation in killers' builds, at least in my experience.

    No, you didn't say perks in general shouldn't stack, but the same argument you used can be used for literally every other (currently) stackable perk, many of which are underused because they're "not worth running".

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663215#Comment_1663215

    Let's be honest.

    The meta is already insanely stale anyways (PGTW,Corrupt Intervention,Ruin+Undying+Tinkerer,BBQ is pretty much the standard right now with a few exceptions).

    And i didn't say that perks in general shouldn't stack.Only X% slowdown perks like thana and dying light.

    This way you could buff them to make them actually worth running without having to worry about players stacking them

    But neither side ever wants their meta to change. Undying creates an encouragement for running Small Game and Detective's Hunch for anti-totem counter - and adjusting your playstyle to be more cautious and take more time to do the totems while being mindful of the aura reading; but Survivors would rather Undying be nerfed so they don't have to take one of those two perks to counter that playstyle, because they want to use one of their other 'top tier' perks instead; and so they don't have to slow down on doing generators or take time away from farming bloodpoints off getting into chases and trolling with the killer.

    On the flip side, Killers don't really have many options for 'viable' meta builds that compete with the multitude and power of the Survivor's meta perks; that's why it is stale on their end. The game is in a state of Killers having something and Survivors having the counterplay, but not very many situations of the other way around. When Killers did get the counterplay (ie. Pyramid Head countering Decisive Strike and Borrowed Time with his power), the Survivors were upset because it neutralized their meta perks again and now he's been nerfed twice with the first one being completely unnecessary (the cage changes) and the second one being subjective (Fake outs aren't a bad thing and keep Survivors on their toes and having to adjust their playstyle and plans on the fly instead of repeating the same thing against every killer).

  • I'm pretty sure they can't do that since it's not currently coded that way, and I have little faith that they'll be able to change it since I'm under the impression the core of the game is still made with blueprint-esque code.