Meta perk mix up!

I think most can agree we tire of the current meta, as it's oppressive and been around so long that it's stale. But just buffing underused perks isn't enough to dethrone these perks and bring them back down in line with the others. So I thought of a few simple changes that could help make these perks a little more balanced to where they're not must have perks, but are instead more of playstyle oriented.

Killers don't have too many things that just seem so oppressive that they HAVE to be brought every match. The ones that do mainly only feel too strong when paired with certain other perks ie: ruin+undying. So instead of nerfing the ones that don't need it, just toning down the problem children instead.

Ruin: this is a very simple perk in what it does. The only way to really bring it down some without reworking completely again is just changing the numbers some. Regression rates now as follows- 100%, 125%, 150%.

It would still keep it strong but not so strong that it's a must have.

NOED: This can seem really oppressive at the end of a match, so giving a little more control over the counter play for survivors, and a little bit more incentive to cleanse totems.

Effects are now based on the remaining totems in the match. If there is a dull totem once the exit gate are powered, the hex is applied to it. Survivors suffer from the exposed status effect while active. However, now you get tokens based on the remaining dull totems that are left in addition to the hex totem. Each dull totem gives a 1% stack of movement speed to the killer. Meaning if you have 5 totems are left you get the one hex and 4% movement speed. If 4 are left you get the hex and 3% increased movement speed and so on. If only 1 remains you get the exposed status, but no bonus movement speed.

Blood Warden: By itself isn't too much of a problem. But when paired with things like no way out, remember me, and NOED, having over two minutes at end game alone can seem a bit much. So just tweaking the number sightly from 60 seconds to 45 seconds.


Survivor perks: Currently survivors can have multiple ways of warding off killers attacks and many second chance perks, most of which are stackable to the point where you could possibly have 5+ free health States on a single survivor in a very short time period. So tuning down some of the stronger ones to make them less appealing to take every single game.

Dead hard- This ones a bit tricky, however it's been the absolute must have in most situations for a while now. Simply stating, there's so much going on with this one perk. So simplifying it to give less abilities may be the way to go, by shortening the distance you can dash, by quite a bit. You would still get I-frames, however it's no longer a means to get to a pallet or window you normally would not have. Now it's just to take the hit if timed properly. This would make the perk more of a skill perk, and less of a fix my mistake instantly perk.

Borrowed time- this perk was originally created for protection against tunneling, and in that sense it does it's job well. The only real way to change it would be to change the endurance mechanic itself, which isn't really needed. It's more powerful due to the combination of other perks like dead hard, so this will not be changed.

Decisive strike- this one has already been reworked and does its job well. Like BT above it's one of the true second chance perks that should exist in it's current state.

Unbreakable- this has been a maintain in the meta for years now due to how fast you can simply recover by yourself. The only real way to tweak it is through numbers. Recovery speed changes as follows: 15, 20, 25%.

This would make it less appealing in every single build and make you have to be smarter about when and how you use it. Right now chases can be extended past the point of multiple unbreakable, so increasing the time it takes to recover a little bit should bring it in line with other perks.

Prove thyself: This has been a main stay in builds and teams that focus on getting gens done quickly for a while now. But this can cause them to get done far too quickly for there to be any counter play, especially with toolboxes.

It would now be a stackable bonus given to all survivors within range, based on how many additional survivors are working on the gen. This would also round the numbers out. Changes as follows 8%, 16%. This is a slight buff to gens were 3 people can be on it, but requires 3 people to commit. However it's a slight Nerf when only 2 people can work on gens. And since there's only a few 3 man gens on most maps, it'll balance out and cause less gens to pop so quickly.

For example, if you're on a 3 man gen you'll get a 96% bonus: 16%x2= 32% given to all 3 survivors. (was 90%), but on two man gens you'll only get 16% bonus: 8%x2 ( was 30%). This would make you have to be a little smarter on how you allocate your resources and the order in which you do generators.

Circle of healing: This one is very simple, capping your healing speed bonus at 100% when self healing, and making the healing speed bonus 75% bonus speed. Right now you can heal pretty quickly, a bit too quickly when stacked with other perks and items. Reducing the healing a bit will make you have to be smarter and more tactical about when you stop to heal.

Deliverance: This one isn't absurdly overpowered, but getting a free unhook and a free health state if paired with other perks, can be a tad strong. That mixed with there being little set up and no downside, while it also makes certain perks like slippery meat pointless to even exist, it's having it's numbers changed a little.

It would simply change the number from 100% chance to a 50% chance. This would make luck based items and perks, as well as things like slippery meat, still have a place in the game. Even if it's only meme ones.

Mettle of man: Just kidding... Lol


That's all for now. Let me know if you think these could be good changes and if you think they might force a bit of a shift in the meta. :)

Comments

  • In short: No, except dead hard and deliverance (which I don't see that often lol)

    In long: Changing numbers to certain effects won't just mean they'll fall out of the meta. Unbreakable still gives you a self get up, Ruin still auto regresses things, CoH still gives a team infinite healing.

    Changing numbers could work on Deliverance if you wanted to kill the perk. Because of the effect, how you aquire it and how you can lose it. And changing the effect of Dead Hard MAYBE would change the meta, but probably just to Overcome instead.

    (also that math on prove thyself doesn't make sense to me. How are you getting 32% for 3 mans but 8% for two?)

  • @Milo said:

    In short: No, except dead hard and deliverance (which I don't see that often lol)

    In long: Changing numbers to certain effects won't just mean they'll fall out of the meta. Unbreakable still gives you a self get up, Ruin still auto regresses things, CoH still gives a team infinite healing.

    Changing numbers could work on Deliverance if you wanted to kill the perk. Because of the effect, how you aquire it and how you can lose it. And changing the effect of Dead Hard MAYBE would change the meta, but probably just to Overcome instead.

    (also that math on prove thyself doesn't make sense to me. How are you getting 32% for 3 mans but 8% for two?)

    Your Right cause I messed up my math a little bit it's a base 15% per additional survivor working on the gen. If you're working on a two man gen that's one additional survivor. Giving both you and that survivor a 15% bonus, meaning you'd have 30% combined. This would make it 16%. So I'll go back and update that.

    The Deliverance perk was just because it made so many other perks and offerings pointless. Slippery meat is pointless now, so are any luck based perk or add-ons because luck only affects unhooking and you get 100% guaranteed success of unhook with Deliverance currently.

    I only went with number changes cause that's what the post was about, balancing them a bit better without reworking them completely. Ruin and unbreakable you can't really change outside of numbers unless you rework them.

    COH I don't mind the team wide self healing, because that's the point of the perk. But making it take a lot longer means that's a lot more time they're not on gens. Doing that multiple times in a match could add up to minutes wasted healing instead of rushing gens.

    And the change to dead hard might make people switch to overcome or sprint burst, but it wouldn't be 4 dead hards every match then, which was the point lol.

  • NoED is fine and it does not need tokens. Survivors just need to do bones. Stop trying to change a perk that does not need changing.

    It would not even be in the META if gens did not pop in under 5 minutes. And it would be useless if I got only 1 token, used it to down someone, & Survivors decided to swarm the hook during endgame.

    Tired of everyone trying to change a perk that, literally, needs 0 changes.

  • You completely forgot that you need to unhook somebody first for deliverance to work? If you are the first to get hooked it is pointless. That is a pretty big downside.

    Nobody uses Slippery Meat - but the idea of it is not so bad - it works without prior requirements - but the chance is still low.

    I see Ruin not so often anymore because every totemperk is now very risky and often cleansed/booned at the start of the match. Often enought i spwan in front of a Hex totem.

  • @AngyKiller said:

    NoED is fine and it does not need tokens. Survivors just need to do bones. Stop trying to change a perk that does not need changing.

    It would not even be in the META if gens did not pop in under 5 minutes. And it would be useless if I got only 1 token, used it to down someone, & Survivors decided to swarm the hook during endgame.

    Tired of everyone trying to change a perk that, literally, needs 0 changes.

    So having insta downs at end game is completely useless? You're only getting value out of the perk because of a 4% speed boost? Lol how bad are you at playing this game ๐Ÿ˜‚ maybe practice on bots some more? Idk.

    But seriously you crack my ######### up kid. I swear, when they do change it, and it's 1000x worse than anything I could've concocted, I'm making an entire post just for you. It's gonna be nothing but laughing gifs lol

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738032#Comment_2738032

    So having insta downs at end game is completely useless? You're only getting value out of the perk because of a 4% speed boost? Lol how bad are you at playing this game ๐Ÿ˜‚ maybe practice on bots some more? Idk.

    But seriously you crack my ######### up kid. I swear, when they do change it, and it's 1000x worse than anything I could've concocted, I'm making an entire post just for you. It's gonna be nothing but laughing gifs lol

    And there's the personal attacks this player base is known for, when someone disagrees with you.

    The ista-downs are useless if I only get 1 or 2. The speedboost is useless if I still have to hit someone twice & the exit gates are open.


    I swear, people on this forum lose their minds if someone disagrees with them. it's like everyone has the mental maturity of 6 year olds. Grow TF up.

    NoED ain't being changed because it's not OP, or unfair, or 'rewarding failure' or whatever brain-damaged drivel people invent as new buzzwords to whine and cry next week. Get better ideas and stop being a snide prick if people disagree with you.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738068#Comment_2738068

    And there's the personal attacks this player base is known for, when someone disagrees with you.

    The ista-downs are useless if I only get 1 or 2. The speedboost is useless if I still have to hit someone twice & the exit gates are open.

    I swear, people on this forum lose their minds if someone disagrees with them. it's like everyone has the mental maturity of 6 year olds. Grow TF up.

    NoED ain't being changed because it's not OP, or unfair, or 'rewarding failure' or whatever brain-damaged drivel people invent as new buzzwords to whine and cry next week. Get better ideas and stop being a snide prick if people disagree with you.

    Oh I don't mind you disagreeing with me, like at all. I do however think it's hilarious that you comment anytime somebody mentions changing anything killer related, even if it's a slight Nerf, and then proceed to ######### and complain how it's unfair and it wouldn't be right, while still bitching that everyone else is whining. While you're sitting there whining about an idea, something that isn't even happening currently. Oh the irony. You're like the killer version of sluzzy ๐Ÿ˜‚๐Ÿ˜‚ like ######### sluzz, and that shits funny to me.

  • @Advorsus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738088#Comment_2738088

    Oh I don't mind you disagreeing with me, like at all. I do however think it's hilarious that you comment anytime somebody mentions changing anything killer related, even if it's a slight Nerf, and then proceed to ######### and complain how it's unfair and it wouldn't be right, while still bitching that everyone else is whining. While you're sitting there whining about an idea, something that isn't even happening currently. Oh the irony. You're like the killer version of sluzzy ๐Ÿ˜‚๐Ÿ˜‚ like ######### sluzz, and that shits funny to me.

    Everyone always says I 'always' say something, when I don't.

    It's like you guys really just have to attack anyone who disagrees with you, even if you say you don't. ๐Ÿ˜‚


    I've admitted, repeatedly, that Killers and Survivors whine.

    I don't just attack 'every post about Killer nerfs'. Only the idiots who keep trying to change NoED. Because NoED is fine, if you're not a whiny scrub.


    People love putting words in my mouth and pretending I'm some rabid attack dog, because they're upset I did not bow down to the Survivor Overlords demanding massive nerfs, so clearly I'm against ANYTHING balancing Killers.

    What morons.

  • See that sounds like something negative sluzzy would say. You're not fooling me though, I know it's you ๐Ÿ˜‚