How to properly balance Perks - "New point system based on strength"

I remember playing Paper Mario a long time ago and the way it did perks for Mario was each ability had a certain strength level and took up more perk slots. I think that would be appropriate and work much better in this game.

So first off increase the total perk slots to 8 for both killer and survivor.

An example of some perks under this system.

Some Killer Perks))))

NOED - 4 perk slots

Dead Mans Switch - 3 perk slots

Jolt - 2 perk slots

Whispers - 1 perk slot

Enduring - 2 perk slots

Brutal Strength - 2 perk slots

Bamboozle - 2 perk slots

Hysteria - 1 perk slot

Pop Goes The Weasel - 3 perk slots

Furtive Chase - 1 perk slot

Fire-up - 1 perk slot

Hex: Undying - 2 perk slots

Hex: Huntress Lullaby - 1 perk slot

Hex: Thrill of the Hunt - 1 perk slot

Hex: Ruin - 2 perk slots

Scourge Hook: Pain Resonance - 2 perk slots

Scourge Hook: Gift of Pain - 1 perk slot

Remember Me - 1 perk slot

Deathbound - 1 perk slot

Distressing - 1 perk slot


Some Survivor Perks)))

Dead hard - 3 perk slots

Boon COH - 5 perk slots

Boon Exponential - 2 perk slots

No Way Out - 2 perk slots

Spine Chill - 3 perk slots

Premonition - 1 perk slot

Iron Will - 3 perk slots

No Mither - 1 perk slot

Unbreakable - 3 perk slots

Decisive Strike - 3 perk slots

Borrowed Time - 3 perk slots

Lightweight - 1 perk slot

Up the Ante - 1 perk slot

Self-care - 2 perk slots

Off the record - 1 perk slot



Obviously I left a lot of perks out and this is just a rough idea of what I think would be the best possible change regarding perk balance in DBD. Please tell me what you think, thank you.

Comments

  • They had similar system in Aliens: Fireteam Elite. It's a nice way to limit builds from being too OP.

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    Personally I'd like to see a dynamic handicap system to help balance the meta when stacked. Like 4x DH in the lobby might give the killer 1% extra Bloodlust. Or automatically make it 98% proc rather than 100%.

    Or if there is more than two players CoH up then one of the totems aura is visible to the killer.

  • Perks will never be balanced well you have swf vs solo.

    Take object of obsession for example.

    On solo one person has it, in a swf if they're on coms 4 people get the benefit from it when only one has that perk.

    Perks need to be put into groups and you can only have "x" from this group and "x" from that group.

  • Tbh this seems like something BHVR wouldn't do because it'd be too much work.

    Personally, I'd rather a (much simpler) choice restriction system; just make it so certain things that are too broken can't be used together. You can't use Tinkerer on The Blight, or Decisive Strike with Unbreakable, or NOED and Thrill, or whatever the current most complained about combination is. Keep perks that by themselves are good, maybe even buff them a bit, while removing the most problematic combinations that pushes them into being too strong.

    Also either add map voting or change map offerings to reduce the chance of being sent to a realm please and thanks.

  • Why is Huntress's Lullaby valued the same as Remember Me? Furthermore, why does HL cost any points?

    It's an interesting idea you have, but it's a step in the opposite direction of what the devs have said that they want (balanced perks--they want perks to be equally viable, or at least that's what they said).

  • Really like this Idea maybe Dead Hard should be 4 Perks Slot because this Perk alone is already to strong and Busted


    Also i always Thinking that Killers need more Perks Slot to be more viable so u can play better and different builds it Really sucks that u need 2 or more Perks Slots to make Perks like Pentimento or even Hex Totems viable :(

  • @CryptFriend said:

    Why is Huntress's Lullaby valued the same as Remember Me? Furthermore, why does HL cost any points?

    It's an interesting idea you have, but it's a step in the opposite direction of what the devs have said that they want (balanced perks--they want perks to be equally viable, or at least that's what they said).

    They are both pretty bad perks.

    Remember me requires attacks on the obsession to even activate. Also has no effect on the obsession which can render it worthless if that survivors alive at endgame. An extra 16 seconds to open the final gate also is not that good, not nearly the strength of bloodwarden or no way out which are pretty balanced perks.

    Huntress Lullaby is also pretty bad, it can be removed from the game without even having any effect on survivors. Hex totems aren't exactly hard to find most the time in DBD.

  • @firefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832419#Comment_2832419

    They are both pretty bad perks.

    Remember me requires attacks on the obsession to even activate. Also has no effect on the obsession which can render it worthless if that survivors alive at endgame. An extra 16 seconds to open the final gate also is not that good, not nearly the strength of bloodwarden or no way out which are pretty balanced perks.

    Huntress Lullaby is also pretty bad, it can be removed from the game without even having any effect on survivors. Hex totems aren't exactly hard to find most the time in DBD.

    1: you can kill the obsession and the perk still works. In fact, you should be killing the obsession if you're using this perk.

    2: 16 extra seconds in endgame might not be as good as No Way Out, but it's still decidedly better than Huntress's Lullaby.

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832444#Comment_2832444

    1: you can kill the obsession and the perk still works. In fact, you should be killing the obsession if you're using this perk.

    2: 16 extra seconds in endgame might not be as good as No Way Out, but it's still decidedly better than Huntress's Lullaby.

    They are about the same in strength. They are both really bad as is, whether you agree with that or not. The perk system I suggested would address this huge issue. With it, they don't have to design every perk as balanced to each other as each has distinctly different effects on every aspect of gameplay which makes balancing them as is, basically impossible.

    The system im suggesting above would fix this big issue with DBD.

  • @firefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832446#Comment_2832446

    They are about the same in strength. They are both really bad as is, whether you agree with that or not. The perk system I suggested would address this huge issue. With it, they don't have to design every perk as balanced to each other as each has distinctly different effects on every aspect of gameplay which makes balancing them as is, basically impossible.

    The system im suggesting above would fix this big issue with DBD.

    Nice opinion, chum! You're deadass wrong about them being the same strength, but sure, friend--that wasn't the main point.


    Again, I sincerely doubt the devs would implement the point system for perks--it's an interesting thought experiment, though!

  • @GoodBoyKaru said:

    Tbh this seems like something BHVR wouldn't do because it'd be too much work.

    Personally, I'd rather a (much simpler) choice restriction system; just make it so certain things that are too broken can't be used together. You can't use Tinkerer on The Blight, or Decisive Strike with Unbreakable, or NOED and Thrill, or whatever the current most complained about combination is. Keep perks that by themselves are good, maybe even buff them a bit, while removing the most problematic combinations that pushes them into being too strong.

    Also either add map voting or change map offerings to reduce the chance of being sent to a realm please and thanks.

    That's the thing, it would be very little work, like basically none. It has nothing to do with the out-dated and spaghetti code of the game engine.

  • @CryptFriend said:

    https://forum.deadbydaylight.com/en/discussion/comment/2832444#Comment_2832444

    1: you can kill the obsession and the perk still works. In fact, you should be killing the obsession if you're using this perk.

    2: 16 extra seconds in endgame might not be as good as No Way Out, but it's still decidedly better than Huntress's Lullaby.

    Depends how much profit you get before it goes down

  • I think it is a good idea.

    However, I think it is the worst idea since it is BHVR that can determine the cost.

    If you can set the cost based on an understanding of the trends and meta against the environment, I think it will be interesting, but in the end I can only see a future where only killers will be weakened.