Survivor perks come with downsides/restrictions while Killer perks do multiple positive things

There's a clear trend regarding recent survivor and killer perks, particularly recent ones. Reassurance and the reworked Off the Record are supposedly META, but they both have meaningful restrictions/downsides that make it questionable if they're even good perks to begin with, especially in solo queue.

Reassurance- To apply its effect, the survivor can't further the objective and actually has to chase the killer. It stops hook progress, gen progress, and the need for game sense on the killer side. This is not a META perk, it's arguably a killer perk. Its positive side should be something that's implemented as simply basekit.

Off the Record- If allows the survivor to tank a hit for 80 seconds after being hooked as long as said survivor doesn't further the objective, again, or engages in team-oriented activities. It deactivates after gens are completed, requires the need to mend if hit while active, and can add an easy stack of STBFL (a real META perk) for the killer, provided he/she is running it. I would perhaps think about running it in solo queue if coordination was in some way basekit and not required by perks.

Dead Hard- Deep wounds again. The survivor makes a good play and it results in rewarding both survivor and killer; extended chase for the former and slowdown for the latter.

There's other ones. None of these perks are that strong. With the patch, longer games aid killers. How's the math work out for solo queue? Three of you go for the unhook, three of you go for the box. Get off the gen to proc Reassurance. Don't the touch the gen to profit from OTR. There's not enough math on the solo queue side. It's all to extend the match which is to the killer's benefit. Compare these perks to recent killer perks, though

No Way Out- A minute of slowdown plus it Tinkers when the exit gate is touched. Meaningful slowdown and the killer's told where to go. As an aside, why do killers still see the aura of the exit gates for the entire length of endgame at this point? Survivor perks deactivate at endgame, where's the "compensation"?

Deadlock- Tinkerer plus slowdown. Generator with most progress is blocked after a gen is completed and the killer is told, "They're working on that one".

Eruption- Slowdown, incapacitation of the survivor working on the gen, and two Tinkerer notifications, both the survivor scream and the yellow aura that tells the killer "You're patrolling this area of the map".

Pain Resonance- Slowdown (buffed since the patch) and a Tinkerer scream. Can also be combined with DMS to eliminate the need for gamesense.

Call of Brine- Tinkerer and slowdown. When a survivor completes a skill check on a gen affected by CoB, it Tinkers and tells the killer "They're on the gen again".

You get the point. "Strong" survivor perks come with meaningful downsides and strong killer perks do two or three things at once. The patch already brought some perks/add-ons as basekit. Couple stacks of Thana guaranteed, tier 1 Brutal, two stacks of STBFL., Compound 33 when injuring a survivor. Add this to the META perks that are two or three perks in one, and killers are playing with 11 perks and five add-ons. This is a balance issue. Thank you for reading.

Comments

  • @Carth said:

    Wait why is STBFL listed as meta? If we apply your logic to it we would need to describe it as "Forces over 75% of the killer cast to either abandon chases or lose valuable perk stacks to hit the obsession! It literally turns itself off for playing the game! Don't even get me started on obsessions body blocking to force you to lose stacks...."

    If you don't want to lose stacks, you would have to avoid one of the four survivors. The killer still has two stacks basekit and if the obsession suspects you have the perk, they're going to throw themselves before you. The choice would be to avoid the obsession or go from eight stacks to four and get an easy chase. Win-win.

  • @Alcuin said:

    There's a clear trend regarding recent survivor and killer perks, particularly recent ones. Reassurance and the reworked Off the Record are supposedly META, but they both have meaningful restrictions/downsides that make it questionable if they're even good perks to begin with, especially in solo queue.

    Reassurance- To apply its effect, the survivor can't further the objective and actually has to chase the killer. It stops hook progress, gen progress, and the need for game sense on the killer side. This is not a META perk, it's arguably a killer perk. Its positive side should be something that's implemented as simply basekit.

    Off the Record- If allows the survivor to tank a hit for 80 seconds after being hooked as long as said survivor doesn't further the objective, again, or engages in team-oriented activities. It deactivates after gens are completed, requires the need to mend if hit while active, and can add an easy stack of STBFL (a real META perk) for the killer, provided he/she is running it. I would perhaps think about running it in solo queue if coordination was in some way basekit and not required by perks.

    Dead Hard- Deep wounds again. The survivor makes a good play and it results in rewarding both survivor and killer; extended chase for the former and slowdown for the latter.

    There's other ones. None of these perks are that strong. With the patch, longer games aid killers. How's the math work out for solo queue? Three of you go for the unhook, three of you go for the box. Get off the gen to proc Reassurance. Don't the touch the gen to profit from OTR. There's not enough math on the solo queue side. It's all to extend the match which is to the killer's benefit. Compare these perks to recent killer perks, though

    No Way Out- A minute of slowdown plus it Tinkers when the exit gate is touched. Meaningful slowdown and the killer's told where to go. As an aside, why do killers still see the aura of the exit gates for the entire length of endgame at this point? Survivor perks deactivate at endgame, where's the "compensation"?

    Deadlock- Tinkerer plus slowdown. Generator with most progress is blocked after a gen is completed and the killer is told, "They're working on that one".

    Eruption- Slowdown, incapacitation of the survivor working on the gen, and two Tinkerer notifications, both the survivor scream and the yellow aura that tells the killer "You're patrolling this area of the map".

    Pain Resonance- Slowdown (buffed since the patch) and a Tinkerer scream. Can also be combined with DMS to eliminate the need for gamesense.

    Call of Brine- Tinkerer and slowdown. When a survivor completes a skill check on a gen affected by CoB, it Tinkers and tells the killer "They're on the gen again".

    You get the point. "Strong" survivor perks come with meaningful downsides and strong killer perks do two or three things at once. The patch already brought some perks/add-ons as basekit. Couple stacks of Thana guaranteed, tier 1 Brutal, two stacks of STBFL., Compound 33 when injuring a survivor. Add this to the META perks that are two or three perks in one, and killers are playing with 11 perks and five add-ons. This is a balance issue. Thank you for reading.

    Hm, almost like they're 4 survivors compared to 1 killer...WOW

  • @KayTwoAyy said:

    Admittedly, I fail to see the problem here.

    Can you please explain WHY this is a balance issue?

    The most recent official stats showed an overall kill rate around 55%. SWF had at least a 15% greater survival rate. Since then, killers have been buffed, a new META has arisen for killers, and the "strong" perks for survivor are either not strong or more effective when in a SWF. This is the problem with solo queue, imbalance.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3135980#Comment_3135980

    The most recent official stats showed an overall kill rate around 55%. SWF had at least a 15% greater survival rate. Since then, killers have been buffed, a new META has arisen for killers, and the "strong" perks for survivor are either not strong or more effective when in a SWF. This is the problem with solo queue, imbalance.

    The stats that were posted around the time MMR was released live and the data was solely from ranked based matches which were much easier for killer. If we ever got data from MMR matches, maybe you would have a point. But we really have no idea how MMR affected kill rate besides the devs saying the kill rate was lower than they would like.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136062#Comment_3136062

    The stats that were posted around the time MMR was released live and the data was solely from ranked based matches which were much easier for killer. If we ever got data from MMR matches, maybe you would have a point. But we really have no idea how MMR affected kill rate besides the devs saying the kill rate was lower than they would like.

    Before his nerf, Freddy killed more than three out every four red rank survivors. Every killer was above 57%. This was late 2020. How far do you think kill rates have dropped since then? Tier 1 Brutal, 2 stacks of STBFL, compound 33 after injuring a survivor, and a guaranteed 2+ stacks of Thana didn't exist back then. Killers have gotten stronger and survivors have been nerfed.

  • 4 Survivors = 16 perks

    1 Killer = 4 perks

    You understand ?

  • @Alcuin said:

    There's a clear trend regarding recent survivor and killer perks, particularly recent ones. Reassurance and the reworked Off the Record are supposedly META, but they both have meaningful restrictions/downsides that make it questionable if they're even good perks to begin with, especially in solo queue.

    Reassurance- To apply its effect, the survivor can't further the objective and actually has to chase the killer. It stops hook progress, gen progress, and the need for game sense on the killer side. This is not a META perk, it's arguably a killer perk. Its positive side should be something that's implemented as simply basekit.

    Off the Record- If allows the survivor to tank a hit for 80 seconds after being hooked as long as said survivor doesn't further the objective, again, or engages in team-oriented activities. It deactivates after gens are completed, requires the need to mend if hit while active, and can add an easy stack of STBFL (a real META perk) for the killer, provided he/she is running it. I would perhaps think about running it in solo queue if coordination was in some way basekit and not required by perks.

    Dead Hard- Deep wounds again. The survivor makes a good play and it results in rewarding both survivor and killer; extended chase for the former and slowdown for the latter.

    There's other ones. None of these perks are that strong. With the patch, longer games aid killers. How's the math work out for solo queue? Three of you go for the unhook, three of you go for the box. Get off the gen to proc Reassurance. Don't the touch the gen to profit from OTR. There's not enough math on the solo queue side. It's all to extend the match which is to the killer's benefit. Compare these perks to recent killer perks, though

    No Way Out- A minute of slowdown plus it Tinkers when the exit gate is touched. Meaningful slowdown and the killer's told where to go. As an aside, why do killers still see the aura of the exit gates for the entire length of endgame at this point? Survivor perks deactivate at endgame, where's the "compensation"?

    Deadlock- Tinkerer plus slowdown. Generator with most progress is blocked after a gen is completed and the killer is told, "They're working on that one".

    Eruption- Slowdown, incapacitation of the survivor working on the gen, and two Tinkerer notifications, both the survivor scream and the yellow aura that tells the killer "You're patrolling this area of the map".

    Pain Resonance- Slowdown (buffed since the patch) and a Tinkerer scream. Can also be combined with DMS to eliminate the need for gamesense.

    Call of Brine- Tinkerer and slowdown. When a survivor completes a skill check on a gen affected by CoB, it Tinkers and tells the killer "They're on the gen again".

    You get the point. "Strong" survivor perks come with meaningful downsides and strong killer perks do two or three things at once. The patch already brought some perks/add-ons as basekit. Couple stacks of Thana guaranteed, tier 1 Brutal, two stacks of STBFL., Compound 33 when injuring a survivor. Add this to the META perks that are two or three perks in one, and killers are playing with 11 perks and five add-ons. This is a balance issue. Thank you for reading.

    Hex perks LITERALLY can be deactivated by survivors leaving the killer with less perks. If that is not the biggest downside, what is wrong with you lmao

  • @AbsolutelyAmel said:

    https://forum.deadbydaylight.com/en/discussion/341438/survivor-perks-come-with-downsides-restrictions-while-killer-perks-do-multiple-positive-things

    Hex perks LITERALLY can be deactivated by survivors leaving the killer with less perks. If that is not the biggest downside, what is wrong with you lmao

    The perks I mentioned are recent, including the buffed Fearmonger.

    As far as Hex perks: 1. They'd have no counter if they couldn't be cleansed. Devour Hope, should the killer just got permanent Expose effect after three hooks and the ability to mori after five? If you simply get to three of four stacks, you're likely to win the game. 2. Some hexes do not have counters. Third Seal combined with Fearmonger, Knockout, and whatever else is completely busted against solo queue. Run it with Legion, you get wall hacks while the solo survivors get nothing. It's insulting that such a build is even possible. I've run up against it twice since the update. 3. A hex like Plaything is designed to cleansed. It also combines with Pentimento which when active is the strongest or second strongest perk in the game, along with Devour. Even without Pentimento, Plaything is either a slowdown perk or makes the survivors oblivious. Two really strong effects. 4. Hexes that rely on accumulating stacks are protected by Undying.

    So, what is wrong with me?

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