Cost-based Perk Equipment System!
Well, this would be a HUGE change and probably will never be implemented, but what about setting equipment costs for perks?
My thoughts are as follows.
- Killers and survivors can pack as many perks as they want up to their respective cost limits.
- It might be nice to pack in up to six perks.
- Perks can be equipped at levels 1, 2, or 3.
- Perks are allocated costs based on the strength of the perk itself and the level of the perk.
Here is an example (cost limit is 12):
- Pain Res, lv3, cost 5
- Deadman's Switch, lv2, cost 3
- Agitation, lv2, cost 2
- Mad Grit, lv1, cost 1
- Fire Up, lv1, cost 1
The benefit of this is that perk balancing is much simpler.
For example, powerful generator retreat perks such as Pop and Pain Res can be set at very high costs to prevent them from creating too strong synergies without lowering the performance of the perk itself.
Even if the performance is low, if the perk is low cost, it can be used to fill in the gaps between strong perks, potentially rescuing a perk that is underused.
It would be difficult to set the performance and cost for each level appropriately, but with this system, devs can change the cost to change the usefulness of the perk without changing its performance.
Again, this is a huge change and would be extremely difficult to implement.
However, due to the game's specifications, it is inevitable that there will be differences between strong and weak perks, and it seems impossible to try to adjust them all together to have the same performance in order to increase usage.
This system seems like it could solve this problem, what do you guys think?
Comments
It's not a bad idea in theory, and truth be told, some perks will just be better than others by design. Slowdown is universally strong. But you're right that it would be very difficult to implement. I also feel it would remove a lot of freedom when it comes to builds, which is very bad. I get the idea and where you're coming from, but I don't think this could work.
Hmm, I guess that's true...
The biggest concern is the loss of freedom in builds.
Ideally, we would like to prevent the use of multiple slowdown perks at the same time, and instead give more preferential treatment to builds that do not use them.
No thanks that would be really bad for killer having to use meh perks while swf could easily bring meta perks.
To be honest, I don't like the argument that multiple regression parks should be allowed for the sake of swf.
This is because swf and soloQ are two sides of the same coin, and to allow it for swf would mean that soloQ would have to put up with it.
This is an issue that should be considered in isolation.
By the way, what I am proposing is not to nerf the regression park.Rather the opposite.I think each of the regression perks could be a bit stronger.
Specifically, pop is now too weak for stand-alone use and should be returned to its previous 30%, as should Call of Brine.
These perks were fine on their own, but were nerfed because they had too much synergy with other regression perks.
I think this system would prevent this from happening and help to create a more diverse build without using a perk slot just for regression, even in the case of a killer who is aiming for a solid win.
Never going to happen because then people would argue why something like Windows of Opportunity would be less value than something like Weave Attunement (examples).
The value of a perk varies from person to person, so it's difficult...