Killers upset about survivor perks and how to fix it
So historically throughout the games life there has been endless complaints and discussion surrounding survivor perk balance and it has shifted from survivor perks being down right broken to them not being very good and has gone back and forth. Now obviously things like un-nerfed dead hard, decisive strike, distortion were pretty unfair and needed changes but I think there has been a bigger underlying issue that the devs needs to address so this type of thing can be avoided more effectively in the future and I’m going to use my favorite survivor to help me explain: Ace Visconti.
Ace is awesome and I love him but his perks are pretty underwhelming and I think that is an inherent issue in the game, let me explain.
His first perk is is Open-Handed. This perk is entirely dependent on if aura reading perks are good and not just any aura reading perks but specifically ones that have a limited range. This causes an issue where you are very very limited in applications for this perk and depending on the state of limited range aura reading perk it might not even be worth while to take. This in turn raises the question: Why take this perk when you can take dead hard, we are gonna live forever, or off the record and have them be infinitely more useful while one taking up one perk slot as you need to take both open-handed plus another limited range aura reading perk to guarantee usefulness out of this perk since you can’t guarantee other survivors will take aura reading perks that combo with this one.
His second perk is Up The Ante. This perk inherently suffers from the luck stat just being kinda useless in its current state plus the fact that if you want a perk to help with unhooking yourself there are just better options that provide more. Agains why take this perk when other perks are just going to be generally more useful.
His final perk is Ace In The Hole. This perk actually has a use and is by far his best perk. Using this perk to play the “what add on will I randomly get” game is actually quite fun and makes looking for chests and viable strat but there is still an issue with this perk. The issue here is not as bad as the other two but it still exists and its the fact that it incentivizes not bringing an item since you will want to open a chest to get a random item plus add on. This is not a huge deal on its own but take this into account when thinking about other perks you can bring and you realize you can instead bring any item plus add-ons you want while having a more useful perk throughout the match and it makes this perk just seem less desirable.
Ok so how does this all tie in to what I said earlier about the state of survivor perks and the constants complaints from killers against them? Well think about what I just showed you with these perks and the common theme: Why take these perks when other are just better even when those perks get nerfed?. I do agree some perks needed nerfs but there are so many perks in this game that should be getting buffs/reworks. We need more perks to be viable and useful that way you don’t see the same perks every game that everyone runs because we will then have more options and more play styles open to us. I used ace as an example because all 3 of his perks definitely need help but there are plenty of survivors that have perks that are just undesirable. Bill has two great perk (borrowed time and unbreakable) but Left Behind is pretty awful and has been for a long time and instead of buffing it to help diversify the survivor meta they just leave it as is.
TL.DR: buff/rework undesirable survivor perk to be able to compete with more meta ones so the meta can be more diverse and we don’t see the same perks every game.
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