What Chaos Shuffle Has Taught Me So Far
- Most perks on both sides are not very useful, or only work in a very specific build or context. There are several perks that are actively detrimental in most situations.
- This matters slightly less for Survivors than it does for Killer, because they have more perks overall in a lobby, can bring items and have more base-kit utility now than they did in the past.
- Many Killers (and Killer players) are heavily dependent on their perks to have a chance in a match, especially M1 Killers. Even really strong Killers can struggle with a bad perk/map combination. Lower-tier Killers and less experienced players have to rely on luck or Survivor mistakes to win.
- Map geometry and layout is also very influential in the overall result of a game. Without strong perks to mitigate the effects of large or dense maps, many Killers cannot chase effectively. The dead zones on some maps are also lethal to many Survivors without haste/exhaustion perks. Some Survivors seem lost on several maps without Windows of Opportunity to understand structures or Deja Vu to find gens.
- Some people have no chill at all. The quantity of horrible map offerings, BNPs and Syringes, hardcore tunnelling, BMing, negative communications and giving up on first hook has not changed from normal queue to Chaos Shuffle.
- Even on the level(ish) playing field of Chaos Shuffle the game is still usually decided by who is more willing to do unpleasant things to the other side to win. Organised SWFs, strong map offerings, powerful add-ons, high-tier Killers with oppressive powers, effective tunnelling and slugging will nearly always get you a better result even if (especially if) your perks are randomised.
- None of this should be surprising if you've been playing the game for a long time.
- I have no idea if the data from Chaos Shuffle in terms of pick and escape/kill rates for various perks, maps and Killers will be applicable to the normal game mode or will be considered by the devs and the wider community at all.
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