Idea for the playstyle of the game

So I have been thinking about the core aspects of dbd. The game as it is right now is perk based, using what you bring to it's full potential. More specifically however, using perks that work well together to create builds. Now the game has fun in this way, were anyone can think of an idea and create a build that works, however, the build tend to include certain perks and are almost all the same when playing to win. You always have Adrenaline as survivor and Borrowed Time and ECT. These perks are fine to have but many players just stick with one build because they like it and it works.


The idea I want to propose is to fix the perks that aren't used. As in at all. How many times in any game have you seen slippery meat been used, besides the occasional perk roulette poeple. The perk isn't strong enough to make it to anyone's list. Although this is an outlier, other perks that may be used occasionally still are not strong enough to make it to a list, such as Territorial ( I know that's a killer perk, but you get the idea).


Although this suggestion is mainly for survivors, it could be worked into killer perks as well, however I have no clue how at the moment.


The Actual Suggestion


Give perks that have a terrible effect a buff. This buff would be in the form of a conditional effect. Take slippery meat for example, besides its effect to make it easier to get out of bear traps and hooks, it would have and conditional effect of "if playing against the Trapper, auras of bear traps within 10 meters (just an example, actual numbers need balancing) are revealed to you".


The intended effect of the conditional perks would be to add a new level of game sense and to buff terrible perks. If you think the killer is going to be a Trapper, you could run Slippery meat and get the passive buff (although terrible) of increased success of escapes and gain an advantage over a Trapper if there was one. Although slippery meat my not be the best option for a conditional perk, you get the idea.


The main downside I see to conditional perks is the large number of killers. The way I see to balance this is to have multiple killers give a conditional, ie, slippery meats conditional effect as above would activate for both Trapper AND Hag so the perk would be useful for more than just one killer.


The conditional perks should NOT be what is considered "crutch" or meta perks (adrenaline is already ######### great, no need for a buff). The perks should be less used perks like wake up, or small game. These perks have a small niche in the effectiveness of the game and could have cool high risk-high reward potentials for smart survivors pre-game.


As always, the perks and/or conditional effects are definitely not supposed to be decided by me. Balancing is probably the thing I hate the most. What I really want to get across here is the idea, make "useless" perks into decent perks when playing against certain killers. These buffs don't even have to be a new effect, such as Alert getting a longer effect time for Doc/Billy.


As I said above, the killers side of this is a little harder to think about. Maybe having buffs against certain survivors? Like remember me is stronger against Quentin or something. I think the smarter idea for balancing that would be just to make the killers slightly stronger against all survivors however, so it puts pressure on the survivors to use perks that might be more effective. (Not like insane "moonwalking legion buff", but like, increase power duration/charge/effect slightly, only like 15% or less)

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