Add an extra perk slot for a varied killer gameplay.
Let's be honest, this game exists since 2016 right?
Since 2016 until today the meta was - Gen regression.
Since old ruin into ruin undying tinkerer, into ruin undying pop, into dms+PR+Corrupt Into arguably the worst one in dbd's history - the current one - cob,eruption,corrupt and PR/Deadlock.
The best way to predict the future is to look at the past. History says that in 6 years all we have had is gen regression meta and it will probably never change if BHVR won't change the core gameplay(and they won't).
What I suggest, is to encourage killers in another way to not stack 4 boring gen perks by adding another perk slot that will restrict your perks choices.
ex: if you choose the option before loading into a lobby of taking 5 perks, you can take only 1 or 2 regression perks(every perk in this game will be classified into categories). 2 aura reading perks, and another 2 general perks that maybe would be chase perks.
In that way killers may choose - run 4 slowdown like always or be forced to play without them all combined but get another perk slot.
I know that this idea needs to be thought upon very heavlity so it won't be too strong and create OP combos(thus the classification of all perks needs to be done very well) but it may be the only way to see some variety games in dbd.
From medium MMR ~ High MMR all you see every game are the same 3 perks with the occasional STBFL or enduring spirit fury, but 90% of the time it's just the same 3-4 slowdown perks.
What do you guys think about this idea?
Comments
I think killers don't need the 4rth perk slot to have varied gameplay. Everyone, given some experience, can do well as killer with minimal slowdown on average levels (which is where most people end up).
The "necessity" of slowdown is only on higher mmr, a bracket with few players compared to the majority. The whole game should not be balanced around the highest bracket, especially since an additional perk would be extremely powerful everywhere else, for a moderate efficiency where it's "needed" most.
Solutions to actually make slowdown less of a necessity on higher mmr, with minimal effect everywhere else, is nerfing the high rarity items and add ons of survivors and removing map offerings. Taking more time to heal and do gens would allow killer to have better pressure, and those super rare items are not often used by average survivors, so the change wouldn't sting them too much.
But at some point, it's a game about skill, and skill means your own tactics, mindgames, adaptation and pressure. You can't just slap more perks on a killer and call it a day. It would create more problems than it would solve.
At least, in my opinion !
This sounds like it could be a fun limited time mode, have it around for maybe a weekend or a week and then cycle to something else in a month or two. Just looking enough to be fresh, but short enough to avoid having a hard meta emerge and make it stale.
But definitely not the core game. Just off the top of my head, even with these restrictions, people would just run: Eruption, CoB, Nowhere to Hide, Lethal, and deadlock.
It's basically current meta, plus lethal, with deadlock instead of another kick perk like overcharge, since deadlock doesn't regress gen progress. Even if you restrict 'regression' to 'any slowdown' then deadlock gets replaced by Tinkerer instead.
Players will use that slot to have 5 slowdown no matter what restrictions you put on it. And that doesn't even touch on the fact that strong killers/builds like starstruck nurse can now add a regression perk to that build literally for free.
Edit: autocorrect
I don’t think perk choices should ever be restricted for any reason. It reduces the types of builds you can run.
It would be cool to have an extra perk, but most people will just slot another gen regression perk.
I suggested adding a slot for totems only
in this way, totems will have at least some sense, and a new task will appear for the survivors
It would guarantee a hex totem every match which would make games feel samey.
Also new players would suffer greatly because almost all totem related perks are gated behind paid killers.
beginners do not have perks to slow down the genrush, beginners generally don’t have a lot of things,
It seems to me that making a balance exclusively for beginners is a bad idea
It would guarantee a hex totem every match which would make games feel samey.
why would that make them the same?
Since when has it been working like this? let's take away the perks from the killers because it makes the matches the same.
it's just bullshit
there are a bunch of different totems and each killer is better suited to their own and since the totem and since the killer will definitely have a totem, then the survivors will more often focus on finding and destroying the totem, which diversifies the gameplay of the survivors a little and will give the killer some time