Interesting balancing Idea with Perk slots And Gen Kicks

Add one Perk Slot for killers. Make the total 5 instead of 4 for the killers, and see what balancing can occur from there. The 5th slot will allow for more flexibility and allows better meta shake up without overwhelming buffs/nerfs while also gathering extra data that can be used to fine tune anything that needs direct nerfs and buffs. 5 perks vs 16 perks seems like a fair trade in my personal opinion.

Generator kicks- Make them Unlimited, untill either 1 generator remains or 2 survivors remain. This will allow for better match quality ma it won't force anyone into a hard lock for either side. Generators have always been a source of trouble, but when the kicks were unlimited, it allowed for more creative play, and interesting ideas. Now that kicks are Limited, it forces everyone into a stagnant and stale meta that isn't fun. This will shake up the meta and allow for more creativity and experimentation with builds and, it will also help everyone get just a little better at understanding lesser seen perks

Comments

  • Agree on possible 5th perk slot, but not on gen kick limit. The issue is that there are currently killers who are insane at holding 3 gens and this would cause them to stay there and prolong game for significant amount of time. I think that they may increase it from 8 to 10 though so there is better chance to defend valuable spot.

  • @Elan said:

    Agree on possible 5th perk slot, but not on gen kick limit. The issue is that there are currently killers who are insane at holding 3 gens and this would cause them to stay there and prolong game for significant amount of time. I think that they may increase it from 8 to 10 though so there is better chance to defend valuable spot.

    then lets add a heal limit to survivors its frustrating playing hag and they heal in under 5 seconds repreadly. they nerfed anti heal perks when they nerfed healing perks but have just buffed healing perks back up to almost where it was before while anti heal perks are still in the same place.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100810#Comment_4100810

    then lets add a heal limit to survivors its frustrating playing hag and they heal in under 5 seconds repreadly. they nerfed anti heal perks when they nerfed healing perks but have just buffed healing perks back up to almost where it was before while anti heal perks are still in the same place.

    How they nerfed healing perks? :) You mean leverage? Well, it wasn't really a nerf as people just waited out the 30s so it was only good if you proxycamped every hook and unless you tunneled out you didnt get the value from antiheal anyway. Now it's 60s so they have to either wait out twice as long or take the penalty. I run leverage and gift of pain on twins and it's still very decent combo, I'd say even better because of the changes I mentioned. And if you want a heavy antiheal, you can use coulrophobia instead, but Hag isn't a good antiheal user tbh, out of sloppy you won't find many hit and run combos. I'd much rather run franklins with weave but I'm overall not a Hag enjoyer because she's boring to me and not even very strong.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100817#Comment_4100817

    How they nerfed healing perks? :) You mean leverage? Well, it wasn't really a nerf as people just waited out the 30s so it was only good if you proxycamped every hook and unless you tunneled out you didnt get the value from antiheal anyway. Now it's 60s so they have to either wait out twice as long or take the penalty. I run leverage and gift of pain on twins and it's still very decent combo, I'd say even better because of the changes I mentioned. And if you want a heavy antiheal, you can use coulrophobia instead, but Hag isn't a good antiheal user tbh, out of sloppy you won't find many hit and run combos. I'd much rather run franklins with weave but I'm overall not a Hag enjoyer because she's boring to me and not even very strong.

    It was a while back when they nerfed anti heal perks like giving sloppy a timer but healing perks most of then have been slowly buffed back up like well make it botany knowledge and others I cant rember the names of.

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100835#Comment_4100835

    It was a while back when they nerfed anti heal perks like giving sloppy a timer but healing perks most of then have been slowly buffed back up like well make it botany knowledge and others I cant rember the names of.

    That is true, yet with diminishing returns it's not true anymore. :)

  • @Darkest_Night said:

    Add one Perk Slot for killers. Make the total 5 instead of 4 for the killers, and see what balancing can occur from there. The 5th slot will allow for more flexibility and allows better meta shake up without overwhelming buffs/nerfs while also gathering extra data that can be used to fine tune anything that needs direct nerfs and buffs. 5 perks vs 16 perks seems like a fair trade in my personal opinion.

    Generator kicks- Make them Unlimited, untill either 1 generator remains or 2 survivors remain. This will allow for better match quality ma it won't force anyone into a hard lock for either side. Generators have always been a source of trouble, but when the kicks were unlimited, it allowed for more creative play, and interesting ideas. Now that kicks are Limited, it forces everyone into a stagnant and stale meta that isn't fun. This will shake up the meta and allow for more creativity and experimentation with builds and, it will also help everyone get just a little better at understanding lesser seen perks

    5 perk slots is something they should've experimented with like 5 years ago through some ptbs at least. Granted, I have a high suspicion that some rather specific builds will become so much stronger it will not be funny, but hey, T stands for testing so it's definitely worth a try. It would definitely bebetter than the cursed DR we got which shook the meta alright, by murdering it

    As for gen kick limit, I feel like it should be unlimited, until last 2 gens are to be done, purely so that some perks like eruption or surge don't drain charges from potential future 3 gen killer might have to resort to

  • I'm not sure what creative play you are talking about with unlimited kicks, but having 8 per gen is already plenty enough to create a temporary war of attrition, enough to create windows to get hooks during that. I understand you think a limit should come in at 1 gen left, but this basically enforces a late-game 3-gen, where the killer gets 24 regression events across all of them from that point on.

    Concerns over gen damage perks like Surge or Pain Res interacting with that limit actually makes it more of a thought process as to whether you wanna bring them. Sure, Surge is the easiest AoE damage to trigger, but you sacrifice control over how you spend kicks you might need later. Eruption gives you more control, but sets you up to trigger two regression events and you must take time to set it up. Pop gives you direct control over where you want that extra regression to go, but requires you go back to the gen after a hook. etc. Having a limit makes for more thoughtful play and forces the killer to be aggressive, which is better.

    A 5th perk slot is a direct and massive buff to killers, allowing for even more stacked builds. I know we like to act like killers are all toddlers brandishing pool noodles from time to time, but this is a very big swing to take. A huge buff overall to fix what problem exactly? If the meta you're talking about is slowdown, then a 5th perk slot will not remove it, it'll simply allow it to remain while letting players choose if they want slowdown on top of slowdown, or want to add a cheeky bonus to their slowdown-centric build. If you're giving Trapper a 5th perk slot you're giving Blight, Ghoul. Nurse and Jason a 5th perk slot.

    I'm all for something to shake stuff up but dispropotionately buffing half of an asymm then sitting back and waiting for the data to roll in is not how a live-service game should be tweaked. It feels more like your personal wishlist than anyhing carefully considered for balance. Think about a decent Jason also running PR/DMS/Ruin/Thrill/Penti who also gets unlimited kicks until the late game. You'll have finished your own personal first 8 minutes of Up before you get down to the last generator.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100843#Comment_4100843

    That is true, yet with diminishing returns it's not true anymore. :)

    You can still heal super fast like you can with resurgence and brand new heart heal under hook in under 3 seconds

  • @Domicci said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100844#Comment_4100844

    You can still heal super fast like you can with resurgence and brand new heart heal under hook in under 3 seconds

    That is true, but considering that the person with lend a hand perk must go through three totems + search + heal, it's quite time wasting and if someone is just doing totems through crucial early game it might gave you more pressure that take away, similiar to invocations.

    1. Killer will never get a 5th perk slot as this braks balance entirely.
    2. If you ever get an issue with gen kicks thats a you issue. The limit is totally fine and noone thats has decent game sense has an issue with this.
  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100952#Comment_4100952

    That is true, but considering that the person with lend a hand perk must go through three totems + search + heal, it's quite time wasting and if someone is just doing totems through crucial early game it might gave you more pressure that take away, similiar to invocations.

    Just run 2 boons and a Totem finding perk its nit that much work

  • @zonkednb said:

    I'm not sure what creative play you are talking about with unlimited kicks, but having 8 per gen is already plenty enough to create a temporary war of attrition, enough to create windows to get hooks during that. I understand you think a limit should come in at 1 gen left, but this basically enforces a late-game 3-gen, where the killer gets 24 regression events across all of them from that point on.

    Concerns over gen damage perks like Surge or Pain Res interacting with that limit actually makes it more of a thought process as to whether you wanna bring them. Sure, Surge is the easiest AoE damage to trigger, but you sacrifice control over how you spend kicks you might need later. Eruption gives you more control, but sets you up to trigger two regression events and you must take time to set it up. Pop gives you direct control over where you want that extra regression to go, but requires you go back to the gen after a hook. etc. Having a limit makes for more thoughtful play and forces the killer to be aggressive, which is better.

    A 5th perk slot is a direct and massive buff to killers, allowing for even more stacked builds. I know we like to act like killers are all toddlers brandishing pool noodles from time to time, but this is a very big swing to take. A huge buff overall to fix what problem exactly? If the meta you're talking about is slowdown, then a 5th perk slot will not remove it, it'll simply allow it to remain while letting players choose if they want slowdown on top of slowdown, or want to add a cheeky bonus to their slowdown-centric build. If you're giving Trapper a 5th perk slot you're giving Blight, Ghoul. Nurse and Jason a 5th perk slot.

    I'm all for something to shake stuff up but dispropotionately buffing half of an asymm then sitting back and waiting for the data to roll in is not how a live-service game should be tweaked. It feels more like your personal wishlist than anyhing carefully considered for balance. Think about a decent Jason also running PR/DMS/Ruin/Thrill/Penti who also gets unlimited kicks until the late game. You'll have finished your own personal first 8 minutes of Up before you get down to the last generator.

    Once they go back to unlimited kicks, they can then start to more freely buff both sides. Same with the 5th perk slot. Once Slowdown isn't a necessity to about 75% of the builds that are most commonly used, everything can start to balance out a bit better. At least, that's my hope