Tom_Peters
Tom_Peters
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- Tom_Peters
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Comments
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@Entità said:
Yeah, it's a very good idea to allow people using weaker perks: less powerful, but more numerous.I'd grant every player 20 perk points, and restore the 5-level rarity system for perks (https://forum.deadbydaylight.com/en/discussion/28110/about-restoring-the-5-level-rarity-system-for-perks), so:
- common perk: 1 point;
- uncommon perk: 2 points;
- rare perk: 3 points;
- very rare perk: 4 points;
- ultra rare perk: 5 points.
But perk strength isn't really balanced based on their tiers. Many of the worst perks in the game are listed as "rare" at tier 3, but they are still just awful.
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@yobuddd said:
This really is very similar to the idea I had. (You posted a comment on mine saying yours was similar. You were right!)We have to keep in mind that perks still have to be bought in 3 different tiers in the bloodweb. I would assume this would change its “perk point” cost as it improves. How would we approach those that are just worth 1 point, even at tier 3? Would the lower tiers be cheaper somehow or just always be 1 point?
With this in mind, I want to bring over the suggestion I made on my post. Give players the option to toggle a perk between any of the tiers you’ve unlocked for it. Maybe you really like your current perks, but have 2 points remaining. You want Sprint, but it costs 3 points. Just revert it back to tier 1 or 2 and now you can afford the lower version of the perk.
I think that just makes the whole thing that much harder to balance. For your example with Sprint Burst... at Tier 1/2, all it does is have a longer exhaustion cooldown. If it worked this way, I would 100% use the lower tier version of the perk to have an extra perk point just for a difference of 10 seconds (I think that's the cooldown difference per tier?).
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@Peanits said:
I've wanted that exact thing for quite a while. It would be a nice change, though I think 12 slots might be a little silly. I'd probably cap that at 8. One of the skills people (should) learn as they play is how to tell which perks their opponent(s) are using, and trying to nail down 12 would be a little much. I worry that if you can take 12 perks, you'd just become a jack of all trades.I do really like the idea though, it's a great way to make weaker perks worth using without constantly having to tweak and rebalance them.
12 relatively useless perks though. I mean, would having Deja Vu, Dark Sense, Kindred, We're Gonna Make It, No One Left Behind, Calm Spirit, Leader, Hope, Detective's Hunch, Lightweight, Premonition and Resilience, for example, really be that big of an issue?
I do understand your point though, on paper it seems like a lot. But I still don't think it would break the game at all. Those perks are all seriously not that great, even when you have that many of them.
The numbers are all subject to change though. Like if we used your example of 8, and the best perks cost 3, then that would make the current survivor builds impossible and that might make the game too hard for them.
It is up to the developers to choose what the perk's value is, but anything that allows you to sacrifice better perks to have more perks is a change in the right direction!
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@Dreamnomad said:
All this would do is lead to a different meta. It doesn't matter what system is used. Players will eventually gravitate toward what is generally accepted as "the best" option available.Of course it would, but it would at least improve the useless perks towards something more viable.
What I wonder is what you think would become "the meta" in this new system? Personally, I still think they insane 3 perk point perks would still be used more heavily than the cheaper perks, because they are still undeniably the best for surviving. But at least a player like me could give up two or three of those crutch perks and have a fun experience with more, but slightly less useful perks.
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The reason I did not exceed 3 perk points for a cost is because I wanted the current meta to remain viable and in play. If sprint perks costed 5, I feel it would be a bit too rough on survivors, unless you made the base loadout cost higher.
Though either way, that sort of balancing is ultimately up to the developers. The bottom line here is the suggestion for the system, which can allow for much more perk variation.
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Check out my suggestion for something similar.
https://forum.deadbydaylight.com/en/discussion/48761/perk-slot-gradation