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Inscrutiable

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  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2363394#Comment_2363394

    Perks exist because people have different playstyles. Just because a perk is useless to you doesn't mean it can't be useful for other people. For example, Red Herring is perceived by many people to be useless, but I find it can be quite useful, if you use it right.

    Okay, so like a pure numerical perk is better than a perk like Red Herring? There's some perks that their impact is low because the playstyle is less effective. Like there's going to be a specific meta developed in every competitive game - my argument is changing perks that are used less will reflect and change the meta... and that's a good thing.

  • @Orion said:

    I think Survivor Perks are significantly weaker than Killer perks, and I think this is a bad design decision.

    It's actually necessary because there are four survivors and only one killer. If every survivor perk were on the same level as every killer perk, each individual survivor could be very close to each individual killer in terms of power, completely ignoring the concept and point of an asymmetrical game.

    10 ft

    It's 10 meters at tier 1 and 14 meters at tier 3, not 10 feet. 10 feet is something like 3 meters.

    I think people are missing my point. I don't disagree that survivor perks SHOULD be weaker. But I'm saying some survivor perks are outright useless / not impactful to skill expression in a way that isn't fun.

  • @Soulpaw said:

    id say that survivor perks SHOULD be weaker than killer perks and heres why. theres 4 survivors and 1 killer. The killer can only bring 4 perks to the game while having to deal with 16 survivor perks. if survivor perks were more impactful and stronger compared to killer, killer would have no chance juggling 16 strong perks with his 4 measly perks without some sort of compensation.

    I don't disagree with this, just that there are perks that could be potentially improved without negative game impact to the balance of the killer v survivor dynamic. I think that a numerical perk (like x% chance to wiggle out) is generally less fun than say a perk like decisive strike - my design suggestion is "maybe we should make more perks like Decisive Strike"