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How Strong Should Perks Be?

Just a general thought. To start this thread off, I personally don't think a perk should be able to change the entire momentum of a game. A notorious example is Decisive Strike. Other Perks though, like Sprint Burst, completely ruin the point of some killer abilities. Sprint Burst completely negates any mind game potential Freddy could have had. Wraith can't take advantage of his speed boost if survivors are a mile away. Leather face can't take advantage of his chainsaw if they run to a loop at 150% movement speed and so on. What are your ideas? Oh, and please don't recommend changes to Perks in this thread. This thread is talking about why those Perks are unbalanced from a design standpoint.

Comments

  • thesuicidefoxthesuicidefox Member Posts: 8,227

    ........7

  • Kind_LemonKind_Lemon Member Posts: 2,559

    I would love for killer perks to change the ebb and flow of the entire game and for survivor perks to change that survivor's personal abilities in a way to play against said perks (or powers). It's...not exactly that way currently.

  • BeanieEnthusiastBeanieEnthusiast Member Posts: 213
    Perks should just help you out a tiny bit. Add ons realistically should be more powerful than perks. 
  • PoweasPoweas Member Posts: 5,873

    @BeanieEnthusiast said:
    Perks should just help you out a tiny bit. Add ons realistically should be more powerful than perks. 

    This ^ but addons shouldn't help you much either it should be the base that is strong.

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