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Which Meta Perks Do You Want Nerfed the Most? (Both Sides)



  • BlueberryBlueberry Member Posts: 10,074
    edited May 20

    Well Ideally they wouldn't be nerfed until there was some similar version of them built into the base game AFTER the gens were slowed down, maps were shrunk and loops made more balanced to where tunneling/camping wasn't necessary.

    BT should be loss of collision so it preserves its purpose of protecting the unhooked but prevents that person from abusing it and body blocking the killer to give the rescuer a third health state.

    DS I'm generally okay with so by nerf a mean more a weaker base kit version built into the game (maybe a 30 second timer, but the timer pauses while in chase) and the perk probably redesigned.

  • LaluziLaluzi Member Posts: 4,285

    Survivor: Dead Hard, CoH, Iron Will

    Killer: NOED, maybe Dead Man's Switch. I'd also like to see Tinkerer get a cooldown on firing on the same gen - like, if it procs, it can't proc for that specific gen for another 30 seconds or something.

    I could live happily if it was just Dead Hard and NOED, though.

  • MarigoriaMarigoria Member Posts: 5,666

    well it wasnt about it happening or not, OP asked us which one we want nerfed. I said nothing.

  • Nathan13Nathan13 Member Posts: 6,066
    edited May 20

    That’s fine but I think it’s great we’re gutting all the meta perks on both sides cause it’s just so unhealthy for the game.

  • ViskodViskod Member Posts: 828

    From reading this there don't seem to be any actual Killer Perks that really need to be "nerfed".

    Pain Resonance can be really rough because it activates on every hook, but it requires a Scourge Hook to activate and relies on the RNG of Scourge Hook spawn locations vs Generator spawn locations vs where survivors actually are.

    But its widespread use and combination with Dead Man's Switch is just a symptom of the larger problem of Generator repair speeds and killers wanting more time to actually be able to play their role.

    Hex Perks do not need a nerf and I was actually surprised to see Tinkerer here.

  • CashelP14CashelP14 Member Posts: 5,521

    DH for survivor and NOED for killer. Both feel equally cheap.

  • dictepdictep Member Posts: 1,135

    What about a survivor perk that opens a hatch to escape if survs do a gen? It’s something survs need to earn

  • DangerScouseDangerScouse Member Posts: 945

    Survivor = Dead Hard

    Killer = Territorial Imperative

  • foxsansboxfoxsansbox Member Posts: 1,858
    edited May 20

    This. I use both these perks too much and they play out exactly as described here.

  • Dwight_FairfieldDwight_Fairfield Member Posts: 5,812
    edited May 20

    Something like that already exists. They're called keys.

  • leviivelleviivel Member Posts: 113

    Please just delete dead hard, it doesn’t reward skill and both solves mistakes and can extend loops by a minute if used correctly.

    for killer, don’t really care as much but maybe make NOED less of a free extra kill in end game, or maybe reveal the totems aura to survivors or something.

  • TotemSeeker91TotemSeeker91 Member Posts: 1,379

    I'm 99% sure instead of tools it's tactics, but I guess they could mean the same thing

  • MrPenguinMrPenguin Member Posts: 1,673

    Survivor: Boons, exhaustion perks.

    Killer: Rework NoED please, strong or not it's unhealthy for the game/community in its current form. Give much better base regression and nerf/rework the regression perks.

  • Killing_TimeKilling_Time Member Posts: 613

    I honestly don't think any killer perks should be nerfed. I think it should be COH, DH, DS, & BT. Second chance perks need to go. If ya wanna nuke NOED... whatever.

  • dictepdictep Member Posts: 1,135

    So remove boons and exhaustion perks and buff regression perks?

  • MikaelaWantsYourBoonMikaelaWantsYourBoon Member Posts: 3,162

    So how you will play against tunnelling and camping? Just curious.

  • MrPenguinMrPenguin Member Posts: 1,673
    edited May 21

    I didn't say "remove", but if we just nerf DH and that's all it will just be the next strongest exhaustion perk taking its place, that probably being SB. Its just too valuable to extend the chase as much, easy, and as frequent as they do in the current form to not take them. Maybe not all exhaustion perks, but at least the stronger ones. If the devs want to shake up the perk usage, getting away from the "every build needs an exhaustion perk" is something that should happen. Just downgrade exhaustion from "necessary" to "good but not required".

    Boons need to be able to be broken without a perk slot. Survivors don't need a perk and neither should killers to preform a basic option, that being breaking totems. CoH might need further tuning like removing the self heal due to its special situation of being placed miles away from the killer being optimal, but that would be TBD in this theoretical change.

    " nerf/rework the regression perks."

    Yes that clearly says buff the gen regression perks. /s

    No, gen regression has always been a staple for every killer build since inception, due to base regression being trash compared to survivor objective efficiency. So if we make base regression better, we have a lot more breathing room to change the regression perks without making killer basically an auto-lose in games with good players just because the survivors are holding M1 while someone else runs from pallet to pallet.

    Alternative would be to increase killer efficiency to match survivor efficiency (and still change the perks) via something like map changes to get the majority of them out of the "survivor favored" category. While that would probably be a much healthier change overall, that would require a lot more work and is a lot more unlikely than mostly changings some numbers around. That also relies on the devs understanding the game enough when good players are present and as their recent actions have shown, such as the still mostly unbalanced maps, that is probably not the case.

    Post edited by MrPenguin on
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