Instead of making certain perks basekit, why not add extra perk slots?

Discussion

I'm a killer main with a friend group of survivor mains who got me into the game. On both sides of the game, many perks feel mandatory. With how few perks slots there are, you have very little wiggle room for build-crafting or expression.

People have made many examples on this subreddit of why that is (for example, in survivor Solo Q, Borrowed Time + Kindred + an Exhaustion Perk feels mandatory, giving you only one slot to work with), and as a result, many people have been asking that certain perks be made basekit within the past few months.

While I think this could work, this brings up the issues of which perks should be chosen to made basekit, how effective their base versions versus their perk versions should be, and so on.

Out of curiosity, how would everyone feel if we got more perk slots instead? If we had 6 perk slots tomorrow, that survivor Solo Q example from above would have 3 perk slots to play with instead of just 1. While this would be incredibly chaotic for a while, I feel like this could open up buildcrafting in a lot of fun ways.

Plus if we had a TON of perk slots, like say 10 or something, the slots could be used as an additional balancing layer for the devs. One of the issues with balancing right now, in my opinion, is that every perk has to compete against each other. For example, for Slippery Meat to be viable, it has to be just as good as Dead Hard, since they both take 1 perk slot. But if we had 10 perk slots and Dead Hard cost 3 slots to equip, while Slippery Meat only cost 1 perk slot, its viability could go up since it wouldn't have the same cost on a build.

I'm curious to see what you all think, and where you want to see perk balancing go going forward.

Posted Mar 24, 2022, 9:39 PM UTC

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