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How large is the balance team?
I'm curious. Two, three members? If it's small, I can forgive the abysmally slow balance passes. Can only do so much with a few members. But any larger? Then I'm left scratching my head why it takes months, if not years, to change. . . well, anything.
Comments
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2, I don't have the post but a dev said something along the lines of "I make up half the balance team".
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It's only one janitor that balance the game on his break bethween cleaning seasions
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Literally 2.
Almo is one of them.
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Even with a small team, they doing well I think. I just think, that they are sometimes are misleaded and because of it, I would wish that they would have some sort of "Overseer", that tells them to do the things on the right way, or not at all.
If I think on some things, there was already more balancing as ever needed. Some would say too much and that with just 2 guys -_-.
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I heard they are thinking about nerfing pop, is this true?
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Wouldn't be surprised if it is.
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I mean he is underrated, just because he's underrated doesnt mean he's good or even decent though
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It's a very small team. In fact if I recall correctly the entire team of DbD is only around 200+ employees. I could be wrong though. 🤔
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So, hang on. Let me get this straight. They have somewhere around 140 perks in the game that all have to be balanced, plus 21 killer powers as of The Blight, plus innumerable add-ons, plus on average six new perks being added in every three months along with new add-ons, and they have two friggin people on the balance team?
Is this for real? Because if so, I have minimal hope for crap ever truly getting adjusted on this game before it ages so much it loses most its playerbase.
I've seen some asinine resource management and allocation in game studios before, but this one might take the cake.
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yes, but not quite as garbage as a lot seem to think.
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They put 90% of the budget into the cosmetics and marketing department. Balance and optimization don't generate fat stacks of cash.
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That's been my personal feeling for a while.
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This game need to have some buff and nerf weekly for it to be diferent because right now its always the same thing every game unless you get some troll
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That requires money and effort.
changing numerical values takes 4 months and a ptb because they can't afford to pay real testers.
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The game needs something added to it. Right now the loop is: spawn in, go see which generators they went to immediately, chase them off, run around loops and fake each other out, go back to gens.
Somewhere in there we get a hook and a save. But the loop is the same, damned thing. And in higher ranks, it's the same damned perks.
Especially because a majority of the time the gens they hit first will either be the middle gens to avoid a 3-gen or the furthest from you gens because they seem to spawn in over there and nail them first.
I've gotten to green ranks and have played against many purples and reds, and it's the same loop over and over and over again.
I'm already getting bored, as much as I love running around in-game as my favorite horror icons. I actually think I'm going to take a break for a month or two again.
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Please tell me that one of the balance team is a killer main and the other is a survivor main. Somehow I need this.
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Extremely few. But once again, there's no point in spending money on that when there's plenty of cash to be made from cosmetics.
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No clue, I'm positive one of them is almo though.
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Yes, yes he is, and I've said that, He just isn't able to be outplayed by every green rank like I've seen quite a few people claim. therefore my point is he's underrated whilst not being anywhere near good.
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Some ideas are weird, but, in general, the game is slowly becoming better. I wish they changed scoreboard tho. Boring.
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Almo said he enjoys killer more than survivor. About the other person, I am not sure who he is, but maybe Horvath?
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It's not a team, it's a group of monkeys with a nerf button, a buff button and a rework button, but the rework button is behind a keylock, which the monkeys have the key to, but they have to figure out how to actually work the lock to unlock it, and any monkeys that figure out the rework button and press it are immediately taken out back and shot.
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I don't think so. The only thing they said is that they want slowdown perks to be stronger individually rather than have too much synergy.
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