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How nerfs work:
Not being too focussed on a special perk, just because I saw that people dont seem to understand what a good balancing is.
So Perk A Gives you an abillity that increases you survivabillity in a chase by roundabout 3 seconds perk chase.
Lets say you get chased 3 times a match so the perk gives you 9 seconds on average er match.
Perk A is considered a good perk, balanced as both killers and survivors like to call it.
Now Perk B get released and It Gives you 30 extra seconds on average per match.
People complain about it: "Its not balanced! Too OP! pls nerf!
After a while the perk gets a nerf, it now gives you 27 extra seconds per match on average.
Now people come again and say: "Its not balanced! Too OP! pls nerf!
But other people now say: "It already got nerfed, you guys are never happy!"
So If you think Perk B is in a balanced state now because it got nerfed... it isnt :)
just because something gets nerfed it does not mean its balanced now. it is a tiiiiiiny bit more complicated then that.
Again, not pointing a finger on a perk here. Just explaining that its not that easy :)
Comments
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Group S yells and screams about something. Something gets nerfed.
Group K yells and screams about something. Something might get nerfed or buffed. Its a toss.
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Sometimes wonder what's Behaviour's intention on making such small and low frequency changes on perks/killers. Any other competitive game recive exponentially more changes, entire pages of tweaks and don't seem afraid of screwing up the balance because they can allways revert or tweak them.
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I am really getting tired of this narrative :(
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I'm tired of it being reality.
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What makes you think this is true? The game has [demonstrably] not gotten more survivor-sided over time, which is what you'd expect if the devs only listened to survivor input.
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I think we're living in different timelines.
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What do you mean by "any other competitive game"? I'm not used to see massive amounts of balance changes in competitive games, especially if they're mature.
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I guess shooters like CSGO where there's not that much to tweak changes don't make sense, but they are not needed because it's already balanced. But games like MOBAs that have a lot of variables have a lot of changes constantly. Look at Dota 2 for example. And I think DBD has a lot of variables like MOBAs and should be held to the same standard.
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We can agree this game is not mature. The example I see is Overwatch. Which this game is not.
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Ah I gotcha - I just don't play MOBAs so I'm thinking more of games like CSGO.
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I'd agree with that, but it's not exactly brand new either. It's also still a casual and asymmetric game at the end of the day, unlike games like Overwatch. That's not to say that balance doesn't matter, just that it's more difficult to balance an asymmetric game and there's no high-level competitive scene to balance around.
Idk, I don't think DBD needs to be changing like 20 perks a patch or anything, especially with how often these sorts of changes have caused bugs in the past. Provided they're making steady changes and those changes are in the right direction, I'm okay with it.
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Killers get nerfs, but they're called "reworks". Killers get buffed, and they're called overpowered and unnecessary changes, and will get reverted within a week to a month.
Survivors get buffs, and they're called necessary changes. Survivors or their perks get nerfed once a year, and it's said that "survivors get nerfed constantly".
That's how nerfs work.
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Think - Ruin Undying got nerfed in practically 4 months. I think the nerf was deserved.
DS UB still hasn't gotten a nerf despite the forums being spammed with DS posts, SWF groups rolling even good killers with the DS, UB, SG combo, and countless good players some even being tournament players prove that DS alone is too strong.
Now think, how long had DS UB been out for? A year ish?
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Cause the nerf either fixed one aspect of it's use or the nerf wasn't big enough to pull other perks up
-not pointing fingers either-
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Resident Evil: Resistance got (massive) changes like every month, with a bi-weekly Balance Patch. It's a mature game that got tons of balance patches. They were bad though, the game became basically unplayable.
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read the main post again, this is the exact thing author was talking about
just because the game has not gotten more survivor-sided doesnt mean its still not super survivor sided
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Do we really need to point out the elephant in the room with the latest killer meta perks nerfs(RIP Undying you lasted 4 months) meanwhile the problematic survivor ones haven't been properly fixed in 4 years?
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DS/UB has been in the game for like three years, but DS has also gotten three nerfs since launch. Undying was nerfed fairly quickly, yes, but with good reason in my opinion.
If you compare the changes to the meta over the years more broadly, though, killers have had the best of it. Since Dead Hard was released in July 2017 no survivor meta perks have been released. In addition to DS's nerfs, Dead Hard and Sprint Burst were also nerfed pretty heavily when exhaustion was changed to not recover faster while crouched and to not recover at all while sprinting. All of these were good changes imo, but still, survivor has gotten nothing new and a few consequential nerfs to the meta in the last 3.5 years.
Meanwhile, killers have had several meta perks added since Dead Hard. Pop, BBQ, Undying, new Tinkerer, Nemesis (meta on Bubba for a while), Corrupt Intervention (Trapper & Hag), Infectious Fright (Nurse, Oni, etc.), Spirit Fury (was the M1 meta for quite a while along with Enduring and still gets a lot of use), Discordance (probably meta on Legion, strong regardless), etc. Sloppy's buff was after Dead Hard was added as well, and while not meta, it's definitely a staple.
Survivors had a huge advantage to start with imo, absolutely, but in terms of balance changes, I don't know how the "devs are anti-killer" thing comes in.
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The main post is not really representative of most of the balance changes in the game, though. It pretty much just applies to DS.
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Read my reply to Leachy_Jr and [this] and let me know if you have any counterpoints. DS does still need another nerf imo, but it hasn't been ignored either and it shouldn't be taken in a nutshell when alleging bias like that.
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2 nearing 3 from the time it was changed
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Sorta like we want to see smart plays that really leave us like wow that was good you got me not ohh guess I deserved that you were healthy but what ever out played me and you forgot bt and unbreakable were released after dh
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Bill was released March 2017 on PC. I'm assuming you play console and got those perks later.
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I do but I got the game when he came out so my timeing of when the perks came out was off
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I get what you're trying to say here but I dispute the way you try to argue it. No one I hope is comparing perks on the basis of their duration, or complaining one is unbalanced on the basis of its duration. They're evaluated on the context of how or when they're active and the effect they have.
Being specific, killers dislike DS not specifically because of its duration, but because of its *unconditional* duration. There are plenty of ways the perk could be balanced to be an anti-tunneling perk that don't involve shortening its window, e.g. it is disabled if they work on a gen, get pulled out of a locker, etc.
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Ah ok, I gotcha. No worries!
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I agree. We need a Nerf for Pop so it's only active for 30 sec.
Thank me later :D
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