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Balance changes (need feedback)

Everyone knows the game gets frustrating a lot of times and for things that are completely out of your control, these changes aim at improving those aspects of the game.


SLUGGING

Killer gets very frustrating when to get a slight advantage you need to slug and hope none rushes to heal them/that they don't have Unbreakable, that can also prove to be unfun for Survivors that have to just wait on the ground doing nothing.

Slugging is a lose-lose situation that is unfun for both sides.

Why do killers need to slug? Because getting someone on the hook takes so much time, by the time you manage to hook someone half a gen can be gone if more than one person is on it.


  • Changes:
  • Carrying speed (when the Killer is carrying a survivor) from 92% to -> 100% (same as Survivor running speed)
  • Survivor wiggle timer decreased from 16 seconds to -> 14.5 seconds

The aim is to decentivize the Killer to slug, they can save precious seconds and don't get punished as much for doing something that should reward the Killer (get a down and hook) instead of making them waste too much momentum.

This change won't affect Killers being able to reach farther hooks because of the decreased wiggle timer.

  • Agitation increases movement speed while carrying a Survivor from +18% to -> +10%, now if you start a chase this movement speed is increased to +15% instead

The perk change makes Killer carry Survivors at the same speed (to reflect the base carrying speed increase) but now if a Survivor tries to bait a hit the Killer gets a boost and it's easier to get a free hit. This can make Agitation an actually viable perk that punishes Survivors trying to block the Killer from hooking.

  • Killer can now see the Aura of Survivors in the dying state within 1 m

There are a few cheesy situations where the Survivors manage to get in a dark patch of grass after being downed, making the Killer unable to locate them for a few seconds even if they are at their feet. This change can also help newer players who might get very confused by not being able to find the Survivor they just downed.



META PERKS

Meta means seeing the same perks over and over, especially on Survivors, where you can often see the same 2 perks on all 4 Survivors. Having all of the Meta perks stack up and having to take account of the chance of the Survivors having them makes playing Killer extremely stressing and frustrating.

The changes aim at making Meta perks more predictable and less abusable by coordinated teams.


  • Dead Hard
  • After being in a chase for 40 seconds Dead Hard activates, press the Active ability button to dash in the direction of your camera, if you collide with the Killer while dashing, the Killer is stunned for 3 seconds. During the dash you avoid any damage. Causes the Exhausted status effect for 40 seconds. Dead Hard is disabled while recovering from Exhaustion.

It now can be used also while healthy but it requires you to take a chase and loop the Killer for a long time for it to activate, so it rewards you for playing well (same philosophy of past Ruin changes) and punishes the Killer for taking too long to down you. When you manage to activate the perk now it's much stronger, giving you a free stun on the Killer and being usable while healthy plus all the previous benefits Dead Hard has (distance and invincibility), which can allow you to make some plays by stunning the Killer while they are carrying a Survivor, it also fits very well thematically with David and the perk name.

Basically this prevents you from using Dead Hard repeteadly and without any downside (get chased, use Dead Hard, go down and get slugged, get picked up, Dead Hard again, go down and get hooked, get unhooked, Dead Hard again), now it takes more than 80 seconds to have it again and you have to work for it.


  • Unbreakable
  • After being put in the Dying State Unbreakable activates. After staying in the Dying State for 18 seconds you automatically recover from the Dying State and this perk deactivates. If you are within the Killer's terror radius after recovering you gain the Endurance status effect for 8 seconds.

As I said before slugging isn't fun for any side, which might be why you equip this perk. Unluckily the perk can get abused in a lot of different ways by coordinated teams and the combo of other perks. With this change you can't just save Unbreakable if you know your team is going to rescue you so you can use it later. It also removes the benefit of having a permanent faster recovery speed. This way the perk is used to punish a Killer that is slugging you by recovering even faster than before (from 24 seconds to 18), and if the Killer is camping you while slugged then they get even more punished by the 8 seconds endurance, but it can't just be used on command when you need it and save it when you know your team has got you.


  • Tenacity
  • Now your Recovery speed is increased by 35% and lowers your noises while in the Dying State by 50%

Basically removed the Recovery speed bonus from Unbreakable and added it to Tenacity, plus now it also acts as an Iron Will while in the Dying State, making this perk more appetible and less of a memey perk.



GENERATOR PROGESSION

Generators progress is one continuous bar and it is very simplistic while having the whole game revolve around it. It could have more mechanics and interactions to it to balance to game better.

Generator progress bar consists of 80 seconds.

Changes:

Generator progression bar is composed of 10 parts (8 seconds per part).

The 10 parts are subdivided between 3 segments, the first and the second segment are composed of 3 parts each, the third segment is composed of 4 parts.

When Survivors leave a gen before completing a part, that part gets completely regressed (max 8 seconds), then the rest of the parts start to get regressed passively (at the rate of a kicked gen) kind of like Ruin.

After completing a segment the gen can't regress passively past that point anymore, securing the gen progress respectively at 24 and 48 seconds.

Perks or failed skillchecks can regress gens past the segments but will not make them keep regressing passively.

Killers cannot kick gens anymore, but Perks that interact with them will unlock the Kick Generator action (Pop Goes the Weasel, Overcharge, etc)


With these changes Killers won't have to waste time kicking gens instead of instantly getting involved in chases. 

Parts requiring at least 8 seconds of working on a gen for it to be effective also prevents Survivors going back and forth from the gen to a strong loop everytime the Killer approaches or tapping the gen repeteadly while looping to stop it from regressing after every kick.

On the other hand, a Killer can't just camp a regressing gen and wait for it to get regressed all the way because of the secured progress from the segments.

It promotes Killers that keep pressuring gens constantly and don't let Survivors on them for too long before they can get the segment progress, while rewarding Survivors tha manage to jump from a gen to another and secure progress on many of them.

  • Ruin regression of Generators is decreased from 200% to -> 150% of the normal Regression speed and now it is able to regress Generators past the segments


That is all! Let me know what you think of these Balance changes, the Generator changes numbers are hard to establish since the whole game depends on the time used to complete them but I think the rest can be pretty solid changes to the game.

This is my first time using the forum, if you didn't understand some parts of the changes I'm more than glad to explain them further to you!

Comments

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    You think meta survivor perks need buffs? Why?

  • Doodeee
    Doodeee Member Posts: 2

    I would say it's a buff to Unbreakable but a nerf to meta survivors running it, while Dead Hard is really hard to activate so that would be a nerf

  • EntitySpawn
    EntitySpawn Member Posts: 4,233
    edited April 2022


    • Remove DH distance
    • Shrink the bigger maps
    • Reduce the rng of tile spawns (never get 4 LT walls or gyms)
    • Reduce giddeon pallets
    • Make survivor SBMM based on skill not escapes

    Here's a small list of the major issues within the game atm. While alot of perks could do with buffs these issues are the biggest flaws atm