I wonder if the developers know what a coefficient is?
In anticipation of a big update, I've been thinking. And the developers understand that by raising the weak killers, they automatically make strong killers even stronger.
let's look at an example. We have a conditional Hunter and a Nurse. Killers are radically different from each other in terms of gameplay and mobility. We take the "Decisive Strike" perk, and look. For a nurse, 3 seconds of stun is too short, she will have time to catch up, but for a trapper, just right. Ok how resolve this? We need add coefficient which will be calculated when the killer interacts with something (for example, with a perk)
If we got 5 sec as a start value. For nurse this coefficient is 1. Because 5 * 1 = 5
For trapper this coefficient is 0.6 . Because 5 * 0.6 = 3
if you enter coefficients, this allows you to at least balance the game a little and not break the balance when introducing new perks.
The same can be done with the repairing of the generators, for mobile killers leave 80 seconds or a little less, and for less mobile, on the contrary, increase, etc.
Regards,
Comments
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Needlessly complicated and ultimately not a good balance idea. The perks need to treat all survivors and killers fairly. If a killers power overtunes a perk combination, the devs are presumably able to gather statistics on that loadout.
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While this would certain provide a way to fine tune balancing for different killers, it's needlessly complicating it in a way that players will find harder to understand or calculate. It's not very transparent. Given how we've recently gone from having values like "slightly" and "tremendously" to actual numerical values, this sort of transparency is a policy they want to maintain.
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It’s an interesting idea, the main concern would probably be reducing transparency in the in game descriptions. Plus it would make balancing new things take longer possibly since every new effect would have to be compared to every possible character’s coefficient sets to see if any apply and what values to set those parameters.
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I'm sure the devs understand coefficients - the average player trying to crunch out stats, however? Not so much.
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Yes, we do understand what coefficients are. But as others have already pointed out, they'd make the game far more complicated, and not in a good way. Modifying various numbers depending on the Killer you're facing makes it way harder to understand what effects your actions will have when you're making split second decisions.
To use the generator example, an experienced survivor knows roughly how long it will take to finish that last bit of the gen. They can use this to decide if they should commit to the generator and get it done, or run before they get hit. But if the generators were slower against a Trapper and faster against a Dredge, it becomes way harder to make an informed decision. Will that last bit take you 10 seconds, or 14? Though it sounds slight, that can very easily be the difference between getting it powered and going down.
Generally speaking, coefficients work well in games like RPGs where planning out your build is a very long-term and in depth thing. It's not so great when you're dealing with a PVP game where you're not quite sure what you'll face next. Having to learn how each perk/mechanic will work against each Killer in a game with as many perks and Killers as DBD is daunting even for the most experienced players. This is why we try to make the effects of something clear and consistent whenever possible. It removes doubt and allows you to make better decisions.
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Yeah, keep riveting killers and perks are so much better, okay)
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Those. Nerfing perks to trash is ok?
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Riveting?
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Also, applying coefficients requires the devs to literally quantify exactly how strong or weak a killer is. How do you do that? For a killer like Nurse, who has the potential to be the strongest in the game but performs the worst of any killer on average, do you make her coefficient high or low? Modifying anything per killer opens up so many doors that don't need to be opened.
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