I’ll never understand nerfing perks because of their pickrate
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You can't "play well" when you're sent to a map that has safety every 5 ft like Borgo for example. No amount of skill as an M1 killer is going to win you that match. You either tunnel someone out and hope the other teammates are terrible or get absolutely destroyed.
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Yet you nerfed Iron Will solely for pick rate and because people used it for QOL...
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If the perks on the said throne are genuinely not an issue then what's the problem? The whole powercreep argument is fallacious, if a perk is not overpowered now then it likely never will be. Did you seriously expect current Pain Resonance to ever become too powerful?
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There's no accounting for fun.
Players are like water, they follow the path of least resistance.
And so there are two bodies of players to keep tabs on:
1 - Folks who will find the most optimal way to have fun. The most interesting perks and the most impressive plays.
2 - Folks who will find the most optimal way to win. The most time efficient perks and items to crush the opponent.
The devs struggle understanding and identifying the two things - which are occasionally intertwined.
It is a sad truth that numbers can be hard to discern for a massively complex game with a combinatory explosion of interactions in each and every trial - but it seems clear that meta player (Those in group two) are indistinguishable from the others in the devs minds.
1 & 2 are the same.
If you want to have fun playing HillBilly so you bring the two attachments that allow you to have fun - it will be treated as a meta pick. Nerf time.
If you bring Dead Hard because you know how to use it well enough to squeeze value out of it until you win - it will be treated as a meta pick. Nerf time.
There is no difference between 'too strong' and 'fun'
The only satisfactory status in this game is 'Underwhelming' which is a horrifically entropic approach to game design.
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But some of the changes to these perks, along with others e.g. overall buffs to killers, gen times, and so on have pushed the game into a certain direction, which subsequently has made certain playstyles way too prevalent. Like tunneling, face-camping, holding a 3-gen and refusing to take chase. Playstyles like these force players to use perks that helps them out of these type of situations. But then the pick-rates of those perks go up, they became meta, and get nerfed and the vicious cycle goes on.
Do the Devs take into consideration as to why certain perks become meta all of a sudden whilst making such changes? Because quite frankly it doesn't seem like they do.
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The saddest part of this upcoming patch, and that due to popular demand, all the killer perk nerfs are likely to stay, yet some of the survivor nerfs will get reverted, just because survivors are way louder on these forums than killers are.
Because seriously, when I add up all the posts complaining about the upcoming killer nerfs, and add up all the posts complaining about the survivor nerfs, there are way Way WAY more posts complaining about the survivor nerfs. There's a zero chance that killers will ever get a balanced deal if the devs are looking for popular opinions to determine which nerfs to keep to revert.
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too late, we already reached that point... the game become unfun because as killer you'll be ALWAYS punished for any kind of strategy you can field (wanna play for mixed hooks? you don't have the time due to the atrocious genspeed and the gen regression being NUKED by the devs cause muh statistics. wanna tunnel? DS, off the records, dead hard, boons (shadowstep and CoH, but at least the latter will be nerfed properly), lucky break, bodyblock, flashilights, pallets and adrenaline will make your game miserable, not to mention the possible anti hemorrage syringe and styptic agent that the survivors can bring into the match. wanna camp (mainly to force the struggle phase for a survivor hooked previously)? reassurance and kinship. wanna slug? unbrekable. Mind you that i don't even mentioned into the equation the ATROCIOUS maps in the game: the reworked maps are even WORSE than they were previously and the last one added (decimated borgo) it's NOT PLAYABLE AS KILLER unless you are a nurse.
as SOLO survivor instead you have to deal with tunneling and camping every cursed game, forcing you to use the same plethora of perks if you want to even play the match (i won't consider SWF because it's essencially the ultra easy mode)
as far as i know you aren't adressing the REASONS of certain data (pickrate) and playstyles (genrush, tunneling and camping), you are balancing the game only around statistics, which is UNHEALTHY and a bad decision overall, add then the fact that with the last choices that you want to implement (basekit unbrekable, longer time needed in order to perform heals and the few gen regression perks becoming completely useless) you'll make this game essencially a tunnel/genrush fest (even more than now) and you have the picture of an unfun, "competitive" /s, boring and frustrating game...
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There aren't as many killer complaints because they know they got the sweeter deal. It's why every post I see of yours insists that feedback on this update should be ignored and the changes should go through as is. You're clearly not bothered about the gen regression nerfs because you know the anti-healing meta is going to be even better. It's okay though. Because I, as a solo survivor, know you are correct.
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Just remove all perks on both sides and restart the whole perk-system.
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I think that we will see people playing more safe and more genrush/tunneling than hit and run tactics with sloppy Butcher since now you don't have any kind of worthy gen regression perks available and survivors still have adrenaline that will reward their zealous to do generators (as concequences more toolboxes)
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Doesn't change the fact that ppl will always find a new meta to compete. MMR is a fun sponge in most multiplayer games, even more in DBD, the only party game with MMR i know. Would be ok if MMR brackets would be balanced differently, but i don't see that comming.
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MMR was the biggest mistake they made so far, yes. Just because each MMR bracket still has the same game foundation and balance. Guess what happens when you put MMR in a party game which is balanced around bad - average players.
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from my perceptive, I do not think players want power-creep perks. They want perks are serviceable to use and feel good to use. Dead hard feels good to use because the activation of the perk is controlled by the survivor at precise moment they want it to be used. Lithe on other hand is controlled by fast vaulting which is not in the survivor's control when being chased by the killer. its restricting the survivor control for when they want to use the perk to make an impact with it. Lithe would feel better to use if you could press E during a vault and control which vault gives you a speed boost. This not power-creeping the perk to be better then DH as the rewards are similar in nature but it making perk feel better to use.
The same can be said about killer perks. Nowhere to hide and BBQ are both aura reading perks. They're used fairly frequently. Nowhere to hide is not power-creep BBQ and BBQ is not power-creeping nowhere to hide. these perks are competing for a slot in information and either perk provides decent information when triggered. A perk that is getting buffed in information category is gearhead. Is Gearhead good enough to use in place of BBQ or Nowhere to hide? I am not entirely sure as I have not tried the perk. Just from reading it, 30 second is short time and specific skill-checks are drawback to perhaps avoid it. If the duration was 45 seconds or it worked on any skill-check, not just good or great, then I could see people using it. suppose that gearhead starts getting used, it does not mean that bbq/nowhere to hide are all sudden bad perks to use for info. Giving more options is always welcoming for the player.
Most perks have different functionalities in dbd. Its very hard to compare a perk like hysteria compare to a perk like franklin demise. they're fundamentally different perks. Improving hysteria such that it get used more is not power-creeping franklin demise. I see power-creep argument as more of excuse to not improve perks. This is just my opinion.
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