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Buffing M1 killers without destroying the balance.

BlueMoonBRUHMOMENT
BlueMoonBRUHMOMENT Member Posts: 93
edited July 2023 in General Discussions

So as of right now, generators take 90 charges/90 seconds to complete.

M1/non-movement killers can get slaughtered if their first chase takes forever. So to counteract this I propose that the first generator takes 120 charges, the second 105, then 90, then 75, then 60.

Whenever a generator is completed, the 15 charges will be subtracted from the total amount of charges needed AND the total amount of work done on the generator. This is to prevent a chain reaction of other generators close to being complete from popping without someone on the gen.

I believe this would help balance the game for m1 Killers, because I played survivor and I have seen a metric butt ton of movement killers. And some variety would be nice.

EDIT: Okay on second thought, I think this MAY be a bad idea because of perks like fast track, stake out, etc... But I think good discussion will come out of this so I'll leave it up.

Comments

  • MalekithHatesSnow
    MalekithHatesSnow Member Posts: 253
    edited July 2023

    The solution isnt to make gens take longer the most boring part of this game is holding m1 on gens making that take longer is just gonna be awful all BHVR needs to do is make awful killers like Pig actually viable so people play them and not change the entire core gameplay I dont get why BHVR is so reluctant to just give smaller weaker killers buffs and instead opt for general killer buffs/survivor nerfs which buffs the strongest killers but does nothing for the weaker ones

  • ARTRA
    ARTRA Member Posts: 938

    I would say this is a nerf to M1 killers.

    Yes you have more time in early.

    But in late when are less gens and probably closer, survs can finish those faster.

    That means that m1 killers that have little to no movement skills have to walk further in early game to see all gens (bad) and had no time in late (bad).

    While top killers dont really care.

  • BlueMoonBRUHMOMENT
    BlueMoonBRUHMOMENT Member Posts: 93

    My point is more time in the early game, setting up traps and such. If you are a no trap m1 killer, then yes I concede this could be a nerf, but with theoretically more time for chasing you could kill off a survivor easier.

    Undoubtedly the survivors will do gens faster, but the point is you kill survivors, to get them "stuck" on a 105 second gen, or a standard 90 second gen.

  • ARTRA
    ARTRA Member Posts: 938

    You dont have more time in early game, its more like "an ilusion", you dont hear those gens at the start but they are going to be finished at the same time.

    If you like to play set up killers corrupt intervention.

    If you like trapper and try to make it work, god bless you.


    Now for real, this game is not about ""i need 2,4 hooks/gen so we are tied"". Is more about you have X minutes to snowball and win. Survs can have al gens finished you hook one, another makes a mistake and suddenly they are in a bad spot. If you want set up killers, its normal to lose 2-3 gens before even start, but then you should have all setted down and snowball

  • DrDucky
    DrDucky Member Posts: 675

    An early game collapse which say makes gens go at half speed until the first chase starts is the same solution but much better. Too bad they never added it.

  • Reinami
    Reinami Member Posts: 5,654

    This needs to be done on a per killer basis. There is generally an idea around killers and what their power does. Their power generally can do the following:


    Ignore the numbers, the categories are what are important, but i wanted the visual. Every killer's power has:


    1) Game Delay (keeping survivors off gens)

    2) Tracking (getting into a chase)

    3) Map Control/Mobility (controlling the map or getting around the map)

    4) Lethality/Chase potential (ending a chase)

    This represents (roughly) what killer powers could and should be doing in games. The problem, is that most of the really good killers, have like all or many of these in extremely high amounts, whereas the lower tier killers don't have these types of things. There are a handful that have a good balance of these 4 categories, but their power just isn't strong enough.


    Looking at some of the best killers, you might have like:


    • Nurse
      • Game delay - 0
      • Tracking - 0
      • Map Control - 4
      • Lethality - 5
    • Blight
      • Tracking - 0
      • Map Control - 5
      • Lethality - 4
      • Game delay - 0
    • Spirit
      • Tracking - 0
      • Map Control - 4
      • Lethality - 4
      • Game delay - 0

    You see that these 3 basically have no game delay, and no tracking, but their powers are very good at downing people and getting around the map. Now lets look at 3 killers most people see as being terrible:


    • Myers (non-tombstone)
      • Tracking - 0
      • Map Control - 0
      • Lethality - 1
      • Game delay - 0
    • Sadako (non-condemn build)
      • Tracking - 0
      • Map Control - 1.5
      • Lethality - 1
      • Game delay - 1
    • Trapper
      • Tracking - 0
      • Map Control - 1
      • Lethality - 1
      • Game delay - 0

    You can see they basically have nothing, myers can only down people instantly, but he still has to play the loop game, so his power is only as effective as, you only have to hit them once. He has 0 map control, 0 tracking ability, 0 game delay. Sadako has a little bit of map control, but she is depended on a massive cooldown TV. Her lethality is barely there in the sense that she can sometimes get a cheeky 1st hit, but that's a bout it, her power is pretty useless in the chase itself. She has some very very minor game delay if condemn gets built-up. Trapper has 0 tracking, and a little bit of map control in his traps, but he can only lock down a small area (3-genning) and even then the traps are only effective if the survivor doesn't know they are there. His game delay is also non existant.


    Now lets look at some more mid-tier style killers


    • Wesker
      • Game delay - 3
      • Tracking - 1
      • Map Control - 3
      • Lethality - 3
    • Pinhead
      • Tracking - 1
      • Map Control - 0
      • Lethality - 3
      • Game delay - 5
    • Artist
      • Tracking - 2
      • Map Control - 3
      • Lethality - 3
      • Game delay - 0

    Wesker has some decent game delay built in, if you don't clean off the infection after a chase, you are gonna be in a really really bad spot. Tracking is very minor, but when cleansing he does know where people are. His map control and navigate is okish as well, not the best, but he can get around faster than a standard m1 killer. And his lethality is also pretty decent. Around some loops his power is useless, but he can make effective use of it in many of the stronger loops like shack.

    Pinhead has some very minor tracking in the box being solved, and can use his power to see places that are far. His power is also pretty decent in a chase. Not the best, but he can definitely use his power very well in chase to slow down the survivors, hitting it can be difficult though. But for game delay he has an absolute beast of one. Every box needs to be solved before it builds up, if it builds up and chain hunts activate, the game will come to a screeching halt, and pinhead is at his most powerful. His power has a built-in mechanic that you have to do if you don't want to immediately lose. This means that generally you will have, 1 person being chased, 1 person on hook, 1 person going for the save, and 1 person on gen or the box, rather than just always on the gen.

    Artist also has a little bit of tracking in the Killer instinct and the birds being shot across the map at gens. She has decent map control (not mobility) because she can shoot birds across the map. Her power is also decent in a chase as well, similar to wesker she can shut down some loops, whereas others she'll have a hard time. And her power is susceptible to the "just leave the loop" strategy, but it is still relatively strong at anti-loop.


    So this is where the problem lies. Some killers are just really really powerful in multiple categories, whereas the mid tier ones tend to be really good at 1 thing, and decent at another, or okay at everything. And the bad ones are just bad at everything.