Feedback and Suggestions

Feedback and Suggestions

How (and WHY) to balance slowdown perks (extremely easy to code and implement solution)

  1. Why do we need to balance slowdown perks?

Because game is balanced around having them, but some killers are trash tier while others are stupidly broken. PainRez Pop have big impact on killer like Freddy (they need all the help they can get), but on Nurse or Blight the very same perk means you have no chance as a survivor if they know what they are doing.

Slowdown perks give weak killer chance and time to actually compete with decent survivors, while the very same effect literally breaks the game against stronger killer… so why should these perks work the same on every killer?

If you nerf slowdown overall, top killers are barely affected, while bottom tier will simply struggle even more… and the opposite is true as well. Buffing perks will have small effect on bottom tier killers while it will give s-tier killer even more of an advantage.

We already have example of devs working around perks and killers: Nurse with Agitation and Starstruck. Ultra strong combination on her specifically, just decent on literally everybody else (maybe Hag is super good with it too, but requires a lot of proper set-up). Now Nurse blink attack is a special attack, so doesn't trigger basic attack effect. Can't instadown ect.
Why don't we just affect the perks directly when certain killers make too good use of them?

2. How to balance them?

Very, very easy solution. Simply attach a value to every killer. Example: Freddy 1.1, Nurse and blight 0.75
Now add a very simple thing in formula of every slowdown perk effect in the code: "*X" where X is this value.

Boom, that easy. Freddy now receives 110% of perk's default regression while Nurse only gets 75%.

If Pop was about to regress gen by 20s, as Freddy it would regress the gen by 22s and as Nurse it would regress only by 15s.


That easy. I could implement this change in less than an hour, including playtesting.

3. This system can also very easily adjust slowdown against MMR and SWF (optional, but I think it would close the gab between randoms vs swf even more - and I love it)

If killer is facing a 4man swf he gets +0.1 to the value
If it's 3man swf he gets +0.05
If they face survivors with much significantly different MMR they get +0.2 per survivor with higher and -0.15 per survivor with much lower MMR .
If they face a lobby with no SWF (full randoms) they get -0.1.

Example: So a Freddy (or other lowest tier killer) against full SWF with MMR much higher than him would have 1.28 and a Nurse against baby randoms would have value of 0.59. This Freddy would get more than double the effect than this Nurse.

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