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Balancing Idea-Adaptive Difficulty

deadbalancer
deadbalancer Member Posts: 2
edited June 2024 in Feedback and Suggestions

Balancing Idea-Adaptive Difficulty

I've been reading others ideas of how to fix the games balancing systems. This includes adjusting indivual killers, adjusting perks, changing killer powers, removing certain perks, blanket solutions, changing gen regression, changing mmr, creating new perks, new anti-tunneling systems, new anti-camp systems, etc. I would like to propose my own solution to balancing DBD.

I want to preface this by saying I play both killer and survivor and while I find killer generally easier to play and win nearly every match when I do, I do not necessarily believe the game is 'killer-sided.' Instead, I would assert that individual matches can be both killer and survivor sided depending on a multitude of factors; DBD being a game that perhaps has more individual factors in a match than many other games. This includes perk combinations between players, third-party Comms (disc, tele, etc) and individual killer balancing among other factors. Therefore, I think adjusting individual killers, individual perks, and individual systems will not prove a fruitful method to balancing the game entirely; a blanket solution is needed.

I propose a system of adaptive difficulty, with the purpose being to make every, regardless of individual factors feel 'winnable' for both sides. I am of the opinion that a good match, or atleast an ideal match should always be a winnable match for both sides from trapper to nurse, and from solo queue to SWF. Therefore, the only possible system I can see to balancing is adaptive difficulty, which would aim to surpass all other factors in the game. The system I propose would include the following:

1. Adjusting basekit abilities in accordance with match progression. This includes adjusting survivor and killer movement speed (by a margin of up to 5%) based on the completed gens to hooks ratio. For example if the killer obtained four hooks but no gens have been completed, all survivors will gain 3% haste until gens this ratio is somewhat equalized (one to two gens). Conversely, if gen rushers pop three gens and the killer has hooked anyone, the killer will gain 3% haste until several hooks are gained to equalize the ratio.

2. These ratios are up for debate. For example, I proposed a maxium temporary haste of 5% depending upon how badly the match is balanced. However this is up for debate and could always be adjusted. Moreover, the ratios to trigger this effect could be adjusted, such as how many gens to hooks, as well as perhaps utilizing completed charges as opposed to completed gens.

3. Other effects could also be included in this system. For example, for anti-tunneling, I propose the survivor with the most hooks also gain a passive 3% haste unless there is a tie for the most hooks or they are the last remaining survivor.

4. Adaptive difficulty could be introduced in other ways, such as gen repair speed as opposed to haste, etc. The possibilities are endless and could reflect what was best proven in a PTB or several.

I am interested to hear your opinions!

Post edited by EQWashu on

Comments

  • nodforkiss
    nodforkiss Member Posts: 196

    too much work for devs they cant even implement small things without breaking game first

  • deadbalancer
    deadbalancer Member Posts: 2

    I don't think that's a great excuse. This function would work in a similar way to old hatch mechanic.