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The change to stacking haste/hindered is GOOD, and the design philosophy can be used for Regression

Haste perks and hinder perks individually are going to be much stringer (if BHVR balances correctly) since they are currently balanced with each other in mind. By making haste and hinder not stack with themselves, you remove a variable that makes these effects much more difficult to balance in a vacuum.


This is actually a good first step towards limiting gen regression perks to one or two while also significantly buffing them to compensate.

This is a good direction.

Comments

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  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 11

    Synergy does not merely equal stacking. Removing the ability for things to interact with each other in a way that makes them harder to balance isn't just "removing synergy", it's to make the game easier to balance holistically. A lot of haste and hinder perks are garbage because they're balanced around being abused. Remove the abuse and the game becomes healthier and more perks become viable.

  • Defnotmeghead
    Defnotmeghead Member Posts: 290

    So, 2 problems with this:
    What numbers would you give Dark Theory and Batteries Included?
    2% and 5%, even upping that to 3% and 6% is going to make those perks far too weak to use except on small maps, and as other haste effects would literally override them in a heartbeat

    But, 4%+ on Dark Theory and 7%+ on Batteries included is problematic on multi-level maps like Midwich, Game and Hawkins. But still FAR too weak to be used on bigger maps as the sole source of the haste effect.

    There is no way of balancing all haste and hindrance effects, especially since most of them were designed in a way that supplements other haste effects.

    As an example, Clown would literally be unable to reliably use haste perks at all, since his bottle gives 10% haste, overriding all other haste effects, it is an entire section of perks that now cant be used, and its quite a large section. You'd just be risking giving survivors a haste boost instead.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 11

    Dark Theory is a teamwide effect. 3% sounds like a perfectly good deal to me.

    7% wouldn't be problematic on Batteries. You have to give up a generator for it to even work in the first place, and then you have to take a chase in an area that doesn't strategically make sense.

    There is no way of balancing all haste and hindrance effects,

    Yes there is. It's just numbers. When you remove variables, numbers become easier to manage.

    especially since most of them were designed in a way that supplements other haste effects.

    That's why they are being changed to be balanced based on their individual merit rather than be supplemental.

    As an example, Clown would literally be unable to reliably use haste perks at all, since his bottle gives 10% haste, overriding all other haste effects, it is an entire section of perks that now cant be used, and its quite a large section. You'd just be risking giving survivors a haste boost instead.

    I imagine they will make exceptions for certain killers, events, and mechanics otherwise yes, it wouldn't make any sense; I agree.

  • Defnotmeghead
    Defnotmeghead Member Posts: 290

    Except, 3% doesnt mean a thing if:
    It takes 14 seconds to place, can be snuffed at any time (meaning that distance-wise, you need to have people running through the boon range for a total of 2000 meters(aka, a total of 8 whole minutes) to recoup those 14 seconds spend on the totem. And sure, 3% means that a chase might last long enough for a gen to pop that otherwise wouldnt, but that's only effective long-term like the next reason:
    Made for this is 3% and makes it effectively not exist and works perfectly with Dead Hard.
    Babysitter/BT (which, also wont stack btw, so why even bring Babysitter?), that 2% addition right now with the 17% boost from guardian+basekit BT was perfect to give the survivor enough distance to not be interesting to tunnel. But now, survivors only gain 10% which makes them easy tunnel material.

    "You have to give up a generator for it to even work in the first place and then you have to take a chase in an area that doesn't strategically make sense."
    Except, survivors prioritize gens in area's that are good for looping. So thats not true.

    "Yes there is. It's just numbers. When you remove variables, numbers become easier to manage."
    As a software tester, not true. Numbers become easier to manage if you catagorize them, not by removing variables. In fact, that often makes them harder to balance. It is much, MUCH easier to have 3 variables, like, lets say a cash register. Its easier to have coupons stack in ways that arent always predictable than to have seperate coupons that effectively do the same thing for different items that cannot be used.

    "That's why they are being changed to be balanced based on their individual merit rather than be supplemental."
    I made a feedback post too, I instead urged them to seperate the sources of the speedboost because that is easy to balance. That contains an entire list of perks I would add in a stackable list, because you cannot fairly balance them. Take Play With Your Food or NOED. Both are not too great on their own, but perfectly supplemental. If you were to buff the numbers to make them good on their own, you have really broken perks. If you rework the mechanics surrounding the perks to make the haste balanced, you would kinda be forced to remove the instadown from NOED and Play With Your Food would very quickly be too easy to gain stacks on.

    It is much, MUCH easier to just seperate them. Is a new haste perk too strong to be supplemental? Move it to the other list and slightly buff the numbers. Is the perk too weak to be a main effect? move it to the supplemental list and tweak the numbers. It becomes unphatomably easy to balance haste by just implementing a secondary list that DOES stack, while having a primary list that DOESNT stack.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    It depends. Survivor progression perks are, on average, weaker than Killer gen regression perks. But if Killer was limited to one or two gen regression perks, each one could be buffed to be individually far more powerful. Like we can have Pop go back to 25% TOTAL regression instead of 20% current. We can have Pain Resonance back to 25% WITHOUT a 4-hook limit.

    Slowdown perks are balanced around each other. So are haste perks. Solve the haste problem, see how it pans out, then approach the weakness of individual regression perks later.

    This is a good direction.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I've been an advocate for years to have all regression and repair speed perks be entirely eliminated, remove kicks, and just have gens auto regress when not being actively repaired. Would make balancing far easier if all gen speeds were standardized. Toolboxes would still be allowed considering auto regress would be a thing.

  • EzenDBD
    EzenDBD Member Posts: 10
    edited April 13
    Post edited by EzenDBD on