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I don't like the haste changes

The new haste not stacking is not fun. There are so many cool builds you can do where you stack haste and its far from OP but it is funny.

Comments

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    There are so many cool builds you can do where you stack haste and its far from OP but it is funny.

    They're far from OP because haste perks are kept extremely weak because they can stack. It's also a balancing nightmare to have perks that stack like that, and it limits what new perks they can create.

  • VibranToucan
    VibranToucan Member Posts: 674
    edited April 14

    I mean yeah, thats how games that give you options work. They could probably also balance perks better if you only had 1 perk slot. Doesnt mean thats a good idea either.

  • 6yXJI0
    6yXJI0 Member Posts: 632

    Limiting perks from stacking with other perks is fine (if they compensate the change with buffed haste numbers). But making them not stack with killer's basekit hinder/haste is a really bad change.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846

    Speed stacking is a fundamentally bad mechanic and it's not sustainable long-term. They can't continue to make new haste perks and balance them all with stacking in mind or without making something broken, it's inevitable, and it's already happened before. There might be a few fun builds that will be lost because of this but it's a necessary change for the future. Unlike stacking action speed buffs/debuffs which give diminishing returns for stacking (due to how the action speed stacking formula works), speed stacking in some cases (depending on who it's applied to) actually gave exponentially larger returns when stacked (due to how it affects the speed differential between survivors and killers) which was also part of the problem.

    Haste/hindered are also the only status effects that stacked their effects the way they did, no other status effect was stackable (ie. multiple instances of Mangled have no additional effect for example and Endurance stacking quickly got removed as well when it became clear that adding more endurance perks to the game made that an issue).

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    the haste and hinder perks are getting buffed so… I see it as a win

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961
    edited April 14

    The "options" aren't really worth the problems they cause. BHVR is not taking away the perks, they're taking away stacking but making the individual perks better. I'd rather have a good haste perk that only takes up one slot than two weak haste perks taking up half my slots to get some niche effect.

    Plus, like I said, letting the perks' haste effects stack limits future options for perks.

    They could probably also balance perks better if you only had 1 perk slot. Doesnt mean thats a good idea either.

    And just because I can compare one thing to another doesn't make it a good or useful comparison.

  • VibranToucan
    VibranToucan Member Posts: 674

    They are taking away the options to reasonably combine things. I'd rather have the options to combine haste perks as I want, while still getting their effect, than being limited to 1 per build.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,961

    I reworded what I posted less than two minutes after I posted it because I got distracted writing it in the first place.

    And you can still combine haste perks that function in two different situations, it's just that if they overlap they don't stack.

  • VibranToucan
    VibranToucan Member Posts: 674

    You could also run 4 Exhaustion perks, but that build would likely end up being as useful as 1 exhaustion perk most of the time. Stacking was the whole fun of builds that use multiple haste perks, I know you can still waste perk slots by combining them, but they shouldn't be wasted slots.

  • Skillfulstone
    Skillfulstone Member Posts: 1,128
    edited April 15

    It's concerning for the game as a whole to have such an approach to balance and this is beyond worrying for the future of perks in dbd.

    Are they going to stop with haste or are they going to overall delete the very concept of perk synergy? Are we eventually going to only be allowed one Haste/Hinder perk, one gen regression/speed perk, one chase perk and one stealth perk? This would hurt build freedom a lot.

    The kick limit already does a tiny bit of that since Eruption just can't be used with Surge if you don't want to accidentally hit the limit in record time and suddenly have a gen that you're basically forced to concede.

    Even if they stopped there, it's still unhealthy, they're going to absolutely have to greatly buff these perks for those to be useful at all. By doing so Killers will essentially have easy access to large haste effects and while limited at one, it will still take only one perk slot. While Survivors will lose a whole niche kind of build, further reinforcing the "use only meta perks" trend and making the game more stale.

    The fact that (presumably) perks wouldn't even stack with the various basekit Haste/Hinder that certain Killers have is even more limiting (I already hear Clown and Wraith crying in a corner, tons of add-ons invalidating perks and Wesker's infection officially being worthless with any Hinder perks) since that's an entire segment of a Killer's power that's made useless by a perk, why not play a stronger Killer and bring the same perk at that point? Killers shouldn't have part of their kit entirely invalidated by a category of perks, it's enough that some perks simply don't work together or can backfire.

    A simple cap to Haste in order to avoid extreme situations where a Survivor can be faster than the Killer would be enough. And that would still allow buffs to Haste perks which are really weak (Dark Theory for example) and open the door to new perks without limiting perk options too much.

    Post edited by Skillfulstone on
  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    I am okay with the changes if they allowed buffs to existing perks and reworking existing perks like Babysitter will have to be additional haste and please allow Dark Theory to be more than 2% now its officially the WORST perk in the game.

  • Skitten56
    Skitten56 Member Posts: 559

    Killers powers and add-on 100% need to be taken into consideration and either buffed or allow them to stack with haste/hindrance perks.

    A simple cap to Haste in order to avoid extreme situations where a Survivor can be faster than the Killer would be enough. And that would still allow buffs to Haste perks which are really weak (Dark Theory for example) and open the door to new perks without limiting perk options too much.

    If they do insist on trying to limit haste stacking, I think a cap would be the best solution, rather than just destroying a bunch of fun combinations and builds.

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 77

    There should be cap on haste, not a prevention of synergistic stacking. Of the killers to point to how this is a bad idea to prevent stacking, I point to Trapper. As his own power is whenever he sets a trap, he gets a 7.5% haste buff for 5 seconds, or 12.5% if he has coffee grounds addon.

    As if Trapper is meant to be the tutorial killer that is given to the player, and his power has haste associated with it, it seems counterintuitive from game design to then prevent the player from experimenting with other haste related perks if that is how a player wants to play. And that by extension may lead to moments where a player, who is also a customer, will have buyers remorse for picking up something from the shrine or leveled another killer to take advantage of a haste granting perk.

    And while I am using Trapper as an example, this also applies to other killers who do haste somewhere woven into them, whether that is their power or their addons or even the perks they come with.

    What BHVR needs to do is create a cap on haste, where players are allowed to experiment and combine, yet its not so high that it creates even more balance issues.