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Adding on to the Haste/Hindered Changes

steponmeadiris31
steponmeadiris31 Member Posts: 10
edited April 15 in Feedback and Suggestions

These Changes would be fine if Invigoration and Intoxication were exempt, and more perks/add-ons were buffed because the list currently is not enough.

Survivor Perks:

  • Teamwork: Power of Two: 7% haste (was 5%)
  • Blood Pact: 9% haste (was 7%)
  • Chemical Trap: 70% hinder (was 50%)

Killer Perks:

  • Batteries Included: 8% haste (was 5%)
  • Rapid Brutality: 8% haste (was 5%)
  • Play with Your Food: 7% haste per token (was 5%)
  • Game Afoot: 10% haste (was 5%)
  • Hex: Nothing But Misery: 8% hinder (was 5%)
  • Machine Learning: 15% haste (was 10%)
  • Knockout: 8% hinder (was 5%)

Add-ons:

  • Huntress:
    • Leather Loop: 4% haste (was 2%)
    • Infantry Belt: 5% haste (was 3%)
  • Legion:
    • BFFs: 10% haste (was 6%)
  • Xenomorph:
    • Parker's Headband: 8 seconds of haste (was 3 seconds)
  • Chucky:
    • Running Shoes: 5% haste (was 2%)
  • Trickster:
    • Iridescent Photocard: 1.5% haste per stack up to 10.5% (was 1% up to 7%)

These changes would complete the haste/hindered changes without destroying all variety for clown who would be the biggest loser in this scenario.

Post edited by steponmeadiris31 on

Comments

  • ghoulyboy234
    ghoulyboy234 Member Posts: 4

    Great Suggestions I def think clown needs the help.

  • Skillfulstone
    Skillfulstone Member Posts: 1,124

    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.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 15

    I actually agree with every single changenote you listed here. I hope most, if not all of these go through.

    I would also go with a cooldown reduction on Forced Hesitation. The fact that it procs even when the survivor is alone and that the cooldown is 30 seconds just makes the perk way too inconsistent.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited April 15

    While yes it does remove synergy, it does so with the intention (key word intention, it requires accurate execution) that the perks will be able to stand on their own merits, as haste builds for both Survivor and Killer were gimmicks at best. Removing gimmick synergy that doesn't help you win much in the first place, in order to create more enjoyable perks on their own merits is absolutely the right direction.

    There is a fundamental difference from a design standpoint between perks synergizing and perks requiring each other to even have a viable function. I'm totally fine with "haste builds" not being a thing. I'm excited about making builds centered around a single strong haste perk as the keystone of the build.

    I WANT there to be only one regression perk if they were all buffed heavily to compensate. This is a really good direction for the game. If you can't stack 4 haste perks or 4 slowdown perks, build diversity goes UP, not down. You have MORE options, and each feel powerful enough to be worth the slot assuming BHVR balances well. And I don't think it's fair to just blindly assume that they won't.

    The issue with the current PTB is that not enough perks have been adjusted.

  • steponmeadiris31
    steponmeadiris31 Member Posts: 10

    Thank you, and yeah forced hesi could have a cooldown reduction because it is kind of sad when it goes on cooldown for getting no value.

  • TripleStryke
    TripleStryke Member Posts: 239
  • Skitten56
    Skitten56 Member Posts: 559

    The issue with the current PTB is that not enough perks have been adjusted.

    Anyone following this game for a while easily predicted this would be the outcome. Balancing for BHVR seems to be trial and error, and they seem to have a history of pushing through changes that have problems and then figuring the rest out later.

    As I said in another post, it'll probably be literal years before they finish slowly buffing all the perks and even then there will be a few that are forgotten and just ignored for even longer. All the while build diversity and the fun around it is going to be reduced as people are just going to pick the highest haste perk for the most common activation condition 9/10 times leave the rest in the dust. I hope people like slowdown and meta builds.

    If they do force this change through, I think the best solution would be having haste from killer powers and add-ons as a separate kind of haste that can stack with haste perks. Basically just make it so haste perks can't stack, not all forms of haste.

  • jesterkind
    jesterkind Member Posts: 9,516

    To be fair, there is TREMENDOUSLY more to perk synergy than the notion of stacking the same status effect multiple times. Even if limits were put in place for every effect, you'd still have perks that natively synergise with one another because their different effects work well together.

    A gimmick build I enjoy a lot is Furtive Chase/Nemesis/BBQ/Lethal. That's native synergy that doesn't require stacking any one thing, but rather having four separate perks with their own effects (three of them show auras, but they don't trigger at the same time and they are the only thing being "stacked"), and it's the healthier kind of synergy to encourage over just making one number go as high as possible.

    That's not to say they should apply this to more than Haste/Hindered, there's downsides to them even doing this, but I do think it's hyperbolic to the point of being unhelpful to immediately leap to "no more synergy". There's a gulf of many, many steps between this and that.

    As an aside, "extreme case where the survivor moves faster than the killer" is the entire purpose of most Exhaustion perks, so I don't think a cap is the right call either here.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    Buff Dark Theory Boon to 5%