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[Killer Balance Idea] Adaptive Generator Repair (AGR) - Fixing Weak Killers & Improving Diversity

Core Idea:
Implement a separate, killer-specific rating system called Adaptive Generator Repair (AGR). This system dynamically adjusts generator repair speeds for Survivors based on the player's recent performance with that specific Killer, decoupling it from overall MMR. The goal is to balance matches around individual Killer strengths/weaknesses and player skill, reducing frustration when playing weaker Killers or against high-MMR opponents.

How AGR Works:

  1. Killer-Specific & Player-Specific:
    • Each Killer has its own independent AGR value for each player.
    • Example: Your Huntress AGR is different from your Nurse AGR, even if your overall MMR is high.
  2. Based on Hooks (Core Metric):
    • AGR tracks your average hooks per match with that Killer over recent games.
    • Target Baseline: An average of 6-9 hooks per match is considered "neutral" (standard gen speeds).
  3. Dynamic Generator Speed Adjustments:
    • > 9 Hooks Avg: Generators become slightly easier (+1 speed modifier) for Survivors in your next matches.
    • 3-6 Hooks Avg: Generators become slightly harder (-1 speed modifier) for Survivors.
    • 0-2 Hooks Avg: Generators become significantly harder (-2 speed modifier) for Survivors.
    • 6-9 Hooks Avg: Generator speed remains standard (neutral).
  4. Interaction with MMR:
    • MMR: Controls who you match with (Survivor skill level).
    • AGR: Controls generator repair speed during the match.
    • They are separate but can interact. Example:
      • A high-MMR player trying a new/unpracticed Killer starts with neutral AGR (baseline). Even against good Survivors, gens start at standard speed.
      • If they perform poorly (low hooks), AGR drops quickly, making gens harder next match, compensating for the Killer's weakness or lack of practice.
      • If they perform well (high hooks), AGR rises, making gens slightly easier, preventing steamrolls.

Key Benefits & Problems Solved:

  1. Balances Killer Weaknesses: Makes weaker Killers (e.g., Trapper, Freddy) significantly more viable. Players aren't punished as harshly for their choice.
  2. Reduces "Must Pick Meta" Pressure: Players can experiment with diverse Killers without guaranteed losses against competent Survivors. Strong Killers (e.g., Nurse, Blight) won't always dominate if the player struggles (low hooks → harder gens).
  3. Fairer High-MMR Matches: Prevents scenarios where a high-MMR player using a low-tier Killer faces impossible gen pressure. AGR dynamically adjusts the challenge.
  4. Improved New Killer Experience: Starting a new Killer feels less punishing, as gens aren't instantly flying against your high MMR.
  5. Dynamic Match Pacing: Gen speeds become an adaptive mechanic, reflecting the current performance of the Killer player, not just static Killer strength.
  6. Reduces Stale Win/Loss Streaks: The system self-corrects faster than MMR alone, preventing endless wins or losses by adjusting the core objective difficulty.

Example Scenarios:

  1. New Player (Huntress): Starts avg MMR/avg AGR. Wins 3 games → MMR rises, gens get easier (Survivors better). Loses badly (0-1 hooks) → MMR drops slightly, but AGR drops sharply → Next match: Slightly worse Survivors (lower MMR) but significantly harder gens.
  2. High-MMR Player Switches Killer: You dominate as Nurse (High MMR/High AGR → gens slightly easier). Switch to The Ghost Face (High MMR / Neutral AGR). First match: Against strong Survivors (high MMR) but standard gen speeds. If you get few hooks, AGR drops fast → harder gens next match.
  3. Mastering a "Weak" Killer: You main Trapper. Consistently getting 6-9 hooks? Gens stay standard. Start consistently getting 10+ hooks? Gens get slightly easier, acknowledging your skill but preventing easy 4ks. Have a bad match (2 hooks)? Gens get much harder next time, giving you breathing room.

Implementation Notes:

  • Clear Thresholds: The hook ranges (0-2, 3-6, 6-9, 9+) and speed modifiers (-2, -1, 0, +1) are placeholders needing tuning.
  • Transparency: Players should understand AGR exists and its basic impact (e.g., "Generator Difficulty Adjusted" in lobby).
  • Survivor Perception: Frame gen speed changes as "adaptive challenge" or "Killer pressure influence," not direct punishment.

Conclusion:
The AGR system offers a dynamic, player-centric approach to balance. It empowers players to choose any Killer without facing inherent disadvantages tied solely to the Killer's power level, while adding strategic depth through adaptive match pacing. This could significantly improve Killer satisfaction, roster diversity, and overall match health in Dead by Daylight.

Comments

  • Munky
    Munky Member Posts: 227

    Good write up. At this point I'll literally take any change to the system to make playing killer less miserable.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    So if I just never hook anyone my games get insanely easy, and I can still 4k. Especially on killers who already excel.

    This is just a giga buff to slugging and why they balance around kills and not hooks btw. Not to mention other means of killing survivors without hooks that just skew the results here.

  • Munky
    Munky Member Posts: 227
    edited July 2

    Phase 2 mate, slugging will be a thing of the past when phase 2 hits. I'm sure they will somehow completely murder it. Rumor has it they are going to test BaseKit tenacity+Unbreakable in the next chaos mode… presumably to add it later to the regular game mode. This would indeed completely murder the slug strategy.

  • Elan
    Elan Member Posts: 1,427

    Problems are the queue, I'm already waiting 10mins for killer game, not sure that 30mins queue would worth slightly easier games as I'm doing decently currently.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960
    edited July 2

    Well, you don't know that since we have no details.

    They also already tested instant, wireless hooks for killers in 2v8 and people still slugged.

    The last time they gave us "anti camp" on the road map we got AFC. Which is worthless. There was a video just yesterday on the general page of a killer hitting on hook for 30 seconds.

    So, no, if anything BHVR has only demonstrated that they cannot go even as far as "slap on the wrist" levels of action for killers. Even when they ptb test things they get nerfed by complaints.

    I'll believe otherwise only when the mechanic hits live and not a single second before.

    ETA: they already tested base kit unbreakable three years ago or so on a "finisher mori" ptb. They scrapped it and outright said they would never do base kit unbreakable. And, as you can already see, the reworked finisher mori has been live for a while and just recently got buffed to include the last 2 survivors (base kit).

  • Deadman7600
    Deadman7600 Member Posts: 416

    Well you could just change it to kills instead of hooks. This wouldn't account for going next but that's been reduced anyway. This is actually a really solid idea for a mechanic and essentially allows for multiple things the community wants. it buffs low tier killers (thus allowing for more killer variety), automatically nerfs high tiers like nurse and blight and helps keep the game consistently challenging for both survivors and killers.

  • Coffee2Go
    Coffee2Go Member Posts: 773

    Nice core idea.

    What do you think about Ai machine learning dynamic balancing between MMR + AGR?

    Since i wrote up a post about how devs should add a system that learns from match history such as outcomes and what resulted lets say a killer losing so fast not having any kills or hooks and also the ai knowing why the killer keeps winning.

    It would keep an eye for each month and draw fresh data and stats from players and match history and work alongside the existing MMR system and hopefully help with balancing the game inside out.

    The problem is if devs keep manually balancing stuff it will never be "perfect" but with AI we can reach sorta "close to perfect" state.

    With this it can prevent bad miss matched player matches if the game puts you in a lobby with certain players that have way higher playtime than you.

    I think honestly the gens should stay where they are now but the AI is a must to help balance the perk meta builds in real time "pre lobby"

  • AmrHanyONI
    AmrHanyONI Member Posts: 3

    I have changed the idea, please go to the newest post from me.