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On The Topic of PERK Types: Addressing ALL The Issues Revolving Groups Of Perks.
Perk Types
Introduction
The topics are written independently of each other. Feel free to skip right to the Perk-Type you're interested in. Arguing and talking about them does not need additional information to what is explained under each Perk-Type headline.
Obsession Perks
The problem:
https://forum.deadbydaylight.com/en/discussion/43366/psychology-of-obsession-perks/p1 by @HatCreature.
Solution:
The problem:
Solution:
Beast Of Prey Rework
https://forum.deadbydaylight.com/en/discussion/43685/best-of-prey-rework-but-youd-actually -use-it/p1 when the active ability button is simply more optimal.
The problem:
Solution:
The problem:
Solution:
Solution to the Death-Efficiency Problem
https://forum.deadbydaylight.com/en/discussion/34870/solution-to-the-death-efficiency-prob lem-solving-the-games-biggest-issue/p1
The problem:
Solution:
A few killer perk buff Ideas
https://forum.deadbydaylight.com/en/discussion/45397/a-few-killer-perk-buff-ideas/p1 in which he proposes to make heartbeat perks to work like Leader, in which the effect persists even after leaving for a certain duration.
The problem:
Solution Missing:
The problem:
Solution:
https://forum.deadbydaylight.com/en/discussion/41397/hex-huntress-lullaby-suggestion/p1
The problem:
Solution Missing:
The problem:
Solution:
The problem:
Solution Missing:
https://us.v-cdn.net/6030815/uploads/editor/46/pa98bi2kha1z.png
The problem:
Solution:
Comments
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First off, honered I got mentioned
So I came up with a thing in a random thread where Blindness was talked about. I mentioned that Blindness should have an aditional effect similar to Clown's bottles where your actual vision was distorted slightly and shakes, on top of the Aura Blindness. The intensity of the distortion and shakes would have to be tweaked because it will be there until the effect wheres off or until the totem is destroyed. Though this doesn't help with Knockout, just with Third Seal and add-ons.
For the Net-Cost Perks, now I get that a general solution is desired so all of them can be fixed at the same time but I don't think it's possible without completely destroying the perk. Those perks have negative effects to counter the super powerful benefits. I think each one needs needs to be looked at individually.
I came up with a Dying Light change: every time the Obsession is hit or hooked the other Survivors recieve a penalty towards their repair,healing etc, and the Obsession is healed/unhooked the penalty goes away. When the Obsession dies the penalty is increased to maximum, I think it's 25% and it's permanent. So Injured is -15% hooked is an additional 5 and then those go down when healed and unhooked then increases to -25 when the Obsession dies. This gives Survivors counter to the perk and also gives the Killer a benefit for the entire match. But that's Dying Light, no idea how to fix Autodidact which I love but can never get enough Skillchecks, or No Mither etc.
I think these are amazing solutions, this is a great thread and hopefully the Devs can get some ideas from this because the community is getting better and better and trying to solve problems. Some of us might might as well get together and make a game ourselves, I'm a writer so I can come up with the story and characters and such
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Selfcare should never be basekit in its current state. That one alone would warrant killers to get all %-bonus perks like BS,SB,Enduring,Unrelenting etc to be made basekit too.
Whenevervi see that death-effiency-"problem" I wonder why survivors should be compensated for another person failing. Killers have to use perks for that.
-As a solosurv who doesnt care about random, why reward him with buffs?
-Swf's who failed to protect, why the reward?
Nothing btween those statements deserves some buffs for letting other survs die.
Imagine that happening in a deathmatch team shooter.
Cant wait for the "TR-perk is OP" posts after the lingering effect is tested in ptb, really.
For bloodpoint perks/offerings Im of the opinion that there should be a rework of postgame bonuses or something like that.
Like remove !escape and !nooneescapes bp-scores and replace them with a 30-50% (or 15%per kill for all those"killers just want 4k idiots") bonus on everything. Like with other perks, you dont need it as perk if its in the base.0 -
Selfcare should never be basekit in its current state. That one alone would warrant killers to get all %-bonus perks like BS,SB,Enduring,Unrelenting etc to be made basekit too.
Whenevervi see that death-effiency-"problem" I wonder why survivors should be compensated for another person failing. Killers have to use perks for that.
-As a solosurv who doesnt care about random, why reward him with buffs?
-Swf's who failed to protect, why the reward?
Nothing btween those statements deserves some buffs for letting other survs die.
Imagine that happening in a deathmatch team shooter.This is the art of balancing: Things have to be 1:1. Each 1 represents 1 side: killer/survivor. What isn't apparent in this "1" is that there might be a lot of toxic elements that generates a lot of negative player-experience.
You can use whatever tools you have to change that inherent toxicity. What will end up happening as a result is; you might change 1 to 2, or 1 to less than 1. meaning you might end up with something like: 2:1, which of course is an imbalance!
The trick is that after you have solved something inherently toxic, you make the other side match the change in the number; in this case: 2:2.
Now understand that:
-As a solosurv who doesnt care about random, why reward him with buffs?
-Swf's who failed to protect, why the reward?
Nothing btween those statements deserves some buffs for letting other survs die.is not true. This would only have been true if we had never changed the second 1 to 2.
We aren't dealing with 2:1, which would've made your statement correct. We are dealing with 2:2. As much as we "buff" survivors for dying, they are also "nerfed" as much in their base-state.With that in mind, you'll quickly discover that there's no such thing as a buff in the increasing of their generator efficiency upon death, because we also expect them to die more often.
I wonder why survivors should be compensated for another person failing.
This is what good games do. Take Age Of Empires for example in the form of a team-game: When 3 team-games are competing with one another and 1 person in team A gets killed, what'll happen? person i team A will Gift all his resources to another member in team A.
So why does person 2 in team A deserve resources for the death of team-member 1 in team A?It's pretty easy really; Microsoft understood Death-Efficiency and was way ahead of its time. This is why we can say:
"Age of Empires is a Game that stood the Test of Time"
With tournaments even in the year 2019.
The beautiful thing is: Even in AoE, you don't want your teammates to die, even though they will gift you resources, for the fact that you have a population gap and a need time to micro manage everything. The DBD equivalent is: Even if you buff survivors so much upon the death of a survivor that they, as a lower-survivor-count would be faster at finishing all generators, then you still wouldn't want your team-members to die since it's a loss. If only 2 people were alive and you had more than a 200% generator repair speed, then you are still in a disadvantage as the amount of targets for the killer have drastically decreased and the pressure on each individual one has significantly increased.Thus what happens in both AoE and DBD is not that you celebrate the loss of a member, but that you try to do everything to prevent it from happening. Whenever it happens though, you grow in strength and the opposing team will increasingly have to deal with your power, which slowly matches theirs.
For this reason in AoE even after the death of a team-member may you possibly see 1 player coming back against the other 3 players. Not for the reason that he got stronger from the death of his team member, but for the reason that he got a boost in resources, which now highlights his skill.
That is the effect of solving Death-Efficiency:
Your incentive remains to save your teammates, if not for the reason that a whole team still has a higher total of repair speed/can more dynamically reposition themselves, then it's for the reason to have more targets on the field and ensure your own life.
In the beginning your skill is less relevant; the killer can avoid you, but with the effects of solving it, as people die, the killer has to increasingly deal with the talents of the remaining other.Imagine that happening in a death-match team shooter.
It's really easy to imagine it in any game. Death-Efficiency as related to DBD is a comeback mechanic.
I can name you lists of games that have come-back mechanics, to prevent a game from being a "settled" before its over.
League of Legends rewards you after killing someone who has killed your team-members! Why should that happen?
Very successful game companies know the answer; because that creates compelling gameplay in which the game is never "over" before it ends; which translates to our statement:"You don't want to lose before you die".
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Thanks for taking the time to put this together The game is always going to be a balancing act when it comes to perks, and we are working very hard on continuing to try and offer the best/fair experience that we can. I appreciate your thoughts on the matter and will notify the design team of the community's concerns
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This is a known issue in game development, it's called feature creep: where you add so much stuff to the game it becomes overwhelming. Generally it refers to the practice of the developer just wanting to put every new idea into the game instead of just refining the stuff that's already there leading to situations where you waste development resources on new content that should be allocated to simply improving the product, but it can also refer to the situation we face now in DBD where we just have a LOT of "stuff" in the game and it becomes harder and harder to both balance that stuff and come up with new original stuff.
We have 1 more killer that is coming out, as we were told that 4 were in the works when BHVR acquired the rights to DBD before Clown. Hopefully that means that after this next chapter the devs take a bit of a break from new content and instead focus on adjusting the current content to balance things and give everything a unique purpose to the game. I'd be fine with not having a new killer for 6 months while they work on that, we have a ton of stuff already so every time they add more it just makes that job that much more difficult.
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These are not good ideas, these are what the game need desperate. Some changes that shift the game in a more skillful way, giving to both parts better and new weapons to create a flat-balance game, where the difference is by your own, what you do, how good and experience you have.
I really want this game to be kind of competitive, but highly prefer a balance game, and after think about all the current problems and his solve, i have to say this is the best way i can imagine.
Solving the death-efficiency is the key to fix this massive gen rush, im main survivor and even me, i hate it, games just fly away in few minutes and you cant even archivent some point to get rank up, but in the current state of the game, if you slow the generator you can only makes a unwinnable games for survivors. Thats how important are this changes.
Devs really should look for this, the players are the best to suggest ideas for the game they play and love.
A pretty good job as always @AlwaysInAGoodShape
I hope your voice is heard.1