A Collection of Balance Thoughts and Ideas

Hey there. So this is something I've been working on for a little while now, and I think it's finally in a spot that is worth sharing.

Attached to this post is a bunch of ideas I have to balance killers, balance both killer and survivor perks, and some other changes as well. I know it's all things that would likely never be added, whether they're good ideas or not, but I'm someone who enjoys thinking about the mechanics and balance of the game and figured I might as well put these thoughts to physical form and share them with others. I don't consider myself an influencer, it was just fun to think about and put together.

If you take the time to look it over and have any constructive thoughts, suggestions, feedback, or ideas of your own be it positive or negative, feel free to share! Do note that I play both survivor and killer, and I try not to have a bias for either side, so keep that in mind should you check it out. Every buff and nerf are ones I think would be fair based on my experience of both sides.

To those who take the time to give a nobody's ramblings a look-over, I appreciate it! I hope one day the game's balance can find itself in a good spot for both sides of the game.

Couple of last minute notes:

--Almost every perk is covered!

--Most, not all, but most, changes are buffs for both survivors and killers because I think balancing by raising the bottom up is more fun for all than lowering the top down (other than some absolute imbalances) 

--I don't cover map design because the developers have already started work on changing the maps to be more balanced

--SWF is a hot topic and it is not one I have any ideas for that would appease everyone other than maybe like, having a scaling bloodpoint bonus for the killer if they play against SWF.

--There's way too many add-ons to unpack them all, so only the ones that stand out most are covered

--Freddy is/was talked about in regards to his PTB state, and his suggestions will get changed later if need be. 

Comments

  • Milo
    Milo Member Posts: 7,383

    Those are a lot of changes. Some i like, some i don't its just too much to talk here in the forums.

  • ElusivePukka
    ElusivePukka Member Posts: 1,599

    I'm liking a lot of these.

    Couple notes:

    • Pretty sure what you describe is already how RBTs are designed.. kinda. What currently happens is that at the start of the match each survivor is assigned one of the jigsaw boxes - more than one survivor can have the same box. That box and only that box unlocks however many traps are placed on them.
    • I'd suggest Prayer Beads doesn't remove or delay phasing sounds, but reduces them by 80%. Less heart attack potential, but still incredibly valuable.
    • I'm actually fine with Adrenaline waking people up - it's something adrenaline does IRL.
    • In general, I'm not comfortable (even as a killer main) with most of your comments on exhaustion perks. They're more balanced than most people complain, and then there's comments like what you said about Sprint Burst - and I just disagree, it's right up there with Balanced Landing as two of the best mobility perks, and SB is more consistent, right up to both exploit and legit strats existing to save it for when its needed.
    • I really, really want Left Behind to get better.
    • I'd maybe add a debuff to your proposed Beast of Prey where aggressive action returns the red stain until it's triggered again.
    • I like this more nuanced Dying Light.
    • Haunted Ground might be a lil bit too powerful in the new form, if you ask me.
    • I appreciate the concepts behind the item changes, though I don't like the toolbox debuffs frankly. They seem a bit steep for something that will be less of a threat with the other changes made.
    • I'd also keep the ability to open the hatch after EGC for either Skeleton Key, to differentiate from Dull given that charges don't really matter to keys, or a reworked addon.
    • I'd suggest a much needed buff to Wake Up: it friggin wakes you up! I'd also suggest that it a. procs before other perks, and b. removes or heavily reduces exhaustion cooldown.

    Overall, these ideas are pretty on point and balanced.

  • thedevalex
    thedevalex Member Posts: 283

    Empathy's range wasn't nerfed. The change was just providing a numerical value instead of infinity.

  • thedevalex
    thedevalex Member Posts: 283

    Sad there's no mention of sole survivor *cries*

  • BloodyTapp
    BloodyTapp Member Posts: 108

    I don't like what do you want with Clown's MS penalty. That's what Flask of Bleach does and it should stay -15% base imo. Also, if you want to reduce Piggy's base crouch time to 1s, tell us what time it'd be using Combat Straps

    Now let's talk about perks: I feel like you want to kill Adrenaline only because it's one-shot instant healing that ignores Exhaustion. I could agree that it needs a small nerf but your suggestion is an overkill

    Autodidact doesn't need a buff but a total rework. Honestly, most RNG-based perks do

    Empathy is fine and Bond doesn't need that much of a buff, maybe a small increase (the same with Deerstalker)

    Deja Vu revealing all generators' auras would be a nerf actually. It's good because it allows to prevent triple generator strategy. The thing I'd enjoy it to have is allowing to determine their repair progress like some killer add-ons do

    Diversion could be better allowing us to see the landing area od the pebble; the increased range is nice

    Resilience/TINH can be separate perks but desperately need buffs

    I don't get the point of your Windows of Opportunity suggestion

    I don't object anything else except toolboxes being nerfed. Survivors just need another objective such as cleansing totems which should be paid more attention