Marth88 Suggested changes to DBD back in july 2017
https://docs.google.com/document/d/1kqs1qDC_1o3ooyI_fg2JhnNX_kJV9JH4ebb0RiBVoXA/edit
He shared this doc on stream. Take a peek at it and learn the reasons why you only see High rank killers play nurse billy and Huntress.
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For convenience:
This game requires a survivor to Repair 5 Gens each taking 80 sec solo.
So theoretically a game could end say in 400 sec or sooner etc. I would go to say avg game 5-7 minutes. Which means the killer is on a countdown clock with all the pressure. A survivor just has to buy as much time as possible to waste as much of that clock as they can.
So this means the Killer only has 400 seconds to murder 4 survivors for a total victory, or murder 2 and hooked someone else for a normal victory. Now in the beginning of DBD that wouldn’t be that much of an issue, but over the years you have given survivors so much utility that they can nullify so much of that time if they know how to use the tools you have given them correctly. Let us get startedDecisive Strike - getting 1 or 2 of these can be very very bad. In the hands of bad survivors I can catch them really quick. But the GOOD ones that don’t need this perk, already can run killers easily for 60seconds+. Adding this to there inventory makes it that much more of a clock killer
Borrowed time - Perk that gives a 40 sec shield after taking a lethal hit before going down. Again not much issue for the mid to low rank survivors but again in top tier when everyone runs it… that can be 120 seconds of the 400 sec clock easily gone.
Instant medkits – as the tool tip reads it takes 2 hits to down a survivor, you finally caught your prey in a bad spot, they take a hit sprint to the nearest safe place, use this and bam back to needing 2 again no skill required. Again this in the hands of a good runner kiss 3 -4 gens goodbye
Instant Flashlights – these things really are not that bad, but now under new victory cube conditions you spent 60-120 sec chasing a survivor and finally got them down, instant blind boom all that time for nothing. Clock is ticking better get to killing
Hook timers have increased I believe twice over the course of the game. Maybe just the once, but it takes 120 seconds to bleed out on the hook which is a very long time to sit there and your team mates rush gens.. There is no REAL pressure for them to save the team mates.
The Worst of the Worst BNP, I usually hated these things with a passion before the nerf and I hate them even more after the nerf due to victory conditions changing. The killer is already on a very very tough clock and now this just adds more pressure on top of the other tools and utilities survivors have
Again a lot of these tools were added to give the mid to low tier survivors a CHANCE to live and give them 2nd chances so they just didn’t get mopped up by killers left and right. The problem is that as a killer main, this clock is getting tighter and tighter and tighter. A lot of killers in the discord don’t see this pressure because A. Bad matchmaking atm so most of the time you don’t get full rank 1’s and B. they don’t try to WIN every game, they are chillaxed individuals lol. Still trying to learn that one. For Giggles let us look at killer utility to slow down that clock.
Thanatophobia – Very minimal reduction of speeds and countered by Self Care or death.
Dying Light – Probably the biggest joke minus using an Ivory Mori with it. Oh wait we have to hook first, I didn’t think Dying light could get worse
Hex Ruin – probably the strongest of the slow downs, oh hey look I spawned next to this glowing thing.. Boom gone 30 secs into match
Finally Bloodlust – against a good survivor you will rarely get even into tier 2 or be able to keep it. With the map’s being so survivor sided at times, so many safe pallets, jungle gyms, double pallet loops etc. You can keep a killer from reaching the speed required to catch the survivor. Bloodlust still hasn’t discouraged survivors To LOSE the killer. Killers are punished by playing smart breaking pallets or vaulting after a survivor.
A killers Tool’s are nothing compared to what survivors have to waste the clock, the killers don’t have counter play they are along for the ride at high ranks.I can catch many survivors and I mean many survivors very easily with no questions asked, but when I put myself up with some of the best survivors and then you see where this game is really really unbalanced. All survivor mains in this game are chillaxed why! Because they have no stress time in this game MINUS being camped / soft patrolled. Even when I play survivor I am super chillaxed till I run into a slugging nurse or a camping killer. I have DE pipped and wrecked so many killers so bad with these changes as well as some really good ones. Nurses are the only killer that has a CHANCE to deal with all these tools and utility because it makes it skill vs skill. The other killers are along for the ride till they can force a survivor to make a mistake. When I get caught as a survivor it’s not because I got outplayed it’s because I goofed up.
IN CONCLUSSION When Matchmaking does get the proper fix to where it constantly matches you against players of your skill and not rank 20’s you guys will be able to truly see the difference in the imbalances of the game. So many of the band aids in the game currently give high rank game play way TOO much power. Instead of catering to the mid-tier survivors it should have been the get gud scenario… Killers should be the op and then of found ways to reduce there strength. It feels the new maps are getting worse and worse even though infinites aka “time wasters” are well known in this game, and the new map proved it. Groaning store house is littered with pallets and so many jungle gyms then any other map. On top of that the middle is ANOTHER very long wall with 1 window. So you can’t run around it to chase and maintain blood lust, and if you vault you lose blood lust…7 -
Instant blinds are gone, and BNPs are getting nerfed pretty hard next patch, but the other things are still an issue. Killers shouldn't have to rely on Ruin and its RNG placement; it should be built into the game or removed and generators rebalanced. The removal of the pallet vacuum helped more than most killers want to admit, since it had a pretty significant effect on looping, especially if survivors started the chase in a bad spot.
I feel like Ruin and Bloodlust's place in this game are the biggest problems to balance. Bloodlust is almost useless, and Ruin is mandatory, but such a liability to itself.
There's also a concerted effort by the devs to keep camping in the game.
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@Hillbilly420 said:
It's hard to say how many of the bad design choices are the fault of Star Breeze or Matthieu Cote. It could be a little bit of both. But it's interesting to note that ever since Behavior bought out Star Breeze that they've been making more of an effort to undo all the bad.I think it is more the fault of Horvath and the other devs on the team rather than just Cote himself.
But the changes they are making are more like band-aids. Probably to make the survivors all not get up and leave with the changes that they should do.0 -
Anyone who plays both sides regularly at rank 1 knows how ridiculously unbalanced the game is. The problem is we have so much of the population that don’t, so they come to the forums and rage trying to stop the changes from happening. Of course since the devs want to cater to these low ranks they refuse to properly balance things. You could make survivors at rank 1 play completely perkless and it would STILL be unbalanced, that’s how bad things are. Visionmaker summed it up pretty perfectly.2
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@Eninya said:
Instant blinds are gone, and BNPs are getting nerfed pretty hard next patch, but the other things are still an issue. Killers shouldn't have to rely on Ruin and its RNG placement; it should be built into the game or removed and generators rebalanced. The removal of the pallet vacuum helped more than most killers want to admit, since it had a pretty significant effect on looping, especially if survivors started the chase in a bad spot.I feel like Ruin and Bloodlust's place in this game are the biggest problems to balance. Bloodlust is almost useless, and Ruin is mandatory, but such a liability to itself.
There's also a concerted effort by the devs to keep camping in the game.
0.1 second blinds are gone but 0.6 second blinds are still a thing, oh and they can do it from more angles now.
BNP nerf is coming, thankfully. I'd rather them only slighly nerf BNP vs what they plan on doing and just increase gen time across the board so it's effectively 6 gens needed.
Pallet changes were a welcome addition, it's no longer an "I WIN" button but requires skill.
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Seems like matth already understood the game really well in 2017
I can understand that he left now after a year of doing almost nothing0 -
add 1 more gen and get rid of decisive strike, problem solved no more bitching XD
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What an illiterate baby.
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@only1biggs said:
What an illiterate baby.who?
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It's like 1.4 seconds and requires extremely tight timing. I've only ever done a single flashlight blind, and it's extremely rare now. Failing to blind-stun-save a survivor basically nulls the point of flashlights beyond destroying Hag traps, as following footsteps once blinded is easy.
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