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Balancing the game

All killers should have the same mobility. It's impossible to balance a game where killers are as different as Pig vs Billy. Billy can travel the map in seconds, 1 shot down and instantly travel the map again, no cooldown. Pig without whispers+m&a has to crouch through the map to be able to stealth someone. Did you choose the wrong way? You just lost 2 gens, congrats. 

IMO the balance problem isn't gen repair time, it's all about killers mobility. This is why Billy, Freddy and Spirit are the best killers in this game, they can travel the map and end chases fast.

What do you guys think?

Comments

  • ppo8820
    ppo8820 Member Posts: 763

    I agree. They need to give them all the same speed so survivors know what to expect. You change their speeds, lunge range, and throw in one hit down chainsaws and it’s just too obnoxious. Lunge ranges should be nerfed I think. Good post.

  • Blueberry
    Blueberry Member Posts: 13,590

    We don't need more killers that are the same, we need less. I don't think that is the issue with balance.

    Killer mobility is a bandaid fix for the real problem which is map design.

    We need maps fixed.

  • aregularplayer
    aregularplayer Member Posts: 906

    What is the point of having 14 different killers if all we play against is hillbilly, spirit and freddy or huntress occasionally? It's like clown, hag, wraith and others weren't even an option. Blamming players for "not splitting pressure enought" is bs, most killers can't pressure enought 4 survivors if they do gens.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Hmm I'm actually in some sort of agreement with this comment...I should see a doctor about this

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Don't forget that some killers have stronger chases than others. But yes, clown and LF need more than just chase potential. Doc is a good example of a killer that's really good even without mobility. GF too.

  • Flatskull
    Flatskull Member Posts: 332
    edited February 2020

    I disagree with the solution but I agree with the sentiment.


    Killers don't need the same mobility, they need to be exceptionally good at something they do without perks or add ons as a default then those changing up the play styles additionally. We also need less stress inducing game modes that the survivor clock-aka the gen game-TIME has and always WILL BE the ultimate power role and survivors are innately in charge of time in this game with the current format.

    As if playing against 4 people who can attrition you with loops, pallets, safe zones and perks like bursts/ DS and burrowed time wasn't enough.

    The problem is that the devs won't add any map diversity spawns besides pallets and vaults that slow down or add affects to the killer besides aboslute dead stops or more mileage you got to traverse. Instead of like maybe adding an interactable.. that tempoarly blinds the killer for a split second like a hanging blanket giving the survivor to juke them away. It's all just loop zones, safe zones, dead zones and vaults you can only very slowly crawl over.

    Same with loot and objectives. The survivors have nothing to do BUT gen rush and pallet tour. Why would they go anywhere else but the safest area possible and why would they not gen rush. To loot a chest for the same item they probably have by this time 20 times.


    If maybe survivors had different areas of varying usefulness due to different hazarads/interactables to make use of in escape plans and geniune incentive besides to m1 gen cosntantly then the killers would have enough time to probably all be affective in their own way even in their current states. Despite some of them underperforming.



    But they don't.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Interesting take, dbd is a little stale tbh. But it's not supposed to be a realistic game, I think it's meant to be a sort of fever dream of absolute terror, which is why many killers feel entitled to a 4k each game.

  • aregularplayer
    aregularplayer Member Posts: 906

    the only two terrors in this game are: solo queue and facing optimal survivors

  • Tokkern
    Tokkern Member Posts: 74
    edited February 2020

    Lunge mechanic is ok. Short killers surprise people because people doesn't expect them to lunge as much as long killers. A good survivor can loop a killer for minutes. Try getting better at the game.

  • Flatskull
    Flatskull Member Posts: 332

    I main PIG. She's my fav.


    I hope you don't mind me making a suggestion for optimizing her play style. And basically. Her stealth is poo poo on maps that are big or even moderate. There's a reason a stealth build pig is feared and hated on the GAME map but rarely seen out of it.


    Pigs true power is her traps. I know they feel ineffective because they are somewhat RNG and they don't normally get a kill but traps do actually buy time. I notice that one of the best ways a PIG can pressure is actually focusing on the chase while someone is traped. Yes, gens will get done but between the downs and the traps the pressure will build. Never be scared to slug someone you find woh wears a trap too. Adds even more pressure as someone got to help them.

    Mix up pig with a focus on chasing or heavy gen regression perks like surge/new ruin and her traps will give those perks a chance to shine through.


    In short. Be aggressive.


    Then when you got the upper hand. Then go stealth. It messes with 'em.


    Another tactics is to randomly go in and out of stealth. Especially with terror radius affecting perks. It can be very disorientating. I mostly use her stealth for the massive lunge that can mind game loops though, honestly.