What was the most imbalanced mechanic in the game?
I haven't been playing this game for a long time and the last super broken mechanic that i witnessed was 1hook moris. Maybe there was something even nastier than that and i'm curious to know how the balance of this game used to be.
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In my view it's a toss up between the old mori that let you kill someone without hooks or the original Decisive Strike. Granted looking back I'd also say it's mechanics that didn't even exist. For example Hatch Standoffs were a thing for a while until hatch grabs were removed in place of End Game Collapse and the killer closing the hatch. Additionally I'd say infinite windows that didn't get blocked after a set amount of vaults. Generators couldn't be damaged for the longest time either so once survivors knew what they were doing it was impossible to pressure generators. Thing is though the one thing I would say is still unfair is the fact that a survivor can simply tap a generator to stop regression but a killer has to stop for 2-3 seconds just to damage it. I feel survivors should have a similar treatment.
Edit - Slashstreetboy just gave me PTSD and reminded me of the old Brand New Part - That was single handedly the most broken thing in the game at least for survivor. Just walk up to a generator and work on it for a split second and hit space to instantly complete it. That ######### was stupidly broken I'm glad it's dead and gone jfc.
Insta-heals were pretty bad too.
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There have been worse things. A few examples:
-Infinite loops. Contrary to our contemporary pseudo infinites, there used to be loops where the Killer could never catch up no matter what. Nowadays they can just waste minutes on end, but eventually the Killer can catch up with Bloodlust 3 and entity blockers.
-OG Moris required no hooks.
-OG BNP insta completed a gen
-OG Selfcare was so fast you could heal mid-chase
-Object+Comms rocking it to this very day
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Moris used to be 0 hook, you down someone and they're dead. Brand New Parts used to instantly complete a generator, so 4 gens could be done 10 seconds into the match with 4 BNPs. Infinites were loops where the survivor literally could never be caught before bloodlust. The game has come a pretty far way looking back, still a long way to go though.
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Actually you just reminded me about BNP and instaheals forget old DS for survivors it was OLD bnp and I'm editing my post because of that with the PTSD f that addon.
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Well that would definitely be the instant window vaults
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Double shack window by far
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Even though I don't think it was the most imbalanced thing in the game, pallet vacuums are definitely up there on one of the strongest tools survivors used to have.
It was extremely frustrating when you were about to hit a survivor and they're able to vacuum a pallet and not get hit.
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Brand New freaking Part. A mori is irrelevant when the gens are instantly done. Can't believe that ever existed.
Good 'ol Object+Comms for the win, baby. Not to circlejerk SWF hate, but it's by far the strongest tool Survivors have to this day.
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Basically everything in 2016. At the time DbD was a real mess, people who think badly about it now, have no idea...
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The ORIGINAL original Ebony/Ivory Moris (zero-hook Moris) and the ORIGINAL original Brand New Part (instantly finished a gen).
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100% agree. It was a mess back in 2016
2021 DBD is much much much more balanced than it was before.
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Remember when nurse was 115% ms
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I'd add old Sprint Burst to that list, prior to Exhaustion being introduced.
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True, for some reason it didn´t come to mind initially.
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Spirit
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Swf simply because all broken things survivor related can be used more efficiently in a swf making it more broken. It alone takes the worst perk to run as a solo which is OoO and turns it into a team info perk without a cooldown, it also makes keys stupidly easy to use since they will very likely get at least 3 gens done and then when one dies they split up to find hatch and play stealthy.
Edit: not saying swf itself is the problem but it enhances the power of other things with coordination, so the logical thing is to view it as the reason these things are as strong as they are and the perfect example of this is OoO.
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^ What he said.
I don't even know where to begin, every mechanic back then was OMEGA BROKEN.
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I'd say back when two pallets would spawn at tiles like jungle gyms, and vacuum windows and pallets.
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Pallet vacuum it was basically dead hard at every pallet
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Hatch. If you're the last survivor alive, you get a free win.
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Patch 1.9.2
It was so bad the devs removed it. If they take it out completely instead of adjusting something else to mitigate the damage. That's how you know it was bad. They don't like to remove a patch because that is basically admitting they made a mistake. Any other time they would tweak the numbers and say they "balanced" it. This patch was so unhealthy for the game they had to cut it out.
This was the patch that removed the timing needed to stun the killer with a pallet/flashlight during a pick up animation. Slugging was practically mandatory when this patch launched. It made hooking survivors so damn difficult that the devs actually took notice in like a week. If a survivor was down at a pallet you had to slug at that point. The worst part is the devs believed this was a QoL change to the game. Since that patch nearly 3 years ago, I have lost faith in the balance team and no matter what they do from here on. They will never get that trust back from me. No matter how much good they do, I will always look back at that moment and remind them "That was your idea".
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