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Balancing with drawbacks is a bad idea

It gets a little old, having killers, their perks, or their powers get nerfed or have a mass of suggestions calling for their nerfing. A lot of what people say is "X is too strong. It needs a drawback."

First of all, a lot of stuff already has drawbacks. Pop has a measly 45 seconds to be used, and Adrenaline Vial massively reduces your turn rate. But those aren't enough in people's eyes; no, they need to be nerfed again! I digress.

Secondly, why? Why should they have drawbacks? Killer powers are supposed to be meaningful and usable, something that they can't be if there's a drawback. Clown's yellow bottles can speed up the survivors, and Deathslinger's chain can be manipulated heavily and broken by the survivors. Killer perks and add-ons are supposed to straight-up improve the killer; they'd have to do that or there'd be no point in them. So you have add-ons like Pig's crouch add-ons, Trapper's disarm time add-ons, Wraith's uncloak speed add-ons. You also have various killer perks that may or may not be used in the meta. But the moment you give a killer a meaningful advantage in those add-ons or perks, people call for nerfs, especially via the introduction of drawbacks. And I'll tell you: that doesn't work.

We've seen countless ridiculous killer nerfs, clearly based around making the game easier for casual survivors, but made in the spirit of "fixing problematic aspects of the game." But as we've seen with many of those nerfs, they don't even nerf the part that people hated. You can still zone people out with Deathslinger, because guess what? His instascope wasn't the problem. You can still instadown people with Clown's Pinky Finger, because guess what? His bottle count wasn't the problem. You can still injure people with Engineer's Fang, because guess what? His number of chains wasn't the problem. All these nerfs have done is make killers' jobs harder, appease casual survivors, and irritate self-proclaimed competitive survivors because it wasn't "the right kind of nerf". The survivors who died and complained about these killer powers, perks, and add-ons are still doing so.

So you might say, "Drawback-based balancing can still work! We just need the RIGHT ones!" No. Nothing makes it work. Not only should these killer things, especially add-ons, be strong, they should also have no drawbacks. If the effect is so strong that it 'needs' a drawback, don't make it an add-on (or perk or killer power). Just don't do it, because it's not worth the hassle of this never-ending argument. We'll then start complaining that killer add-ons are generally weak, because the strong yet drawbacky ones would no longer be with us, but at least then we don't have to worry about stupid drawbacks. But back to the present, I have not seen one killer perk or add-on that has enough strength that it should require a drawback. Change around add-on rarities if you want, so that the stronger ones make more sense, but they don't need drawbacks. With a lot of these things that have drawbacks, and things that people want to have drawbacks, the drawbacks are so great that nobody even wants to use the thing. Let me give some examples.


Add-ons/perks that currently have drawbacks:

-Last Will (Pig): Increases the ambush attack speed, but increases the charge time.

-Trapper Sack (Trapper): Start with all traps on hand, but can't pick them up once set down.

-Ink Egg (Artist): Gives Artist an additional crow, but they disintegrate quicker.

-Deer Lung (Demogorgon): Increases portal travel speed, but decreases total portals by 2.

-Yakyoke Amulet (Spirit): Phase lasts longer and increases recovery rate, but decreases phasing speed by 15%.

-Iridescent Seal (Plague): When a gen gets done you get vile purge, but vile purge is 20 seconds shorter.

-Surge: Damages nearby generators, but it has to be with a basic attack, and there's a 40-second cooldown.

-Hex: Pentimento: Can relight hexes to create Pentimento, but only once each.


Highly requested drawbacks for add-ons/perks:

-Engineer's Fang (Pinhead): Shouldn't injure.

-Pinky Finger (Clown): Shouldn't expose.

-Flask of Bleach (Clown): Shouldn't slow so much.

-Pop: Should only last less than 45 seconds and be cancelled by Blast Mine.

-NOED: Should require hooks to gain exposed effect.

-Dead Man's Switch: Should last less than 45 seconds and shouldn't work on Artist.


The results we've seen from this kind of balancing have been bad, the proposed ideas using this same system have been worse, and the precedent it sets is very dangerous for the future of the game. If things that are "too strong" should have drawbacks, then we have to come to a consensus on what "too strong" is, and that's certainly not gonna happen. So people will continue wanting drawbacks on things that they deem strong, and the devs will give it to them, because they hate to disappoint, and the goalpost of that will continually move towards weaker add-ons. It seems crazy right now to suggest that "Windstorm needs a drawback" or "Fuming Mix Tape needs a drawback", but hey, those will be seen as too strong to some people, so they need that drawback. That's the direction this kind of drawback-based balancing takes us in. Doesn't matter the skill level of the people making the request, as long as it's popular and follows this easy-way-out system. It is, and will continue to be, disastrous.

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Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,883

    While I don’t think drawbacks are inherently a bad idea, I will agree that some things have drawbacks which are not necessary. The downsides on Last Will and Deer Lung for instance could be removed. Surge also shouldn’t require a basic attack.

    That all said, what would be the point of Engineer’s Fang if it didn’t injure? That’s the whole point of it.

  • OpenX
    OpenX Member Posts: 890

    Adrenaline vial is friggin nuts. Easily my favorite add-on for him now. And it goes with everything else so well too.

    C33 for stupid levels of chase, Vigo's for jumpscare blight, crow for outrageous speed, etc etc.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    I think drawbacks are used as discouragement of using the add-on. Its way of putting add-on in the game, but not making usable. Think of it like killer advertisement.

    Let me three examples using billy add-ons

    image.png image.png image.png

    Clearly, they don't want you to use charge reduction add-ons for billy. You get the choice of being 110 m/s, forcing yourself to stun yourself to get a boost or the even more stupid one, forcing yourself to get flashlight blinded. Genius add-on design.

  • jesterkind
    jesterkind Member Posts: 9,769

    Weighing upsides and downsides is actually quite good game design. It makes you consider whether you'll get enough value from the upside to overcome the downside, or whether you're comfortable changing your playstyle to even use the thing to begin with - something like Plague's Prayer Tablet clearly exists to alter your playstyle, not to have a strong effect that's balanced with a downside.

    There are downsides that exist in this game that aren't particularly interesting, but that would be the problem. It's perfectly fine for an addon or even a perk to give you an upside and a downside, so you can weigh whether the tradeoff is worth it, if you can change your playstyle to accommodate the thing that's been made harder, and so on.

    When it's done well, it's elevating decision making, and emphasising both choice and playstyle.

    (Also, some of the things you've listed are just... cooldowns? Cooldowns aren't inherently a downside, they're just a regular balance decision.)

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Like Doctor, for example. Why is his shock so delayed? Why isn't his shock delay reduction add-ons base? You know people are just gonna run those every time anyway.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I know, right? But some people believe that, even if it's a pink rarity add-on, it shouldn't be able to injure you "because it changes the killer too much". Then you have to ask, "How much is too much?" Too much, in other words, making them viable when they weren't viable without it? That's my concern.

  • unholy1991
    unholy1991 Member Posts: 9

    tldr, but its probably better balanced than currently, which is a low bar.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    If your analysis, of how strong Adrenaline Vial is, takes into account the turning and flick exploits that PC Blights use, yours is disqualified as well. We have to look at add-ons at their intended level of strength.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Well that Plague add-on and others like it are an exception simply because they're joke add-ons. They're supposed to have a dumb downside in exchange for more bp. Why do they exist? Who knows? Maybe the devs think they're being funny. What's next, a Huntress add-on where her hatchets can't injure?

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    And I've gone over why those add-ons are fine without drawbacks due to their rarity. If we were to make all killers viable, instead of just Blight and Nurse, and those add-ons still stuck out like a sore thumb, then sure we can mess with them. But otherwise, their kind of strength is necessary for killer to pose an actual threat.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    It's a blue balling thing. "Oh wow, this add-on sounds awesome!" *reads downside* "Aw, nevermind." Literally everyone's first reactions to these add-ons, except for those who are happy to see killer have such weak options.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,962

    The shock delay really throws me off sometimes. Especially since input latency is different on different consoles, so it's like super delayed on Switch. Pyramid Head's power feels awful when I try to use it, the way the controls get so sluggish and then suddenly the sensitivity returns and my camera jerks around like it's possessed by demons. And Trickster's recoil from throwing his knives is unforgiveable when there's no dead zone setting for controllers in this game.

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    Having dawbacks isn't bad game design.

    A lot of Perks/Add-ons have unnecessary drawbacks that hold them back, like Deer Lung and Jolt, but some have too little or no drawbacks, like Compound Thirty-Three, Alchemist Ring and Dead Hard

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I think it's awful game design, at least from what I've seen in this game so far. Maybe an add-on or perk here or there that had a downside would be fine, but right now it's literally one of the leading ways that the devs and survivor mains want the game to be balanced through. It creates a false sense of choice and decision-making; you have to go through a few hoops to think otherwise. Why would you want to use a strong add-on with a big downside when you can just use a strong add-on?

    You might say that if the downside only matters to one way of playing, which you aren't fully utilizing with your playstyle during the match, then maybe the downside isn't so bad. But in the case of Pinky Finger and Engineer's Fang, that's not the case. You want to be able to instadown AND have slowdown. You want to injure AND have anti-loop. But these add-ons make you have to choose, even though you can't really afford to get rid of anything from your power, as the whole reason you're using pink add-ons is because they're supposed to be the strongest thing to use to help you win.

    And yes, I've listed cooldowns because they are limitations on the perks, drawbacks, and because people are requesting to increase those limitations further. Pop never should have been taken off 60 seconds. Now people are saying 45 seconds is too much. And the measly <45 seconds of blockage you get from Dead Man's Switch, they also want reduced. Even if Surge had no cooldown, would it really be that strong? How quick are these survivors going down to the killer, that a no-cooldown Surge would be OP? NOED is already a hex and can be destroyed, but it's been requested that you should have to complete additional conditions to activate it, or that there be a cooldown on its instadown capability after somebody's been instadowned, thus creating drawbacks that weren't there before. It's still feedback, not actually in-game, but we'll see how long that lasts.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    No, this is how the game is balanced currently. This is the low bar. I'm surprised I'm the only one talking about how problematic this is.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Yes but Compound 33 and Alchemist's Ring are pink and purple add-ons, and Alchemists Ring is a glorified qol change that doesn't really hurt the better survivors. Dead Hard's drawbacks ironically aren't enough to support how strong it is in any given scenario, because it gives i-frames which no other perk in the game does.

  • randonly
    randonly Member Posts: 456
    edited April 2022

    I also think it's not bad to balance around dawbacks. Many games do this, such as the talents in Paladins (game) that change one part of the hero to maximize another, creating new ways to play


    An off-topic question

    speaking about dawbacks, one question, Julie's Mix Tape in post ptb changes will now suppress the loss of Legion's power after a stun (refilled). Will it be the new alchemist's ring addon for legion? I don't play legion, so I'm not sure if stunning actually makes him lose all his power, just like stunning the plague while corrupt purge is activated, makes her lose her power.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    How does Alchemist's Ring take away the counter to Blight's rush? If you can get somewhere where he literally can't rush or turn to hit you, that counters his rush. Literally nothing changes about that when playing against Alchemist's Ring. "But he catches up before I can get to a safe space!" Really? The crazy sprint burst you get isn't enough to at least get to somewhere playable? It's not like he can rush and down you before you can even finish your sprint burst.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I believe that add-on would be more similar to Spirit's add-on where she gets her power back from being pallet stunned. I don't think it's gonna be a Legion's Alchemist's Ring, but I'm sure many will complain about it and call it such.

  • Megmain80
    Megmain80 Member Posts: 138

    how else would there be balance? Everything is a give and take, that’s how balancing works. Maybe you’ve never played against a pinky finger clown with 4 base bottles who is fairly decent at throwing them. The bottle slows your speed a great deal giving clown an easy insta-down. Why should that be a thing? Isn’t that unbalanced? It’s just an add-on, not even a perk or anything close to base-kit power.

  • Bladeisbest
    Bladeisbest Member Posts: 308
    edited April 2022

    Ya. I always wanted Insidious to work when I'm holding a Killers M2. I mean as long as I don't move in a direction it should still channel I think. Taking it away simply because I'm lifting a hatchet, aiming Deathslingers gun, or channeling Pinheads chain by him lifting his arm is really really stupid..xD

  • jesterkind
    jesterkind Member Posts: 9,769

    I strongly disagree that cooldowns are a "drawback", if that's the case than anything you do to balance an effect is a drawback. Cooldowns are just how often you can use it, something that it makes perfect sense to limit if the effect is particularly strong. Are there perks that don't deserve their cooldown? Yes, but it's case-by-case.

    Moving on...

    So we're on the same page about playstyle-defining drawbacks, but I still think drawbacks like Engineer's Fang and Pinky Finger are totally reasonable. Pinky Finger a little less so, I mostly think that addon is just badly designed in general and should be reworked alongside a total addon pass and basekit buffs since Clown is the worst killer in the game, but we can focus on others for now.

    I think that idea of drawbacks is just an extension of playstyle-defining, and some of them are a test of skill- take Huntress' Iridescent Hatchet. What that addon is there to do is let you chew through survivors if you're confident in hitting every single hatchet. Is that an objectively strong, always useful addon that'll consistently help you win? No. Is it trying to be? I'd argue, also no. Engineer's Fang is similar. It asks, what value can you get from a ranged injure but dramatically less slowdown? Can you pair this with other tools to maximise its potential? If not, use other addons.

    (Slightly stymied by Pinhead's addons not being very good, but that's its own problem.)

    It's okay if not everything is a straight upgrade to help you win. Sometimes things in games exist to be fun, or to provide a unique challenge, or to alter the way you play for more variety. Obviously not every addon that comes with a downside fits any of these categories, but the fault lays with specific addon design, not the idea of giving drawbacks with upsides. Tons of games use this concept, it's really obviously fine.

  • RakimSockem
    RakimSockem Member Posts: 2,002

    So you want things added into the game with no drawbacks??? I'm so confused about your argument here. Freddy should be able to teleport to gens over and over with no cooldown because drawbacks bad?

    The old insta-heal syringe should come back because "drawbacks bad" and "why does it need a timer"

    In fact, why can artist only put up 3 crows. That's a drawback. We should allow her to just infinitely spam crows in a full circle and launch them everywhere including up or down for multi-layered levels.

    And then let's also go back to the DBD dark ages when exhaustion recovered while you were running because why should my Lithe have the downside of me having to stand still to get it back.

    Drawbacks are an essential part of balancing to keep a mechanic (whether it be a perk, an add on, or a killer power itself) in check, You starting saying crazy things like "nothing should have drawbacks" and literally everything will become OP

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I have played against pre-Nerf Pinky Finger. I'd either drop a pallet early, or risk getting instadowned. In one case, I dodged 4-6 bottles, but went down anyway after he reloaded, but that probably wasted as much of his time as a normal chase without Pinky Finger. You don't realize how hard it is to hit survivors directly with a bottle, even when they're slowed. Where other people used the 2 extra bottles add-on in combination with Pinky Finger, I used Fingerless Parade Gloves for the bottle travel speed. His bottles really feel slow and clunky without that add-on, so I give props to any Clown who can direct hit survivors with the bottle even once. And it's a pink add-on, so why shouldn't it be strong with such a difficult activation condition for the Exposed?

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    But it's wrong for the majority of these perks and add-ons to be for casual enjoyment and uniqueness rather than balance, at least at this point in time in which the competitive landscape is so hindered by that kind of design. Unless you're extremely optimistic about the state of the game, or are just uninformed, you have to realize that there are exceedingly few options for you when you want to play killer optimally. You can either play best add-ons/perks Blight or best add-ons/perks Nurse, or be one of the extremely lucky outliers that can do well with Leatherface/Pyramid Head solely for their specialty in camping/tunneling. And for survivors it's similar. If you're time efficient with gens and run meta perks you're probably safe. There's exceptions where you come across the killer who wants to hard tunnel you or someone else when you don't have DS or BT, because they usually respect those perks and assume they're always in play, but generally your chances of escaping are quite high.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I'm mostly wanting things on the killer side to not have drawbacks because I feel there's no need for drawbacks on certain things. I'm not saying we shouldn't have drawbacks on anything, but I'm afraid we're gonna end up over-indulging in using that for balancing. Of course Freddy and Artist shouldn't have infinite usability on those powers, but there's still parts of their powers that make no sense, like Freddy tapping a gen with his tp then cancelling and having a pretty long cooldown, or Artist physically not being able to hit a survivor with a consecutive crow volley before they wave the first one off just because she fired more than 1. Those call for qol changes so that those killers aren't punished so heavily just for trying to use their power.

    You can't argue for things like instaheals coming back, because nobody, not even the craziest survivor mains, believes it's balanced to pick someone off the ground to full health in a split second. Killer has never had anything that impactful, not even NOED. Exhaustion recovering while running not only makes no sense, but it also makes those perks usable multiple times in a single chase, which would ruin the balance of the game, as survivors already win games off of just holding forward and/or Dead Harding at the end to extend the chase for another 30 seconds.

    I never said drawbacks aren't necessary for certain things, but the things that I've mentioned that do have them, and the things that very biased people are suggesting we put drawbacks on... it's too much. You can't have a drawback so negative to the person using the killer or survivor that the upside fails to be meaningful as a result. It's why nobody uses Autodidact.

  • Valik
    Valik Member Posts: 1,365

    Everything has a cost.


    Cost is a core pillar of balance.


    If something is imbalanced because there is a lack of cost, you implement a form of cost to restore balance - directly or indirectly.


    Adding drawbacks to perks and items are completely normal. Drawbacks, by merit, are not the issue. However, Drawbacks are the pointed head of that Balancing teeter totter - sometimes the Drawbacks can be far too great and make the proverbial seesaw dip the other way.


    Earlier, Mr. Devil pointed out quite correctly how Hilbilly has addons that sport significant drawbacks and how poor these items are. However - the problem is not the drawbacks themselves, it is the metric of balance that they insinuate into the match.

    How many times do you ever get blinded as a killer? Is it worth POTENTIALLY shaving off a fraction of a second worth of time in those circumstances?

    Back-revving is a strategy, so I understand lowering movement speed to 4.4 while boosting charge speed. However, the amount of charge speed increased does not justify the monumental drawback of -0.2m/s on your base speed.


    The problem is not the pivoting triangle used to strike a balance between the two extremes of a line - but rather, its proper or improper placement.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Yes, and there has been very improper placement of drawbacks all over the place, especially for killer. Pop being 45 seconds (from 60), Oppression's 80-second cooldown, Dragon's Grip's 80-second cooldown, Blood Favor and Summoning Stone lasting a measly 15 seconds, Bamboozle and Crowd Control lasting a measly 16 and 20 seconds, Pinky Finger taking away 2 bottles, Engineer's Fang taking away a chain, ranged killers' reloads being so slow, etc. Survivor get way fewer of these ridiculous setbacks, with Autodidact being the only thing I can name off the top of my head, but it is a comprehensive problem with the game. Who wants to play with stuff that makes them weaker? No, we want strength increases and zero drawbacks, especially with higher rarity things.

  • Valik
    Valik Member Posts: 1,365

    Pop being 45 seconds is fine. 40 seconds would be good too. Nobody needs it for 60 seconds, and it's still in the meta.

    Oppression needs to have a lower cooldown and a buff, yes.

    Dragon's Grip needs an entire rework.

    Blood Favor doesn't need much to shine. 3 more seconds and it's perfect. 15 seconds is plenty in many situations. This perk is difficult to balance because too much blockage can completely break the game.

    Bamboozle's block time is fine. 16 seconds is more than enough when paired with the vaulting speed increase.

    Crowd Control's problem isn't the block time alone, it needs to be reworked.

    Pinky Finger should only be 1 bottle or be reworked. Holding 2 bottles and having the option to increase capacity is just as bad as old IR head.

    Engineer's Fang was broken and the nerf was well warranted. It's still incredibly strong as it is, they may have to add another layer of drawbacks to make it balanced.

    ~

    Yeah, you're right. There are no drawbacks to survivor perks.

    Except when you remember that survivors have no abilities - the perks are all that they have. While they hold the momentum early, they are not the deciding factor as to the shift in the game's dynamics.

    Mostly in part because, until recently, they have not had abilities that, themselves, require Drawbacks.

    in truth, every survivor perk has a MAJOR drawback built in - it takes 1 of 4 slots.

    Deja Vu has no inherent Drawbacks to balance it because, well, someone took it instead of Borrowed Time.

    Power Struggle is a fantastic Survivor perk... when it occurs in a match. But what's the drawback? The Drawback is you can take the perk in tons of matches and have it sit idle as a dead slot - adding no value to your games. If you pair it with Flip-Flop to make it happen a lot more frequently, then you're using 2 entire perk slots for an event that may or may not work out. THAT is the drawback.

    The major Drawback of survivor perks is CONTEXT. The major drawback of killer perks is NUMERICS.

    This is the truth, and it's a lot more important to understand that this is an asymmetrical game - meaning the balance incentives are completely different.

    It's a lot more effective to explain the root of truth than to remind you about survivor perks like No Mither, Deliverance, Inner Strength/Healing, For The People, Resilience, Second Wind/Renewal, Fast Track, Lucky Break, Sole Survivor, Left Behind, Slippery Meat, Mettle Of Man, Distortion, or Decisive Strike... which are ALL survivor perks with baked-in drawbacks.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    No, 60-second Pop was fine. The difference between the current version and it was that before you could get a hit before needing to use Pop on a gen, maybe a down if you were lucky. Pop being anything less than what it is now is gonna be a travesty. And it's only meta for mid MMR.

    Why does Dragon's Grip need a rework? It's too strong as is if it were to get a numbers buff? Hardly. We need perks like it that actually do something for a killer wasting time to kick a gen, and we need them to be good.

    Many times when survivors are able to connect loops together, or it's just a BS long loop, the 16 seconds of blockage literally isn't enough and the survivors are able to vault that window after you've just Bamboozled it, forcing you to Bamboozle it again AND gain bloodlust just to catch them, for one hit.

    In addition to the stuff mentioned above, you thinking that Pop, Pinky Finger, and Engineer's Fang, even their pre-nerf versions, would be viable at high MMR shows that you either haven't played with those things at high MMR, or you got extremely niche and lucky conditions in those matches. None of their nerfs were warranted because killers, even when using these powerful things, weren't strong enough to compete with the better survivors. We need to get out of this habit of nerfing stuff that isn't viable at high MMR just because bad solos at mid MMR can't beat it. Additionally, we need put a little more thought into what high MMR is. If you're not losing matches as killer and thinking to yourself afterwards, "There was nothing I could have done differently to win", save 1 or 2 small mistakes you made, then you're not at high MMR. That mindset correlates with the experience of playing at high MMR and actually trying to win, but being unable to.

    And no, I will not allow you to go there: A survivor perk having a drawback because the perk slots are finite isn't really a fair argument if you don't say the same of killer perks. If anything, the killer having 4 perks vs 16 survivor perks tilts the perk economy in the survivors' favor. The killer having an ability doesn't change this, and is irrelevant. Killers not using meta perks makes them less strong, just like it does for survivor.

    Drawbacks in survivors perks is either them having something stupid, like Visionary having a cooldown, or having difficult activation conditions, which is the same with killer perk drawbacks. Power Struggle would be a good example, as you've pointed out. But Unbreakable wouldn't be, because while not all killers can use slugging very successfully at high MMR, it does happen that they leave you on the ground for ~20 seconds pretty often.

    Slippery meat actually doesn't have a downside if you ask me, because it gives you both additional likelihood of escaping per escape attempt AND 3 additional escape attempts, with no increased penalty to escape attempts or anything. The risk involved with that perk comes from the unhook attempt feature itself, and the small likelihood that you'll actually get off.

    The meta perks DS, BT, and all that fall in the same basket of having no real drawback. They're hard to discuss because of their unique relation to killer behavior, in that their mere existence is enough to make killers respect them, even if they're not in play. If those perks are meant to stop or mitigate tunneling, they're doing just that whether they get "used" or not, so where's the downside there?

    And there's all those other survivor perks that have harsh activation conditions, but the thing is that those aren't meta. The killer meta is riddled with perks that have drawbacks, but killers use them anyway because it's the best stuff they've got. When survivors let go of gens early to play around Pain Resonance/DMS, you now have to go to the gen to push them off to block it, which is the weak and niche use it had before Pain Resonance was a thing. And perks like those, and Pop and Ruin, are dependent on survivors giving lots of hooks and delaying on gens long enough to give the killer a chance to use those perks, which they could very easily not do. That's why killer perks don't have that "useful even when not used" kind of strength that survivor perks have. And just in general, the survivors not getting to use their perks? No big deal. The killer not getting to use their perks? Huge deal.

  • SirCracken
    SirCracken Member Posts: 1,414

    > Disregards OP's entire post

    > Refuses to elaborate

    I'll be screenshotting this. There is no better way to summarize the DbD forums than presenting this comment.

  • Tiufal
    Tiufal Member Posts: 1,252

    Sure, I do the same with your post, summarizing how out of point forums users can be.

  • SirCracken
    SirCracken Member Posts: 1,414

    Suddenly you feel like summarizing instead of insulting disregarding a point you disagree with? Where did this sudden character development come from?

  • jesterkind
    jesterkind Member Posts: 9,769

    ...But they're not? They're not even close to being a majority balanced this way.

    There are no perks with built-in downsides that I can remember off the top of my head (requirements/cooldowns don't count as they're necessary balance elements), and the addons that have downsides are very firmly in the minority. It's just that occasionally there'll be an addon designed to bolster a specific playstyle, or to give a huge boost in one area but a downside in another.

    Also, it's not "casual enjoyment and uniqueness rather than balance". They're still balanced (or at least, they're trying to be), they're just not trying to be the absolute most objectively good pick- they're trying to be viable picks for people who like the sound of the gameplay they encourage. That still requires balance.

  • dugman
    dugman Member Posts: 9,714

    Balancing against drawbacks is fine, even an interesting way to design things. Scratched Mirror and Vanity Mirror on Meyers are two of my favorite ways to play him for instance.

    One thing I don’t like though is giving something a drawback and “balancing” it by making it score more bloodpoints for events. Padded Jaws for instance which makes traps not injure survivors but they score additional points when triggered is a terrible add-on philosphy. Nobody in their right mind uses that add-on other than to flex and show they can win while using it. Even with the Mirrors I mentioned, they have this useless bloodpoint effect for no reason, you could take that off the perk entirely and it wouldn’t change at all how often those perks are used or how good or bad they are during the match.

    But for some reason the devs keep making these types of add-ons, even in the new Legion revamp coming this week they added a brand new add-on which slows Legion’s base speed with Feral Frenzy to normal movement speed while greatly increasing the duration, and then tacked on this dumb scoring event boost for no reason. Again, anybody that uses that add-on isn’t using it for the event point boost, they’re using it for the duration increase, so why bother putting that bloodpoint effect on it at all?

  • Valik
    Valik Member Posts: 1,365

    The fact that Pop is still a very powerful Meta perk speaks otherwise. But your opinion is your own!


    Dragon's grip is in a very, very bad place - because if you push it one way or another, it breaks. There are more ways to punish survivors for being greedy with generators. Besides, exposing survivors in these instances is super weak, especially when used with Special Attack killers such as the blight. There must be a better solution to better repel would-be gen jockeys without stacking numerous conditions for limited returns in particular situations... with a cooldown.


    I mean, if you're using it in an LT or a long loop - like the main building of Ironworks. But that's not Bamboozle's job. It's not supposed to block off a window forever, or even secure a chase, it removes the window for your next play. If you mess up that play, the survivor can go back. You have a powerful start with the faster vault speed, and with this perk - you can shut down MANY loops, including shack.


    1 hit downs with pinky finger are just back-rev versions of IR Head from Huntress. Engineer's Fang could allow Cenobite players to end chases in under 10 seconds. These are disgusting addons regardless of High MMR. Good survivors are... well... GOOD - but they aren't good enough to overcome exposure and Hinderance all at once, nor are they good enough to make yanking chain animations go any faster. Engineer's fang in its current rendition is still stupefying in strength, as it turns the Cenobite into Discount Legion update, punishing survivors for healing, where RHPF Clown is just a discount IH Huntress addition to his basekit.


    In addition, MMR is a completely different subject. But how you take your defeats and your demeanor does not demonstrate what MMR level you're playing at. This being said - playing against strong survivors and/or good SWF bully squads at high MMR with those stream-worthy games where you can play flawlessly and still come up short... that has absolutely no bearing on individual cases of balance. If you can recall the wisdom learned from Statistics class, the amount of variables you put into a test sample drastically muddle the conclusions that you can reliably draw upon. There are many aspects to asymmetrical play that are cerebral if not philosophical in nature where balance is concerned, trying to use the current meta of 16 survivor perks, 4 items with 8 attachments shared and map offerings with a Killer that has a unique power, 2 attachments, and 4 perks with both sides having unique interactions, resource pools, objectives, and time economies? That's not hard - it's downright incompatible.

    If you want to talk MMR and meta plays, we absolutely can - but I hope I wasn't mistaken when I thought we were talking about the nature of balancing elements in the context of 'drawbacks'.


    Factually untrue.

    While killer perks are more precious than survivor perks - survivors without perks have no defining traits, abilities, or aspects of usefulness. Killers, however, always have powers that they can rely upon to circumvent the means of gameplay a survivor otherwise enjoys. If killers were 'Machete men' and moved at 4.6 with 32m terror radius and had not but their M1 to guide them - then I'd be inclined to agree. However, let's look at the extremes. If no players bring perks - not survivors nor killers - who TYPICALLY has the advantage? Killers have the baseline advantage in terms of 1v1. In absence of exhaustion perks, Endurance, healing items, information - survivors have nothing but the basic interactions to find their way through, which is enough in many cases. Killers, however, have powerful tools baked into their identity. Because killers have specific and drastically different abilities that completely modify the methodology of the match, it shifts the balance.

    I'm not saying that survivors rely on their perks, far from it.

    We've all been there where we get to the post game screen and see a really good survivor having run the no-perk no-item challenge.

    But to assume that perk slots for survivors are EQUALLY as valuable, or even LESS as valuable than a perk slot for a killer is to be willingly ignorant of the asymmetrical nature of the game.

    Killers only have 4 perks while all survivors have a cumulative 16, it's true. But Killers will always have their power to rely on, survivors with no perks have absolutely nothing to rely on to assist them in the game.

    To a Killer, perks AID in their gameplay. Few perks inform gameplay or altar it in a meaningful way.

    To a Survivor, perks DEFINE their gameplay. Survivors, generally, must be careful with what they select as perks have very particular applications.

    Sure, a Killer may go out of their way for a scourge hook - then hurry along to make sure they get their Devour Hope stacks.

    But a survivor with BT and Deliverance it will be COMPELLED to go for a risky unhook, because their perks allow for the opportunity, and they are otherwise wasting their perks. A Survivor with Resilience and Prove Thyself will be COMPELLED to work on generators and forego healing. A survivor with Inner Healing and Counterforce will be COMPELLED to search out your Hex totem. A survivor with Dead Hard and Iron Will will be COMPELLED to greed pallets. A survivor with Head On and Urban Evasion will be COMPELLED to play more stealthy and cautious.

    BBQ and a few other killer perks may insist on their actions, but they are mere suggestions. Hooking all survivors once isn't a niche and requires no specific context. Seldom to killer perks do more than simply Inform and reward certain behavior with bulky and devastating rewards.

    To a Killer, perks are secondary to the killer's ability. (Nobody takes scourge hook on Executioner for good reason)

    To a Survivor, perks completely define how you intend to play the match ahead.


    Eh - saying there aren't any drawbacks to Unbreakable is kinda reaching for it.

    Not only does it have the possibility of contributing 0 value to the match, but if it does - it only gets to once.

    If Dead Hard was only able to be activated ONCE to save yourself, then this would be considered a 'Drawback' by all intent.


    The Drawback of Slippery Meat is you have a 2/3 chance of putting yourself in phase 2.

    That and the fact is isn't at all guaranteed value.

    If your friend was nearby and promptly unhooks you - dead perk. If you unhook yourself but are quickly out down again - Dead perk. If you get camped - Dead perk. If you aren't hooked until the very end - Dead perk.

    Having only a 1/3 chance of working and a 2/3 chance of blowing your legs into the struggle phase is a pretty big drawback to the perk's desired effect.


    Deterrence - yes. The existence of a perk changes killer behavior, indeed. But this is not, by merit, additional strength, it is the presence of such particular strength that it influences others. A fire is strong, but it does not become stronger because you know of it and are trying not to get burned - as if it's Schrodinger's firepit. Strong things will always have a profound effect on others in spite of their existence, but the nature of that effect does not, by merit, increase its strength. Unless you're Freddy Kruger... who becomes stronger because people fear him. But you're not Freddy Kruger, Hahaha! . . . Right?

    DS has the drawback of afflicting you with a soft 'Incapacitated' once you are unhooked. You interact with anything, the perk is dead. If the killer leaves you well enough alone, or you have the audacity to... you know... play the GAME, it's a dead perk. What's the Drawback of the anti-tunnel perk? To get the best value, you have to put yourself at risk - or neglect the benefit of your team.

    Borrowed Time has three primary Drawbacks that are small - but add up. It paints a target on YOUR back to begin with, if it procs - it still takes time to mend, and it doesn't even have guaranteed value. What's the drawback? If the killer can count to 8 or knows how to grab. Doesn't always work, might get you killed, and - in the best case scenario - you gotta spend several seconds picking up the pieces. They aren't MASSIVE, the perk is still on the top of the food chain - but it's blissful to suggest that Borrowed Time does not have its sense of Drawbacks, especially when it's discovered.


    I think I see where you're coming from with all of this, but I believe you're approaching things from the wrong angle.

    Your issue with survivors playing around the SH:PR/DMS combo is to release early.

    That's like a survivor main complaining that killers can count to 8 before hitting a survivor to counter BT - or that a Bubba can overtake an open-field Sprint Burst - or that XYZ perks generally aren't useful.


    Perks are perks, they are not always going to find paramount value in a match. Perks that grant guaranteed value have low returns, perks with higher returns have higher risk. That's just how the cookie crumbles.

    If the drawbacks are getting to you, it may serve you well to take some killer perks without 'drawbacks' baked into them.

    Go Tinkerer, Agitation, Thanataphobia, Monitor and Abuse - killer perks that give actual value without any perceived drawbacks.

    If the gambling life is getting you down, it's time to cash in your chips and save up for when it sounds fun to come back to the risky playstyle. Besides, having perks that you typically don't have to work around or fuss about is a bit less as stressful overall. :)

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I wouldn't go that far. Those perks have those downsides for a reason. They don't need to get stronger in any way. The killer's stuff on the other hand is way out of line with all the downsides there are. Drawback balancing does not exist in "any game", it exists in some games, and just like in most cases of that, this game on average uses it terribly. I want us to get away from it moving forward.

    I think Adrenaline Vial with no turn rate reduction would be completely fine if it was a pink add-on, instead of the instadown one that nobody uses. Most of these add-ons with these insane drawbacks are of pink rarity, so they're supposed to be the strongest but aren't because of the drawbacks. And when they are strong without drawbacks, casuals complain until they get nerfed so they do get a drawback, like with Pinky Finger and Engineer's Fang. Rarity means nothing to people for some reason. "Make the pinks as weak as the browns because they need drawbacks!" That's what they're really thinking.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    They're not viable. If they were, you'd see them in tournament and at high MMR. That's like Almo saying "Clown isn't weak. They just haven't found his full potential yet." Weak stuff is used by casuals and people doing YouTube videos to show off an add-on the people never knew existed. It's never used competitively because it's a death sentence. Why would I want to use Myers' brown add-ons instead of infinite Tier 3 plus a stalking add-on, which can't even beat good teams?

  • OpenX
    OpenX Member Posts: 890

    Clown isn't that weak. He just needs good add-ons, a good build, and a good strategy and he is a monster. Pro vengeance went on a 108 winstreak with clown at the height of MMR. A 100+ winstreak speaks for itself

  • jesterkind
    jesterkind Member Posts: 9,769

    I feel like you're shifting the goalposts a little here, friend.

    It doesn't much matter whether they are viable right now, the point is that the concept of designing addons that have an upside and a downside is perfectly fine, because they're not all trying to be the objectively best pick or even just an objective upgrade. Some of them are viable, mind - Engineer's Fang is still a phenomenal pick - but it wouldn't matter if they were all garbage tier; all that would prove is that BHVR did a bad job designing them, not that the core concept of upside + downside is unworkable.

    As for your example of Myers, I don't know why you would use his browns. But his actual upside + downside addons, the mirrors, are quite popular because they're a ton of fun.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I've never seen someone agree that Engineer's Fang turns Pinhead into a weaker Legion, yet saying that's still OP. Doesn't make any sense to me. You can't liken something to the weakest killer in the game, and then say it's OP for that reason. That must be what the devs are doing when they do stupid stuff like nerf Wraith and Deathslinger.

    Statistics don't dismiss how you can make 1 or no mistakes in a match and still lose because of the killer you picked. It's not a matter of opinion. It's unfortunate that we have so few matches on video to actually see those unwinnable matches, but even when we do, people overscrutinize them and say, "I coulda won that team." Sure. And "You could have done X." In hindsight, it seems that simple.

    If nobody brings perks, killers typically have the advantage. But that doesn't matter at high MMR where it's the reverse, where people know what they're doing. If the survivors can be in advantage while perkless against a killer who does have perks, then obviously neither side having perks still favors the survivors. There'd be no BT or DS to stop tunneling, but survivors can still be efficient on gens and hook trade, and still get out. The killer wouldn't have anything to slow the gens or help them in endgame, so their circumstances would be more dire, not less.

    Survivor perks should be less impactful than killer perks, but they aren't. Killer perks should be way more impactful, since it's the 1 in the 1v4. But survivors have perks that make 3v1s seem balanced.

    And no, it is absolutely the other way around. Survivor perks aid them; they can do without. Killers NEED perks and add-ons to do well. If that's not the case then the survivors are bad. Of course selecting certain perks makes you want to use them, but you can still win as survivor if they get wasted. Deliverence didn't happen for you that match, so what? It's back to a normal game then, where someone has to come for a save, instead of essentially creating a 5th survivor to do the unhook through your perk. It's not a net loss at all. If you're a killer on the other hand, and you don't see the dead-on-hook person with Hangman's or BBQ, you are screwed, because your whole game plan hinges on you getting someone out early.

    Unbreakable doesn't get used once. You pick yourself up once, but the 20-second recovery to full can be used throughout the whole match. It ensures that a slugging killer gets severely punished. Where's the drawback in that?

    Slippery Meat, too. Where's the drawback? Trying to do the self-unhook action in and of itself is risky, and that isn't Slippery Meat's fault. I reiterate that survivors not getting use out of their perks simply sets them to square one, and no further back.

    DS and BT now. If the killer's tunneling you, you get value from it. If they don't you're still safe, with those perks providing an extra layer of safety if the killer later decides to tunnel. You're making it seem like you have to play stupid by running in a killer's face with those perks AND use the perk AND get away from them successfully afterwards, for you to get value out of the perks.

    As I've said before, the reason killers still run perks with drawbacks is because they have to. It is gambling, because you're trying to win big, where winning big as killer in this game is winning at all. It's why Pop and Pain Resonance are attractive to people even though I know better and don't use them, because they do nothing against teams that don't give tons of downs for free. But hey, if you get lucky and the survivors give you easy downs and lots of them, Pop wins you the whole game. If you want guaranteed, you run Corrupt/Deadlock/No Way Out. Agitation? M&A? Who runs those perks? People who don't know any better, or have made peace with losing.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    I don't care that X streamer went on however long a win streak. We know those to be outliers, and they're only possible because of skewed matchmaking. 1 decent team and the whole streak goes. It's easy to go on win streaks with weak killers against bad survivors. A better indication of how powerful Clown is would be for you to get to high MMR with Clown and try to win. You won't find much success. Clown with Pinky Finger is decent. Clown without it is nothing.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Why is their viability right now irrelevant? Why would you design an add-on that can't get results? Those add-ons don't encourage people to pick them; they push people away because of how weak the drawback makes them. Engineer's Fang is not a phenomenal pick, because all it does is injure, making him a worse Legion. If you try to use his power for anti-loop, you'll be wasting your time.

    Why would I use Myers' browns? For the same reason you said above. They don't have to be viable, they just need to be fun and unique, right?

    But if we're being serious, if the add-on isn't viable, then why is it there? It's just a wasted game feature. And it skews people's sense of balance too. Notice how survivors only ever focus on "What OP killer add-on are they using this time?", the Engineer's Fang, the Iridescent Head, the Adrenaline Vial. They never once point out the browns and yellows, because killers have no potential of winning against good teams while using them. They're just there for show, and to give survivors easy matches when the killer doesn't feel like winning.

    If an add-on exists, it should be viable. If the drawback makes it unviable, remove it. What are we even trying to do otherwise?

  • jesterkind
    jesterkind Member Posts: 9,769

    Myers' browns don't have drawbacks, though? Does he even have a meme addon? The Mirrors are purple, not brown, so bringing up those addons is a little weird- they're just weak, they're not weak because of drawbacks.

    And again, they do have to be viable. The point is that drawbacks don't inherently make them unviable- Engineer's Fang is a very good addon because it's a ranged injure through walls and because you aren't loading into the match with only that addon equipped, you can match it with other tools. The Mirrors are just viable enough to be fun even if they are weaker than bringing more Tier-3-oriented addons. Plague's Prayer Tablet and the addon that gives you Vile Purge when a generator is completed at the cost of how long it lasts are viable addons. Even Iridescent Head and Pinky Finger are viable, they're just kind of boringly designed.

    Some of them aren't! Most of the meme addons are just straight downgrades, and there are definitely a few upside/downside addons that are quite questionable, but the core design philosophy is perfectly valid. We aren't talking about all addons here, we're talking about the ones designed with drawbacks, and those actually tend to be pretty good on average.