Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

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How I would balance items to make them less opressive

First of all: I play both sides, although more Survivor most times.

We all know that some items are very popular (medkit, toolbox) and some are rarely seen (keys and maps) with flashlights somewhere in-between. And some of these can be very opressive and even "multiplied" by Build to Last.

This is me brainstorming how to balance this and lessen the urge to slap on franklin's everytime I see more than 2 medkits and/or toolboxes. Numbers may vary.

General:

  • Hyperfocus, CoH do not work with toolboxes/medkits

Medkits:

  • general heal-speeds stay the same
  • brown-green medkits have 1 full heal (16c)
  • purple medkit has 20c (I'll explain later)
  • yellow-green charge addons removed (or reworked)
  • bandages and self adherent tape reduced to 4c
  • syringe and styptic are not usable together -> removes the "hit me between 8 and maybe 16s to get a down", which can be very annoying

Flashlights:

  • general specs (blindness duration etc) are fine
  • all flashlights have 5s of use
  • batteries removed or reworked
  • make "distance" and "brightness" addons stronger.

Toolboxes:

  • Commodeous Toolbox is pink or at least purple
  • Alex' Toolbox is green
  • rework charge addons
  • BNP dissolves your toolbox after BNP is installed
  • "sabo-toolboxes" (yellow and alex) should both have 24c but not be able to be used for repairs or only at very low speeds

Maps:

  • map should be brown or yellow rarity
  • rainbow map should be purple

Keys:

  • green key comes with a USEFUL addon (e.g. gold token) when found in chests or gets a small basekit aura reading (e.g. totems)
  • all keys are 1 rarity tier lower
  • more addons like the Wedding Ring


PS: Remember that Build to Last and Streetwise exist. If you want more of your item, use these perks. This will give you min 3 full heals from your medkit just for standing 36s inside a locker.

Comments

  • randonly
    randonly Member Posts: 456
    edited September 2022

    I really don't see any necessity to nerf items anymore (any kind), or even let addons or make certain combinations not work anymore (like BNP + 1 random addon).


    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.


    It's good that you mentioned Build to Last, but that doesn't even compare to the "item control" perks from killers, such as franklin's demise / Lightborn / Sloppy butcher, since as already mentioned the killer can see the lobby and the items carried by the survivors, and if it is too much trouble, just equip any of these, while for the survivors, well, all that remains is to pray that the medkit gives to heal at least one time, as he/she has the unpleasant surprise of trying to replenish the depleted medkit coming from the pharmarcy with built to last in the locker and finds that the 2 perks have been nullified due to the hemorragic state.


    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.


    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.


    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

  • Milo
    Milo Member Posts: 7,384

    My guy, I already explained to you on one another post that Hemo (Unless you stop healing midway) doesn't make it impossible to heal with a green medkit. Why are you still saying it like it's true.

    And besides that....

    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.

    You're right, that's why you see more Toolboxes and Medkits. The OP changed flashlights use a bit, however I disagree with 5 sec of use.

    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.

    Why not? It's still faster than current Self-Care.

    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.

    Toolboxes work great with Hyperfocus because they increase the chance to get a skillcheck. So using a Comodious with charge add-ons can make gens fly really fast (with a safety-net of Stake out). I've yet to see Fast Track be used tbh. Hyperfocus works whenever, Fast Track if you're "losing".

    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

    OP didn't mention map offerings.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    About the maps I was talking about the item, not the addons.

    Although I think that map offerings should be generalized. E.g. Indoor, licensed, day, night etc.

    The problem with Hyperfocus vs mass slowdowns is that you can also get the opposite a killer who maybe uses 1 slowdown and gets destroyed by Prove and other Gen speed perks. You can also have 4 of these builds. I see at least 1 prove thyself in 80% of my killer matches (discordance is a must for me) and maybe 30-40% have 2 or more PT.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    I think they meant that if you only have 1 heal on a medkit and want to use BtL, Hemo can counter that, but that's the job of Hemo. You could only get 2 full heals instead of 3. Seems fair.

    Indeed medkits and toolboxes are my main concern. I for myself went from using no item at all to someone who uses a medkit with 2 heals every match. (As Jeff Main, the nerf of Iron Will made it necessary). I have enough yellow and green medkits to swap around without running out.

    About the flashlights... yeah 5s are a bit harsh maybe. 8s are fine. But I don't want to have people with seemingly infinite FL anymore.

    CoH is not only faster than SC, it's faster SC for everyone.

    That is exactly why I want them to change HF so that you can't use it with toolboxes.

  • randonly
    randonly Member Posts: 456
    edited September 2022

    I read about hemo last time you mentioned, but anyway, this perk/addon doesn't come isolated, there's always something accompanying it that ultimately cancels out an entire build of niche survivors' perks, while other milder status effects come from hex perks, which is quite paradoxical.


    As for the map, I know he mentioned the item, but I said my personal opinion, which is much more radical.


    PS: as for CoH, it has to be faster then self-care, even more with item (same story: blessing time + map walking time + healing time), anyway, the perk has been nerfed several times .


    @LapisInfernalis

    well, I don't disagree about the changes in offers from the direct map offering style to map types, it may be good. About Hyperfocus, it may even be but I keep what I said, the killers have more control over the match anyway. Do they sometimes not use some gen slowdown? Ofc, but even not using any perk that counter item or killer that has advantage using all gen slowdown perks like plague/legion,you can use a track/aura perk that counter well one of the survivor's gen perks that you mentioned yourself: Discordance.

  • Gandor
    Gandor Member Posts: 4,384

    So nerf survivors again. 100% incentives 95% of time on survivors (at least in my region) is aparently not enough.

    I have yet to see killer incentives after reenabling bp incentives. Focus at making the game fair - not nerfing survivors (especially soloQ) to total collapse

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    I also have hardly killer incentives except for maybe 1hr in the middle of the night. Dispite that, the queue is short. Why? Because killer q incentives are the same across all killers. If they change that it will be different.

    "Nerf survivors again". Yes, because survivors were the role that was ridiculously op in the first place. And they are still strong in a way that you lose 3 gens on a large map and a normal chase. Items just make this worse. Medkits save at least 16s of another survivor's time. And that's without addons.

    You think soloq is bad? True. I already posted some ideas for that.

    I'm someone who aims for balance in all directions. This also includes a nerf to the 2 most broken killers in this game. Nothing huge, often it's just some addons.

  • Gandor
    Gandor Member Posts: 4,384

    Before 6.1 i saw 2-3 gens pop during 1st chase. After 6.1 it's anything between 0-3 but those 3 are quite rare. On the other hand i saw quite a number of games with 4k at 4-5 gens still standing (and very rarely MM just purely sucks and killer will not get a single hook because he can't get anyone even once).

    Anyway even before 6.1 - loosing 3 gens in 1st chase could still end up in 4k as the game progresses from survivor-sided (all the resources on the map, huge area to patrol for killer, all survivors on gen but maybe 1 in chase) to killer sided (no good pallets left, limited patrol are - possible 3gen, survivors healing or countering killer slowdown or trying to unhook, possible less then 4 survivors in game). Meaning survivors should be stronger at survivor-strong time. The balance in game comes from defence of last 2 gens and created/abused deadzones. You can't say game is imbalanced just by single aspect of the game.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    for me it depends when i play killer. afternoon and evening are a lot more stressfull, but past 11pm? chill matches.

  • Gandor
    Gandor Member Posts: 4,384

    Yes I noticed that times affect MM too. It works for survivors as well. The easiest matches are at 11am. Hardest on friday 8pm

  • Masterninja
    Masterninja Member Posts: 461

    In general I agree with almost all the changes. Except the commodius change, and the Broken key should be removed because is useless.

  • LapisInfernalis
    LapisInfernalis Member Posts: 4,250

    The commodius toolbox is the strongest toolbox by far. Even stronger than the Engineer's Toolbox which is purple. Therefore I think that the rarity of that toolbox should be increased to slowly but constantly make it rarer across the matches.

    The broken key can be removed, sure, but I'd rather buff it instead of getting some BP for compensation.