Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Has BHVR ever done anticipatory game balancing?

What I mean by that:

  • Lets say you finally make maps smaller, widely regarded as the correct solution to make a lot of irrelevant killers relevant
  • Anyone with a cookie-cutout sized brain is going to assume several things will happen
  • The Intended: Weak pressure killers feel much better to play
  • The Unintended: Nurse range addons and any other addons or powers that thrive in small map environments will become oppressive
  • Clearly, certain things should be nerfed simultaneously - you can contend degrees but the need remains obvious

So how often does BHVR demonstrate this kind of foresight?

In my limited experience I only recall reactionary changes. If there's another term for that feel free to correct me on that as well.

Comments

  • Ayodam
    Ayodam Member Posts: 3,322

    It’s rare, but it happens. One of Wesker’s perks was weakened during PTB because it had the potential for abusable synchronization with Nurse.

  • foxsansbox
    foxsansbox Member Posts: 2,209

    Except that was discovered during the PTB. I agree that it follows the logic, but I'm looking for events where they released both simultaneously, as a package and not necessarily coming off of a PTB discovery.

  • fake
    fake Member Posts: 3,250

    In other words, something that one might infer that a test play would have been able to notice before the PTB?

    For example, that Victor did not have an answer to the locker?

  • Brokenbones
    Brokenbones Member Posts: 5,233

    Many recent killers have built in counter measures to hook proximity

    Artist and Dredge are the main ones that comes to mind. I find it really interesting they actually block lockers near hooks for Dredge, it's a weird interaction that's not mentioned in the power description. There's some other notable examples:

    • Survivors unhooked are immune to being chained for a few seconds by Cenobite
    • Wesker's bound doesn't cause a grab on unhookers, it turns into a regular hit instead (I think)

    Another thing worth examining is the sheer amount of changes deep wound as a status effect has went through.

    • First it used to straight up never pause.
    • Then it would only pause in chase (Aka the inception of moonwalk legion)
    • Then it would only pause in the TR or while mending
    • And finally the version we have now where it only ticks down if you're doing anything other than mending or running.

    The final version we have now came as a result of the addition of the oblivious status effect; Freddy or Legion with oblivious perks could force survivors to bleed out with no real counterplay.

  • danielmaster87
    danielmaster87 Member Posts: 9,917

    They "nerfed" DH and buffed killers' basic attack cooldown/sprint burst given to survivors at the same time, so we don't really get to see how the new DH affects survivors' survivability by itself, because killers also got buffs. Not saying that we can't say if it's strong or not, we just can't make a straight comparison between new and old DH on match outcomes.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    Thrill of the hunt having its notification removed seemed like an unnecessary nerf until artist was released soon after

  • prion11
    prion11 Member Posts: 361

    The reason you don't see them doing anticipatory balance changes is because they happen before PTB, and you don't hear about it. It gets weeded out way before we even know what the next update is (most of the time)