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lets discuss closing the gap between solos and swf is talked about but what about killers?

the new hud helps survivors to relay information and help to traverse the skill gap but what about the gap between lower tier killers and higher tier killers? what is going to be done so that every killer is indeed viable?

would higher tier killers like nurse be actually nerfed? say make her matchstick iridescent addon the base for nurse? qol such as smaller map sizes so m1 killers can actually reach far gens at the beginning of the match? more addon passes?

what are your thoughts?

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Comments

  • Skill_issue
    Skill_issue Member Posts: 542

    unless m1 killers get a temporary speed boost at the beginning of the match or a basekit corrupt of about a minute

  • Xernoton
    Xernoton Member Posts: 5,887

    I think they can't do another 6.1.0. That would not help with the core issues some of these killers have. Myers for example is simply outdated. He was not designed for this game. He was designed for 2017 DBD, which was a very different game.

    More addon passes and also base kit reworks / buffs are probably the way to go for most killers. Though, even then you won't make Trapper an A-tier killer.

  • Akumakaji
    Akumakaji Member Posts: 5,487

    You could do several things to make Trapper-kun at least viable and more fun to play.

    1) and this is a no-brainer, the thin grass should be replaced with thicc grass on all maps.

    2) let him start with 3 traps, but maybe leave the max at 2 once he placed those traps down, ie he starts with 3, but can't pick any traps up unless he is at 0 or 1 trap, up to a max of 2.

    3) let all the traps start in rather beneficial spots and already primed, as if Trapper had already stalked out the map. Like around shack corners, under windows or on the tipping point of loops.

    4) the traps should automatically match the environment somewhat. Especially on the Eiry the traps stick out so much that Trapper is basically playing without a power.

    5) disarming a trap shouldn't be just a couple of seconds timewaster thats for free, it should at least involve a skill check with the possibility of getting wounded and/or trapped.

    6) give Trapper-kun some kind of magical retrieval mechanic. I know that he is supposed to be a non-mystical slasher killer, but he has fallen so much behind and in todays day and age he has no time to run around the far corners of the map to pick up a map, so "the Trapper can target any trap and press the second ability button to magically pick that trap up. This ability has a 90s cooldown."

    I fully believe that with this changes Trapper would be much more fun to play and would still be far from OP or oppressive, but at least our power boi would see finally some more play. Right now he is so miserable to play on most maps.

  • Xernoton
    Xernoton Member Posts: 5,887
    edited March 2023

    Good ideas. The problem I see is that the devs would need to change more than Trapper himself for this. These are some very, very excessive changes to maps you had to make. That would be an insane amount of work needed for one killer to perform better.

    I do like your idea for traps on Eyrie though. That's an interesting suggestion, that could actually work (at least better than it does now) without completely changing maps.

  • NerfedFreddy
    NerfedFreddy Member Posts: 394

    Make bloodlust exclusive trait of m1 killers, anti-loop killers don't need that, they are already strong and should rely on their powers instead of w-gaming

    that's your buff

  • calem
    calem Member Posts: 533

    Unfortunately that is just something that the devs need to work through - it's going to be impossible to properly balance killers if the maps they play on aren't balanced themselves. It's what I think is the biggest issue DBD has. If maps were balanced, making changes to killers would be much easier and straight-forward. It would not be hard at all to just nerf the high mobility killers if they overperform if maps were changed.

  • Skill_issue
    Skill_issue Member Posts: 542
  • Skill_issue
    Skill_issue Member Posts: 542

    how would you nerf the high mobility killers? blight might get less rushes, wraith might not be able to stack speed addons, but what about say nurse?

  • Skill_issue
    Skill_issue Member Posts: 542

    i agree with all of these but 3 might be seen as opressive they could be a base kit iri with say a minute in between resets but not already in optimal paths.

    still those are some damn good ideas.

    I still say if an injured survivor steps into a trap they should be put in dying state and give trapper his coffee grounds add on as a basekit to boost him for using his power like the knight when he places a path for his guards.

  • AMOGUS
    AMOGUS Member Posts: 489

    So, making this basekit for M1 Killers will prevent them from getting extra chase changes, and force them to boringly trail behind a Survivor, begging for hits.

    Or do you think Killers can "mindgame" most tiles? Open tiles like the center of Blood Lodge say "hello", plus standing in optimal spots with 3rd person camera as Survivor to deny any and all mindgames.

    Without any kind of anti-loop, M1 Killers ARE reliant on mistakes or altruism to get things done. If Survivors know what to do, they can consistently do long chases against these Killers... which result in losses. It's why Nurse and Blight are meta.

  • calem
    calem Member Posts: 533

    Wraith, while having high mobility, is not a killer I would consider as needing nerfs. He sucks. Hit and run strategies have been mostly dead in the water since COH was added. Balanced and smaller maps would be a nice, needed buff for him.

    The only killers I would consider nerfing straight away if maps were changed would be Blight and Nurse, with Spirit on the radar. All I want with Blight is an add-on pass. His base-kit rushes are fair and fun (and honestly they seem so slow because EVERYONE uses speed add-ons). Issues arise when you realise that his add-ons are extremely overtuned. Compound Thirty-Three is beyond broken and needs immediate removal/reworking. Alchemist's Ring needs the same treatment. Adrenaline Vial would need number nerfing, as well as his 2 speed add-ons.

    Nurse is a hard one to try and come up with a solution for, as simply increasing blink recharge/fatigue time would be an extremely boring route to go. I feel as though she just has a power that is hard to balance without completely changing. The only thing I would want for sure would be her new Campbell's Last Breath, which is already insanely good for her on larger maps, to be nerfed.

    As for Spirit, if the audio bug with phasing was fixed, it'd be a "wait and see" scenario I would think.

    I can't imagine any other killers would be too overbearing if all maps were brought down in size.

  • Xernoton
    Xernoton Member Posts: 5,887

    Friend, I did not mention the Tombstone. But now that you did, I'll say it's an outdated mechanic as well. At least the Tombstone Piece shouldn't exist in it's current form. Tombstone is more or less fine. It's pretty obvious when it's in the game so there is some counterplay to it.

    You make it sound like the Tombstone addons have the same effect as Thanatophobia. "Get hit and slow your team down." But it's more like "Get hit and instantly die." At least the Tombstone Piece has to go eventually. You can instantly kill one person at 5 gens remaining.

    By the way you're completely missing the point. I said Michael Myers in his current state doesn't fit into the game anymore. He is outdated. A great early game for him is still a bad early game for any other killer. His tier 3 isn't all that powerful, if you can't use it to snow ball and at some point his power will literally run out. His faster vault is becoming increasingly more worthless because most maps are so stacked with pallets that he can't really capitalize on it anyway. His tier 1 is the worst debuff to a killer immaginable. He's undetetable but moves at 105%. That might be useful on Lery's and Midwich but then you get sent to Ormont against a group that knows what they're doing. He needs a rework. His base kit and addons should be looked at.

  • Emeal
    Emeal Member Posts: 5,298

    Killers are irrelevant to SWF/SoloQ HUD changes, if they are falling behind improve them, but they don't deserve a buff automatically because Survivor stuff gets changed. This is not how anything works.

  • AMOGUS
    AMOGUS Member Posts: 489

    You said "Myers is outdated" and how he was made for 2017 DBD. People who say that almost always have Tombstone in mind. Either that, or they mean his power. Sometimes both.

    And no, it really doesn't have the same effect, Thana is a weak perk only good on certain killers while Myers add-ons can allow for a new way of eliminating Survivors, a new threat that isn't a complete joke without very specific add-ons and perks like Sadako's condemned, and you generally get insta killed at 5 gens if your team isn't doing gens. Stop blaming the killer for your team's incompetence. This is done in many topic on the forums, and I'm sick of it.

    Or alternatively, we can just buff his basekit instead of touching some of the most unique add-ons in the game, with several entire builds that can be done with this Killer. His power running out doesn't matter since at that point, the game is typically done. Myers can just run Endu+Fury if that's an issue.

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    IDK if this has been said

    But... They needed to get Survivors on the same page before changes can be made to Killers

  • maximo99ac
    maximo99ac Member Posts: 164

    the gap between a tier killers and c tier killers is not that big, i think that every killer should be a or b tier so nurse,blight and spirit should be nerfed and clown, myers and freddy buffed

  • Deathstroke
    Deathstroke Member Posts: 3,522

    Many m1 killers still have some kind of antiloop. Trapper has trap, pig has ambush etc so which antiloop killers should not have it?

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"what are your thoughts?"

    There are two fair killers in DBD: Nurse/Blight. What makes them fair?

    These two killers have a complete kit.

    1. They traverse the map quickly at all times (not some of the time)
    2. They have strong anti loop
    3. They are lethal in chase.
    4. Because they have all of the above they generate 4v1 pressure without some silly mechanic like a pig mask or a box.


    Let's look at a killer like Trapper. How do you make Trapper no less than 15% weaker than Nurse?

    1. He needs a way to move faster; in addition all maps would need to be 9000m² or he cant play maps larger than that.
    2. His traps would need to be far more punishing.
    3. You would need to Nerf the hell out of Nurse/Blight
    4. Every killer that isn't Nurse/Blight gets massive buffs


    What would each of those look like?

    1. You could make trapper move at 120% speed. If we did this to all non teleporting/non movement speed killers it would radically change the game. Suddenly you would need to pre-drop against every killer the first time around a loop because the spacing is wrong. Even at 120% speed there is no way in hell you could try to play a giant map vs efficient players.
    2. Trapper would need to start with 4 traps in hand and the rest would be in the middle of the map in an "X" pattern (not on the map edges #########). Base kit he now has Bloody coil (making his traps injure on disarm) and that effect would be buffed so that disarming a trap while injured gives you a deep wound. New iri coil addons could be something like (pick one) : a) traps cannot be disarmed except by stepping in them; b) the new addon makes traps invisible to survivors except within 1m before you hit the trap effect (they start to "fade" in and become fully visible via a slider transparency effect). Bear traps would need their "2016 Suck in" ability back. In other words the bear trap would have the old bigger hitbox. Purple sack would be reworked to give the killer +2 traps in hand and +1 more trap on the map somewhere near mid (maybe middle of the X).
    3. The only "buildup" killers in the game should be Nurse/Blight. Nurse starts with 1 blink. Blight starts with 2 charges. Getting a hit with your power or a regular attack gives you +1 blink/ +2 charges. Furthermore Blight loses hug tech (already planned and in the works) and can no longer break pallets with his power. Blight becomes 110% movement speed. Most of Blight's addons get gutted. Alchemist Ring is completely reworked. Adrenaline vial gives -2 charges instead of +2 charges. Compound 21 is completely reworked - maybe to something like you see the aura of any survivor within 6m of your bounce and all survivors see your aura if inside your terror radius). All killers will wipe their weapon after a successful attack (does not include Trickster, Trapper with beartraps, Nemesis zombies and Plague spit). A new animation is added for Huntress when she lands a M2 attack where she juggles a hatchet momentarily. Upon hitting with her power Nurse will wipe her weapon and then go into fatigue.
    4. Killers that are not Nurse/Blight should get 8 perk slots instead of 4 perk slots. If that is considered too extreme then Deadlock becomes base kit for everyone and a "rollback" effect is added so that completing two generators at the same time rolls one back to 99% with the block effect (perk is reworked to extend the effect by +30 seconds ). Shattered Hope would be reworked if the inferior killers were only getting 2 perk slots. Without the perk the killer can kick totems to break them at any time ; this also extends to boons but the killer has the option to break the bones in a second action after or not. Hexes get reworked so that they can be re-lit unless all bones are destroyed (note that Devour Hope would have its tokens reset when rekindled). Taking the Shattered Hope perk would destroy a survivor's boon perks upon kicking that boon; remove the arua reading nonsense and make that survivor play the rest of the game broken. Brutal Strength is reworked to add: once per 60 seconds your lunge attack will break a dropped pallet. A new perk is added - let's call it entity's insurance : Kicking a generator prevents the generator from being touched for 20 seconds and prevents the "workable" state. Furthermore gens continue to regress while blocked by the killer (would not work for repressed alliance). New Perk is added -Gen hard: once per game you can press "E" on a generator of your choice before it is completed. If that generator is completed it reverts to the "off" state and becomes inert for the rest of the game (cannot be completed). New game rule : Hitting a survivor with an attack (something to make you lose PWYF stacks)
  • DBDVulture
    DBDVulture Member Posts: 2,437

    You're crazy if you think getting to see the % completion of a gnerator/heal/down ally's recovery is "fair" to the killer with no compensation.

    The devs told us that SWF groups escape up to 15% more often than solo queue players. I will remind you that Freddy got obliterated for having a 4% higher kill rate.

    The hud upgrade makes playing survivor much easier with zero compensation for killer other hand harder matches and fewer points.


    Let's consider for a moment that Nurse exists. Why does Michael have a "buildup" phase when nurse does not. That's because everyone knows Nurse is inferior to MM right? Oh wait.


    MM is very simple to rework.

    1. Remove the -5% for phase one or give him +5% when he reaches phase two for the rest of the game.
    2. Since GF now gets +30 second duration for his power - reduce the cost of MM's tier 2 increase so that he gets it 50% faster. Return multi stalking to the game (as he had on release). Remove the distance penalty for long range stalking; in fact Michael should probably get a 1.5x stalk increase multiplier for stalking beyond 32m (as he does in the majority of the movies) . To differentiate between GF and MM remove the ability for GF to stalk beyond 24m.
    3. Change MM's power to be like Oni where you hold to charge and must press again when full to activate.
    4. Whenever a player leaves the game either by death or D/C - redistribute the removed player's "stalk juice" to all remaining players. Alternatively you could change MM so that survivors never run out of juice.
    5. While in T3 MM can lunge attack a pallet to break it. This gives him a slightly longer stun recovery than normal but is still much faster than breaking the pallet with brutal strength.
  • solarjin1
    solarjin1 Member Posts: 2,232

    Ts Myers is about as fun as getting gen rush. You just roll your eyes and go to the next match.

  • Emeal
    Emeal Member Posts: 5,298
    edited March 2023

    The devs told us that SWF groups escape up to 15% more often than solo queue players. I will remind you that Freddy got obliterated for having a 4% higher kill rate.

    That sounds like bs. You better be able to demonstrate that or be outed untrue.

    Post edited by Emeal on
  • DBDVulture
    DBDVulture Member Posts: 2,437

    It's a quote taken directly from one of their streams.


    When Freddy had been marked for nerfing he had a 4% higher kill rate. This is a fact that was also given to us by a lovely little bar graph. He had something like a 63 or 64% kill rate when all the other killers were mostly around 57-59% lethality.


    If we go back in time the rhetoric about SWF from 2016-2020 was roughly something like : "SWF gives no advantage because people playing in a group are more altruistic; this evens out any possible advantage."

    In late 2021 or 2022 we had the "oops our bad" moment where they looked at data and determined that SWF had upto a 15% increase in escape rate. So they did the smart thing and nerfed SWF. Oh wait no they didn't do that.... they buffed solo queue players with no compensation for the killer.

    This most likely just reinforced the need for killers to tunnel more; although to be honest I can't be tunneling more if I was already hard tunneling the first player hooked out of the game every time before the hud changes.

  • Emeal
    Emeal Member Posts: 5,298
    edited March 2023
  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    Why would you nerf a killer if the goal is to match all killers to the newly buffed survivor minimum and maximum potential?

    Just buff the weaker killers.

    It's a laughable notion to recursively buff survivor to match survivor+comms+teamplay ( survivor is part of survivor+comms+teamplay) and then decide to nerf the top killers. Survivors gets their minimum and maximum potential buffed and killer gets the minimum raised but the maximum lowered?

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Go find it yourself if you want to "prove me wrong". I know sometime in the last year on this forum I had a discussion with someone about this very topic. You can go find that discussion and other people in that thread will confirm what I said is the truth.

  • Emeal
    Emeal Member Posts: 5,298

    "Dont ask me for evidence, go waste your life looking for evidence yourself"

    ok dude.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    Did you miss the part where :

    1. Deadlock becomes base kit
    2. Killers can break bones by kicking dull totems?
    3. All maps are reduced in size to be smaller than 9000m². Note : maps will be designed so that tiles can't be super linked together like coal tower. If you are familiar with Scott Jund's "dream patch" notes - DBD would follow the rule about tile spacing.
  • DBDVulture
    DBDVulture Member Posts: 2,437

    How many pallets are there on "the game" map? The answer is 25; this is a known answer by the DBD community.

    How much of an advantage did SWF groups have over solo players? This is a known answer given to us by the developers and was stated to be up to a 15% advantage.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    You asked what was the source. I said the developers. You asked when - I don't have that answer for you.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    And that's why they will not buff killers because tunneling artificially keeps kill rates as high as before. Probably survivors will get more buffs before killers can get buffs as long as killers continue to tunnel more and more. Now if every killer would stop tunneling kill rates would go down to under 50% devs would have no other choise than to buff killers but that's not going to happen. Devs said they want 60% kill rate so they would have to buff killers.

    I don't tunnel every game and lose sometimes because of it but I prioritice having fun over winning every game. Also I don't want to get to the highest mmr bracket I think I was there moment and I had to lose games to get my mmr down. There even tunneling is not enough to win games and you have to sweat like your life is at stake so that's not fun.

  • Emeal
    Emeal Member Posts: 5,298

    No I asked you to show me the Quote. You said it was a quote. Just say if you dont want to demonstrate or back up what you say.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    If you want to remove tunneling from the game you need to do two things.


    1. Slow down the survivor objective massively before introducing a buff to killer to make them not want to tunnel or make chases guaranteed to be shorter (these have the same effect).
    2. Introduce a buff to killer stronger than tunneling so they dont want to tunnel.

    How could you make chases shorter? Nerf Dead hard into the ground and make all maps 9000m². Make the majority of all pallets in a map "mindgameable". In other words they need to have a short side and a long side. Spread out all tiles so that very few tiles are linked together and able to be "used" without throwing a pallet.

    What would the buff be? Every time you hook a *new* survivor give the enemy team a stacking 9% debuff that slows down generators, hooks, totems, doors, chests and healing (aka everything) that lasts for the entire game. So then the killer would try to get a stacking -36% slowdown on the enemy team. If one player quits or is killed then no new hooks will give the stacking debuff. Games would quickly get to 1 generator remaining and that last generator would take : ~122 seconds.


    I suspect this would never happen because survivors would hate it:

    1. Games would be even more centered around three gen play.
    2. All chases would be shorter overall because maps are smaller AND because pallets/vaults overall are weaker. The difference between great looping and "ok" looping would be something like 5-10 seconds instead a 30-40 second difference. This would make veterans very unhappy but would make all the "middle MMR killers" not want to ragequit.
    3. Killers that want to win would tunnel any player after getting 3/4 stacks. You would see Dying Light since you could very quickly stack a ridiculous amount of negatives on the survivor team.
    4. There would be even more gen regression perks and they would be more valuable because 15% reduction to a generator's progress has more value when that generator takes more time to complete. ( 15% of 122 seonds is greater than 15% of 90 seconds)
    5. The strong killers would be even better than they are now - which would kind of defeat the purpose.
  • tristenbennett381
    tristenbennett381 Member Posts: 117

    Tombstone Myers will get clapped by gen rushers, I remember being super confident but then a good team ran me to hell and I didn’t get a single kill.


    Plus tombstone Myers takes a super long time to actually get that 1 hit kill, by the time he gets Evil Within3 like at least 3-4 generators will have been completed. If you want to do anything else but stalking you probably won’t even reach Evil Within3 in time to be effective.


    Literally all you have to do is look around actively to make sure he’s not watching you from afar, if he is just run away and obscure yourself. Even if he has reached Evil Within3 all you have to do is hide in a locker and be sneaky.

  • DyingWish92
    DyingWish92 Member Posts: 794

    The fact that Myers base kit hasn't been touched is an absolute disgrace. A 2016 killer completely out dated.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    I don't want tunneling removed just nerfed and killers buffed enough to win spreading bit of hooks. Like for example targeting 2 survivors or spreading hooks but targeting one player over others. Good balance would be that killer kills first survivor 5-6th hook. That should be most viable strat. Now you could still tunnel but it would be just less effient.

    8 hooking before finishing anyone off for example should never be the most viable and should be just to show skill expression or killer being friendly. I think before ds nerf 5-6 hooks before first kill was most viable strat as it bought so much time for survivors. So I think ds stun nerf should be reverted.

    Also pop goes to weasel promoted leaving hook to chase others. I think it should buffed back to take 20% from total progress. Gens could be increased to 100s from starters and mini grim embrace or deadlock should be added as basekit. Each killer should be looked at and buffed if needed. Oni for example just needs a way to get that first hit faster so he could be buffed to 120% movement speed.

  • crogers271
    crogers271 Member Posts: 1,918

    I'd vote you up a hundred times if I could. That's incredibly simple and elegant. You could even take it one step more where the weaker killers gain bloodlust faster.

    To the OP @Skill_issue

    So there are a couple of "problems" about game design

    1: Variety - players want a variety of killers. Different designs, playstyles, etc. Balance and variety do not go together.

    2: Map randomness - the more comp style players seem to hate it, but this is a core element of the game design. To create a variety of maps that feel different means that killers will have maps they are strong on, and maps they are weak on.

    3: Add on nature - I think the whole concept of addons should be tossed and replaced, but its probably not going to be. Some killers play with the best addons, others try and play as if they can't use addons or only use certain ones. For some killers, addons change them substantially. Take Trapper - he's very weak without addons, but with top level addons, well, he's still not great, but he's definitely quite a bit stronger. When balancing killers do you do it assuming they are using addons or not? Do you try and strengthen a killer by boosting addons and making them stronger, but realize that some killers won't even touch them.

    4: Player skill levels - The various MMR brackets play the game differently. Base to mid level nurses aren't a huge fear, top tier nurses can crush pretty much anything.

    -

    I think you're post is asking hypotheticals, so I'll give my 'if I could redesign DbD".

    Toss out addons, instead allow a variety of builds that killers can select which have pros and cons.

    -Now that you don't have the question of if players are using addons or not you've taken a step toward balancing.

    Toss out map offerings. If a certain killer is too strong or too weak on a certain map just have it never come up for that killer.

    If a choice has to be made, balance toward the middle of MMR. Top tier comp style can create their own rules if they wish for weakening survivors if they are too strong.

    -I think BHVR generally has the right idea with kill rates as a balance mechanism (probably the only other main factor is if survivors or killers just DC or give up against certain playstyles). While individual feedback can point to ideas, there are thousands of games happening at any one time (I'm really curious if they've ever released how many games of DbD get played). It's the full scope that has to be looked at.

    For killers that have weaker kill rates, make general small changes.

    -@NerfedFreddy bloodlust idea

    -shrink terror radius

    -at an extreme end, give or take away a perk slot

  • Sava18
    Sava18 Member Posts: 2,439

    A lot of the killers in the game are just weak due to the design of their kit. If you make trickster or clown A tier somehow they are going to be absolutely awful to play against. It has to be map design changes, anything else will just make way too many killers unfun to play against.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"I don't want tunneling removed just nerfed and killers buffed enough to win spreading bit of hooks"

    Survivors tunnel generators so killers tunnel survivors. You either leave things the way they are or you radically change the system. There is not really much room in between.


    -"Oni for example just needs a way to get that first hit faster so he could be buffed to 120% movement speed"

    Of all the killers that need a Buff - it most definitely is not Oni.

    I cannot believe they said "flicks were OP when Billy had them but they're fine when Oni does them".



    Bloodlust exists because the maps are unfairly balanced and bloodlust is the design fix to remedy that. If you don't understand why the game is that way then you're basically saying : lets only have Nurse and Blight be the viable killers.

    But then you go on to say : let's make sure we have variety in killers.

  • Deathstroke
    Deathstroke Member Posts: 3,522

    It's not nearly as that simple and the actual world what you're looking here is gen rushing. It's problem but it's not only reason why tunneling happens. Otherwise you would not see killers tunneling 5 gens remaining.

    Still probably half of the killers don't tunnel often and are still able to win. Tunneling simply is most easiest and best strat to win and that's why it mostly happens. Even if gens take 200s those killers who tunnel would still tunnel.

    That's why tunneling should be nerfed and make other strats more viable which I suggested taking first survivor out as you're 5-6th hook. Game would not have to be changed radically for that as this is already very common strat. But it just needs to be bit more viable.

    Tunneling still has place in the game and can be never entirely removed and it should not but just with some changes it would be less common. So then when killer chooses to tunnel he can end up losing the game instead if he would went after different target and won.

    From all the killers yes Oni needs buff good survivors pre drop every pallet and he is just m1 killer without any antiloop. So buff to get him that first hit would help him to be viable in highest mmr. I would think you understand. In low and middle mmr he gets hit immediatelly anyway so it would not be problem. And if 120% movement speed would be too much it could disable after he uses his power first time.

  • crogers271
    crogers271 Member Posts: 1,918

    Bloodlust exists because the maps are unfairly balanced and bloodlust is the design fix to remedy that. If you don't understand why the game is that way then you're basically saying : lets only have Nurse and Blight be the viable killers.

    I have no idea what you are saying - to the point that I feel like you are responding to the wrong message. Yes, bloodlust is useful for some killers more than others, @NerfedFreddy proposed increasing the rate it is gained for weaker killers, I'm agreeing and saying that's a good idea as a balance solution without overhauling the game. I then propose a couple of other ideas that are mix of simple and if I could redesign the whole game type ideas, which was the request of the OP.

    But then you go on to say : let's make sure we have variety in killers.

    Variety in killers/maps/etc is a key point of the game. DbD wouldn't have had nearly the lifespan it did without it.

    What I'm saying is that people have to be realistic - variety and balance don't go together. We can discuss moving more toward balance, but there are a lot of factors people need to be aware of when having that discussion. Some of those things I believe BHVR could fix, others are inevitable components of the game.

  • Skill_issue
    Skill_issue Member Posts: 542
    edited March 2023

    and he shouldnt be but the difference between him and even a b tier killer is immense...to steal @NerfedFreddy idea low tier killer should get bloodlust quicker to compete and it would not affect higher tier killers at all while being easy to implement

  • Nos37
    Nos37 Member Posts: 4,142
    edited March 2023

    I feel like the devs have already done this. They did both things, but in the oppsoite order.

    First they buffed killers...

    • Adjusted their balance for a 60% killrate instead of 50%.
    • Longer repair times for gens.
    • 10% faster basic killer actions across the board.
    • Removed locker blinds.

    THEN they added the HUD for solo q.

    The problem is, looking at the HUD and seeing no one doing gens does not make gens get repaired faster, nor does it make gens magically repair themselves. 🤷‍♂️

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"First they buffed killers..."

    When you say hey let's buff killers you don't do that by removing the #1 generator defense perk : pop goes the weasel.

    You also don't do that by buffing DH when used by the very best players - which is exactly what happened.

    You also don't do that by giving survivors tunnel protection in the form of basekit BT without giving killers base kit gen protection.

    The 6.0 rework was a minor buff with mechanics for killer that gave with huge buffs for survivors and major nerfs for the best killer gen defense perks (especially when you consider eruption was gutted).

    In short this was 1 step forward and 2 steps back. And then they gave survivors a hud with SWF levels of information with no compensation.


    -"Removed locker blinds."

    This came with the ability to automatically blind killers on most pickups. There is no counterplay at all anymore and the blind on normal pickups is nearly automatic and takes zero skill.

  • DEMONANCE
    DEMONANCE Member Posts: 800

    sorry bud tombstone piece cannot and will not stay the way it is whenever myers gets an update, i don't imagine the devs are that dumb to keep it

    a broken outdated addon for noobs that deletes any kind of fun or chance Survivors may have in the match

    in a pvp game this cannot be allowed to stay same idea was with iri head and pinky finger and those were less bullshit addons than tombstone.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    -"That's why tunneling should be nerfed and make other strats more viable"

    When you say this it only makes sense if tunneling refers to killers putting the same person on a hook as well as survivors trying desperately to finish specific generators no matter what.

    I tunnel every game because I usually have lobbies with players who have their hours in multiples of 2000-5000 hour chunks. The only reason I would not tunnel is if there is a "better" option.

    Gen progress overall needs to be halted more often -this would happen naturally if all maps were 9000m². But maybe we need some perks to make it happen artificially. Imagine for example if we added a killer perk with no cooldown that made gens untouchable for 20 seconds after they have been kicked. The cooldown is built in as travel time.

    Or we could do the intelligent thing and give killer a 1:1 regression rate equal to a survivor's repair rate if four players are alive. The current regression rate should probably be the rate if a single player is left alive.


    -"yes Oni needs buff good survivors pre drop every pallet and he is just m1 killer without any antiloop"

    Of all the killers that need to be 120% speed it's not Oni. If you are struggling with Oni then I think you need to work on your M1 fundamentals. Both Otz and Truetalent do a good job playing Oni vs people that play as you describe. Without his power Oni is a M1 killer and if you are struggling to get hits then there is the possibility it is you who is the weak link not the killer.

    Now do not take offense to that as I am not saying 100% that is the problem. Oni is clearly weaker than Nurse but is regarded as an "A" tier killer by most people. There is some overlap here when you consider that Oni in some ways plays like MM. Both killers benefit by being a little bit clever and forcing the correct pallets to be removed.


    If you don't mind tell me your perk setup and let's look at what you are working with.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    You replied very positively to someone that said :

    "Make bloodlust exclusive trait of m1 killers, anti-loop killers don't need that, they are already strong and should rely on their powers instead of w-gaming"

    Overall this statement is foolish. Bloodlust is a "leftover" mechanism because DBD has no real balance when it comes to allowing Tile A to be next to Tile B. Scot Jund's dream patch notes suggested making it so that tiles cannot be turned a certain way when next to each other or better yet certain tiles are not allowed to be next to each other.


    As an example imagine a shack with the window facing out into a jungle gym so you can go from shack to the gym with the same angle vault. That is a broken tile unless the killer is Nurse, the killer has bamboozle or there is a beartrap on one of those windows. We could make this example worse by having that jungle gym connect to an L/T wall after. You could run this for 2-3 minutes before getting hit once.


    Now imagine Shack with the window facing the opposite direction. The next tile over is a filler pallet and the next tile over is a L/T wall. This setup represents a far better balanced map. You have very workable tiles but they become worthless when the pallets are gone.


    The first tile is only "fair" if you have prepared for unfair maps. The second tile is fair for nearly every killer in the game. If every tile placement were more like the second then we could remove bloodlust.


    "What I'm saying is that people have to be realistic - variety and balance don't go together."

    It's very realistic to either limit the MMR of all killers based on their skill cap OR it's very realistic to buff all the killers to be within 15% power level of nurse. Imagine for example if Trapper had a soft MMR cap of 1200. If you keep winning you can go over that value up to a hard cap of 1500. No matter how often you win at 1500 you can't break the 1600 MMR cap. That might represent a scenario where playing trapper is "fair".

    The reality is that the best trapper in the world is irrelevant when compared to an "ok" nurse player. This is a reflection of poor balance/bad design.

    Trapper could very easily be put into the "A" tier.

    1. Make Bloody coil base kit. Buff this effect to give deep wounds to a wounded player disarming a trap.
    2. Make the trapper start with 4 traps in hand and put the remaining 4 in the middle of the map in an "X" pattern.
    3. Make trapper move at 120% move speed (give this buff to all killers without a movement or teleport power).
    4. Rework purple sack to be +2 traps in hand and +1 trap on the map (in the center of the X)
    5. Replace Bloody coil iri addon with a new addon of one of the following effects : A) Traps cannot be disarmed without a tool kit or Sabotage; otherwise - you must step in them to disarm them. B) Traps are invisible until you are 1m from their hitbox radius. From 1m they slowly "fade in".