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How to balance the game and how to make it more fun. (Suggestion for the developers)

In this article, I propose quite radical game changes that will affect the entire gameplay. In my opinion, such a scale of changes is necessary for Dead by daylight, since the game has not changed much for several years (the last major change is the processing of almost all perks, however, it did not fundamentally affect the gameplay, but only changed the meta). I hope that the developers will take at least some of the proposed ideas and implement them, as this will greatly simplify the balance of the game.

In principle, the balance in Dead by daylight forms the speed of repairing generators, if the survivors quickly repair generators, they escape, if slowly, they are most likely to die. The speed of repair is influenced by two factors, the killer and the perks. Survivors can take perks that simplify the repair of generators, or directly affect the speed, and killers can take perks to slow down the repair speed, reset the repair progress, or block generators. The main problem of balance is to make the repair speed such that both the killer has a chance to win and the survivors have a chance to escape, however, the presence of such perks complicate this task, since if we consider one trial without perks and reduce the speed of repairing generators, then in another trial, where the killer will take all 4 perks for generators, the survivors simply won't be able to repair them, and given that the killers have so many perks for generators, this creates a serious balance problem. Also, we must not forget about the diversity of killers. For example, a trapper who can be countered by voice chat, or a map where traps are visible, remains m1 killer, which greatly affects how quickly the generators will start (the killer cannot catch a survivor-other survivors repair generators). And it's quite difficult to strain the survivors on such a killer, since it moves around the map quite slowly. Now let's take the blight, who can chase the survivors from the start of the trial and quickly hang one of them on a hook, this greatly distinguishes the trapper from the blight, in creating a fast and intense game for survivors. The blight's aggressive play keeps the survivors in a wounded state and, accordingly, slows down the repair of generators. Nevertheless, if you slow down the repair of generators (for example, in a trial with a trapper), the blight will gain such a strong advantage that no survivor will be able to escape from it. Thus, the main problem of balance is the perks on generators, as well as the power of a killer.

Now let's move on to solving the problem, let's start with the perks. Since developers are constantly adding perks that affect generators, it becomes increasingly difficult to balance the game. Therefore, I suggest removing all the perks that are associated with the speed of repairing generators (blocking, reducing progress, slowing down repairs). If all the perks are removed, then the game will become much easier to balance. The question arises, what to do with the resulting void in the perks, because almost most of the perks of the killers will disappear. I believe that developers can add a new gameplay element that will be influenced by new perks, but this is their decision. Thus, by removing all the perks that affect the generators, developers will be able to perfectly adjust the balance so that both sides enjoy the game. However, there remains one more element, the diversity of the killers. As already mentioned, the power of some killers affect the speed of the game, while others do not have such power, because it is more difficult for them to influence the speed of the game. In this case, I suggest adding a new kind of addon for killers, which will not affect generators, and there will also be a separate third cell for it. For example, the knight, having selected an addon for a generator, will receive a new ability - when he orders the guard to kick a generator, the guard inhabits it, and when the survivor begins to repair the generator, the guardian who has moved into the generator appears in front of him, and begins hunting for the survivor. However, at this time, the knight will be able to summon other guards who are not hunting at this time. Now let's take a pig, you can add to it the opportunity to get new jigsaw devices that can be installed on generators, they can cause damage, impose different effects, in general, you can come up with anything that will diversify the killer's gameplay. Some generator addons can be modified copies of deleted generator perks, for example, nemesis can get an eruption that will already be associated with his power (for example, the generator when triggered by eruption will mutate and cause damage to all survivors around, it's quite fun after all!). It is also possible that such addons will not directly affect the generators, but will affect the game, the same nemesis can be given an addon that increases the number of zombies in the game, the more- the more fun! Thus, the developers, by adding special addons for each killer, will be able to adjust the perfect balance, in which the trapper will affect the speed of the game as well as blight.

Thus, although such changes are quite extensive and generally change the gameplay, I believe that these changes are necessary, because this will eliminate balance issues, expand the gameplay of each killer, and also breathe new life into the game.

My suggestions may be criticized, perhaps they are rather superficial, but my task was to express the main idea of solving the balance issue in the game. If it seems to you that the article can be supplemented, or something can be changed in it - write suggestions in the comments. If you liked the article as a whole, please upvote it and tell your mates who might find it interesting. Thanks!

Comments

  • RaSavage42
    RaSavage42 Member Posts: 5,566

    I agree with the overall suggestion...

    Gen times are bad at 90 charges... but Gen speeds makes it goes away when Survivors group up on Gens or can hit great skillchecks... so Gens can take 45 seconds

    So I am willing to part with Gen perks for them to solve that issue

  • Boons123
    Boons123 Member Posts: 970

    Instead of fixing the problem, you cut it off

    In this case, the game will become boring

    And I don't think anyone is willing to spend 450 seconds fixing 5 generators per match

    Survivors have fun when they finish off the generators quickly

    So the game will shift from trying to prevent the survivors from escaping to the game where the killer must stand up to the bullying survivors and this will make the game die

  • rezor132
    rezor132 Member Posts: 39

    In this idea generator addons will replace generator perks and there will be more fun because killers will affect generators but it will be connected with their power so trials will be rather different for each killer. And don't forget that there can be more generator addons than one and a player will be able to choose how he gonna play