How make this game balanced
In previous post i sad that this game is heavy survivor sided and last developers update only make it more obvious. I guess you agree that all online games should be balanced or at least not have a favourite kid, so i have ideas of balance changes for this game (if you agree or not let me now your opinion). I only have 300 hours on this game so my opinion woulnd be relevant for old dbd players but for example i think game would be far more balanced with this changes:
1) Deadlock should be base kit for all killers (genrush on of the most biggest problem of this game and make this ability base kit change the problem
2) Toxic perks such as unbreakable and head on should be completly removed from the game
3) All anti tunnel perks such as decisive strike and borrowed time should be heavily nerfed
4) Base kit memento mori for all killers
5) Make one gen done in 120 sec (if only one survivor on it)
6) Make base kit gate open in 60 sec (and being slowly reduced to prevent 99 % gates)
7) After succesful blind survivor who did this should be exposed for 60 sec.
8) Anti face camp should be removed
9) Max 6 pallets on the map (in 9. i think there is to much save pallets especially on gideon so game became lumberjack simulator)
10) Windows being blocked for survivors after 2 jump
11) Breaking the pallet should give killers haste effect
12) Make cleaning totems 50% slower so survivors cant easily remove noed or devour hope
So what you guys think? English is not my 1st language so im being sorry for grammar mistakes
Comments
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Alright time to go through this as non-biased as possible:
- Deadlock shouldn't be basekit. If I were to choose, it should be a weaker version of Corrupt Intervention.
- Unbreakable and Head On? Toxic? I'd say things like Boil Over+Flip Flop+Sabo squads and Buckle Up+For The People are far worse.
- No. And I hope this line isn't a serious argument.
- I actually kinda want the Cyprus Mori to be basekit, so killers can still choose to spare the last survivor.
- 120 seconds? Not if basekit CI or Deadlock is around. And even then, I'd rather have toolboxes looked at before adjusting gen times.
- I could get behind gates regressing slowly to stop 99'ing them, but their base time shouldn't change. Maybe even a regress perk.
- Absolutely not. If you want that, make it a perk and halve the exposed time, maybe more.
- I like the anti-facecamp, personally.
- I'm starting to think this is a bait post but here I am, still being the voice of reason in case this isn't. Also no.
- Nope.
- Nuh uh.
- Nah, maybe hexes though? Even then, there are other hexes that do that.
I'd say play survivor for awhile and then come back to your suggestions. Honestly, playing both sides a lot is an eye opener on both balance, and this game is pretty balanced these days. Only problem I usually have are other survivors sabotaging me no matter what I do, on survivor side.
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I don't know if you're joking or actually are serious about these changes. Survivors are at their weakest atm.
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i m not bait in 9. i think there is to much save pallets especially on gideon so game became lumberjack simulator
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Gideon is a fair criticism, but 6 pallets at max on any map? Absolutely not. There are pallet shred builds on a few killers that would ruin that idea.
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and how poin 7 is bad? is it to op? i mean it actyally make flashlight saves more risky. And this is perfect solution for bully squads
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Devs don't want it balanced. I'd just like it if survivor wasn't such an unfun bully simulator right now. Killer used to be fun and challenging and now it feels too ez. Best option imo is just to play killer or play a different game
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I want to add 13
13) Survivors will start trial on hooks. If they unhhok themself with 4%, they will get chance to play.
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The problem is if nobody has flashlights, or are available to save at a pallet. Which happens quite often.
And even then, there are ways for killers to be efficient enough to get survivors to whiff pallet stuns, fail mindgames against you, or you break chase after breaking strong pallets so they aren't available down the line. It really comes down to map knowledge and opportunity.
Heck, I also run some Nemesis (the perk) builds specifically to get stunned and swap the obsession to bank on perks like Furtive Chase, Rancor, Dark Devotion, anything that swaps the obsession around really.
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Generally speaking, these are good ideas and a good start. But to make the game ballanced and fair, we have to dive a little bit deeper then that.
Number one issue: Maps!
1) Reduce the size of maps by 50%.
2) Remove LoS blocker so Nurse can actually do something.
3) Make generators spawn closer to each other.
4) Your idea of reducing pallets is fine and important, but what does it matter to have only 5 pallets on the map when they are very safe? First thing to do is to remove shack and every safe pallet on each map. It can not be that there is a thing where survivor have a realistic chance to survivor 10 seconds longer if they play it well.
On the other hand, healing is also an issue. Many survivors dont heal and they wait for adrenalin.
1) Adrenaline does not activate when another survivor is on the hook
2) Adrenaline does not activate when you run DS
3) Adrenaline does not activate when being on the hook or on the ground
4) Adrenaline does not active.
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And for unbreakable i say this toxic because how much this perk being abused by bully squads. You cant hook them cause they flying around you with flashlights and you dont have lightborn or franklin cause they switch in last moment
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As a survivor main, i approved this.
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So you saw that even at the highest level of play, killers have a 50 - 60% kill rate and came to the conclusion that the game is survivor sided? That's not how math works.
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on hight mmr there is only nurse/blight/spirit and this 3 is op by default. But the rest of the killers in very bad condition
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Let's just skip that completely and load in on the you died screen.
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i dont think that 12 point is that big of the deal cause how much game favor for survivors
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1) Deadlock doesn't stop Gens from being done only delays it... also what if the Survivors have another Gen close to the one that gets blocked
2) Unbreakable and Head-On aren't toxic... Slugging is seen as toxic and Unbreakable helps against that, and Head-On can be looked at the same way
3) Anti-tunnel perks exist for a reason...
4) A basekit Mori sounds interesting
5) That's a bit of a stretch 90 seconds is long enough... Lets hold off on making Gens take longer and look at all of the ways Gens get done and how long it takes in each case... also looking at Gen regression and all of their ways and how long it takes
6) Adding in Gate regression would help but making Gate opening take longer is to much
7) Isn't there a perk for it???
8) No it should not
9) Maybe... but then all 6 would be safe pallets... Maps are an issue but it isn't size
10) Maybe... but we would have to try it out first
11) That would make a good perk
12) I can understand that... but We would have to try it out first
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