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Why do you always nerf addons very much when making them partially basekit?

Langweilig
Langweilig Member Posts: 3,235
edited September 2024 in Feedback and Suggestions

It is unnecessary in most cases.

Sadako for example with ring drawing sorry meant reikos watch, where it was completely unnecessary and it would have been a nice alternative to the other addons then, but no you nerfed it for no reason. I see this reoccuring everytime you make basekit changes and in some cases it is necessary to nerf them, but in most cases you should just leave them like they were like you did with bloody fingernails on Sadako (which is without a doubt her best addon now)

Post edited by Langweilig on

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567

    If the mislabelled addon for Unknown is anything to go off of, then they're about to do the exact same thing with it.

    Honestly I'd rather they just make the whole addon basekit and rework its effect.

  • ppmd
    ppmd Member Posts: 147

    They usually nerf addons when making addons basekit because they are incorporating the most used addons into the basekit. They are hoping to encourage addon variety and make the basekit fine afterward. If you just leave the old values, then it means killers could just continue to double down on these best addons and boost their performance further.

  • Langweilig
    Langweilig Member Posts: 3,235

    Not all of those addons are the „Best“ addons. Many are just fun or make the killer feel better, but even when they are, they should make them completely basekit instead of just giving it almost no effect. Therefore I agree with @ReverseVelocity. Currently those nerfed addons have like almost no effect in many cases.

  • Langweilig
    Langweilig Member Posts: 3,235

    Even when they need a nerf they always overnerfed them

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    Here is an easy way of explaining this.

    Imagine if playing playing a character with a X addon became so necessary that youd see X on that character for most of your games against them.

    If BHVR wanted to make X not feel necessary, they would take some of the values of X and make it basekit.

    In this instance, if they dont nerf X while making the value basekit, the values of the basekit changes stacks with X. People will still run X since it would still be the best addon to use, but now the strength of X is amplified by basekit changes.

    By nerfing X in this example, it discourages people from using it, while also giving them the benefits of X as a basekit effect. It promotes using a more diverse set of addons but still leaving room to use X if you want to, it creates a situation where you actively weight the cost and benefits of using X in comparison to Y or Z.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,567
    edited September 2024

    I'm mainly just annoyed that they tend to not add the full addon basekit. It's always like half in a lot of cases.

    Imagine if they'd given Wraith like half of purple Windstorm back in the day, people would've been mad.

    They didn't do this with Dredge and it was amazing. He got the majority of the addons basekit, and in some cases even more, which made him feel so much better to play.

  • Langweilig
    Langweilig Member Posts: 3,235
    edited September 2024

    Look at doctor for example. He got now a shorter static blast cooldown and now his addons, that reduce the cooldown even further, do like almost nothing even tho it is combined more than before. For Sadako they nerfed reikos watch (sorry took the wrong addon at first ring drawing) while making it party basekit, which was more of a fun addon than strong, but there was no reason not to give players a chance to go over the 1.5s invisibility and I haven‘t seen anyone run it ever since they nerfed it from 50%. Your so called variety actually decreases, when they make them partly basekit a lot of times (not always), afterwards those addons are not worth running at all (a lot of times). If they nerf the addons in away that they are not basically doing nothing, then it‘s fine, but that‘s often not the case.

  • Langweilig
    Langweilig Member Posts: 3,235

    Agree with that, but when they don‘t make that, I want the addons still to be worth running and not to be very minor.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i think it depends add-on. order add-on for doctor was trash-tier before. so them nerfing under-performing add-on is kinda pointless. a good example strong set of add-on was demogorgon's barbed glasses and black heart. these add-on were among his best add-on and them buffing base-kit still makes these add-on's worth using.

    So judging from these two scenario's, add-on need already be good for them to be wanted. In Sadako's case, her invisibility was always bad and add-on didn't move needle for making it better. the entire invisibility mechanic flicker at loops needs overhaul for her. I already gave my idea for how they could make it relevant. simply take flicker invisibility on current m2 and put that as passive and take current invisible values and put that as M2. I don't think they're going change Sadako any time soon so it is pointless to talk about it unless she shows up on road map, than we'll start talking.

  • bjorksnas
    bjorksnas Member Posts: 5,804
    edited September 2024

    Probably because they would be too strong or silly if they just make basekit buffs then left it exactly the same in most cases

    Look at pig and leather strap, they made 70% of it basekit and left 30% on the addon going from 2s to 1.3s and 0.3s reduction on the addon, if it was left the same it would be down to a 0.3s crouch time which would be silly to spam the charge attack off of, especially after the second round of basekit buffs making the basekit crouch time 1s basekit time and the addon only reduce it by 0.1s. A 0s crouch time into charge would just mean charging 24/7 for distance and all attacks.

    On sadako if it wasn't changed the current invisibility time it would give would be 1.8s (+50%), not seeing the killer 55% of the time on top of not seeing them at all outside of 24m is a big deal. But they still have the effects pre-nerf that you would using the addon or slightly more at the very least. Before all the updates you could get 1.5s visible and 1.5s invisible using the addon. After the updates you can get 1.5s visible and 1.5s invisible using the addon. The point is that you are no longer reliant on the addon for all of its effects because without it you still get 1.2s instead of only 1s but you don't get a massive buff or be able to double / triple down on its strength when you bring it but you get similar or the same strength before the update.

  • Langweilig
    Langweilig Member Posts: 3,235
    edited September 2024

    I just wanted to give some examples, where the devs clearly did a mistake by nerfing like you said „underperforming addons“. I didn‘t mean any killer specifically and shure in sone cases it makes sense, but we have seen enough cases were it didn‘t, so I wanted to give my feedback to that. Which is they do not need to nerf every addon when they make something basekit, especially when it makes no sense.

  • Langweilig
    Langweilig Member Posts: 3,235
    edited September 2024

    I don‘t exactly get the stuff, where you were talking about pig, but if you mean being able to teabag as pig would be bad, then I disagree. I would love to be able to teabag.

    For Sadako I completely disagree. She was not reliant on the addon nor does she need it. It is basically only an addon that is for fun and being able to use the flicker. It would definitely not be op. She got still enough restrictions. Even when they left it at 33% I would be more than happy and it is really sad that they nerf an addon that is mainly for fun.

    I generally just think that many addons do not need any nerfs, because they weren‘t really strong before they got nerfed for no reason other than „It is basekit now, we don‘t want to make it a tiny bit more useful.“ They nerf for example also addons that weren‘t good nor used at all when buffing certain killers basekit. → One example would be doctors static blast addons. Literally no one used them before and they nerfed them so no one will use them.

  • bjorksnas
    bjorksnas Member Posts: 5,804

    It still reaches the same strength it does before it was nerfed, and it still reaches higher numbers than it did at 33%

    Pre nerf time 1.5s

    Post 1st nerf time 1.33s

    Post rework time 1.5s


    It still reaches the same total effect it reaches before

    when they do a basekit buff they nerf the addons so that it doesn't reach above or very far above what it did pre update

  • Langweilig
    Langweilig Member Posts: 3,235
    edited September 2024

    My whole point is that you don‘t have to nerf addons, so they do barley anything and don’t go over their old values (that were possible before), especially when they are only fun addons and/or already underused.

    They could have just left reikos watch at 33% when buffing the base invisibility to 1.2s, so you can reach higher numbers than the old 1.5s. There is no reason not to and that is the same with many other killer addons. There is no reason to make addons do barely anything and not to get higher values than before. I‘m not arguing about those who clearly need nerfs when becoming basekit, but those who didn‘t get used before (which is the case with reikos watch after they nerfed it to 33%) and addons that are mainly used for fun instead of a competive advantage.

    it still reaches higher numbers than it did at 33%

    That is not my point, my point are the addon numbers and with the 1.2s basekit invisibility and the 33% on top you would get 1,596s invisibility, which would be slightly higher than it was in her first version and even with a 50% increase it would be fine (1,8s invisibility). I’m using Sadako as example, because she is my main killer and therefore she is easier as example for me, but there are enough other cases where addons get unnecessarily nerfed when something gets basekit.

  • SoGo
    SoGo Member Posts: 4,529

    I think if an add-on becomes partially basekit, and the value of it after the changes would me minimal, the add-on should just change its function to something else

  • Langweilig
    Langweilig Member Posts: 3,235
    edited September 2024

    Agree with that, but if it stays the same and it isn‘t a super strong addon and more a fun addon, then please leave it with the old numbers even tho you would get more out of it now.

  • caipt
    caipt Unconfirmed, Member Posts: 742
    edited September 2024

    Typically to compensate for the basekit effect scaling with the addon. Its arguable whether or not its necessary in most cases, but that is the reason. I.E. they wanted sadako to have more addon variety, but didnt want her max invisiblity duration boosted all that much with reikos. That said, give sadako 1.5s invis basekit and have reikos give like a 15% speed boost during it while increasing manifest time or smth

  • Langweilig
    Langweilig Member Posts: 3,235

    Would be nice to have the 1.5s basekit, I wonder wether or not her invisibility is still bugged.