The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
DBD has no hope of getting balanced
I doubt there will be a point where survivors and killers are satisfied. No matter what there always is "tunneling is toxic" "slugging is toxic" "genrushing is toxic" everything is bad for both sides. Constant war of who gets what and who will get more changes. "Game is killer sided" "Game is survivor sided" and so on until one side gets a change and then the other side will cry and it doesnt stop. There is just nothing that would make both sides happy, this is an eternal war of sides fighting.
Comments
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dbd could be actually much better balanced, but there is a big problem with playerbase and who is actually used for sampling results for balance.
You can't expect to have nearly perfectly balanced game when so many players have casual game training and are constantly complaining about stuff that mostly comes as a result of their own mistakes.
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There’s definitely no such thing as perfection, but that doesn’t mean we don’t strive for better. The game is always changing, which I think contributes to it feeling always imbalanced. Because new things are always being added in, there’s no control group essentially. I believe it’s because of DBDs constant changes that makes it the king of Asyms, because it offers something others can’t. But its biggest strength is also its biggest weakness, as it becomes a constant push and pull for balance where the standards shift with every new addition.
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I don’t even think that balance should be the end goal to begin with.
A perfectly balanced game is dull as all get out.
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You've got to try at least. A game never became balanced where the devs didn't try. And if we're in agreement that it's not balanced right now, let's keep going.
I really think we need to take the emotion out though, in regards to perks and strategies. Exaggerate if you must. But nobody can assume that the other side wants a power fantasy, or assume that they're playing to make the other person mad (unless there's BM). Gen rushing, body blocking, flashlight/pallet saving, tunneling, camping, slugging, these are all things players do to win. They're not toxic.
Toxic is doing something to purposefully make the other side mad. Tunneling and flashlight saving can* be done with that malicious intent, but you can't blanket statement say that they're toxic to do. It's about the mentality, and the unnecessary BM (tbagging, hitting on hook repeatedly).
A big thing that's got to be looked at is the matchmaking. When we had ranked (random) matchmaking, we got random changes that nobody liked or asked for. Once MMR dropped, high level killers started appearing to do worse, so they got buffed. Then one day, it didn't matter what side was doing better. Killers like Freddy, Spirit, Hillbilly, Wraith, Deathslinger, Pinhead, Clown, etc started getting absolutely slaughtered with the nerfs regardless. Around that point the MMR was made more loose, lower levels could be matched with higher levels, killing any consistency in teammate quality in solo. That soon led to basically what we had before, random matchmaking, as well as MMR hell, where despite you playing really well you just kept losing because of your teammates, and so we started getting random balancing again.
You can't begin to dive into what things are strong in the game and why, if you don't even have consistency in matchmaking. So a huge part of "ladder" being mostly mismatches where 1-2 survivors are trying to carry teammates who don't know what they're doing, and the killer's still struggling as well, is killing the game. You've got to make MMR stricter. I don't care if queues go back up to a minute. If you give people teammates and opponents of like skill, you'll see less DCs, and you'll have data to actually base balance off of. The 60% kill rate right now means nothing, because half those kills are from cartoonishly bad, game-throwing situations. Some of those killers have no place getting wins, and some of those survivors have no place dying to those killers.
Once MMR gets fixed, we'll see same changes again. My guess is that the game will be revealed as very survivor sided, in which case we might actually see a nerf to SWF for once, so that solos don't have to suffer for how OP they are, and then killers will have reason to relax a bit. But even if I'm wrong on that, there's no scenario where the game gets better by simply giving up on balance, or by leaving matchmaking as it is.
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It depends on what is your interpretation of "balanced". In my opinion, the game is on a good way to become balanced. The current issue are the extremes we have in the game: A poor little Trapper will suffer against a SWF with Syringes, BNP, full metaperks, and on Badham. However, a Nurse with full meta won't suffer that much while a little SoloQ will suffer against her on her best maps. So, the way I see it, the developers need to nerf, buff, tweak, and rework the extremes on both sides (e.g. killers should be closer to A and B tier but not C tier or lower and S Tier killers should not exist; Syringes and fat Toolboxes still need a rework; strong killer and survivor maps need to be nerfed in the right direction). If everything comes closer, the game might become more balanced. However, the disclaimer is that it will never ever become 100% balanced since killers and maps are too different but then, I guess it is okay when a handful of things is not 100% balanced as long as it does not feel unfair to play against.
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I personally believe that BHVR's 1000+ employees all really like their job, really care about the game, and want to see it succeed. A big issue right now is that players are claiming balance problems out of anger because it vents frustration. I believe the target kill rate is 60%. The game is balanced around that kill rate—but player thoughts and feelings are definitely heard and considered.
I recommend watching this video from Scott Jund posted today. It might help change your perspective. We are a minority within a minority here—and what we are exposed to is a reflection of that. The developers see the big picture that includes everyone.
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Irrelevant. Major balance changes are underway. People will always find something to complain about.
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I say this all the time. The majority of us on the forums are just the LOUD minority. We don't speak for the other 80ish% of people and never will. We might THINK we do but just let us think we do. :P
It goes without saying that some of us like myself have known this while continuing to be passionate forum members.0 -
Yeah, I don't think it should be, and I don't think it ever was or ever will be the goal. Sometimes it has been too imbalanced, but imbalance is in its DNA.
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Humans are tribalistic. Us vs. Them is a lot of the appeal of the game. Killer main/survivor main is part of our identity. Any attack on the role is an attack on ourselves and must be defended
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I agree with the gentleman. Balance is boring. What makes 2v8 so much fun? It's not balance, It's chaos.
Give us 1 hit downs for all, faster gen repairs, either UB or auto hooks, pallets galore or rebuildable, whatever. Just chaos all around. Busted 💩 for everyone. Survivors tbag repeatedly? Off to the cage for you. Killer wants to hump? Cage for you too! Whatever! Just bring back the fun!
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I'm just picturing the humping killer being sent to a cage, then all the survivors t-bagging around said cage until they too are caged and the game ends with everyone on 0 bp.
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For asymmetrical games like this having proper balance for both sides is almost impossible. Things can still be improved and the devs can help put in things for players to remove toxic play styles like face camping and all the QoL updates coming this year. Not ever gonna be perfect, but it has come a long way since the games first release.
Death Garden was another asymmetrical game and the devs tried to balance it around high MMR players, but all it did was completely destroy the balance for all the casual players that make up the majority of the player base. It's a dead game now and I pray DBD doesn't make the same mistakes that Death Garden did.
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So far as I'm aware, in an asym, it will never "feel" balanced. And that's kinda the point, especially for a "horror movie" asym. Some survivors will die.
However, getting killed immediately as surv probably doesn't feel very engaging from a gameplay medium perspective.
So we have Sacrifice Stages, so the Killer can get downs quickly, giving a sense of power.
But then we have the issue where Tunneling and Camping can happen to a stark enough degree where it's not the Hooked survivors fault for being found immediately after hook (with the Killer utilizing their individual power to cut them down quickly), but rather just another a method of killing a survivor as quickly as possible to essentially "kill them immediately" and bypass the "breather" of potentially redirected focus from the killer.
(and then the eventual issue where if it's addressed, that Killer doesn't have enough gameplay amp from getting multiple hooks base-game)
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That doesn't mean we shouldn't try.
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In what sense, though, is the question.
Should the Killer have to work 100% to secure a single kill? two Kills? three Kills? four Kills?
If more than a single Kill, what should the killed Survivor() experience? Just an end? To help the remainders? To help themselves (from a metagame perspective)?
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I know it's a commonly mentioned take but I think if we begun to reward hook spreading instead of kills, even for MMR, with bonus points for hook actions instead of just camping hook states, we'd see more fun gameplay. Like slugging all 4 survivors then hooking them would give fewer MMR points or regular points or whatever, because you're getting fewer individual hooks.
The changes they're about to make which will make survivors spawn together will give killers more time to spread hooks without many gens popping very early. For now I'm just excited to see exactly how they'll be implementing these QoL changes, and especially the anti camp and anti tunnel changes.
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The game has no hope of being balanced if your definition of balanced is "everyone is happy with the game" sure, but imo the game stands an excellent chance of being balanced (the team playing harder to win will win, generally) because its 90% of the way there already.
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If that's the design philosophy that y'all subscribe to, you can't complain about any imbalance you see, just saying.
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Well, right now there's basically no upside to hooking. You get the survivor 1 hook closer to death, but then they're on hook immune for 70 seconds, their Terminator mode activates with DS, OTR, DH, etc, and then you've got to hook them 2 more times. It's really only the final hook that counts, because that's when they die and stop being a threat. What we should have seen instead was killers getting a mini Surge to all gens on the map, even if just a 2% regression, for each hook. And if they get a unique hook instead of hooking the same survivor twice, they get more regression, and if they've hooked everyone once, they get more regression. I've always hated Otz's take that Pain Res/Pop was OP because "you get tons* of regression while still tunneling someone." You actually don't. Even at their peak, Pop and Pain Res individually knocked like 10 seconds off a gen, 20 seconds at most, which is nothing especially if there's 2 survivors on the gen. But regression is at least something, because it slows the survivor objective. Without ways to slow that, killers will just resort to getting people out ASAP.
And I do think MMR should be hook-based and gen-based as well, and probably include a bit of the emblem system as well. If survivors are gen efficient, they're clearly good and their MMR should go up. If the killer gets lots of hooks, he's clearly good and his MMR should go up. The devs would have to make a massive push for hooks as a win condition, and make it clear to people, "This is what indicates skill, not just kills/escapes." Kills/escapes haven't been indicative of skill in forever. I can run a killer silly all match, and then martyr at the end for my 3 mediocre teammates to escape. That doesn't make me the worst player, and yet people believe that. I can be downing survivors back to back, outplaying them at every loop, but because they did the gens fast, they all run out. Does that make me a bad killer? Most seem to think so, because they only look at results. They don't recognize game knowledge and skill, because it's more subtle, and because they refuse to come to a logical consensus of what those are.
I don't think the survivors spawning together change is gonna be the godsend people think it is. If you haven't noticed, survivors already spawn together 9/10 times. I spawn in, 2-3 of my teammates are in my same corner. Yes, it makes the killer easier to find at least 1 of us if he goes to this exact corner (which I'm assuming is the opposite spawn position from him), but then we just split up on gens as usual, and shortly after his first chase, 2-3 gens could Pop. I don't see that scenario changing because of this change alone. And if they don't give killers anything in exchange for the camping/tunneling/slugging nerfs, and just say, "We're punishing you for playing like this... after we've essentially forced you to play that way." it's gonna be gnarly. Nobody's gonna wanna play killer. The killer is supposed to be a big threat, with meaningful power, not have all these restrictions that orchestrate them playing into the survivors' hands.
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It's a good thing that this game doesn't need to be balanced and focus more on what's fun to use and play against, I don't know why an assymetrical game needs to be perfectly balanced at all.
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I would be COMPLETELY satisfied if Gen Rushing and Tunneling/Camping got removed from the game somehow.
Both are braindead strategies that anyone with a low IQ can pull off.0 -
I mean, true, it's in the name, as in Asymertrical Horror Game.
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"It'll never be perfect, so we should never try" is not an attitude anyone should have to anything.
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the game is balanced exactly the way the devs want - 60/40 in favor of killer. And I’m totally fine with that (I play both sides about equally). It should be hard to escape. The only thing that breaks this targeted balance is coordinated SWF teams.
There would be almost no complaining about this balance if everyone played both sides. Nearly all the balance complaints are coming from people who only play one role.0 -
At this point the game is more about Gens and Downs
Anything else is a symptom
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