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Saboteur, Sabo Hook & Head On Need Nerfing to Compensate for Butchering of Knock Out

BalanceBothSides
BalanceBothSides Member Posts: 30
edited April 2 in Feedback and Suggestions

Killer should always have at least (2) hooks within range of where he picks anyone on the map at all times. Since you caved into survivor crying and nerfed a perfectly balanced perk. it is time to do the same for the opposite side. Their is 0 counterplay for multiple survivors sabotaging multiple hooks other then dropping said survivor. Killer should be able to perform a repair option on a sabotaged hook to fix it with an action time of 1.5 seconds.

Sabo should consume 50% of a toolbox charges and have a 180 second cd if perk based. Sluggings is the only counterplay and you nerfed it !

Furthermore since devs like to nerf killer perks that create a NPE they also need to do the same for Head On. Head on goes from meme perk in solo queue to completely busted with 0 counterplay vs coordinated SWFs. Resillience should reduce the duration of ALL stuns including locker stuns by 50%.

Either that or you need to gut Head On entirely.

Balancing the game and favoring one side in an asymmetrical multiplayer game is a great way to make the non favored playerbase side quit in droves.

Flashbang also needs to be changed, it needs to no longer blind the killer with no counterplay, in fact you need to butcher it like you butchered knock out. 1/4 of a perk slot for a free uncounterable infinite flashlight is not balanced. Killer needs full look control or the perk needs to be gutted, the same way you gutted knock out.

TLDR;

Behavior guts balanced low usage perks like knock out but leaves blatantly paywalled premium only p2w perks like Finesse and Flashbang untouched. Clear favoritism of the 4:1 side.

Post edited by BalanceBothSides on

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,511

    You can also just slug without running Knock Out. It's still perfectly effective against these strategies.

    The thing Knock Out promoted was 4-man slugging from the get go, especially against solo players, which is zero fun. Slugging without Knock Out is still an effective way to get pressure, especially if Survivors are playing over-altruistically with sabos and Head On.

  • BasementDweller
    BasementDweller Member Posts: 570

    They 'gutted' Knockout because of how it was being used to 4-man slug or 4-man slug to bleedout, it needed to be changed.

    Resillience should reduce the duration of ALL stuns including locker stuns by 50%.

    By resilience you mean enduring, and no it shouldn't. Would make DS and Head On useless, and we don't need to go back to the time Enduring lessened the stun duration on DS.

    Correct me if I'm wrong but doesnt Sabo already have a cooldown from 75-60? If a survivor does it to late you can hit them forcing the perk into cd, or if they do it to late on certain maps you can carry them to another hook.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    Im going to be honest, it isnt worth the time to really address this, this seems like bait. The wording posts in objectives and intentionally posts polarizing ideas to get reactions, the account is also brand new, probably a burner account if I were to shoot a guess.

    DBD Forums has been getting a lot of these lately.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30
    edited April 2

    One could argue being forced to play against SWF's with instant real time communication when the dev's choose to balance the game for solo queue is also zero fun. And yet I don't see an option in matchmaking for solo queue only lobbies, or to show who is in a party.

    BHVR only cares about catering to survivor NPE (Negative Play Experience) . What about killer NPE! Forced to waste 10 minutes of life clock versus cheating players with 12 perks of unfair advantage. BHVR says voice comms is not cheating. Ok , but there is no denying it gives an unfair advantage. So balance the game accordingly OR at least give Killer player agency to choose if he wants to waste his life versus people with an unfair advantage.

    Devs only care about the larger side, killer minority is excluded….what about the killer having a NPE, it is just totally ignored and swept under the rug.

    Losing a game because your opponents had an unfair advantage is not fun.

    This game was not created or designed with the survivors having 100% instanteous real time callouts of where the killer is it all times. So either they need to balance for SWFs or give killers the agency to choose whether they want to face coordinated groups! Hidden matchmaking an omission of what should be public information was the start of this. Removal of prestige mode to hide SWF bologna was the cherry on top of this.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30
    edited April 2

    Reporting you for targeted harassment, your opinion is not any better then mine , you are trying to derail my forum post and send it off topic. Nobody pays you to shoot guesses so kindly go take you're trolling condescending "holier than thou" attitude to another thread.

    Just another survivor main trying to derail any talk about problematic survivor perks. You aren't fooling anyone, buddy

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866
    edited April 2

    You are further proving my point here.

    If you make more threads that come off as more genuine, my opinion will gladly change, since I think people are more than just first impressions, but as it stands, you are digging yourself into a deeper hole and I will hardly take you seriously.

  • SoGo
    SoGo Member Posts: 4,258

    How does nerfing Knockout make Saboteur OP?

    Last time I checked, hooks are plentiful (unless it's Badham or you have Pain Res with a no SH near)

    Plus, you can still use Hex: The Third Seal to block auras, and still slug pretty well.

  • Rulebreaker
    Rulebreaker Member Posts: 2,618

    But they ain't wrong with what they said. Looking at your responses and how your reacting here only adds credibility. By all means keep going.

    For your "topic", no the devs don't need to nerf things because they changed knock out. First as ReverseVelocity said, you can still slug without knockout. Slugging is basekit, free of charge.

    Second some of those ideas are ridiculous. Having and to quote you "at least (2) hooks within range of where he picks anyone on the map at all times" means a hell of a lot more hooks. Current Saboteur (the perk) already has a minute cd as soon as they attempt to sabo which is more than enough time. The whole head on rant is odd, like how is it "busted"? It's annoying, but it rarely does anything but that (annoy).

    To sum it up, your over reacting to knockout being nerfed.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30

    In what universe are you living in where hexes don't get cleansed within the first 3 minutes vs competent players due to predictable fixed spawns and the killer being unable to relight totems. Maybe in low mmr, but any build works there.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,511

    They do regularly make tweaks to perks that are unfun for the killer to face, though. Background Player, We're Gonna Live Forever, Buckle Up etc were all tweaked specifically because they were especially frustrating to face. It's not a one way street. Buckle Up was a very similar scenario. Low use rate, incredibly frustrating when used properly, is now incredibly underwhelming as a result.

    Your arguments for SWF have been done to death. Callouts are not 100% accurate or instantaneous, since people are not machines. The only time SWF gives a significant statistical advantage is a 4 man at the highest percentiles of play, which I doubt you're at considering you're insinuating that SWF is cheating. Even then it's a few percent.

    Maybe so. I'm having fun either way, so it doesn't make a huge difference.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30
    edited April 2

    Let's not pretend 3 survivors being able to safely do gens and do the while people hide in corners in solo queue because they don't have callouts and don't know where the killer is is anything less then a major advantage. You attempting to downplay it would suggest you abuse it, and that's why you are attempting to gloss over it.

    Call me a skeptic but those numbers released were not SWF's playing at a high level.

    At the very least, COMMS is equivelant to a base kit Kindred, Empathy, Bond and Deja Vu.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,511

    I mean, we have chase indicators now, so that's more down to how aggressive of a playstyle each individual player has, not a matter of Solo vs SWF.

    Speculating over the statistics like that is not only conspiratorial, but pretty irrelevant in this case since I kind of doubt you're experienced enough to be playing in the top bracket by the kinds of arguments you're making.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30

    And you are?

    I was matched against a twitch streamer with 150 viewers and 15k hours and I am IRI 1…. I am top MMR. But keep resorting to ad-hominem attacks instead of actually making an attempt to intelligently engage or refute with the actual talking points of my post.

  • ReverseVelocity
    ReverseVelocity Member Posts: 5,511

    I am experienced, yes. Being Iri 1 has nothing to do with your MMR, that should be basic knowledge to anyone who has any idea how the system functions.

  • BalanceBothSides
    BalanceBothSides Member Posts: 30

    Yeah, and I'm aware depipping is no longer a thing. Doesn't change the fact I'm put against people with 5-10k hours and 2 digit viewers with 200 which tells me I am high mmr, consistently facing coordinated SWFs running 4 syringes, 4 flashbang, 4 decisive. Those players don't tend to stay in low mmr very long before being pushed out of the system.