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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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FEEDBACK AND IDEAS ON HOW TO BETTER THE GAME

After playing dbd for 400 hours i have come to the conclusion that the game could be in a healtier state, so i opened the forum sign in and im writing this to give feedback, ideas and maybe possible solutions for what i think is an healthier direction for the game going forward. I will speak first about game balance and how to have a better understanding of the game for the devs (dont take this wrong im not saying they have no idea or doing a bad job), then about perks (espcially surv perks) and lastly about exit gates, hope anyone can find this interesting.

First thing that comes to mind is killer balance state and the asymmetrical balance state of killer and survivors, while some killers feels "low risk high reward" others feels the other way around. While for the balance of the game "teams" its extremely hard to define a "winner" cause the insane differences in communication between swf and solo. I understand that with so many perks, addons, items and items addons there is so much volatility that bhvr hardly can come up with solid solutions ((i deeply respect game devs and im big fan of game theory and games balance in all the games i play, im not trying to flame anyone, this statement is mostly from seeing very small systematical changes or killers metas being super stale over the years)) (balance patches being small changes and often times not adressing some clear outliers in the game). In order to better those aspects and give bhvr an easier time fixing this i think they really need better data about the game and for that i propose to make a 2 week gamemode or gather tons of data from internal playtests (probably they already do, but i think it could be scaled up), basically the same classic game but with no addons no items and no perks, this would give bhvr data about killer basekits strenghts and the asymmetrical balance of survivors and killer, that then could also be compared to data from teh classic gamemode to understand better how strong items and addons are (is x killer basekit too strong or its his addons, do the x killer synergize too muc hwith certain perks to make him oppressive, is the killer too much reliant on his addons, etc.).

I didnt mention perks because i belive perks are systematically wrong, not bad, wrong, dont close the post yet, let me elaborate: trying out different perks combinations its easy to see how unoptimized running 4 perks for 1 fun idea is, its fun and i like that it is fun (for example running chest perks with coins) but its extremely bad, playing around with the perk system i found out that especially for survivors running standalon good perks is way better, way too much better, where running for fun builds is not as fun since you will lose most of times as the weight that a singular survivor have on teh outcome of the game can be really high. So is having standalone great perks and perks that needs some help from other perks in order to be as strong bad? no, but the standalone perks need to be limited, as doing fun builds is notthat fun if in teh end yo ualways lose. A solution i propose is rework perks into 3 classes and color code them (the same amount you get from prestiging a caracter) class 1: the strong perks, limited to one per loadout, this is the signature perk of the caracter and its very good by itself, without needing a syenrgy (ex. lithe for feng ming); class 2 : medium perks, limited to 2 or 3 per loadout (or maybe not, with more data this could be sorted out, maybe the problem are just the super good class 1 perks), this is a perk that can have good sinergy with others, but running the synergy perk is not needed for it to feel impactful (ex. alert for feng ming, can synergize well with eyes of belmont, but its good by itself); class 3 : beginner and less impactful perks, no limits, those perks are very useful for beginners (ex. windows of opportunity) or can be decent as standalone but really need a syenrgy (ex. small game) or are very situational (ex. hardened). Like this new player have a better understanding of what to expect from a perk and can easily make their personalized builds better, withou having to read every single perk in order to have an understanding or having to try all of them before judging. Would this kill build variety for more casual gamers? i dont think so as the strong perks are limited but not mandatory, and builds like 4 chest perks can still exist in the game (pharmacy and specialist as class 2, plunderer and appraisal class 3). This would require a major overhaul and alot of resources but i truly belive that would be a way healthier state and a way better for the future balance of all the perks. Im not including killer perks cause i still have to give it some thoughts and i have not a definite answer for them, but for sure giving the same treatment as the survivor perks with class powers would for sure be beneficial (also remember its 16 surv perks vs 4 killer perks so killer perks should always feel a little stronger).

The last chapther of this egyptian manuscript is exit gates: exit gates are weird, too much weird and feels really inconsistent, too strong when its 1v1, too weak when its 4v1, and doesnt feel as an objective. The solution i propose is changing the after gen late game. After teh last gen pops the endgame collapse begins, lasting x seconds (maybe 120 reduced by every surv dead who knows) followed after it by the exit timer (maybe 30 sec), there is only 1 exit gate already opened but blocked by the entity (nomore exit switches), during this time game progress as usual and after the countdown ends the entity finally let the exit be available and surv can escape. During teh endagame collapse teh game continues as per usual so survivors can heal, and their objective is mostly to hide (who wants to get into a chase after all gens are done anyway), but they can play it otu how they prefer, while for the killer its basically a timer where the game tells you "hey all teh gens are done (dammit gen rusher hehe) but no worries you can have a last chance try to catch the hiding survivors. Hatch works the same, spawning when teh first collapse starts but only 1 person can enter it and killer can close it, also 1 chest spawns with a different color with a 100% medikit in it, so in a 1v1 situation the last surv can still heal. I think this would make a way better dynamic for teh endgame where the difference between being a 1v1 or a 4v1 isnt as big anymore and feels liek a different funny "second stage" of teh game where things works differently to shake it up a bit, would also help to make the game feel fresh. What about the perks? the perks that change switch open timer or noed only works for teh first collapse changing the time for it to end, noed deactvates when the exit collapse (the second one) starts so the killer cannot camp exit with a free down.

Those are my thoughts and feedback on the part of the game that feels the most off and that i feel desperatly need renovation or can be improved to give bhvr a way better time balancing and udnerstanding the game, all of this was written with hope for a better future and never with flame for the devs, or trying to say they are doing a bad job since im having alot of fun playing dbd and all i wish is a better game with bigger community and bigger player base. Leave comments with your toughts if you made till this conclusion or just write what you think the clown laugh sounds like hehaheahauuuuugugug coff coff

Comments

  • puddle
    puddle Member Posts: 6

    Im sorry for grammar, syntax or vocabulary, english isnt my main language.

  • terumisan
    terumisan Member Posts: 2,214

    the game is balanced for the average survivor who are terrible also we already had a play test with the recent blood moon even where survivors had to fill up generators while those generators weren't affected by killer powers/killer perks and most survivor perks and all that did was make most killers swap to hex builds and picking top tier killers since the average m1 killer couldn't compete

  • Elan
    Elan Member Posts: 1,447

    i agree, the game is balance about baby survivors. Good players are nightmare to any killer player. I suggested numerous balance changes to make killer more in line with survivor difficulty in term of escaping/dying. But apart from Blight, Nurse and maybe (huge maybe) Billy… all other killers would need some big buffs to make them more in line with each other, so taking specific killer isn't higher or lower chance of loss.

    FE: PIG

    1. Make her ambush better (2.3s→3s, speed of 6.9→7.5)
    2. Make her traps more meaningfull while less punishing (All survivors need 3-4 searches to remove trap, while the death timer is 3mins to kill only those who mess around)
    3. make her crouch better (TR fade out 5s→2s, TR to fade in 1s→3s, make her base crouch 4m/s, make her ambush attached to swap control, so she doesn't lose line of sight every time she wants to perform it)

    Boom! With those changes Pig would be nice B tier killer, while not powercreeping others).

    Another example: Hag

    1. make hags traps uncleansable, but you can walk over them, not run
    2. give hag haste for few seconds after her trap is triggered
    3. give her faster set up speed
    4. give her secondary movement option (she can teleport to any trap on the map, 30s cooldown)

    Boom! Might be decent B tier too.