Killers need Major Nerfs now!
Specifically Mobility and Hinder Killers if you look at the video maps have been tailored to M1 Killer standards now this isn't a problem per say m1 Killers have a chance to get a hit in however Mobility and Hinder Killers are now a death sentence S-Tier Killers like Blight have turned into SSS-Tier what small chance we had against them is now completely gone.
If these changes are gonna stay then we're gonna need Nerfs and soon.
Comments
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You are not entirely wrong here to say this.
High mobility, or game-mechanic breaking killers (read Blight, Kaneki and Nurse), will have an absolute field day with this update. Or like you said, killers with Hindered in their kits, like Freddy and Nemesis will be substantially easier.
Killers with pallet-breaking abilities, such as Demo and Myers will also be substantially easier.Survivors need their resources intact, and not in the form of horrendously unsafe tiles that the killer can simply lunge around and guarantee a hit.
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Exactly high mobility and hinder killers will always get you you'll never make another loop in time if M1 Killers wanna keep these changes then they gotta realize these other Killers need to be reigned in.
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Exactly, you cannot balance the maps around Trapper, and expect it to work for every other killer in the roster.
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This seems to be a little bit overkill but basically in the drection that these should go. There needs to me more filler tiles, but the filler tiles should be less safe, and effectively be 50/50s. While the stronger tiles should be on the edges of the map. This creates gameplay that isn't just "run to nearest pallet and immediately drop it" because you have to acutally think about when you drop the pallet.
Ideally they need to slightly lengthen up a few of these loops and we'll see some solid balance that will buff survivor players who aren't as good, while nerfing top mmr survivors.
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It would be cool if the amount of pallets on the map changed to the killer thats in play
Blight may get more where ghostface would get less, maybe its a bad idea but on the surface atleast its good
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I dunno why ideas like this always get silently pushed down without proper consideration.
Would it be difficult to recode map tilings to change with the killer? Sure, but it likely isn't impossible given the seeming implication work was done on a Walking Dead tile spawning on specific maps only when WD survivors were in the match, before the idea was scrapped into a map instead (just speculation though tbh and they'd need to actually finish and expand the mechanic)
If a change like this was made correctly however, it could allow for changing action oriented killers like Hillbilly and Blight to stay with their nice feeling controls whilst getting a pallet count to be more in line with other options, and lower on the totem pole killers that are still beloved like Ghostface could keep their beloved kits without getting power creeped.
It could even extend beyond pallets to perhaps more subtle but directed level design. On an indoor map as a ranged or dash killer? Maybe the halls could be a bit more open and less cluttered. On a wide open map as a stealth killer? Add some more trees and sightblockers.
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my main issues with people asking nerfs to mobility killers is that why would you play pig who people just hold shift W from (aka the most unfun thing in dbd next to holding m1 on gens) when you can play ghoul or blight and zoom around the map like a dog on stuff
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The game should be responsive and adjust the map layouts (and maybe Perks) based on The Killer. This is the only way to balance things when the cast is so vast and varied.
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Yeah I think Survivors have the shorter stick now.
But look at this situation in that way. If Killers like Trapper etc get a better winrate their pick rate should increase. Since many players will give them another try when they are finally viable again.
Ofcourse there will be sweaty players spamming Blight, Nurse and so on. But since these games will increase their KR and BHVR is one time "true" to rheir words of balancing with statistics these Killers could get nerfs.
The problem with all the balancing is that they try to pull on different things at the same time.
What do I mean?
Example:
You finally made it. The Trapper is at the sweet spot of the KR BHVR wants him to be and Killer and Survivors are happy. All should be good. Not BHVR tries to balance Blight and came to the conclusion "Hey the Survivors need more pallets" Now without touching Trapper he will become a lot worse.
Do survivors need more pallets against Ghoul and Blight? Ofcourse they do.
Do survivors need more pallets against Trapper? Not really.
So now we got a problem. Do we balance the game around Trapper and New Survivors? Or do we try to balance the arms race at the top of the game.
I just want to say this. If BHVR would stay true to their word and balance around KRs. Then you need a weaker Survivor side so that Killers like Blight and Ghoul get changes.
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Doesn't this have the problem though of taking m1 killers always to the edges of the map, where the simple time they need to walk back after fighting in a strong tile isn't worth it?
Like if Survs can just Lithe or SB to the edge of the map where the strongest tiles are, that sounds even more punishing.... At least if strong tiles are in the middle, forcing a strong pallet early can pay off later, and I can use perks like Surge for when I do get a down, and am still in the vicinity to fight for gens as an m1 killer....
You push this to edge of map, I have to drop chase all the time, cause I can't afford to go that far afield.
Fundamentally it's an unsolvable problem... mobility combined with lethality at loops makes strong killers, and Survivors need more resources to combat these killers compared to ones that lack one of these traits.
- Characters like Hag, Pig and Ghost Face lack loop lethality and mobility, and need power by other means... inability to apply their strengths such as not being able to defend their web, not getting downs for trap pressure, and not being able to stalk crush them.
- Characters like Trickster, Artist and Clown are lethal at loops, but are low mobility, and can be beaten by taking them far afield away from gens snd pre-throwing/leaving.
- Characters like Sadako and Wraith have high mobility, but lack lethality at loops, and can be beaten by playing chase well, greeding pallets and forcing pallet breaks.
- Characters like Blight, Hillbilly and Spirit have both lethality and mobility, and can easily force/hit around pallets while sticking on a Survivor, and get back into the map efficiently.
The worst part of this is tunneling, both lethality and mobility facilitates tunneling, but at least on killers missing one element, it can be made somewhat costly for them to tunnel... on high mobility high lethality killers though... do you have safety nearby? No? Then you just die. If you do have safety nearby? Better play it perfectly, or you just die.
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I would agree if there wasn't so many weaker killers in the game. Lunging around loops does take alot more skill and removing it will remove something skillful from the game. If they learned to balance the game and not had Survivors and Killers killing eachother over nerfs and buffs and we all came together as a community an agreed to something to solve a issue instead of gutting one side so the other side has fun.
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just delete nurse, blight and ghoul and then balancing the game will be possible without the monkeys paw curling and suddently Nurse gets 7 blinks and can instadown everyone at once due to Starstruck and NOED
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Would it be difficult to recode map tilings to change with the killer? Sure
Actually, it might not be.
We know, for one thing, that the map is chosen after load-outs are locked in because otherwise map offerings would never work in the first place.
So if map generation follows killer selection, then wouldn't it be possible to attach to each killer a seed, or small bracket of seeds that are custom-built to load in specific sets and elements?
That way, you can make 'RNG' variants that are specifically balanced for each killer, or brackets that each killer belongs to according to their power levels. If a killer overperforms, swap their seed bracket for one with more resources. If a killer underperforms, swap to a seed bracket with fewer.
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Most people on both side already agree weaker killers should be getting buffs and Stiers need to be getting nerfed more
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I would prefer it it's just I know bhvr won't do it cause it would be to much work for them
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I dunno why ideas like this always get silently pushed down without proper consideration.It's conceptually a great idea, but it adds another balance factor into the game and I think we're all heavily doubting BHVR's ability there.
You create a situation where it's like 'is Alien S Tier? Of course not, but they just put Alien in group C map spawns which means Alien is overpowered'.
It's the type of thing that would be easiest to do if the game was designed around it from the start, it would be much harder to implement at a time like this.
Conceptually though, great idea, but I feel like the implementation would be extremely disappointing.
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That's not how PvP games should be balanced but I've basically lost hope when it comes to the balancing philosophy of this company so this route might be the right one.
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Perfectly valid take tbh. I guess my only gripe there is that any system or series of changes are subject to BHVR's mismanagement or incompetence.
Still, I can still see why people have fears like the Alien example, that sounds exactly like something BHVR would end up doing in the end and leaving untouched for months or years.
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My confidence in BHVR is currently at very low levels, but it is a little more than that.
I think it would be difficult for any video game company to do it at this stage of development. If from the beginning they had the idea to put killers into block (dash, stealth, trap, anti-loop) and maps were designed to fit those archetypes, sure. It would still be one more balance issue which would cause problems, but it could happen.
At this stage? You'd both have to group maps into their best type fit, as well as finesse certain killers to more clearly align with one of the groups, and then begin rebuilding them (this course varies a bit by how precise of a fit you would be looking for)
Doable? Potentially, though as I said, my confidence in BHVR is incredibly low.
There's a conceptual issue as well that sometimes playing a killer on a map bad for them and sometimes a map great for them creates good game variety and learning different skill sets and ways to play, but that's a different argument and I don't have a firm stance on it anyway.
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