How would you make Dbd more balanced?

Almost every dbd player agrees on one thing, the game is unbalanced and it's getting worse every chapter they add. What do you think the core problems are, and how would you balance the game so that both side is fair and fun to play?

Comments

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,189

    add incentives to killer to make tunneling not mandatory and nerf the meta perks so it’s not used in a tunneling way

    FIX 1-

    rework pain resonance to not be a tunnel esce perk. This isn’t my idea but I loved it so much I wanted to go off of it.
    The perk now works like this, If someone is killed by a hook action the perk is disabled for the rest of the trial. when you hook a survivor on a scourge hook the Gen now loses 6.25% total progress. Each time you hook a unique survivor the regression increases by 6.25% up to a maximum of 25% if you hook the same survivor the regression doesn’t increase

    1 hooked-6.25% 2 hooked-12.5% 3 hooked-18.75% 4 hooked-25%.

    FIX 2-

    Make the bbq and chili bonus bp base kit. Each time someone is hooked for the first time, gain a 25% stackable bonus to all bloodpoint gains up to a maximum of 100%

    FIX 3-

    Give the killer a reward for not tunneling

    If the killer hooks a unique survivor they gain, 5% haste permanently until they injure a survivor

    All generators suffer a 50% repair penalty for 15 seconds

    IF you tunnel however you don’t get these effects and if someone dies these effects are turned off permanently for the rest of the trial


    this is what I would do

  • Reinami
    Reinami Member Posts: 6,722
    edited February 10

    TLDR:

    • Make tunneling and camping not possible
    • Give killers more basekit gen defense and nerf or rework the perks
    • Give survivors some basekit ways to deal with slugging
    • Give solo queue survivors a little more information on their teammates.
    • Slow down the early game and speed up the end game.

    Tunneling + Camping fix:

    • Remove basekit BT
    • Remove AFC mechanic
    • Add new mechanic called Ethereal that survivors gain when unhooked.
    • While ethereal:
      • The world gets a grey filter (think otherworldly or ghostly like going back to your body in WoW)
      • Survivor makes no noise
      • Survivor makes no scratch marks
      • Survivor is completely invisible to the killer
      • The killer makes no noise to that survivor
      • The killer's terror radius is not audible for that survivor
      • The killer is completely invisible to t hat survivor
      • All perks on the survivor are disabled
      • Killer powers and perks do not affect the survivor
      • Killer cannot hit the survivor
      • Think like, spirit's power but for
      • The survivor is unable to perform any conspicuous actions (other than unhooking a survivor or healing a survivor from the dying state) Doing those 2 actions remove Ethereal early
      • Lasts for 32 seconds
      • If ethereal is removed early, nothing happens
      • If ethereal expires, the survivor is healed to the healthy state
    • Replace the AFC mechanic with one that works like Pyramid head cages. If a killer hangs out near the hook (even if other survivors are nearby) the survivor is automatically teleported to the took that is closest to the survivor that is furthest from the killer.
    • Remove/rework all the anti-tunnel/anti-camp perks to do something else.

    • This makes tunneling literally impossible
    • This makes camping literally impossible
    • This encourages killers to hook instead of slug because the survivor is put on a 32 second timeout where you know they won't be working a gen.

    Give killers more basekit gen defense:

    • Basekit pain res that doesn't require a scourge hook that knocks 10% progress.
    • Basekit gen kick up to 10% for kicking a gen
    • Basekit highlight gen with most progress in yellow when hooking
    • Basekit 15% thanataphobia on gens for injured survivors so they are encouraged to heal instead of rush gens
    • Basekit corrupt that lasts 20 seconds
    • Basekit corrupt on totems (or just make hexes not spawn until they are activated like some of the newer ones)
    • Massively nerf or completely rework all of the gen defense perks

    Give survivors basekit information and anti-slugging:

    • WGLF endurance becomes basekit (minus the healing speed)
    • Survivors get kindred basekit (minus the killer aura reading)

    Slow down the early game while speeding up the endgame.

    • Make the number of charges it takes to repair a gen start high, but decrease based on the number of gens done, but equal to the same time.
    • For example:
      • 5 gens: 135 seconds
      • 4 gens: 110 seconds
      • 3 gens: 90 seconds
      • 2 gens: 70 seconds
      • 1 gen : 45 seconds
    • When a gen is repaired, all gens take less charges (take away the charges from completed progress so you don't have 5 gens all pop at once)
    • Rework gen INCREASE perks and toolboxes to work based on percentages (basically, they are more effective early on, and less effective later)
    • Because gen defense is percentage based, this makes gen defense stronger early on, but weaker later where 3 genning is more of a problem. This also makes 3 genning far less effective because you only have to repair the gen for half the time on the last gen. It also slows down the early game so you aren't losing 2-3 gens in the first chase.

    From there you have solved the following problems at a BASE level (not with bandaid fixes or perks, but core design):

    • Tunneling is no longer a problem
    • Camping is no longer a problem
    • 3 genning is (probably) no longer a problem
    • The early game now actually exists for killer
    • The late game doesn't feel like a killer can draw it out massively as much anymore
    • Killers aren't forced to bring gen defense perks and balance the game around it
    • Survivors aren't forced to bring anti-tunnel perks and balance the game around it.
    • Slugging is massively nerfed/discouraged because killers get a ton of benefits from hooking survivors.

    From there, now that the base core game is fixed, you give it some time, collect some data, and then start looking at individual killers and see if you can nerf/buff them based on the changes. Likely you'd probably see ones like nurse, ghoul, blight etc. would need to be nerfed, and some of the weaker ones like trapper, skull merchant, ghost face etc. would need buffs.

    But the point there is you would have a healthy base to build off of that removes all the annoying BS that everyone hates.

    Post edited by Reinami on
  • Junylar
    Junylar Member Posts: 2,258
    edited February 10

    Just nerf SWF and buff soloQ, so that they are on the same level, and balance the killer accordingly. Or separate survivor into two different queues with different rules. Alternatively, scale gen speeds with the SWFness of the lobby: like +25% gen time for a duo, +50% for 2 duos, +75% for a trio, and +100% for a full 4man bully squad. With this fork of SWF > killer > soloQ it's logically impossible to balance the two sides, since whenever they buff survivor - they buff SWF, whenever they buff killer - they nerf soloQ.

  • ONSAN
    ONSAN Member Posts: 190
    edited February 10

    *This kind of balance has been achieved as a matter of course up until now. *The game is so simple that there's little reason to continue playing. *The players that are always present are inexperienced players (including new players) and long-time veterans. *It can be assumed that there aren't many middle-class players.*There's no reason to continue. For example, even if you can earn a lot of BP, you won't necessarily play and develop every killer, or every survivor. *Because the results won't change much. *If there were more reasons to continue playing the game, the balance might improve.

    * But Just because it's balanced doesn't mean it's fun.

    *Additional Note *I don't know what exactly qualifies as a reason to play this game. *What reasons do you have for playing it?

  • AssortedSorting
    AssortedSorting Member Posts: 1,534

    Killer slowdown is all about making the same generator survivor(s) may have been working on for more than a few minutes to stay regressed with no progress. (imagine being flashlight blinded every now and then during a single match, it's kinda how it feels for lost progress).

    Don't get me started on Dead Man's Switch ("Hey let's play the waiting game… the waiting game sucks…" , BHVR please give us hungry hungry hippos to play "instead").

    Optimal killer play is to reduce the number of survivors by at least 1 to remove the repair from the cycle of hook/chase/rescue/repair roles for survivor activity while pressuring them consistently. Survivors have very little recourse against this.

    Optimal Survivor play is to have one good looper while the rest sequester themselves on generators to pound them out as fast as possible so they can leverage their available hooks states when the patrol area/gen zone shrinks.

    So I dunno. Give survivors a way to ease off pressure on a survivor with more hook states than the rest, and give Killer more ways to create additional slowdown than just needing to unhook the hooked survivor that isn't just regressing gens?

  • I_CAME
    I_CAME Member Posts: 1,609

    Nerf the top 5-6 strongest killers and buff the weakest killers. Tighten matchmaking slightly so we don't get 50 hour players getting matched with Otz and Hens.

  • CompetitifDBD
    CompetitifDBD Member Posts: 972

    bridge the gap between swfs and solo queue, nerf killers with no counterplay (Blight, Nurse, Spirit) and buff all weak killers to a healthy low A tier

  • ImWinston
    ImWinston Member Posts: 791
    edited February 11
    • I'd simply put "kindred" (without killer aura vision) basekit. SoloQ would benefit HUGELY from this, and SWF wouldn't change anything at all, since they already have this kind of information. With this simple change, half of Soloq's problems would be solved. As a solution it could be implemented immediately and without huge programming efforts (since kindred already exists). Plus the current kindred could remain unchanged as a perk (even if now it would have less value) ... since it would still show you the killer's aura
  • Dustin
    Dustin Member Posts: 2,424
    edited February 11

    There are too many factors in DBD to balance the game plus the community is widely split on what this game needs.

    Personally - I don't see the game having issues of imbalance but more sources of frustration and unfun mechanics. The only thing I'd personally do if I could is I'd reduce the amount of perks in the game, by owning a DLC through purchase you automatically unlock the perks and I'd make communication easier for solo survivors both being PC and console. Information such as what perks are being brought into the trial, simple quick chat commands such as "Distracting killer", "Going For Unhook" and so on. I'd let players choose between many options and just have 4 buttons by default they could use. I'd also overhaul the game with better tutorials and contextual information while picking perks. For example - if you hover over a perk you can see any balance changes recently made to it if any so if you forget to read patch notes it gently reminds you the perk has changed.

    We can argue what specific killers need, how to address camping and tunneling but it's an endless topic that's always going to be an on paper idea versus players adapting in game and making any changes fruitless until we get to a lobotomized shell of DBD. I just feel focus should be on what can consistently make everyone's experience better than just a set amount of people.

    That's about all I'd confidently say I'd change but I know many won't agree with that either.

    edit - Also to clarify the way it addresses balances - I am suggesting we put everyone on a more even playing field by making more perks available to everyone, communication even amongst players so it's easier to make future balance changes and help guide new players to learn the game so they stick around and aren't cannon fodder.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,163

    I'd make a dynamic system that tweaks the balance as the game progresses. Check gen completion versus how many hook states and kills the killer has.

    If gens are vastly outpacing the killer then gen repair speeds should slow down. If killer is stomping survivors very quickly then gens should speed up. Possibly with speed nerfs and buffs in the mix

    It would be immensley difficult to implement but is the only way i can see of rebalancing the game without screwing up either high tier or low tier games. Any survivor buffs make the higher skill end of game almost impossible for killers and any general killer buffs make low skill and soloq more punishing for survivors than they already are

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 504

    I would start by making it so that you must play both sides within a certain number of games/ratio. One of the main reasons balance discussions rarely go anywhere is because too many players only play one side and therefore have no sympathy/understanding of the other side.

    The second thing I would do is start adjusting perks based on the killer. If they aren't going to truly nerf killers like Blight/Nurse/Ghoul, then they will never be able to implement across the board adjustments to killers that doesn't result in the strongest getting stronger.

  • Wiccamanplays
    Wiccamanplays Member Posts: 259
    • Slow down the release schedule, so things aren't rushed or not thought through, and allow for adjustment to existing material.
    • Stop using Excel spreadsheets to determine balance changes, and don't be afraid to make big swings.
    • Actually examine the most popular perks and make BHVR understand why they're the most popular, and from there establish with player consensus what the strongest perks in the game are.
    • Then nerf the strongest perks on both sides: Pain Resonance, DMS, Nowhere to Hide, Vigil, Resurgence, the more meta exhaustion perks.
    • Meanwhile, rework or buff weak or poorly-designed perks, especially ones that synergise with non-tunneling playstyles for Killers and that are altruistic for Survivors.
    • Make all maps closer to the same size/density and easier to navigate. That way Trapper isn't doomed by Badham or Gas Heaven and Nurse isn't guaranteed a win on Midwich.
    • Give solo Survivors more information about their teammates.
    • Implement a comms wheel to allow solo Survivors to communicate.
    • Nerf toolboxes, and give Survivors more positive reasons to use other items, especially keys and maps.
    • impose limitations on stacking of buffs and debuffs like haste or repair speed to mitigate power creep or unintended combined effects from future perks and powers. Adjust the numbers of perks and effects accordingly.
    • Improve explanations of Killer powers, Killer and Survivor perks and other effects to newer players, so they aren't deluged with unclear nonsense and obscuring the real strength or weakness of certain Killers or strategies. Improve the tutorial so it explains common scenarios and how best to address them.
    • Return Survivor hook time to 60 seconds.
    • Bring the top tier and bottom tier Killers (as established by community consensus and not Excel spreadsheets) in line with the rest with regards to power levels and ease of use. Give them full reworks if necessary.
    • Give several of the older Killers an add-on pass to improve their Power versatility and remove problematic designs. Maybe even consider reducing the number of addons per Killer overall to reduce bloat.
  • Skittlesthehusky
    Skittlesthehusky Member Posts: 854

    i think map design changes would help. frankly majority of the game's original issues stemmed from maps having a hard time finding a middle ground. sizing, resources, and navigation can either heavily favor or heavily punish a particular side. as a result, macro and micro is instead being managed by movement capabilities and perk choices.

    if a map does not have good design, the gameplay is going to suffer significantly due to the game being time-sensitive. only those who have the best tools to combat the weaknesses in the map have a better chance at being successful, which is why i believe most of the current meta is surrounded by quick access to resources, faster movement, objective defense, and second chances.

    what i personally think would go over well is more consistent tile generations. for example, suffocation pit 1 struggles to be a fair map against killers with more movement options because your crossing point (the middle) can spawn 4 four-lanes adjacent to each other. it gives the survivor barely any options to work with outside of pre-dropping and breaking line of sight in hopes they can lose the killer and gain distance.

    coal tower 1 also suffers from this same issue with the middle consisting of fillers, so the most optimal plays are to use the sides of the map to make it to main building. the resources in the middle can be used very quickly at the beginning of the game, which can swing chases into the killer's favor if someone is out positioned there.

    while i don't think we need a pallet density change, as i think it's fine the way it is, we need less moments of what i described. more consistent layouts that levels the playing field would be a much better way to address skill gaps as well, and could even address the reliance on some perks, which can also increase diversity in builds.

    once a change like this occurs, then you can get a clearer picture as to what is overtuned or undertuned and make decisions accordingly.

  • crogers271
    crogers271 Member Posts: 3,374

    What do you think the core problems are, and how would you balance the game so that both side is fair and fun to play?

    I've always felt that the problem begins with addons and the game's grind and everything kind of spirals from there. By creating tiers of items it creates a strange balance mechanic - if one side sweats more in what they bring, they are going to have the advantage.

  • Roco45
    Roco45 Member Posts: 384
    1. Maps should be based around the "type" of Killer, with all Killers being grouped into a few "types" based on their powers. This dictates the size of maps/pallets/loops/windows/clutter because the game has an immense issue rn with trying to force the entire roster of Killers into the same maps and that's just clearly not beneficial.
    2. SWF mechanic nerfs. For each person in the SWF, a percentage of healing/gen repair penalty is added as well as not having the ability to repeat perks in your specific party.
    3. Make SoloQ lobbies show Survs what perks/items are equipped and bring back hook attempts as basekit.
    4. Nerf the top Killers so Blight/Nurse/Ghoul while buffing/reworking the bottom barrel tier Killers. Though I think map changes would be a better nerf/buff for Killers overall.

    The game rn is balanced for SWF's and top tier Killers, leaving everyone else in the dirt, setting them up for unfun gameplay experiences. I'd like for that to change and for EVERYONE to have fun gameplay, not just SWF's and S-Killers.

  • SOULWARRIOR71K
    SOULWARRIOR71K Member Posts: 504

    Number 2 will never happen because it assumes that all swfs are hyper efficient gen/escape machines (they aren't). As it stands, 4 man swfs escape about 48% (which is above average) with the average escape rate for all survivors aimed at 40%. If all swfs were nerfed, the overall escape rate would almost certainly go down. So I'll say again, swfs are strong on average, but killers still perform better regardless of whether they are facing a fulls swf or full solos.

  • Skeleton23
    Skeleton23 Member Posts: 606
    edited February 11

    I know alot of survivors will be mad about this

    1( Make every Killer have there own Maps they go on. For killers like Chucky, Ghostface and Trapper and other m1 to slow killers should get small to medium maps.

    While Blight, Ghoul and other Killers with great map pressure tools should get Large to medium maps.

    This insures Fair Games where the killer can Keep up while giving survivors the maps to counter them in. So you dont get Ghoul on a very small map. And Chucky doesn't get a huge map that takes him 2 mins go around the map)

    2( make it so 2 survivors is the limit per Gen. This helps with Gen speeds and abuse to Gen Progression perks while not changing much. If a Gen is completed gens around that Gen are blocked for 30secs. This helps insure matches donot go to fast. This will be Ajusted to the type of killer and map ur dealing with. Meaning you can still finish 2 Gens at the same time just now it requires splitting up and learning Distance between Gens. This can be Ajusted over time its to much)

  • Roco45
    Roco45 Member Posts: 384
    edited February 11

    That doesn't matter because Surv perks and Killers are nerfed all the time because at their peak performance they are broken. The attempted counter argument that SWF shouldn't receive nerfs because not all SWFs play super serious doesn't matter, the coordination is something this game wasn't built upon and one of the core reasons the game is entirely unbalanced.

    I don't need you to say it again, I'd actually prefer you don't say anything at all if what you do say is of such low quality. I honestly couldn't care less for stats that don't factor in afks or even DC's when the majority of my SoloQ matches have DCs in them; that in of itself glaringly tells me that my matches aren't even contributing to whatever bull stats you wanna bring up.

    I get that the shilling for SWF will continue no matter what, but can we get some originality with the rebuttals at least? Instead of the same washed responses?

  • Pulsar
    Pulsar Member Posts: 23,147

    1) Is kind of bad but I see the logic.

    2) is just horrific no matter how you slice it.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,569

    Not every 4-man SWF is a "bully squad". Nor are all of them super-cracked "seal teams" either.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,175

    couldn't tell ya to be honest

  • jesterkind
    jesterkind Member Posts: 9,712

    I think attempting to achieve perfect balance isn't really super desirable, so my focus personally would be on tightening up edge cases and promoting more fair + engaging gameplay for both sides.

    This obviously isn't an exhaustive list but I think the big bullet points would be…

    • Nerf tunnelling. I've got this post up for more details on the specifics of how I think it should be done, but TLDR is that rehooking someone immediately after they're unhooked results in no hook state gained, to make tunnelling someone more of a situational slowdown tactic like slugging.
    • Rework toolboxes, also explained in the post above but the TLDR is that problematic gen speeds basically always require a toolbox. Since just nerfing the numbers wouldn't be satisfying, repair speed should be replaced with something else entirely.
    • Increase information gain for solo queue. I'd personally be wary of some kind of ping system, so instead I'd look at things like seeing your teammates' perks in the match details screen + a timed aura reveal on your teammates when someone's hooked, stuff like that.
    • I don't have specifics for this, but something to pare down aggressive objective denial on the survivor side. Full dedicated teams for this can be really obnoxious, but each component they use is reasonably balanced on its own, so I'm not really sure how to tackle this one.
    • Disincentivise slowdown perk stacking on the killer end. Refer to this post for details on how, but TL;DR would be that regressing generators wouldn't be affected by generator explosions or generator blocking.

    From there, I think you'd be left with more specific balance problems, EG, nerfing the strongest killers, shuffling strength on meta perks for both sides, and addressing overall map balance. This kind of thing is always going to be a longterm, iterative process, but the bullet points there should provide a more stable base to work from.

  • Roco45
    Roco45 Member Posts: 384

    Not every Killer is nurse, so why do perks have to balanced for Nurse? You really don't see how atrocious your comment is, when Killer side has dozens of Killers that need to be balanced around aside from Killer perks, but here you are claiming that SWF shouldn't be balanced lol

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,569

    I don't know who spiked your coffee this morning or what, but I never said anything about killers, killer perks, or survivor perks in general.
    I just pointed out that there is a massive variance in SWF's that is impossible to truly balance.
    Do you think that the average survivor team would be able to deal with Junylar's suggestion of +100% repair time?
    I think not. It will be a 100% one-sided experience, where the killer will always win.

  • Roco45
    Roco45 Member Posts: 384

    That's the point, you didn't say it, you people never do lol So what I did and maybe you're familiar with this concept, is use a analogy to directly compare how Killers get balanced with how Survs get balanced.

    There's a massive variance in Killers, does that mean the less picked ones don't matter? Who cares if they are op or not? Or perks, why should perks be balanced for all Killers? There's just such a huge variance and that's not even accounting for the variance of skill, right? Why do any Killers receive nerfs to their kits, there's such a huge variance of skill at play to be doing that, right?

    No, ofc not because that would be ridiculous and promote awful gameplay balance, much like what your comments do, but for Survs.

    And yea, I'm a huge proponent of wanting repair speed debuffs for SWF's and I totally think they could handle it. I also think that by doing that, those top S-Tier Killers can be rebalanced, leading to an overall better gameplay experience.

  • cogsturning
    cogsturning Member Posts: 2,610

    I get that the shilling for SWF will continue no matter what, but can we get some originality with the rebuttals at least? Instead of the same washed responses?

    Perhaps different people saying the same things to you over and over and over mean there's truth to them.

  • Roco45
    Roco45 Member Posts: 384

    Okay lol The same people are on here crying about the game balance and why it never gets better. There's really no truth to any of your rebuttals, just an immense lack of critical thinking.

  • cogsturning
    cogsturning Member Posts: 2,610

    You blanketing SWF as the root of all the game's problems is not critical thinking.