http://dbd.game/killswitch
Diminishing Returns Feedback
Please leave your Diminishing Returns feedback here. Thank you!
Comments
-
This doesnt address the current consensus "strong/meta" builds for either side. It arbitrarily wrecks builds (desperate measures/botany/empathic connection. Call of Brine/Overcharge.) while leaving similarly targeted builds (autodidact/botany. Pain Res/Grim Embrace/DMS.) unchanged.
How does pushing more meta usage and less build variety help the state of the game?
16 -
This does solve the focused " medic or gen jockey " Builds . However this does not at all shake up the meta . Perks like vigil still punish multiple status affects and removes the downside of shoulder the burden and dramaturgy . Vigil also further buffs the meta exaustion perks while not being affected by these ptb changes . ( vigil also works on killer powers such as freddy ) . Hyperfocus/stakeout with a toolbox are still able to run rampant . Hyperfocus should remove the increased skillcheck chance while being used with a toolbox . Sprint burst and lithe are still meta and will continue being so for eternity while other exaustion perks stay in the backseat . Dead hard is a good designed exaustion perk wish more of them followed that trend .
Post edited by Rick1998 on-5 -
Diminishing Returns itself is not going to change the meta, what it will do is allow us to make changes that could affect the meta further down the line.
-2 -
Players will even play more meta now.
9 -
I wanna ask as to why offerings are included in the diminishing update? Doesn't this straight up nerf BP stacks offerings like party streamer/anniversary cakes?
13 -
I kinda understand what you are trying, but issue is it will currently affect "niche" builds, which usually are about just doing one thing very good.
Instead players will just pick best perk of each category and that's it. You can mostly ignore it even with perks of same category with just making sure they are not based on exactly same system.8 -
I don‘t like it. Stacking healing perks was never a problem. For haste and gen speed I can understand it, but why do we have so many perks that do the exact same thing differently when you don‘t want us to stack them? Some perks are even specifically designed to be stacked. All people will do is run the strongest ones and leave the weaker ones alone.
The value drop off is too much. Going from 100% effectiveness to 50% and lower is ridiculous. You should be allowed to stack two perks and only with the third one the value drops by 20% and with the forth by 40%. Getting a petty 12.5% of 3% haste or something else is just stupid.
I personally would only introduce the diminishing returns for gen speeds and haste as everything else is unreasonable and only limits build creativity.
-1 -
While I will miss playing haste Nurse, it is overall a very healthy, low impact change. I like it.
1 -
Pretty much what I expected it doesn't do anything to the Meta and just punishes build Variety, it also just Hurts Bad and Mid Perks combos making them even more worse.
Also as I thought it hurts Killer side more then Survivor side. This is just a Scrap idea in my opinion.
4 -
(I was going to make my own post about the system overall, but given there's a dedicated thread for feedback, it seems sensible to just paste it in here. Apologies for any weird formatting as a result).
Why I think this system is needed:
The diminishing returns systems is one of the best ideas the game has ever pursued, and is absolutely necessary to the game's long-term health. Naturally, a lot of players are going to be upset that some popular combinations are going to be weaker, but it's a necessary evil in order to prevent extreme scenarios and streamline the process of creating new perks/powers.
For those against the idea, I'd like you to consider the amount of high-profile instances of "over" synergizing and bottlenecking that DbD has had (and continues to have) in recent history (for both Killers AND Survivors):
Nurse and aura-reading perks; Blight and pallet density, and map design as a whole; MFT + Hope; Power of Two + Blood Pact + other Haste sources; Clown and Haste in general; Legion + 6.1.0 Thanatophobia + Dying Light; Call of Brine + Overcharge; Boon: Circle of Healing + other healing perks in general when it released; Vigil + Exhaustion perks; Singularity + Haywire; various Killers + 8.4.0 Thrill of the Hunt; Knotted Rope + Save the Best for Last on Houndmaster's PTB; various passive Survivor healing perks; various passive Surivor repair speed bonus perks; Skill Check bonus perks; the list just goes on and on…
The diminishing returns system provides a framework for tuning down interactions that have the potential to push certain status effects and action speeds into game-breaking territory. Of course, it doesn't cover all of the aforementioned examples, but it's a good start that covers a lot of them. With DbD being 10 years old now, and having such a huge number of perks and powers, it's no longer feasible to manually account for every possible interaction. Which is why we keep seeing so many of these crop up, and developer time ending up wasted reverting changes that would've been okay if it weren't for unforeseen the stacking/synergy.
Stacking is also stifling modern perk design. Take Road Life for instance — one of the strongest healing speed modifiers in the game held back by a convoluted activation requirement. The logical way to make this perk decent, would be to lower the activation requirement. But in the current ecosystem of the game, that can't happen. Heal speeds can already stack to be very quick, and an easy-to-activate +100% on top would just be untenable. The only way we can see perks like this be made decent, is to impose a limit on stacking.
Why I think this system is fair for both roles:
Some are claiming that the concept is "one-sided", and that Survivors will be more affected than Killers due to certain popular Killer perks not working via action speed modifiers in the way Survivor perks often do. To which I have to say, that these exceptions are already accounted for via a diminishing returns-esque system: the generator kick limit. Having two separate systems affect the usage of perks that work via instant applied damage would be unnecessarily restrictive and convoluted. Instead, any problematic combinations of Killer slowdown would be better addressed by fine tuning the pre-existing system.
Not to mention that with the bulk of problematic combinations dealt with automatically by diminishing returns, time can be better used addressing some the game's more complex balance issues, oversynergies, and bottlenecks. N.B. that Blight and Nurse are soon to be receiving long-awaited nerfs.
I've seen some arugments that the system is also "anti-fun" for weakening certain, admittedly fun, builds like being able to outrun the Killer with Blood Pact + Power of Two (+ optional further Haste effects). Don't get me wrong, some of these builds are enjoyable to use, but they also destroy the balance and integrity of the match for the other side that has to be subjected to them. This leads to bigger issues down the road, like queue imbalances, the frustrations of which far outweigh the "fun" of the build. Many PvP games employ behind-the-scenes caps, dimishing returns, or other mechanics to keep the experience fair for everyone — and DbD needs to do the same to ensure its longevity (even if that means some "niche" or "fun" builds get hurt).
The numbers:
The current framework is good, but the numbers are perhaps overly punishing when only two of the same perk type are in play (especially when both modifiers are relatively small). Personally, I think pairing up two synergistic perks together is reasonable and — in most circumstances — doesn't cause issues. Haste/Hindered would be my exception to this, as even small values can have profound effects, but for regular action speed modifiers, I think it would be fair to tweak the numbers so that players are allowed to receive more of the second modifider.
In other words, change: 100 → 50 → 25 → 12.5 → 5 to 100 → 75 → 25 → 12.5 → 5 (or some number in between).
Alternatively, I think the system could be changed to only kick in once a certain threshold has been reached. This prevents smaller modifiers from being unjustly hit. For example, if you had 1 stack of Desperate Measures (+20%), and an instance of Resilience (+9%) — does the 9% really need to be diminished considering the combined bonus isn't exceptional? I think maybe not.
Perhaps diminishing returns should only apply when a combined threshold is reached. 30? 50? 100? I'm not sure exactly where that value would lie, but it's probably worth exploring to preserve the value of combining perks with lesser modifiers.
Further considerations:
As mentioned earlier, there are various things not considered by the current system, that maybe should be. The proliferation of perks that grant bonuses based upon Skill Checks comes to mind as something causing balance issues in the live game that isn't covered here. The "bonus" granted for hitting Great Skill Checks should probably be affected by diminishing returns to prevent solo Generators being completed in 30 seconds with Stake Out + Hyperfocus. Neither perk seems egregious enough alone to warrant a nerf, but combined they're absolutely troublesome.
RE: "It won't shake up the meta"
I'm not really sure where this idea is coming from that diminishing returns is supposed to overhaul the current meta. While the system will surely adjust the relative value of some popular perk combinations, it won't — and was never intended to — change the current meta of the game. Much of the feedback this system is getting on social media and here on the forums is a criticism of the fact that the meta overall is unchanged. Which seems unfair to me, given that the system is being judged over something it was never intended to do.
-5 -
Don't worry, BP gains via offerings are not impacted by diminishing returns :)
14 -
Is luck affected by diminishing returns? I like to run Up the Ante with Slippery Meat in solo queue with sometimes a luck offering to unhook myself roughly half the times. It is a very fun build and if diminishing returns kills it I'm gonna be very dissapointed because there is no reason to run those perks then.
I understand the problem with SWF stacking luck, but removing team stacking luck should be the way, so us solo players don't get our fun taken by a bunch of people that just want to exploit game mechanics.
2 -
I have a question. Will the unhook speed from Desperate Measures be affected if I run other healing perks (like Do No Harm)? The latter doesn't touch unhook speed, but I don't want that to suffer because of the healing diminishment...
1 -
I understand that logic, but I think it is wrong to think like that. You should already know that some Perks are only used combined with other Perks, simply because on their own they would be too weak. E.g. you will never see Desperate Measures on its own, it is only paired with Botany Knowledge.
And when you dont buff the Perks which are affected, how will you know if buffing them is correct? Nobody will use Desperate Measures after the Patch, so you will not gain any information about it.
Or lets look at Hope - after being nerfed to 5% the Perk is not really used anymore, even if it should be a strong Perk, considering that the Survivor gets it only in Endgame and only when they are still alive. So buffing it back to 7% with Diminishing Returns should have been the correct thing to do to see the impact of 7% Hope. If it is too good —> Nerf again. If it is too weak —> Buff. If it is fine —> Great.
But you wont get information on that if the Perks which are garbage on their own are not used at all.
7 -
Or lets look at Hope - after being nerfed to 5% the Perk is not really used anymore
What? Hope is one of the most common perks in the game.
-6 -
I only have nightlight and nightlight is ######### when it comes to reliable data, but Hope is Number 42 out of 170 Survivor Perks. Would not say that this is "one of the most common perks".
7 -
42/170 is a very respectable placement. That's in the top 25% of perks by usage rate. Using Hope as an example of an unused perk seems like a very weak argument to me.
-9 -
You can give me another Downvote or just imagine any other Perk which gets affected by it. I dont care, it was just an example.
And considering that Survivors get garbage Perks every Patch which are not really playable and the Survivor Meta is basically unchanged since 2017 or so, that there are almost 130 Perks worse than Hope does not speak for Hope being good and more for so many Perks being bad.
8 -
I think you should seperate self healing and altruistic healing from dimnishing returns. Self healing oriented builds like self care, botany, desperate measures etc. are not a problem
0 -
Survivor Meta is basically unchanged since 2017
The Survivor Meta is unchanged not because recently released or reworked perks are all bad (StB. Five Moves Ahead, Extrasensory Perception. Conviction, Do No Harm, Finesse, to name a few) but because classic Survivor perks have largely not been brought in line with modern standard of perk strength and design. A lot of classic picks are simply far too strong so there's no reason to ever run newer perks. When stuff like Sprint Burst, designed in an era of DbD where anything goes, still exists relatively unchanged, it shouldn't be surprising that the meta never budges.
-5 -
No, the Meta never budges because there are no good Perks released. And it is quite hard to nerf the old Perks, because then you would leave Survivors with basically nothing. And even some of the old Perks already fell off, you see way less Adrenaline nowadays, since it got nerfed too hard. Just as an example.
Btw. to your previous post with Hope being #42 of the most used Perks and this being fine and showing that there is no need for a Buff… PGTW was #15 before its Buff and still received it. But I guess this is different then, eh?
4 -
My diminishing return feedback is basically this (Originally posted before the PTB); A COMPLETE Critique of DIMINISHING RETURNS (And solutions) — BHVR
INTRO:
Let me first start off by saying, I am on the same side of the Devs on many of the goals they have set out for the game. One of these goals is halting over the top gen-rushing, as well as preventing problematic stacking values through Diminishing Return systems, and allowing safer designs of newer perks without causing new problems. This critique however is solely and exclusively aimed at targeting the current specific implementation method that is proposed by the Devs to solve those problems. So keep in mind that when reading this post, I have the same goal as the Devs in solving these problems, but will recommend, what I believe to be, the better way to address these things.MY CRITIQUE:
1.
This current implementation of Diminishing Returns in my view, will randomly slap players in the face who aren't running stacked perks that cause problems; Like Botany Knowledge + Empathic Connection, which only gives a total of 85% healing speed, which is nowhere near a problematic range. Therefore, my first argument against it is; this system creates unnecessary casualties in achieving the goals the Devs set out to achieve and unnecessarily limits build variety2.
The system runs on assumptions;
You might wonder how they got to the modifier distribution of 100%, 50%, 25%, 12.5% and 5%, because this will prove to be important. Whether you agree with this distribution or not or would be adjusted, it will always run on an assumption; That problematic stacking values can only be achieved by a 4+ perk build (or x perk build).
For those of you who weren't here in 2019 when Save the Best for Last + Unrelenting had to be nerfed because their combined value by itself reached problematic levels, you'd realize that even a 2 perk combo can reach problematic values. Now, with a diminishing returns system that's built on the assumption that only 4 perk combos can be problematic, having a total distribution of 100 + 50 + 25 + 12.5 = 187.5% and more with potential other effects adding to it, this would once again limit the Developing perks with similar effects to avoid people being able to run 4 such perks. And the even bigger problem is; you cannot solve this through this diminishing returns system, because it's built on the assumption that only 4 perk combos can be problematic. If you'd adjust the diminishing return distribution by the Devs to counter a 2 perk combo, you would absolutely gut any 3 or 4 perk combo, or would need to add a lot more complexity to the system to solve this.
Therefore, my critique is also; their system builds on assumptions, and those assumptions will still limit the Devs freedom of future perk design3.
It never truly solved the problem
As you just saw in point 2, we never even truly solved the problem. This diminishing returns system still allows problematic values to be reached. Nothing ever prevented it from happening. After all, this current system doesn't even allow us to define which problematic values shouldn't be allowed to be reached. But guesstimates that if we pray that we nerf 4 perk combos back into a 2 perk combo that those problems just won't take place, and accepting all the other negative side-consequences and casualties in the process, but even with this; we can still reach problematic values. (You can do the 10 million% movement speed experiment; if we give 4 perks 10 million % movement speed, would that be a problem? If yes, then the diminishing return problem hasn't been inherently solved)4.
Categories; as some of you may have already pointed out, such a Diminishing returns system wouldn't quite interact with certain perk combos, such as gen rushing builds where the problem comes from multiple systems interacting, from skill checks to raw speed, to max gen length, etc. Similar from stacked Gen Slowdown builds that build on regression, as well as gen blocking, explosions, etc.Nothing in this system addresses those problems. (Which in itself is not a problem, but more on that later)
THE SOLUTION:So like I said, I completely agree with the Devs on the many goals they've set, which is why I hope they settle on a different solution; the right solution. Which I believe to be made of 2 separate parts;
1.
Diminishing Returns:
The perfect solution to diminishing returns is actually rather simple. Such a system would allow us to define a value (a tipping point), at which we'd want to start seeing diminishing returns. After that, we'd be allowed to define a value that should never be allowed to be succeeded (hard cap). And then, whenever survivors stack perks, the further they go over the tipping point, the harder it starts to diminish, approaching but never reaching the hard cap.
In one of my posts, I've explained in great detail with how such a system could be implemented: Diminishing Returns & New Perk Keywords — BHVRCode Implementation:
Using it:
It would require less then 20 lines of code and solve the problem regarding problematically stacked values forever. It would be super easy for the Devs to work with, as all they'd have to do is define a tipping point, and a hard cap for each problematic value, like vaulting-speed, healing-speed, movement-speed, lunge-recovery, etc. while having completely fine-tuned control
Why this would achieve the Devs vision more perfectly?
REASON 1:
There are no more random casualties! Let's say we defined the tipping point for healing speed at 400% and the hard cap at 600%, perk combos like Empathic Connection and Botany Knowledge would no longer receive an undeserved nerf, as their total only reaches 85%, and diminishing would only start at totals for over 400%.REASON 2:
The system makes no assumptions; This means that it's irrelevant whether a 2 perk combo or a 4 perk combo could achieve problematic values, the issue would always be blocked from occurring. Let's say for whatever reason 2 movement stacked perks would give a survivor 15% extra movement speed. If we set the tipping point at 5% and the hard cap at 10%, it would matter not if it would take 2 or 4 perks to reach a problematic value since this diminishing return system would solve those values equally. And that brings us to advantage 3;REASON 3:
Unlimited design freedom; Since this system makes no assumptions, the Devs would be able to design as many movement speed perks, m1 hit recovery perks, or whatever type of perk indefinitely without ever having to worry that their stacked value could cause issues. Once the proper tipping point and hard cap are set, the issue is solved for that category foreverREASON 4:
Robustness; It is almost comedic how good this system works, because not only can you freely design perks without having to worry about them reaching problematic values. You could design a movement speed perk, have your cat walk onto your keyboard and having it type in a value of 10 million% movement speed and push the perk to production, then the game would not break and killers would not have any problem downing survivors who run this perk, due to how robust the system is, as that 10 mill movement speed would only contribute to approaching towards the hard cap, but never reaching it, which is also how you know; you have the perfect system on your hands; The ultimate safeguard.2.
Now with diminishing returns on stacked values solved, we need to move to the second solution, as we still have to address problems where perks that use different systems, like Hyperfocus (skillchecks), Deja Vu (Genspeed) and Fast Track (Permanent Gen Progress) stack together.Now let me propose something maybe more surprising here; It is not the job of any perk based diminishing returns system to solve this issue; I believe this issue is better solved through a Minimum Gamelength Mechanic, which would be a separate system that tracks the total amounts of forms of progress that are applied to generators, and uses it's own diminishing return method on it. Which could very well borrow from our own diminishing return formula. (Now it is outside of the scope of this post to detail such system, and such a thing is deserving of its own post, so I will not cover it more here)
If we design such a Minimal Gamelength Mechanic, it would prevent not only perks, but also toolboxes, addons, etc from speeding up the minimal gametime of the game, allowing killers a fair chance to play out the game, but would still provide the shorter term boosts in speed that such tools can provide over the longer course of the game, to provide chances for comebacks, etc.
DISAGREEMENT:
Now with all my critiques covered and solutions covered, there is 1 thing I disagree with with the vision of the Devs; nerfing Gen Regression builds. I do not wish to destroy the gen regression META, for the perhaps surprising reason that it is in fact the HEALTHIEST meta that we can have in the game, from (quite literally), a survivors standpoint. All that gen regression does, is buy more time for the killer to play the game, and leaves the entire game intact; fun and interactives chases, etc. Any other meta would be significantly worse; no survivor enjoys strong anti loop builds, where they just run into a window just to discover some obscure perk has blocked it, and ending up with them dead on the spot. Neither will it be enjoyable for them to be healing, just to be interrupted and instantly downed, because they were revealed by some sort of information perk; Gen Regression meta is the healthiest meta we could have wished for, and I hope the Devs realize that too. Forgive the survivors advocating for the opposite, as they are blindsided by the sole intent of winning the game, and nerfing things they are losing to, because the future they are building is plainly worse.
ADDITIONAL COMMENTS:
I do personally believe believe that my system is what the Devs unconsciously intended. However in a typical work environment you're of course less likely to churn out the exact maths behind making such a system work, but if you look closely at their current idea, you can see that the sketch of it was narrowing down on my current implementation;
They knew there was a problem with stacked values. And they knew that they wanted to solve it through a diminishment system, and that such a diminishing system should have some kind of exponential drop off.
I think at this point the only thing I wish they'd realize that my proposed implementation is the method they may have unconsciously intended to put into the game, but perhaps back when sketching the ideas, lacking the exact how-to's to implement it5 -
Holy chatgpt
-4 -
I'm neurodivergent and sometimes my writing can come across as awkward or robotic, but I can assure you this was not written by ChatGPT! I'm a fanfiction writer — so I'm not fond of Gen AI use at all.
4 -
I was really hoping this idea was baked a bit more, but so far all I'm seeing is you don't understand the META even more so.
Like why wasn't gen regression stacking targetted? Or Genlock stacking? Then you could have reverted nerfs to these perks which were made BECAUSE they were being stacked.
Meanwhile on Survivor Self healing has been targetted hardcore I feel like, are you going to buff medkits to compensate? Or undo the skill check nerf? Like what's the goal here, they already had diminishing returns, so why apply MORE
Also why would I bring a singular perk that grants 5 percent gen speed increase? like your values make no sense
and as @Aven_Fallen said, we don't run new perks because they are all undercooked nerfed to the point they are just unappealing.
Bada Bada boom should trigger when a killer goes near the window for example, it's a trap. Last Stand I'd have loved if it was an exhaustion perk you had to earn but could use multiple times in a match (once is just unappealing), apocalyptic ingenuity is like someone who doesn't play survivor at all designed the requirements. INVOCATIONS are doo doo too
You just don't listen even when your "stats" tell you these perks are barely used, so fix them.2 -
We can autistic boxing match in the pale moon light as friends then
0 -
No, the Meta never budges because there are no good Perks released
Personally, I think that Survivors have received some of the strongest perks ever to grace DbD in recent history, but their releases have been overshadowed for a variety of reasons that I won't get into here. Our opinions are clearly not going to be compatible on this, so I'll drop it here.
PGTW was #15 before its Buff and still received it. But I guess this is different then, eh?
For what it's worth, I didn't think PGTW needed a buff.
-3 -
I understand that this is more of a long term thing so w/e. I hope that AlwaysInAGoodShape's feedback isn't lost in the sea of people solely concerned with the here and now.
2 -
My main problem with diminishing returns is it will kill build variety and push people further into the meta. As someone that likes making fun combos with perks like Babysitter with No One Left Behind for example so that the survivor I unhook can zoom to the gate, or No One Left Behind with Desperate Measures so that I can unhook someone really fast without trading, I don't like this change at all. The situations where I can put this build to full use are already rare.
Why is my build getting slighlty nerfed (in those specific cases) while a build with Decisive Strike, Unbreakable, Sprint Burst and Vigil which is meta is still running rampant? Some people say this will be better in the long run since individual perks can now be buffed. So what I'm hearing is people are going to run only the strongest of each type of perk: the strongest/most universally useful healing perk (Botany Knowledge, We'll Make it), the strongest generator speed perk (Resilience, Deja Vu, Fast Track), the strongest haste perk (Hope) and so on.
What will this even achieve? Blood Pact, Power of Two and Dark Theory, even more dead. Run Hope instead. Desperate measures and Empathic Connection? Dead. Run Botany Knowledge because it's more consistent. Deja Vu, Fast Track, Prove Thyself, still meta. Full Circuit, Soft-Spoken, Friendly Competition, Overzealous? Dumped in the trash. Why run Do No Harm when I can use We'll Make It? Because I can use it even if I'm not the one that unhooked? We all know nobody is going to use it over We'll Make It just because of that and the fact that it only works at full strength on death hook, while We'll Make It works every time and for 90 seconds after the unhook. Why run Flow State when No One Left Behind Works better for unhooking speed? And if I want to use the cleansing speed buff of it then I'll use Counterforce instead. If I want the healing part I'll use Botany Knowledge. Someone can argue Flow State can be a "jack of all trades" but it only works at full strength on endgame, which you might not reach at all, and even if you do it won't last more than 5 minutes, this is why people only use it in tandem with other perks. Any of the other perks I mentioned provide more value over the entire match. No one will run Flow State, and like it, many other perks will suffer the same fate. If you double it's numbers then suddently it's some of the other perks that become worse. Let's say we buff Empathic Connection's healing speed. Suddenly Botany Knowledge is outclassed, since Empathic has another effect and the same healing speed. So we buff Botany Knowledge too, suddenly Desperate Measures isn't worth it over it. So it's the same problem. These are just a few examples of perks I can think of.
Specialized builds are simply fun. Blood Pact, Power of Two, Hope, Dark Theory stacking can be a problem, sure, but the amount of setup needed to simply pull it off is almost impossible, not to mention against some popular killers like Blight it simply doesn't work. I have only seen it as killer once in a thousand hours and they were just a duo having fun and not even doing generators. Do we even want to punish these players?
Yes the nerfs are not game breaking, heal stacking and haste stacking is still possible and "viable", but it pisses me off that meta builds are still untouched while our fun builds are being nerfed.
Anyways, that's my feedback.
4 -
When it comes to healing im not sure its really viable. Like it will still be possible to run the perks together but the marginal value is terrible compared to throwing in a typical boring meta perk instead.
We'll Make It heals in 8 seconds. Why would I run Botany on top to do it in 7.11 seconds?
This wont work out the way the devs are describing. Just killing healing builds and leaving efficiency builds on both sides unchanged.
1 -
I do not understand why you would come up with a system thats overly incomprehensible the moment it is used and just makes several builds, that never were an issue, to be useless. Its just one patch after you simplified all perks and now this mess? The system is bad for the game in the matter nobody will know in what situation what you can expect from your builds.
It could have been much easier than that if you would have watched your feedback for once.
3 -
I still prefering a points systema like a store where u make your build basicaly with points, for example
u have 10 points to make your build and
Botany ( change healing speed)
Autodidact ( change healing speed)
Well make it ( change healing speed)
Coast 4 points to use
So, u can stack, but, u just can run with 3 perks, (4+4) and another perk costing 2 points
U need make a points systems, where the meta perks coast more than others, this way, never for the both sides can be able to run fully metas.-2 -
Imma probably quit the game if this goes through. Survivor main. What a way to shoot yourself in the foot while trying to make it about "balance". No more niche vaulting builds, no more gen builds, no more gen regression builds. Player choice? BHVR doesn't seem to like it. Jump the shark moment.
5 -
pretty horrible idea tbh it just affects gimmick builds that gather 4 perks to get one effect like the people who actually just run full meta will be fine
Dh ds enjoyers and Quad slowdown enjoyers will still be completely fine but you are punishing for playing off meta and having a more unique build
Kinda sucks the soul out of dbd tbh you guys are over doing this whole balancing nonsense I feel like doing changes like this over the long term will kill the game because in my opinion this change will suck alot of variety out of the game especially for surv
6 -
It also begs the question what's the point of having 50 different mutually exclusive healing perks?
4 -
I have very mixed feelings on this.
I think for Haste, the new system makes sense since haste has needed to be more limited for a while now, and it's an effect that gets exponentially stronger the more of it is in play due to how it can affect the speed differential between survivor and killer. There are some pretty uninteresting to face haste combos that are currently possible on both sides that I have wanted to see curbed for a while. So I agree with the changes for haste specifically, though I would perhaps like to see a couple outliers addressed that didn't really deserve the indirect nerf (ie. Champion of Light + Fixated combo).
For other types of modifiers other than haste, I feel like this is a little too broadly applied, especially since stacked bonuses already get weaker under the current system due to how the stacking math works and the new system just penalizes that even further. I can understand perhaps wanting to limit 3 or 4 of the same thing in some cases or wanting to limit excessive penalty stacking to avoid extremely long interactions, but applying a 50% reduction to only the 2nd instance of an effect seems overly harsh in some circumstances. For example, self healing with medkits now suddenly makes a single anti-heal effect weaker even if the killer hadn't intended to really stack anything, ie. the medkit penalty is the survivor's own choice. And in many cases, there wasn't really anything wrong with stacking a couple of healing perks on either side, or a couple of vaulting perks, or something like Resilience with 1 other action speed perk. Many of the game's strongest meta combos do not necessarily involve stacked modifiers, ie. SB/Vigil, Pain Res/DMS, Hyperfocus/Stakeout, etc. and are not impacted by these new limits. You can still run multiple slowdowns on killer just as well as you could before for the most part as long as you remain somewhat diverse with your types of slowdown. The system also nerfs some more niche interactions like luck stacking.
I think a decent compromise would be as follows:
- Speed modifiers (ie. Haste and Hindered) have values reduced from the 2nd instance and beyond like in the PTB. I believe Haste deserves harsher limits than other modifiers due to the implications it has on the core gameplay loop and the reasons explained earlier.
- Other types of modifiers have values reduced starting only from the 3rd instance and beyond. The first 2 instances of the same modifier stack normally like they did before.
- This still allows some more build diversity since you can still stack up to 2 instances of an effect, and only more specific cases of stacking several effects would be diminished. I believe this way, this does still limit some of the extremes, but it leaves room for some stacking to exist and be a viable strategy without eliminating it altogether (or at least severely weakening it).
- Moving forward, some perks may need to be adjusted with these limits in mind, but I understand if that's more of a longer-term plan so I won't comment on it further.
4 -
I think this is a much-needed system, and I think there will be a lot of pushback, because obviously it will affect certain playstyles that people have liked for almost 10 years, but in my opinion people like these playstyles because they're too strong and have gotten out of control. So of course it will feel bad when mechanics that are too strong are going to go away.
I think that a system like this to control stacking modifiers that are out of control is needed.
For example: Haste stacking, on both sides, is insanely problematic. Haste stacking is incredibly unfair, it's unfun for either team to go against. Haste stacking can make Survivors literally unkillable for certain Killers, like Hag! And then, for Survivors, it can have the potential to make it impossible to outplay a Killer at certain speeds.
There have been instances where Perks have to be nerfed because they're too insane when stacked together (like PTB Circle of Healing).
I would love to see a more diverse meta, that explores more diversion-y and stealth perks,
That said, I am afraid that Diminishing Returns will have the unexpected effect of, over time, skirting the meta towards anything that bypasses the system. Even if it works just fine with the system, players will view it as a punishment and avoid it out of spite: This means, increased appearance of Second Chance perks, increased appearance of Permanent Gen Progression.
I don't know how to solve this, beyond individually nerfing each Second Chance perk or Permanent Gen Progression perk or any already-mildly-meta perk that bypasses this system. Which also doesn't sound like a good option.
I think this is a needed system, and I'm fine with it going in as-is, but please do keep in mind that this is likely where the meta will start shifting to. And people aren't gonna love the 2nd chance bonanza, if that's what it comes to.
-6 -
Question: Is Luck affected by Diminishing Returns?
4 -
I can completely get behind this idea. Getting the first and second buff/nerf in full strength and halfing it on the third one (even for haste builds) would leave Power of Two, Bloodpact intact (which isn't even that strong and takes a lot to pull off) and a lot of other combos would still be okay, like Botany and Desperate Measures, a niche unhooking speed build with Babysitter and No One Left Behind, or a haste upon unhooking build with Babysitter and No One Left Behind. Also I don't know if luck is affected, but it would also leave Up the Ante and Slippery Meat combo alone, which I love to run in solo queue (even without luck offering it's decent), while also nerfing SWFs that abuse luck builds since they would not be able to stack it more than 3 times.
Love this idea overall and it would fix a lot of the complaints I think.
0 -
This makes it sound like the feedback really doesn't matter then, like it's going through whether we like it or not. And I'd be cool with that—I'd love you guys to take a stand on something that would help the experience for both sides, regardless of complaints—if I thought that "down the line" was going to actually help variety and greatly deincentivize problematic, focused builds. But without knowing what the destination of that line is, it's pretty hard to give feedback. Currently, all I see this doing is ruining some niche builds while keeping many obnoxious and common ones strong, making them further preferable and thus further limiting variety.
14 -
Stacking effects is a nightmare for balance. While your team did try to resolve this awhile back by removing stacking, your team reverted it after negative feedback. I feel stacking diminishing returns is a good compromise. I like it.
-5 -
I think the Diminishing Returns Feature is a good thing to prevent situations where a perk needs to be weak because otherwise stacked with other perks it would become problematic/unhealthy. However, there is still the problem that many perks are way too strong or unhealthy in this metagame and do not get balanced by the Diminishing Return Feautre, to name a few:
- Vigil: Affects ~30 killer perks and ~75 killer add-ons and makes them much weaker, which means killers have much less addon and perk variety because Vigil makes them so much weaker and the most insane part is that even teammates benefit from the perk for a long time. On the other hand, the perk makes already strong perks such as Sprint Burst and Shoulder the Burden even stronger since you have 20sec cooldown on Sprint Brust which is insane while the abuse of Shoulder the Burden becomes even easier.
- Resurgence: Resurgence gives unhooked survivors 70% healprogress which means a heal can be done in four seconds - in fact the unhooked survivor gets this heal by themselves with a medkit in four seconds. That means survivors have much less downtime from a hooked survivor, which puts so much pressure on the killer for free (there is a huge difference if a heal takes 16seconds of two survivors or four seconds of one survivor). The only way to counter this is to tunnel the unhooked survivor because that way, they don't get the quick heal. This perk is just unhealthy. Heals need to be more reliable in terms of speed or activation condition (e.g. we'll make it requires one specific survivor)
- MFT + WGLF: Against this combination, there is no real counterplay for killers. Survivors can put the killer in a situation where the killer cannot pick up right away (e.g. survivor is under a pallet or a flashlight user is nearby). The pick up is basically free and if the killer hits one of them, they get a speed boost and if the killer waits it out, they make it to a safe place.
- Sprint Brust, Lithe, and DH: These exhaustion perks need a nerf because they are either too use to use for how strong they are or have an unhealthy effect on the metagame by punishing the killer so much.
- DS: DS needs a change to be less abusable since many players use DS alongside the basekit 15second endurance to protect their teammates which is just awful game-design.
- Shoulder the Burden: A perk that is difficult to use in SoloQ but too abuseable in SWF. I had matches against SWFs that just abused the perk to get a Deliverance back and to prevent my punishment for doing that. The perk needs to be more SoloQ friendly and only useable if the killer is for real tunnelling a survivor and not useable whenever the survivors want. (In short: Don't mess with hook stages).
- Deliverance and Wicked: Needs a nerf or rework to not punish the killer for spreading hooks and to prevent aggressive unhooks from survivors that put the killer in a lose-lose-situation where either a tunnel is prevent by DS, DH, StB but the new hook is useless due to Deliverance.
- Background Player and Sabo: It is okay to have interaction but since the latest buff to sabo addons, sabo became so easy while falshlight/pallet rescues have no risk due to Background Player since either you get it for free and if you mess it up, you gain a lot of distance. Nowadays, flashlight saves are so easy to get and free due to the longer time window, BGP, and/or champion of light. The killer has very little counterplay when a survivor is under a pallet or a flashlight user is around.
- Gen speed needs to be more reliable: there is a chance that a gen gets done in ~90seconds by one survivor or in ~50seconds due to fat toolbox and Stake Out + Hyperfocus. Nothing prevents a reliable gen speed - not even the new feature.
Another problem of this feature is that it cannot balance regression perks because they all work on their own and not in a stacked way. I would like to see a metagame where regression perks are strong on their own but weaker when fully stacked. Same with blocking perks (mostly DMS and Grim Embrace).
The feature is good and I can understand that you wanna wait before you change some perks but there are already strong perks that will not be affected by the feautre but need a nerf/change now.
-5 -
Diminishing returns is overkill for the following reason: you have 4 limited perk slots. This means diminishing returns is already naturally built into the game. For instance, if I want to stack 4 gen perks to do generators quickly, I must not bring any healing perks, any exhaustion perks, any altruistic or info perks, all of which could benefit my team. Now personally I don't run these quad gen rush builds because they turn you into 1 trick ponies that are easy for good killers to quickly down. You see this in live play all the time: the gen rushers suffer in chase. So while 4 gen perks stacked may provide an impressive gen progress speed, it comes with severe downsides that naturally balance it out. Same goes for other forms of stacking. So adding diminishing returns on top of this just turns a bunch of build possibilities into meme builds that no one will run if they want to compete.
8 -
As others have noted, this has been pretty poorly communicated and weirdly implemented. It's not diminishing returns on perks. It's diminishing returns on EFFECTS. It doesn't matter where the effect comes from. A survivor that gets a healing penalty from Leverage AND Self-Care gets one of the penalties halved because they're applying what's internally coded as the same effect. Or Wretched Fate and just two survivors working on a gen together. Or Sprint Burst and the haste from losing a health state. There are an assload of non-obvious interactions here that instead of simplying things, make it far more complicated and are a bunch of (presumably) unintended nerfs for very common things.
If this is the approach to be taken, then at minimum effects need to be reclassed to differentiate between sources. On top of this, they need to be keyworded to actually prevent things that do effectively the same thing from stacking. The most obvious example are gen protection perks. Grim, Pain Res, and Pop are all fully independent, but all do the same thing. Keyword them under Gen Defense or something like that. Do the same for survivor gen perks. Hyperfocus + Detective's Hunch + Fast Track, for example, should all be classed together despite their effects not overlapping in any way.
But I still think even that's an insufficient approach. There should also be hardset limits, both minimum and maximum. For example, a gen should require no less than 50 seconds, and no more than 150 seconds. Heals at least 6 seconds, no more than 24. Exact numbers can be tweaked, but they would force consistency and limits and stop so many of the unhealthy things that have been band-aided over the ages that this diminishing returns is once again trying to band-aid fix.
4 -
It's annoying that this system is activated by the killer's ability. This system should only be activated by stacking perks.
0 -
I get the idea behind the change, but in practice the builds that perform a certain action the fastest aren't builds that revolve around stacking a direct action speed change. (For example, one of the fastest gen speed builds is Stakeout + Hyperfocus, neither of which directly modify a player's generator action speed.)
For someone like me who has been playing many years, I see a system like this and now feel like I shouldn't ever be running perks that stack because I won't be able to get the most out of my limited number of perks. I also don't want to need a PhD to figure out the math of how long something will take just because I brought 2 stacking perks.
I can't imagine new players having fun when another layer of (poorly communicated) obfuscation is introduced.
And I also personally think it's weird as heck that positive modifiers already have a system of diminishing returns in place but are getting another very complicated-to-calculate one slapped on top.
3 -
I dont like the new system.
9 -
I'm confused at how this is implemented sometimes.
If the perk isn't always active, does the order of which perk is being diminished change?
As an example, if I'm running CoH and Botany Knowledge, is Botany diminished if I'm not in the circle?
What about perks from other people that affect you? If I'm running Deja Vu and am affected by another survivor's Quick Gambit, will I be affected?
Also, what about perks that have the same value, like Soft Spoken and Full circuit?
3 -
I think the diminishing returns needs to affect more things
It doesn't currently address the issues caused by hyperfocus+stakeout or perks that diminish debuffs, looking at you Vigil
alongside a vigil numbers nerf maybe make it so perks that reduce debuffs are also affected by diminishing returns
-3 -
It does change depending on what's currently active
So in circle of healing Botany and other active healing perks less than or equal to CoH are diminished
0


