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Diminishing Returns Feedback

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Comments

  • Ebby_I
    Ebby_I Member Posts: 4

    I think this is extremely well said and I want to highlight my thoughts with it as well. I do still have concerns as of now about perks that have lesser values becoming significantly less used and that the top meta perks will become even more common since specialized builds are being directly nerfed. But the overall effort that was put forth (to my understanding) was that perks are going to be adjusted afterwards if this goes live to increase values since worrying about busted perk builds will not be at the forefront of things (because unfortunately this is currently the primary concern whenever there is a new chapter introduced with new or adjusted perks) . There are so many perks in the game whose values are so minimal, or their activation requirements are so convoluted that running them on their own is a waste. With this system in place, we can actually get perks that are worth it on their own and won't break the game.

    The numbers as of now feel aggressive. I agree with the poster here as well that those smaller values feel kind of unnecessary for this system to kick in. When running two healing perks together that don't even cross a 50% increase and there are individual perks that give you that base amount right off the bat, I don't feel this system should be kicking in. Having a threshold for when this system starts to apply I think would be good. That threshold I feel should be different depending on what is being increased or decreased. Like if it's healing speed, once it hits 100%, the system kicks in, as an example. And echoing their comment on the values, the actual diminishing return numbers could be adjusted. I think starting at 75% and going down to 50% and then 25% and then 12.5% would feel a lot better, but personally if there was a set threshold to trigger when this system would activate, leaving the totals as is wouldn't feel as aggressive.

    Lastly, the devs said this was not intended to be a total meta shift. This is intended to reign in busted value builds. There are literally builds in the game right now on the survivor side that allows you to pick someone up off the ground that the killer just downed right in front of their face. This is definitely not a fun experience on the killer side. Inversely, though much more niche, there are killer builds that make healing virtually impossible and everyone is essentially turned into one hits the entire match with no counter. These builds are also boosted by A and S tier killers making that a very unfun experience on the survivor side. These values need desperately to be reigned in. I don't think this is a perfect system, but it is a very necessary one and as long as perks are buffed if this goes live, it could have a slew of positive effects for the game. It'll suck at the start but will eventually even itself out to make an overall more balanced game (not fully balanced, just more balanced than it was before).

    When I played the ptb, I went in on my old speed healing builds to see how it felt and overall, the change didn't feel as aggressive as I thought. I also was extremely worried and not too happy when this was announced, but after testing and looking at the potential this will bring to the game. I am hoping this goes live with some adjustments.

  • BongoBoys
    BongoBoys Member Posts: 1,051

    This new system is gonna cause so many problems for perks like we're gonna need perks reworked and buffed if this system goes through like 30 perks a patch of buffs and reworks

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,309

    Thrill of the hunt is going to be oppressive, not that it isnt already.

  • foomongus
    foomongus Member Posts: 19

    Making it be affected and effect killer powers seems like a bad decision, since the killers (if im remembering correctly) that have basekit haste, is knight, trapper, skull merchant, and clown. All killers that really dont need nerfs, with 0 compensation buffs.

    This also is VERY confusing. Ive been doing a lot of testing and when you say "addons are not affected by diminishing returns" can also lead to confusion on what counts as the "addon"

    EXAMPLE -

    Ghostface sheath addon (haste when marking a survivor) has no effect from or to the diminishing returns

    Clowns addon cheap gin bottle (increases his haste from invigorated by 3%, bringing it to 15%) actually DOES affect and is effected by diminishing returns. cause the game doesnt treat the 3% as its own amount, but rather treats it as the base power being 15%, easiest seen if you have play with your food at 3 stacks

    if the addon was its own count it should be

    15% + 6% + 3% = 24%. but since the game considers the power to be 15% its actually 15%+17.5% being 22.5% haste

    Is this an oversight? a bug? or is it intentional since the addon itself is not giving haste, but rather increasing the power. if so then addons DO affect it. and its addons on already low tier killers

    This is just the killer side of things, i havnt had time to test survivor items/addons with perks to see how all that works. like, do addons that increase heal speed of medkits not get affected by diminishing returns?

  • Lavoonus
    Lavoonus Member Posts: 24

    I definitely feel a system like this is needed at this point, but outside of haste specifically, this implementation feels too inflexible to deal with the issues it wants to solve.

    Punishing perk stacking instead of putting a soft cap on action speed modifiers directly means that while certain strong combos do get nerfed, weaker perk combinations get hit just as harshly. If someone wants to run a repair speed build, why would they ever run Full Circuit and Soft Spoken when they offer weaker effects that are now diminished on top? Instead they can just run a toolbox, possibly with Built to Last on top, and get a stronger effect while avoiding diminishing returns entirely.

    Like I've seen a few others suggest, the best solution would be implenting soft caps on action speeds, so that modifiers can be kept from getting too out of hand, without affecting non problematic combinations. Obviously the specific numbers would need to be tweaked to find the right spot, but it's easier to find where healing speed might start to become too much versus how much every combination of 2 perks should be reduced.

  • XombieJoker
    XombieJoker Member Posts: 108

    Not the diminishing returns I thought were coming to the game. Diminishing Returns in THIS PTB only really hurts heavy healing builds because there are NO gen repair speed perks that are stacked that have a high pick rate. Perks and Items that speed up gen completion do different tasks to accomplish that one goal that is not affected by this 'Diminished Returns' mechanic. Set ups like Stake Out, Hyperfocus, Built to Last and a Toolbox. One gives you tokens that turn good skill checks into greats and provides bonus progress from great skill checks, one provides a higher chance to get a skill check as well as increase progress granted from skill checks based on it's token count, one just speeds up repair speed and another replenishes items to reuse again. The only Diminishing Returns I think killers would experience is less Haste stacking (sorry Clown) because I don't know if using Dying Light with Thanatophobia would count as Diminishing Returns.

    The kind of Diminishing Returns I was expecting were duplicate perks would get weaker the more were brought into a match. Stake Out loses bonus progress on great skill checks by -0.2% per copy or Hyperfocus reduces bonus progress of skill checks by -5% per copy, or Unbreakable loses -7% recovery speed for each copy, Fast Track loses -0.3% permanent progress of each token for each copy. Also before anyone brings up "Fast Track isn't even that strong and not a problematic perk" by itself not that big a deal but in multiples is ridiculous. If you don't believe me, 9.5.0 PTB showcased the Fast Track change and it had a 0.82% pick rate on Live servers. Checking it today as I type this post, it has jumped to 5.49% pick rate. A perk that "isn't that strong or good" doesn't have a 650% increased pick rate in the 3 weeks since patch 9.5.0's live launch.

    We can do this on some group perks for the killer too like regression perks or blocking perks. Like if a killer equips Pain Res, Pop Goes the Weasel, Turn Back the Clock and Surge. Pain Res being the strongest keeps its -20% and unaffected. PGtW drops to -7.5% as the first iteration of Diminishing Returns. TBtC gets cut to 1/4 so -2.5% as the 3rd iteration of Diminishing Returns. Surge eats a fat one being the 4th iteration of Diminishing Returns dropping to 1%

    Sorry BHVR but the Diminishing Returns introduced on this PTB just ain't the answer

  • Langweilig
    Langweilig Member Posts: 3,235

    We all know that won‘t happen. I just noticed we have 0 perk changes this chapter, which is crazy

  • Filipino1490
    Filipino1490 Member Posts: 123

    I feel like that this also should effect skillchecks, status effects (mainly vigil but it would be better to rework vigil), cleansing totems, opening chest etc.

  • BongoBoys
    BongoBoys Member Posts: 1,051

    It 1 and it's fast track nerfs but yeah even if I brought it down to like 10 perks a patch Devs wouldn't even be able to reach that quota

  • ShadyEmma
    ShadyEmma Member Posts: 9

    Fundamentally a good idea however... As it is right now it is just gonna remove builds people use with not much incentive to use a mix of everything. In order to successfully achieve build diversity you'd have to buff the individual perks that are being limited by stacking, for example haste perks on both sides, as of right now the only strong thing this addresses is healing speeds which are strong just by putting on we'll make it alone anyways (please nerf healing speeds in general). This should be made to affect the strongest stacking on both sides of the spectrum these being slowdown stacking on killer and skill check gen rush builds on survivor because if not then people continue to run the strongest stuff and no diversity is achieved. Another issue is how these dont really affect team perk stacking, for example four survivors running sprint burst, vigil (though no longer stacks if everyone runs it everyone gets it) which causes trying to commit to a chase miserable for any killer that isn't nurse or blight, who can catch up quickly. And even then if you do nerf full slowdown and gen rush builds survivors have so many tools to extend chases and waste time that it can feel almost impossible to play against. Perks like Decisive Strike, Shoulder The Burden, Dead Hard, Lithe, Sprint Burst, Dramaturgy, basically any exhaustion perk, Finesse, Vigil in combination with exhaustion perks, Windows, and 5 Moves Ahead (to always have a resource to go to with 5 Moves even countering some killers that try to hit at pallet drops). Im sure theres even more im forgetting but these all are the most popular and the easiest or most effective at wasting time. Running into a full squad of Decisive Strike, Lithe, Finesse, Windows/ 5 Moves feels like misery and they don't even always need windows and it can be replaced with something like dead hard that wastes even more time! Shoulder the burden also has less stacking use but more insane slowdown and progress removal. An example of this is if someone less skilled messes up and gets to death hook, the more skilled player running this removes a hook state and now the killer either has to spend more time on the less skilled survivor or go after the more skilled survivor who will waste their time so much more. It is essentially a lose lose situation. If you really want perk variety bhvr you need to heavily shift the meta and nerf a lot of the strongest perks on both sides and buff the individual perks that get affected by this change. Until then this just makes 4 Slowdown and meta survivor builds more prevalent. (Also nerf healing speeds and revert mangled or something)

  • gerolau
    gerolau Member Posts: 160

    I'll be honest, i would weigh in more of how the stacked values felt if… i got to experience them

    every killer i went against last night opted to play without stacking perks, deciding to use perks that did not have restrictions from the diminishing returns system: i think i saw more people devout to using corrupt intervention in one night than i did for most of 2025 (not to call corrupt bad, quote thee otz: its like your grandma, old but reliable).

    this is actually the exact thing i have been afraid of with regards to the diminishing returns concept: since the game still does not encourage the player to diversify strategy to anything but the most efficient things possible, instead of accepting that their stacked values will be slightly lower these builds are now not being touched at all. most survivors i were playing with either sticked to popular skill check builds or mixed ones of popular perks (exhaustion, a heal perk, a gen perk, a swing perk). while i know this is the equalization effect bhvr wants, its causing an equalization in the direction of everyone playing a small handful of builds not effected by the system. i am not sure if this is an indication that the values of the diminishing returns are too strong, or if the player base is just being entirely resistant to the idea due to them not wanting their build potential altered (both feel valid)

    I would also like to voice a concern for killer add ons and how they effect the returns, as i think the way it is implemented not only makes certain add ons feel worse, but it makes the recent work to clarify perk descriptions feel worse. according to matt on the live stream, killer add ons do not innately get the diminishing returns unless the add on is changing a value in the killers base kit, like trappers haste. i think this is a lazy implementation and to add a system like this an add on pass is required, because it is not super evident which of these add ons are effected and which are not.

    from my own looking (and if im wrong, please, feel free to correct me!) if an add on states a value is increased/decreased, it will be effected by diminishing returns. If the add on says it grants/unlocks/permits a modifier, these are seemingly the add ons that do not get effected by diminishing returns

    image.png

    while i can understand why this was done from a coding/purely testing standpoint, it feels like certain add ons that do apply hefty effects are ignored on occasion and weak add ons that modify a base kit killer value are far more useless. it doesnt really combat stacking, it just makes things clunky and weird right now. its feels like the system was half done and everyone realized the ptb was next week and they didnt have any way to make the game feel better besides uh, this.

  • CakeIsTheRoad
    CakeIsTheRoad Member Posts: 70

    I think this is a good change. There are some things I would note for future iterations:

    — needs to be followed up with status effect reducer perks included — Vigil, ghost notes, etc.

    — needs to include skill check bonuses

    — selection of survivor and killer perks buffed. Sloppy butcher and self-care for example.

    (Iron Will preventing Plague cough noises would be great)

    Thanks for your hard work!

  • Mandy
    Mandy Administrator, Dev, Community Manager Posts: 24,891

    this is an extremely well thought out response, thank you!

  • HPhoenix
    HPhoenix Member Posts: 709

    A feed back from the best Clown in the world on this topic:

  • 4thdslip
    4thdslip Member Posts: 349

    Resi and Finesse don't stack in real gameplay, but I'll check on Bam and Dark Arrogance still stacking later today.

  • OneShape
    OneShape Member Posts: 35

    I just found out that basekit haste certain killers have, unlike add ons, are not an exception from this system. If items are unaffected I absolutely feel like these should be too.

  • bm33
    bm33 Member Posts: 8,485

    I think this system needs a bit more work and testing before hitting live servers.

    There seems to be quite a few issues overlooked - basekit BT being hit with diminishing returns, getting hit with diminishing returns based on what your teammates are running when you have no control of their load out, killer and survivor perks impacting eachothers diminishing returns are just a few to name from feedback on these forums.

    BHVR has a history of being frustratingly slow when it comes to fixes and adjustments. This new system already has multiple issues players have discovered in just the first day of the PTB that should be addressed and based on past experience a "we'll fix it later" response is not reassuring at all. I think BHVR should hold back releasing diminishing returns and take the time to address the issues and concerns people have brought up from this PTB. Once those have been addressed have the updated version in a later PTB instead of releasing the system as is and making players deal with it until the devs finally find time to address the problems with the system.

  • SadakoSlay
    SadakoSlay Member Posts: 85

    I really. really like the diminishing returns and I really hope it makes it to live. I feel like in the live game a lot of stuff can be stacked to be so incredibly high or fast that it's honestly too much. This feels like a good way to make sure perks can still be used together, but they just won't be as strong. I do hope that we'll some perks changes soon, because now we have no idea what kind of perks changes we can inspect with these changes.

  • 4thdslip
    4thdslip Member Posts: 349

    I'm gonna be honest it's nearly impossible to tell but I do believe vault speed is effected by this change. PTB vault seems to take about 1.5 seconds while the live vault is about 1 second. Without having Michael on PTB I can't test if this is combined with his base vault speed buff so I'm using Ghostface instead, enjoy

  • SkyL1ght2008
    SkyL1ght2008 Member Posts: 17

    Overall this is a good start and needed for the future of DBD and could lead to much better perk balancing down the line but could use a few small tweaks:

    #1.) Balancing wise it needs to be expanded to include: bonus progress from a skill check (EX: stakeout, hyperfocus, etc.), status effect recovery speed (EX: vigil and ghost notes), and multiple survivors using the same perk (EX: multiple people running fast track or vigil) as well as increasing the 5th value and up to be 6.25% for the sake of consistency.

    #2.) Some QoL such as: rounding the visual percentages of things like haste to the nearest whole number for easier readability and understanding (EX: if the true value of haste is 19.875% it should function as so but read as 20% on the indicator) and add the ability to see the value of perks at each level of diminishment under the extra info tab.

  • CrypticGirl
    CrypticGirl Member Posts: 1,630

    If the devs feel they can't make strong perks because of the risk of stacking making them OP, theres a simple fix- just make those specific perks unable to stack, and override any other similar perks.

    That would make it even worse.  Instead of We'll Make It + Botany being 100% plus 25% (half of Botany's original value), you'll just get 100% plus 0 from Botany.  Then there'd really be no reason to bring Botany.  I would say just make it so that these action speeds can't be stacked or reduced beyond a certain value (say no more than 150% increased or reduced value).  But even that doesn't sound great, and will destroy specific builds.  I personally think the entire system should be scrapped, because I agree with you and everyone else that it'll just destroy build diversity.

  • Shinkiro
    Shinkiro Member Posts: 535

    Exclude killer powers from diminishing returns. Having a basekit nerf to your power for running a single perk isnt good design. It limits killer design and requires you to have to keep rebalancing the powers based on perks which is hugely unnecessary and makes it harder to work on killers when there is external perk variables that have a huge impact on their performance. If items are not affected then neither should killer powers be.

    The system should only be perk based balancing as it makes far more sense to keep adjusting them individually than having to adjust or take into account constant necessary changes to killer powers and items and their add ons.

  • lionheartedmuse
    lionheartedmuse Member Posts: 1

    i genuinely think the way this idea has been constructed really doesn't work imo. the percentage dropoff is way too steep, and i feel like ultimately it's just removing build diversity from the game. it also doesn't acknowledge that with only 4 perk slots, running a full healing build already has a cost: you're not running anything that will help with gen progression, or what will help you in chase. as killer, if you run a full haste perk, you're sacrificing gen regression and aura reading for example.

    this change not only kills a bunch of perks that only worked because of the way they synergized with others (for example overzealous) but also does nothing to make people not run meta builds. it actually imo will make meta builds more likely, as it gives people zero incentive to run anything else: if i can't run a specialized healing or totem cleansing build, sure, i'll run dead hard and decisive like everyone else.

    in conclusion, i think this concept needs a lot more work before it's even considered as a possibility for going live.

  • MrRetsej
    MrRetsej Member Posts: 194
    edited April 9

    On paper I like the idea of diminishing returns. However in practice, two major issues stand out to me.

    1. As presented on the PTB, the diminishing returns mechanic does not affect skill check based perks. This means it has no affect on Stake-Out + Hyperfocus and does nothing to address the problematic Stake-Out/Hyperfocus/Deja Vu combo. Please find a way to let this system also include skill-check based perks.

    2. In my opinion, diminishing returns should not affect killer powers at all. As it stands for any killer that gains haste or applies hindered as part of their basekit, they unnecessarily are affected by this mechanic. To the best of my knowledge this means Clown, Skull Merchant, Freddy, Knight, and even Trapper (to a lesser extent) suffer from this. Heck, I think even Houndmaster and Nemesis take a hit with this issue, and likely more killers I'm missing, none of which are the most top tier or even problematic at this point. [Edit] I believe the mechanic also hits vaulting and break speeds, and if so, that also hits Myers in Pursuer/Evil Incarnate. Again, why make this affect their basekit?

    Fix those two issues, and I'm fully on board for diminishing returns.

  • glitchy_man
    glitchy_man Unconfirmed, Member Posts: 2
    edited April 9

    the system is nice it's step in the right direction to a better perk balance and to finally buff some perks with out the fear of them stacking with already problematic perks and maybe finally nerfing some of them and also maybe doing something about the more pallets that are on the maps now that you have added a good and health nerf to blight but the system has a little problem in it it's not a big problem

    but there are some things that where not added to the system like perks that get rid of status effects like vigil and ghost notes they get rid of the exhaustion status a lot quicker when paired together and also vigil just makes status effect hinder useless, now that would not be a problem but some killers power rely on the hinder like freddy, clown, houndmaster, and skull merchant so one make it so vigil only gets rid of the exhaustion status and not the other status effects and nerf the numbers of how fast you get rid of it from 66% to 44% or 33% and add the getting rid of status effects quicker combos to the system.

    now another thing that was not on the system was the skill check perks like why are they not on the system like hyper forces and stake out combo is already been running around a lot and none of the skill check perks or BNP/brand new part cause BNP counts as a great skill check for some reason cause why wouldn't so you can pair BNP, hyper forces and stake out all together so why have none of those been added to the system I don't know you tell me like things like that need to added to the system as well

    so these are the things you NEED to add to the system as well and then you can finally start nerfing some problematic perks and start buffing some perks that need a buff without the fear of them staking and them becoming problematic.

  • NotJared
    NotJared Member Posts: 782
    edited April 9

    Things like the 3000% Clown Haste build are wickedly not okay to play against, I disagree with this entirely.

    Also, items are affected by the system?

  • dangersmymidd1ename
    dangersmymidd1ename Applicant Posts: 9

    I understand and agree with the need to introduce this system, but it will remove some of the fun and unpredictability in the game. While not practical, sometimes a silly survivor haste build is fun to run and see what you can get out of it. Same for healing builds when you just want to go around healing everyone.

    It is unclear, however, which values will be affected (for example, recovery speed?). I think part of the solution would be to display the calculation when making the build on the loadout screen, so you know in general how it will affect your build if taken standalone.

    And while diminishing returns is the technical name, maybe a more player-friendly name will help with understanding. Like "Stacking debuff" or similar.

  • Mr_Redwood
    Mr_Redwood Member Posts: 3

    Here is my post that I made on this forum regarding the Diminishing Return changes and how they specifically affect Clown:

    I'm a Clown main who is involved in the general Clown main community of DBD. We are very dissatisfied with the way the diminishing returns interacts with our killer's power for the following reasons:
    1. Reduced perk variety: essentially any perk that gives haste is not worth running anymore on the Clown, which limits our build variety. Instead of being allowed to use fun haste perks, we are being funneled into aura, slowdown, or utility perks. We could of course theoretically use the haste perks still, but most of them will be worse than an addon slot for Cheap Gin Bottle.

    2. Reduced addon variety: if we cannot run haste perks but still want to increase the value of our speed differential as Clowns, we will be forced into running the two addons that increase the basekit invigoration haste (Cheap Gin Bottle and Sticky Soda Bottle). Previously, we could run Rapid Brutality for 5% extra haste alongside two other addons such as Middle Finger, Thick Cork Stopper, Garish Makeup Kit, Starling Feather, etc. Going forward, if we still want to achieve that reliable +5% haste, we now need to run Cheap Gin Bottle and Sticky Soda Bottle, which will effectively make our chase power weaker when we can't justify the opportunity cost of other addons.

    3. Possible future nerfs to addons: if the usage rates of Sticky Soda Bottle and Cheap Gin Bottle skyrocket for the above reason, it is reasonable to expect that the balance team will nerf these addons and buff the subpar addons. This seems to be a common trend among killers like Unknown and Demogorgon who have standout addons.

    4. Overall, it's a nerf to the Clown: Clown isn't exactly a stellar killer that keeps up with the modern state of the game. The fact that his chase power now can only be supported by addons just makes it worse, and will lead to a rise in camping, tunneling, and "dirtier" playstyles as dedicated Clowns now have to struggle even harder to match survivor strength.

    I know this also affects killers like Trapper and Knight who have basekit haste, but this update seems to specifically harm Clown and Skull Merchant who frequently use their haste and hinder in chase. I also fail to see how this will "shake up" the meta of the game, as it seems to me this will just encourage survivors to run more antitunnel, antislug, and exhaustion perks. My proposed solution is to either make the effects of Clown and Skull Merchant's power affect their base movement speed or to make an exemption to allow one perk to stack with their power as previously. I personally agree that running four haste perks on Clown was unhealthy for the game, but running either Rapid Brutality, Play With Your Food, Batteries Included, Furtive Chase, Agitation, NOED, etc. have all been part of the Clown's playstyle for as long as these perks have been around. Please don't nerf the Clown and consider what I've mentioned above.

  • Shinkiro
    Shinkiro Member Posts: 535
    edited April 9

    Cool, and i disagree with you. Killer powers should work and provide their value consistently, period, its a fundamental design failure otherwise, see my post again as too why. Stacking is still reduced where it actually matters, on perks. The killer powers are not the problem. They dont need to have a built in nerf to them and will inevitably push people away from those killers when further changes keep altering things negatively. But sure give more people reasons to run killers not affected by this BS, more blight, ghoul, nurse etc that arent being unnecessarily artificially nerfed for no reason.

    If its going to affect killer powers the whole thing should be scrapped as BHVR are once again blind to the issues and mess caused.

  • 4thdslip
    4thdslip Member Posts: 349

    I also think racecar Clown is ass to play against and have openly stated I hate Clown. I also think that diminishing returns should not effect killer powers because they explicitly stated that addons are not effected, so that should extend to the entire kit of the killer, especially when some killers have their entire kit countered by one perk. Ignore that I play the Shape, the Brutal Strength is not in the room with us xdd

  • 4thdslip
    4thdslip Member Posts: 349

    Thank you for correcting me! I knew healing had diminishing returns and had heard the 200% number tossed around (and in gameplay, that's usually where I find that it only saves fractions of seconds) but I guess I was slightly off in what the truth of it was. And, as you say, it makes the idea of putting diminishing returns on a system that already has this built in even stranger!

  • crogers271
    crogers271 Member Posts: 3,453

    After 200% is where most people start to notice it as the diminishing returns become more and more steep.

    The same principle applies to gen perks as well, just harder to notice being the 'percents' are smaller.

    Example:

    Deja Vu would finish a gen in 84.91 seconds, saving 5.09 seconds

    Resilience would finish a gen in 82.57 seconds, saving 7.43 seconds

    So a person might think running them together would save 12.52 seconds. It would actually save 11.75 seconds, so not really noticeable in the same way that combining BK and We'll Make It don't get the results one might anticipate.

  • Defnotmeghead
    Defnotmeghead Member Posts: 396

    Even healing oriented builds are not too much of a problem. Healing is already capped at 200% per survivor. So even if you run WGLF, We'll Make It, Botany Knowledge and Desperate Measures, despite the 304% bonus you should get on a downed survivor after having unhooked another survivor you only get 200%, effectively negating 2 perks and only getting 6 seconds per heal. instead of the expected 4. And that is ignoring any form of anti-heal. That's often also ignoring bonusses from medkits that would get ignored this way.
    People only play heal builds for the sake of fun, there are a few worrying effects (so I would actually agree to having effects from the same perk have diminishing effect when it comes to healing, 2x WGLF is quite strong, but 1.5x WGLF should be fine)

    Diminishing returns means that you'd get 170% healing speed with those same 4 perks, which is a HUGE nerf for something that's already capped and not always as effective.

  • Defnotmeghead
    Defnotmeghead Member Posts: 396
    edited April 11

    The only offerings I can think of where this could matter, is map offerings, fog amount(which might mean they could remove the fog cap), hook distance, and luck.

    Because right now, map offerings are kinda useless and the biggest problem was SWF stacking offerings. So diminishing effects would actually help killers more and allows them to stack again.


    Fog offerings are literally useless, there is 0 effect. Back on release, it could be stacked, which then got capped to a maximum amount (remember Lights Out? That was basically 4 stacked max thickness increase offerings). Afterwards, they lowered how high the fog would go. Some maps dont even have any fog. It would be nice for Fog to be reintroduced as a mechanic (infact, I would LOVE fog-based perks to be entered)


    As for Hook distance, they are basically useless for survivors, especially after the hook spawn reworks, unless they use 3 or more, at which point they are too strong. Personally, I feel like these should either be reworked that sacrificing a survivor will consume the hook like it used to back in the day, or should increase/decrease the duration the hook cant respawn after hooks rather than change hook distance. Even with diminishing returns being applied, I dont see them ever being a healthy offering in that scenario. They are always going to be too strong or too weak.


    I do hope they do buff the luck offerings individually, because other than very specific builds, they are kinda worthless. You can increase the chance for each survivor to unhook themselves by 99.3%, but that will require 4 offerings, 8 perkslots just to have 4 self unhooks that arent even guaranteed(very close to guaranteed). This is probably the main reason why offerings are included to stack with perks, which means that with 12 slots dedicated to luck alone.
    So right now, that would be:
    4+9+9+9+9+4+3+3+3+3=56% chance to unhook yourself per unhook attempt, having 6 attempts, giving you a 99.3% chance of a self-unhook. But it leaves other aspects quite vulnerable because if everyone runs Up The Ante and Slippery Meat, they basically are a team of 4 survivors who each have 2 perks.
    After diminishing returns, that would be:
    4+9+4.5+2.25+1.125+0.2+0.15+0.15+0.15+0.15=26.2% chance to unhook yourself, after using 12 slots. With 6 attempts, that's only 83%. And while that still sounds extremely large, you can get that same number right now using only 4 slots(1 Vigo's, 2 Up The Ante, 1 Slippery Meat). That's quite a big nerf to luck too.
    IMO, self-unhooking through luck isnt that strong. The only heads up should be informing the killer about luck being increased so that they dont even try to proxy-camp, as they are better off being somewhere else.

  • Tipsy
    Tipsy Member Posts: 76

    I completely dislike it and think it should not come to live at all and no offense but during the livestream, the way the dev was talking very very very much proved he has no clue what so ever how the game funtions or even what meta is.
    First, i would not implement it all. It removes agency from players, specially surv on the casual level and making builds like is where the fun is for most low level/casual players.
    Two, perks shouldnt have high levels bonus at all period and if they want to have very fast heal speed or whatever, it is more balanced to force them to take multiple perks than one super buffed perk. We went over this when you tried to remove haste stacking and you buff haste perks to ungodly levels which was a big issue.
    Three, better solution is to have a hard cap on bonuses such as you cant go any higher than 200% heal speed.
    Four if you do go through with it the amount of diminishing returns needs to be changed completely. it shouldnt cut reduce the 2nd source at all and then maybe only lower the next source 25%.
    Five, this is terrible change for new players because they wont know what it is effecting and how much. Making them have to do math or whatever is just bad game design.
    Six, this is more focused on the livestream. The dev had zero clue what he is talkign about when it comes to meta or stacking. For one, any actual high level player (top 5%) will tell you, meta is not stacking healing or gen perks but using builds like Sprint burst or DH, DS, Deli or Shoulder, and Resurgence or UB. The main stacking you see at high level is SB with vigil, Hyperfocus stake out with a toolbox, shoulder with DS, pain res dms, totem builds, etc which wont be effected by diminishing returns. The dev also say by having diminishing returns it would allow them to buff low tier killers but gave the diminishing returns example with trapper that is completely invalid and would not move trapper on the tier list at all or any other killers considering none of them stack haste or whatever in general except clown and legion. I will say it again, the live balance team for the last year is really really bad at their job and i mean that in the nicest way but they will kill your game.