Revisiting the 60-40 balance decision

When the decision was made years ago it was clearly needed, but I think something significant changed a while back rendering this goal obsolete.


Back when unhook attempts were removed, the overinflated kill rates disappeared(1 out of 3 games a Dwight was suiciding on first hook even at 2 gens left), and the devs have clearly been balancing around that target since with significant survivor nerfs.

Now that we actually have 60-40 balance, is anyone who plays survivor satisfied with the roll excluding comp players?


My opinion is that devs should aim for something closer to 53-54%, leaving killers with that edge while giving survivors more room to work with.


This conversation isn’t about lower tier killers or high tier killers, that is a separate issues that requires different solutions. (cough cough pallet density)

Comments

  • Carth
    Carth Member Posts: 1,297

    How can you say "this isn't about low tier killers or high tier killers". What exactly does the kill rate come from then? Does 500 nurses who 4k 99% of their games meet the criteria? What about 500 trappers who 0k 99% of their games? What about 250 ghostfaces who 2k. I don't understand how you can claim to be for/against any kill rate number but also put a big disclaimer that it isn't about balance. What exactly then determines anything?

  • Carth
    Carth Member Posts: 1,297

    Which again, means what? If I measure from 2:00 AM - 4:00 AM and only the sweatiest of nurses are playing at that point in time then what exactly does your 2 hour average mean? Or is it a 2 month timer? 4? What exactly is the time range for your test and what makes up the average playtimes of killers during that window and what does that mean for your average kill rate? E.G. what if you measure from Jan - July interestingly enough for some reason 60% of the games were played by A/S tier killers in that time period? Then in July - Jan you measure again and for some reason the 60% metric is now populated by C- B tier killers. Is there any value in comparing your early year metric to your latter year metric? Unless the supposition is that for any time X, the kill rate is evenly distributed amongst evenly distrubed killers such that the "Average" is truly the average.

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  • Clutch121
    Clutch121 Member Posts: 12

    The goal in adding that part was to focus on the general announced target by Bhvr, but also to try to deter the conversation from heading down the all to common path of what about low tier killers/high tier killers. That conversation isn’t really helpful in this specific conversation as your point would also apply as criticism to BHVR and their desired target of 60%.

    We aren’t the ones who decided to have a specific desired kill rate for the killer role, BHVR did. We are simply responding to that decision assuming that’s how they’ll continue to balance the game. If you desire a different way of balancing the game, feel free to create posts about what you’d like to see. But the prompt of this post is strictly about BHVRs stance and whether that’s the right percentage to aim for moving forward.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Could you remind me which significant survivor nerfs happened lately?

  • LordGlint
    LordGlint Member Posts: 10,409

    That is pretty much it. That 60% killrate includes matches where the killer was getting stomped the whole time, only for the survivor team to botch the endgame. A 4k can feel pretty damn miserable when you know the other team lost because they were screwing around too much. The close games with constant back and forth is kinda what everyone ideally WANTS, but often times instead… its the games that end with a sudden snowball that are kinda skewing the stats.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,879

    Are you actually interested or will you say that "lately" only means "the past 3 days"?

  • crogers271
    crogers271 Member Posts: 3,868

    Which again, means what?

    To me its a straightforward concept, but I'll try again. A target number is something that a designer thinks is a generally healthy level for something to be at. It's not the only factor that needs to be taken into consideration (neither @Clutch121 or BHVR say this). It's a general concept that can be used for anything from video game design to sports to manufacturing.

    If I measure from 2:00 AM - 4:00 AM and only the sweatiest of nurses are playing at that point in time then what exactly does your 2 hour average mean? Or is it a 2 month timer? 4? What exactly is the time range for your test and what makes up the average playtimes of killers during that window and what does that mean for your average kill rate?

    I'd need to know the sample size and then bust out standard deviations to give you a number, but you're probably looking at around a week or two of data to smooth out randomness, but given the frequency of which BHVR updates there probably wouldn't be any reason to look at anything smaller than a month.

    But as @Clutch121 mentions, this isn't the test we came up with, its BHVR's. So whatever time measurement they currently use, just with a different target in mind.

    E.G. what if you measure from Jan - July interestingly enough for some reason 60% of the games were played by A/S tier killers in that time period? Then in July - Jan you measure again and for some reason the 60% metric is now populated by C- B tier killers.

    The 'some reason' here is the issue. Large samples don't just randomly change. If a number changes over a large sample you've either had a change in player base or a game design change.

    To use KRs and BHVR's target numbers, if a killer had a KR from Jan to July of 60%, but 70% from August to December, then something changed. Was a perk introduced that benefited the killer? Did the killer have a hard to pick up mechanic that players have now mastered? Was it a change in maps? Is the KR change just one killer or reflective of a larger change? Was it a gradual increase over the months or sudden?

    The fact that the number falls outside the range does not immediately tell you what the problem is, but it does give the designers one (though not the only) reason to start looking to see if there is a problem.

    Unless the supposition is that for any time X, the kill rate is evenly distributed amongst evenly distrubed killers such that the "Average" is truly the average.

    The KR target is a per killer goal, nothing said in the post changes from BHVR's stance. The only thing being discussed is changing the number of their current metric.

  • LordGlint
    LordGlint Member Posts: 10,409

    In all fairness, Ive seen plenty of times where ppl will point to updates from like 4 years ago when talking about how their side is constantly getting nerfed or the other side is getting buffed.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,879
  • LordGlint
    LordGlint Member Posts: 10,409

    Thats fine, im not argueing against anything. Your initial response towards someone asking for more information though was "Does LATELY only mean the last 3 days" when no one suggested that at all. It just came across as hostile for no reason.

  • Artimenius1307
    Artimenius1307 Member Posts: 245
    edited October 29

    I am actually interested because I can't remember all of them, and the ones which I do don't fall under the significant category.

    What I do remember from the latest year:

    Fog vial obliteration nerf (Partially recovered)

    Basekit BT nerf (Arguably 15s was too much and we did get Elusive instead)

    Sprint Burst and Vigil nerf (Also arguably Vigil was too strong for a very long time, I dislike how Sprint Burst was nerfed though)

    Recent nerfs to meta perks

    That's about it tbh, Vigil was indeed significant but I won't agree it wasn't need

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,879

    I mean, those are a bunch of things already. But apparently all those things dont count? Or why did you dismiss them right away? Especially because it hit Meta Perks and quite significantly (e.g. Sprint Burst and Vigil have been obliterated).

    Glad your post was not hostile for no reason. 🙄

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    These things would matter if they were the only thing to come for survivor side. The fog vials, as I said, were changed later, right now their use is rather niche but they are still usable as opposed to utter trash which they were after PTB.

    Vigil nerf was long overdue because it affected too many things too much, but yes that's a significant change.

    Sprint burst nerf did happen, but it's not like other exhaustion perks became worse because of it, they still exists and just as powerful. Sprint burst in that regard was always an outlier because it had no condition.

    Basekit BT nerf was a revert to way too long 15s buff, and it still came with a new buff of gaining Elusive as well, which is a big buff to hide if the killer doesn't have clear LoS.

    And recent nerfs, it is only StB and Stake out right? Or am I missing something? Either way, despite the nerf StB still has a game changing effect of slowing down the first death. And stake out Hyperfocus combo was unhealthy as hell, though I would argue it should've been Hyperfocus instead of Stake out that got special skill check treatment.

    However, all these changes didn't come alone, there were buffs as well. Most noticable ones are pallet density, which I think is still a bleeding wound bhvr made themselves (Current design of killers requiring a way to counter so many pallets produced some of the least interactive killers in history starting with Krasue), and Emote Wheel with ability to see others perks for the solo q side of the game.

    I will not agree that these buffs somehow are out weighted by a single Vigil, as Vigil right now is the only significant nerf

  • GeneralV
    GeneralV Member Posts: 12,874

    A pity these Forums won't last long enough, as this is a very important discussion to have.

    But overall, I agree.

    Balancing around kill rates was never the right idea. Especially considering the game wasn't even survivor sided when that 60-40 decision was made.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Sorry, but first sentence of yours doesn't automatically make you right. And please, use more objective arguments instead of "I said so therefore it is so"

    Fog Vials still have their use as chase preventer. You are not meant to use them during the chase, but before killer reaches chase radius. Preferably in an area with LoS blockers, so killer has to guess which way exactly did you go, since no scratch marks are present. Are for vials a good item? No, it will never come close to toolbox or medkit, but that's true for all items.

    Vigil still provides value for exhaustion perks, though I don't know why they reduced it's % together with the extra stuff it affected. It should've been either the stuff affected, or %, not both, but bhvr is know for going overboard. Still, perk is useful, but nowhere near it's previous power, which is good for the game as previous power level was too high.

    Sprint Burst still grants it's value in what it does best: pre running. It doesn't give as much, but still gives an edge. Though, as I said already, I dislike how exactly they nerfed Sprint burst. I would much prefer it given some condition instead of reducing duration to 2s.

    I specifically said that Elusive is a big buff if a killer doesn't have LoS, and you argue that eyes counter elusive. Please pay more attention, eyes will not counter elusive if killer doesn't see the survivor. If killer can see survivor, then yes, Elusive doesn't do much. 10 seconds of haste and endurance with current pallet density is more than enough to leave gen/hook area and still reach some loop. Saying 15s was fine is a debatable take, many players found it to be too much, especially in endgame.

    Mmm, yes, I did forget about Windows of Opportunity. Forgive me, I forgot about it because it happened when Five moves ahead already appeared in the game, and it's a stronger version of windows, so I didn't really note it as actual nerf which had a significant effect. Objectively, k owing where pallets are/were destroyed is the better info since windows cannot be destroyed.

    My question is now answered indeed because I did forget about windows of opportunity nerf. So in summary, a total of significant nerfs to survivor side still remains as a single Vigil. The reason why I wanted to ask is because, well I wanted to refresh my memory in case I forgot something, and to have a better grasp on what has actually happened instead of vague "all the significant nerfs" without any example. It's a shame though that the original poster didn't answer it tho, maybe they will remember something else.

  • crogers271
    crogers271 Member Posts: 3,868

    1: Talking about nerfs on whether they were deserved or not is a distraction from the issue of 'have survivors been nerfed'.

    I think diminishing returns nerfing the luck builds / self unhooks was deserved, but it doesn't change the fact that it was a nerf to one of the strongest builds.

    2: Looking at perks is not really as relevant as looking at how powerful they are. If high tier perks become mid and some garbage perks becomes okay, that's a net loss. Unless we're talking chaos shuffle, having a bunch of 'meh' perks doesn't really help a side.

    3: Talking about things still having the potential for a game changing effect doesn't change whether it is nerfed or not. If Pain Res was reduced to 10% it could still have a game changing effect if it trigger at the right time, but that doesn't change the fact that it would be a massive nerf.

    4: The comm wheel is probably the only substantial things survivors have gotten, and I think that A) its nice, but overrated on how game changing it will be B) only buffing a portion of the player base. Outside of that survivors have a few perks that provide okay effects now that used to be weaker.

    5: Pallet density - we can throw map size changes in as well, but having a gazillion pallets doesn't mean as much when they are around unsafe loops.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Point 1: I never claimed that these nerfs are not nerfs. They very much are. I only claim that not all these nerfs fall under "significant" category. Vigil, for sure, arguably Sprint burst, rest, not so much

    Point 2: I am sorry I don't think I understand what you mean exactly

    Point 3: As with point 1, yes, StB still received a nerf, that is objectively correct as becoming broken in general is much better than exposed. However, the effect of delaying first death is still present, and while this perk is something in the mystery field for solo q, it is a powerful tool for proper swf. Technically speaking, it not being used very commonly supports my point more, since if a perk was mostly used by proper swf, then it's nerf is not significant for soloq and casual swf at all.

    Point 4: The comm wheel is objectively a massive buff to info sharing for those of solo q or non full swf. At the same time, not everyone even uses it for said function properly. This doesn't deny however how much of an effect a wheel has, not using the tool provided doesn't reduce the tool's effect.

    Point 5: This is somewhat grey are, as there is some subjectivity here, but I disagree. Many of the loops are very much not unsafe, and with how close they are to each other, even unsafe ones once predropped can be used to chain into a safer one. Spoken from experience of a survivor who risks too many times by leaving loops, I was punished much less for doing that than before pallet density

  • crogers271
    crogers271 Member Posts: 3,868

    Point 1: I never claimed that these nerfs are not nerfs.

    And I never said that you were claiming they weren't nerfs. I said: "Talking about nerfs on whether they were deserved or not is a distraction from the issue of 'have survivors been nerfed'. "

    Your original question was: "Could you remind me which significant survivor nerfs happened lately? "

    Point 2: I am sorry I don't think I understand what you mean exactly

    Having things like Hyperfocus+Stakeout, Vigil, StB, etc. nerfed are extremely relevant in evaluating whether survivor has been nerfed or not. The raw count doesn't matter, so much as what the strength of a side was before a nerf/buff and after it.

    Survivors have lost or had weakened some of their absolute strongest builds and nothing has been buffed that really compares (chat wheel point below).

    Point 3:

    1: Not sure how you address my point that it still being able to have an effect isn't really related.

    2: I think you underestimate the usability it had in outside of SWF. Strongest in a SWF, sure, but could still be pretty useful for soloq.

    Point 4: The comm wheel is objectively a massive buff to info sharing for those of solo q or non full swf. At the same time, not everyone even uses it for said function properly. This doesn't deny however how much of an effect a wheel has, not using the tool provided doesn't reduce the tool's effect.

    You're jumping to objectively really quickly and also presuming the argument on why it might not be as strong.

    The main reason its not that strong is most of what it can do can already be done from the HUD. Is it a little more helpful? Sure. Massive buff? No.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    I don't understand what sort of distraction you mean, but it's not in my argument. The issue of "have survivors been nerfed" is not an issue in my argument, because these nerfs naturally did nerf survivor, this is not debatable. My original point was addressed to post creator, as I wanted them to clarify which nerfs exactly they mean by "significant nerfs". The nerfs that happened in latest year are not all significant, some, yes, some, no.

    Point 2 is void. Survivors have been nerfed, they also were buffed. Killers got nerfed, also got buffed. That's how the game goes. That's how it should go. The outliers should be addressed all the time, of both too strong and too weak spectre. The fact that bhvr isn't addressing the weaker side is a different discussion

    For point 3 let's return to your example, as it is rather inaccurate. A game changing effect is extremely relevant to whether or not a perk nerf can be considered significant. A 10% pain res would fall under this category, as it has 2 parts to it's major effect: instant gen regression, and 20% of it. Nerfing either would be a significant nerf to the perk. In StB case however, the hook state significant effect was not affected, like at all. The only thing that changed was how much punishment the unhooker gets. Is the perk nerfed? Absolutely. Is it a significant nerf? Absolutely not, as it still delays first death exactly the same.

    For comm wheel objectivity, let me make an example: previously, if you see that 1 of the survivors stopped repairing a gen, you had no idea why they did that. Are they going for unhook? Is the killer nearby? If you didn't act accordingly, you could either waste a lot of time moving to hook which they were already moving to, or you could not unhook before next stage entirely, which is an even worse outcome. In that sense, it is objectively a great tool for the survivor side. Though yes, you are correct, comm wheel is not a "omg this is such a mega buff" buff, but it still provides something that wasn't present before, info sharing among mute teammates.

  • Clutch121
    Clutch121 Member Posts: 12

    I’ll bite with some more, but to be fair the changes have to follow the removal of self unhooks so even changes made 2 months after might not actually be relevant. I’m also not going to discuss whether the nerf was deserved or not as that distracts from the point.


    Windows of opportunity, five moves ahead is not a replacement, it is useful, but overall knowing what fillers are gone and exactly where you can and can’t go at all times and actual tile structure before seeing the loop is a massive nerf.

    Insta heals and styptics- not significant, gutted.

    OTR- very significant but a little close to the self unhook changes, 2 months out. The perk back then still played second fiddle to DS.


    Hope- significant, also 2 months post unhook changes


    Pallet save changes- significant, addressed pallet saves where the prompt wouldn’t disappear until the pickup was finished making saves still possible, for some reason they addressed collision breaking here but didn’t address pickup dragging. This overall was a massive nerf to saves. If a surv dies on pallet killers always assume someone is there and if they know the time trade off of not doing a gen and risk/reward is so out of balance that your better off gen rushing then ever trying to save in almost all circumstances, and the positioning required to cover both sides is not typically practical or even possible at a lot of loops.

    Unhook endurance- was buffed then nerfed back to original time, not relevant.


    Pallet density, buffs for low mmr, not so sure for high mmr. With pallet density we got a shortening of all fillers and we also had every tile shortened or reworked. Hard to say for me, but I can say the overall gameplay is less enjoyable on both sides, besides maybe low mmr. Might just be a game enjoyment thing as predropping almost all resources means there’s no resource management. Seems like it’s actively hated by both sides so most are in agreement to a complete revert. So many consequences from this change that it’s hard for me to try to quantify it because it has both nerfs and buffs for so many different circumstances.

    Also the I think your idea that pallet density created killers like krasue is wrong, after krasue, sure, but pallet density almost seemed like a change that was made specifically because of krasue and Kaneki. Check the release date for krasue vs pallet density.


    Avoiding nerfs already addressed by Artimus.

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  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Oh yeah these are relevant for discussion as they are still decently recent, let's see.

    The nerfs in the field of Windows alone is 100% a significant one, the perk is pretty much useless, and doesn't really provide value. For the entirety of survivor side however, it is an insignificant nerf, as Five moves ahead does exactly the same job as windows did, just not all the time. Frankly, nobody used windows for information all the time, it was information during chase. Five moves ahead provides you with it just as much.

    Insta heals and styptic - significant, I mean, both add-ons are so bad now. I dislike what they did with them. At the same time, they weren't exactly often used, but it doesn't change that their nerf was significant.

    Otr is honestly a mystery to me. On one hand, yes, 40s shorter endurance is a big nerf, but 40s of endurance is still a very long time, so why the perk dropped in popularity is not exactly clear to me. Therefore, can't judge it's significance

    Hope is nerf, but not a significant one. 5% haste in endgame is no joke still.

    The pallet save part I am unsure what you mean, because I think I don't know what changed at all, must've missed it in patch notes and didn't notice any difference ever.

    Unhook endurance - as you said, basically didn't change, only got extra elusive.

    I don't think pallet density and mmr correlation is accurate, as in high mmr it's usually the area where killers who don't really care much about pallets are played much more. It is a big nerf more to the killers who lack strong anti loop or who play more chase oriented. Though, I believe it was a buff to high mmr as well, after all, more resources can only be a buff for macro part of the game

    Me saying that Krasue was designed this way because of pallet density is a stretch ofc. After all, I have no proof whether or not bhvr kept pallet density in mind when designing her. However, both her and pallet density came in the same PTB, so it might actually be the case for Krasue too. Though, yes, debatable.

    Well, with this it is more of an even field of significant nerfs vs buffs. Majority of these nerfs fall into perk/addon category, so I would argue the importance is not as large as if they were core game changes, like the basekit BT nerf was for example. I still don't agree that lately survivors have received many significant nerfs, but this is now more of a subjective take, with less of it being objective.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    In terms of perk changes yeah I can agree that they are uneven. Killer side in general got better and more interesting changes than survivor side. I would give it more time though to settle in, because personally I find perks like Undone to currently be riding on hype train, as I find the effect much worse than Pop due to needing more hooks and blocking the gen, therefore preventing it's passive regression.

    As for Diminishing Returns. Ugh. This system ended up without a shred of doubt an absolutely utter failure. They absolutely overdid it with how much stuff it nerfed, while not affecting the meta stuff on either side in the slightest. For Survivor meta perks, they are all mostly not stacking anything with each other. Exhaustion perk, decisive, unbreakable, resurgence, etc etc. all these perks have effect which do not have any synergy with each other at simple stacking matter, so their effects remained in full. On killer side, it is exactly the same picture: most of the 4 slowdowns happen at different times or under different conditions or in different form, instant, delayed, passive etc etc. How terrible Diminishing returns ended up being for the game is it's own discussion.

    Bugs shouldn't matter for said system, as they are not intended part of it, but knowing how quick some bugs are fixed sadly that can be the case. Still, I have seen many spawns with my own eyes. They are without any doubt a significant buff to the survivor side, as the macro became much simpler and easier to do. Even pre dropping, something that became much more popular with pallet density, is not a big wound on resource management, as the amount is THAT large. The killer is on the clock, so you don't need to manage resources for a very long term use.

    As for tunneling, quite the opposite. If the killer wants to tunnel, the 15s endurance ain't doing nothing either. You will go down, endurance won't help you cancel that, only delay. Elusive on the other hand can actually prevent it, if withing those 10s you relocate to such a position that killer will be too far away after losing you. 15s hurt more the killers who actually didn't want to tunnel, as it was a much more weaponized timer, with 5 extra seconds you could always do both bodyblocks and reach a tile later. It was extra dum in endgame where you could yolo to gates.

    And honestly, you say "Tunneling has been off the charts in my games", I say "I have barely encountered tunnelers in my game". These are empty subjective statements

  • Clutch121
    Clutch121 Member Posts: 12

    Now here’s a step you should take next, factoring in all of those changes not as individual, but how they apply to the surv roll in general as a collective, would it not be reasonable to assume that this list has weakened the survivor roll when including examples from both of us?


    You seem to have an innacurate idea of what significant means, it does not mean massive, it does not mean major.


    Significant means sufficiently important, meaningful, or substantial to be worthy of attention or to have a noticeable effect.


    I’ll use your hope point as an example, 7% to 5% is in fact significant relative to the perk. That is a 28.6% reduction in value and is by definition, significant.


    almost every perked mentioned had significant nerfs, and some even major nerfs for example, OTR’s 50% reduction in endurance is by definition, major.


    Insta heals and styptics were also, by definition close to major nerfs in value. 2 full heals out of a medkit, with one of the heals not even requiring the healing action, and an endurance effect trigger-able at will that rivaled the value of 50% of the perk roster at aminimum.


    Idk if you did it purposely to diminish the points or if it was an honest mistake, I’ll leave that to you to hopefully clarify.


    2 separate ideas to clarify and separate, 1 individual strong/meta perk or even close to meta perk(and game mechanics) receiving “significant” nerfs does not mean the roll itself has received significant nerfs, but a large list of perks that are all meta/close to meta receiving significant nerfs is proof for the survivor roll of significant nerfs.

  • tjt85
    tjt85 Member Posts: 2,095
    edited October 29

    I've never had a problem with the 60/40 balance of kills to escapes. It's the way we get to that number that has always been my beef!

    I think it strikes the right balance thematically without becoming too frustrating or overwhelming for the Survivor side. At the same time, it makes the casual Killer experience a little bit more bearable to have Trials in which you can achieve your goal of sacrificing most of the lobby at least some of the time. That said, I've never been able to hit a 40% personal escape rate over my entire DBD career (and I can often go a long time without escaping at all), or a 60% kill rate with any of my mains.

    At the very least, at the casual end of things I think the game has to be balanced more in the Killer's favor, or else the role will stop being appealing or approachable to newcomers and the Killer won't be scary enough to maintain the horror aspect for Survivors. One of the reasons I think DBD has succeeded where other asyms have failed is that being the 1 against the 4 doesn't totally suck as an experience. I only play one other asym (Ghostbusters: Spirits Unleashed) and let me tell you, I dread being forced to play as the ghost every once in a while. I just feel so powerless in the role and I don't think I've ever won a single round. If playing Killer in DBD felt that awful, I'd probably never touch the side by choice. You sort of expect to lose more Survivor games and to win more Killer games.

    My main problem is with how that balance is achieved. In my view, the Killer in DBD still has far too many easy ways to turnaround an otherwise totally lost game (and in some cases, immediately win with a sudden snowball). I'm sure we've all seen 2 hooks turning into a comfortable win for the Killer in endgame because of perks like NOED. I don't have a problem with NOED or sudden Killer wins if DBD is meant to be a goofy unbalanced mess. If that's the vision, then both sides should have access to broken stuff, but less and less I feel like that is the case as stronger things on the Survivor side receive nerf after nerf, all while Killers become increasingly more powerful. Add to that the comeback mechanics the Killer always has in their back pocket (right up until everyone is home and dry at the exit gates), and you have the potential for Survivor side frustration.

    But at this point, I've come to accept that the game is designed for the Killer to create opportunities to win at any time in a trial, even if that's sometimes at the expense of the enjoyment of the other 4 people. That's just the way it is and it doesn't matter how cheesy I think some of those mechanics might be. I do sometimes wish there was another way to reach the same 60/40 result and still keep both sides happy with the game. But maybe that just isn't possible, or the player base is too set in its ways to consider any alternatives.

  • crogers271
    crogers271 Member Posts: 3,868
    edited October 30

    Point 2 is void. Survivors have been nerfed, they also were buffed. Killers got nerfed, also got buffed. That's how the game goes.

    @cogsturning addresses this, but this is over the top. You have to look at the extent of the changes, not just you had some of each.

    It'd be like saying I lost ten dollars, but then gained two dollars, so it all evens out. No, you need to compare the values.

    In StB case however, the hook state significant effect was not affected, like at all. The only thing that changed was how much punishment the unhooker gets. Is the perk nerfed? Absolutely. Is it a significant nerf? Absolutely not, as it still delays first death exactly the same.

    If we added a 25% hindered to the killer after they got a pain res, would it be a substantial nerf?

    By what you're saying we shouldn't consider it significant because the nerf isn't to the core value.

    You're trying to create word games around a simple scenario - comparing a perk before and after the nerf. Earlier the killer had 40 seconds to get value off the exposed, now they have 120 seconds, the survivor gives them sounds/blood trail, and even after all this time the survivor very well might now need to heal, where they didn't before, and if the killer finds them in that time they still get value from the nerf.

    There's no way to compare the two and say the latter is not substantially nerfed unless you're definition of substantially is 'perk no longer usable'.

    if you see that 1 of the survivors stopped repairing a gen, you had no idea why they did that. Are they going for unhook? Is the killer nearby

    Sure you did.

    If someone else is in chase, they are going for the unhook.

    If the chase meter starts on them, they are being chased.

    If a totem starts getting done you know just as soon now as you did before.

    Neither before the unhook or now do you have any more game knowledge about whether their decision is correct or not.

    And if we're adding in 'some times soloq players are illogical', that extends to the usability of the chat wheel as well in how much of a buff we evaluate it as.

    The comm wheel gives you a little more certainty on what is happening. If it had some more options it would be stronger, but as of now its generally just giving the basic things that would be knowable anyway.

    OTR- very significant but a little close to the self unhook changes, 2 months out. The perk back then still played second fiddle to DS.

    As an anti-tunnel perk, yes, but the passive 80 second benefit it gave was useful even after you did a conspicuous action.

    Unhook endurance- was buffed then nerfed back to original time, not relevant.

    I guess this depends on your starting time. It would be weird to bring back insta completing gens with BNPs and say its not relevant because we're just going back to the original.

    Also the I think your idea that pallet density created killers like krasue is wrong, after krasue, sure, but pallet density almost seemed like a change that was made specifically because of krasue and Kaneki. Check the release date for krasue vs pallet density.

    I didn't say anything like this. That's Artimenius and I don't think I've touched on this point.

    Avoiding nerfs already addressed by Artimus.

    I don't think it is, but you might be thinking of something different than I am.

  • Clutch121
    Clutch121 Member Posts: 12

    I was responding to artimus, not you. Can’t edit the name at the end, I was adding on to the nerfs already listed.

  • crogers271
    crogers271 Member Posts: 3,868
    edited October 30

    I got the general idea, but quoting multiple times is allowed or using the at symbol and a name for clarity.

    May this knowledge serve you well in the long life this forum will surely have.

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  • crogers271
    crogers271 Member Posts: 3,868

    A pity these Forums won't last long enough, as this is a very important discussion to have.

    Think this will go down as the last one. Honestly didn't even think we'd get any this close to the end.

    Really hard to imagine something like this at the other locations.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Apologies for the long delay, had one hell of a busy day

    I mean, in the vacuum, it's undeniable the survivor side has been nerfed. It's also undeniable it has been buffed. I am not sure why exactly you think it needs some sort of proof or confirmation, it is a matter of fact that survivor role did get nerfed. At the same time, the nerfs received in majority relate to perks, while the buffs received relate to core gameplay, and especially in macro sector, which is where the buffs are tremendously impactful.

    I understand that from a micro point of view, the nerfs are significant. However, I don't view the game as micro alone. From a macro standpoint, these nerfs in general are nothing. They are not significant in the slightest. Vigil or Sprint burst for example, mostly chase/put of chase perks. Don't do much for macro. Same story with windows, especially cause nerf is cushioned by Five moves. In terms of macro, the significant nerf is the basekit BT one, as it doesn't allow to both bodyblock and reach tile as effectively still. Bodyblocking can prevent further snowball, which is a massive macro benefit. Also the syringes and styptics, as they could allow for further macro benefit by saving time in healing/extending chase.

    However, this is still in the vacuum, because if you want to discuss how significant latest nerfs are, you need to bring in the killer side, the map design, latest 3-4 years of changes, overall role power, etc. etc. There are way more factors to take into account before it can be judged.

    The actual significant changes from a macro standpoint would be addressing ALL meta perk, or the majority at least. The perk nature is that, if you nerf 1-2 meta perks, you still have 7-8 others, they will simply become more picked. The reason why meta has always been so stale is that, while 1-2 meta perks might get a nerf for other side, they would always be replaced by older meta. Heck, take a look at the meta perks of both sides: These are ancient perks, they have been like that for years and didn't change because nothing new ever came close.

    This is why I don't really consider latest nerfs to be significant, from a macro point, barely anything changed. The utter failure of Diminishing Returns is partially at it, as it prevents other perks from possibly being a meta together, while not affecting ancient meta.

    However, with how many changes bhvr announced to other meta perks, this is actually becoming a concern for me personally. I do not like it. In the slightest. Over this year, a lot of frankly horrible designed killers were created, all to make them "Competitive" with current issues created by pallet density. If this goes same way as well, we will have so many killers with braindead uninteractive designs like Myers, Clown, and new killers which have everything in their kit.

  • Artimenius1307
    Artimenius1307 Member Posts: 245
    edited October 30

    Also apologies for the long delay, busy day

    The noteworthy change killer received is tremendous, that being Pallet density. I would prefer it not get downplayed to something minor, it was absolutely a major change to the core part of the game.

    Well yeah I agree that Diminishing returns was bad for the game.

    Woaaah there slow down with these statements about pallet density. This:

    1000017205.jpg

    Is not "some" maps. And could you write which patch was it that shrunk the maps with or after pallet density? I don't remember it being the case this year. Same for main buildings, which ones are weakened? Asylum one? Certainly not. Any mains of default 3 realms also remain unchanged. I am curious enough to test the red forest map, but I fail to see how you consider that window to be healthy for the game.

    Okay, fair enough, let's go with unproven experience. How much weight does unproven experience hold as an argument? And by subjective, I mostly meant biased, though these are 2 different things, I apologize for confusing them. The natural bias that you would pay much more attention to games where killers tunneled vs those where they didn't.

    Tunneling as a whole I feel is a separate interesting discussion regarding killer strategies. I hold an opinion that bhvr are the ones who caused the tunneling emergence by nerfing other strategies at some core level, causing tunneling to become the most efficient one, but that's another topic entirely.

    Edit: It still baffles me how Pallet Density was a "Quality of Life update", what a joke

  • Clutch121
    Clutch121 Member Posts: 12

    Honestly, with the amount of time left on this forum, going into the macro of each and every perk when you don’t really need(is time consuming and pointless) to because a lot of it is self evident based off purely percentage based stat reductions.


    significant nerfs across a large list of meta perks does translate to significant nerfs to the survivor role. 25% reductions in main effects, or complete removals of effects is significant for each perk it happens to, I don’t know how to put it any other way.


    Some food for thought about pallet density, to me tunneling after pallet density changes has actually become much easier because of the general unsafeness of all the loops. Before the update there were tiles that killers really had to think about before committing to, certain map structures and good rng was much more punishing. I’ll use garden of joy as an example, the car loop with window vault edge map is a very strong loop and committing a tunnel out their is likely to throw the match for a lot of killers, especially considering the tile that’s right next to it.
    With pallet density you’re much more vulnerable with very few loops that aren’t just 50/50s. Having fewer pallets that were also longer and stronger forced a killer to break pallets or get bloodlust 2 at a decent amount of tiles, now bl1 at any of these new loops and it’s no longer a 50. Shorter tiles means you get less value out of window vaults as well.

    Just an example of how pallet density isn’t just buffs for survs, especially when one of the strongest killer tactics got buffed. I preferred the old system, it was more engaging, and resource management was important, going on a 2 gen first chase using 0-1 resource put your team in a great spot. We both agree and most killers agree pallet density was a disaster. Low tier killers are dead and survivor skill expression is dead as well. Predrop 90% of pallets, forget going for stuns, even if you hit a stun, the loop is 1 foot on one side so they’ll walk around it and be on you in 3 seconds anyway.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    That did happen of course, but this change lasted a single patch, in 9.3.2 this was the revert of 9.3.0

    1000017219.jpg

    I now remember that clearer, there was indeed a patch in which they pretty much gutted pallet density tiles, but this didn't last long, as it was indeed just doing same thing but in other direction.

    So in the end, all the realms listed were still very much affected by pallet density, and remain so to this day.

    I will take a look into 9.2.0 to see if anything else was changed, but if it is only crotus prenn, then the point is not as valid

    Well, viewing how killers play is a matter of taste, though it feels weird to me that you consider killers strats to be "cheese", when they are, well, exactly that, just strats. Can I ask you something? What would you say is the benefit for the killer in playing "fair"?

  • FerrousFacade
    FerrousFacade Member Posts: 646

    I understand that from a micro point of view, the nerfs are significant. However, I don't view the game as micro alone. From a macro standpoint, these nerfs in general are nothing. They are not significant in the slightest. Vigil or Sprint burst for example, mostly chase/put of chase perks. Don't do much for macro.

    If you can't understand how the micro leads into the macro and vice versa then you simply don't understand the game as well as you think you do. Pre-running isn't just a micro decision, its a macro decision as well, you can choose to fully pre-run at which point the killer is less likely to follow or you can hold off on SB to make it more likely they chase you specifically. Vigil with its AOE that effects you teammates is a macro power as well as a micro one. Whether or not SB keeps the killer off you is a significant macro interaction particularly if you are on death hook. These are not two separate spheres they are fundamentally interconnected, a nerf to one is a nerf to both.

    As for the claimed macro buffs, you do not play enough solo queue if you think the chat wheel helped in a significant way. It has told me absolutely nothing that the hud would not have told me on its own. This is not the buff people think it is and there have not been other macro buffs. Pallet density changes were a response to strong killers not the other way around, killers like Blight and Dracula were released long before the density update and they do just fine after the update as they did before it, the strong killers came first but as usual the narrative immediately places the blame on anything other than the strong killers. This has become so typical I have to assume its intentional at this point, not necessarily you doing that but for sure some of the CCs are and it wouldn't surprise me if you are just parroting their talking points like many others do.

    You are continuing to ignore the details of these update, just take the most barebones approach with no real details. How many pallets were added/removed? How big were the loops beforehand and how big were they after? How were main buildings changed? Do you know any of this? And if you don't then you are talking out of your ass and calling it a nerf to killer. Your screenshots, even in your most recent post, amounts to "we touched pallets on some maps. How? Who the ######### knows?" Loops were factually shortened and that remains to this day, main buildings were factually nerfed and that remains to this day. We got a couple more pallets on some maps

    Killers tunnel because it is the most efficient way to win, that it. The reason it remains that way is BHVR's fault but also the fault of players that refuse to let the game move beyond it.

    Do I sound jaded in this, yes I ######### do. The survivor side of this game is nearly unique and its just becoming a more and more horrid experience every time I bother to boot up. I hopped on for three games today because some friends asked and so far I am three for three slug for the 4ks, something that has been complained about from practically the beginning of the game and here it still is a decade later, that is how much care the survivor role receives. The moment we got the first notion of anti-tunnel I knew it wasn't going to come through and here we are with the last vestigial change we got from it gone. Then we have you and all these other content creators, probably intentionally, misplacing blame and refusing to accept the reality that survivor has been nerfed over and over again. The game is fundamentally unbalanced first and foremost because of the strength disparity between different killers and that disparity existed long before the most recent killers and long before pallet density changes.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    Sadly yes, the forums won't last long enough for this discussion, which would take a long time. I disagree that macro of perks is irrelevant though, macro is essential part of dead by daylight, as the whole game is often viewed as "being the most efficient". As a mixed player, it's pretty interesting to me that majority of survivor players view this game as a more simple micro "chase simulator", when it's macro is very important. Granted, macro on survivor side is not that complex, and usually ends up pretty boring to play efficiently.

    "significant nerfs across a large list of meta perks does translate to significant nerfs to the survivor role". Yes, I said that thing exactly. Significant nerfs across the large list of meta perks will absolutely translate into it being significant nerfs, and not just for one side, for both of them. But what was nerfed in the latest year, is nowhere close to a "large list". A single Vigil will not be crucial for a meta. Neither will me DMS or nowhere to hide. These are but pieces of iceberg, nerfing just them will not change much.

    I've seen the loops as both sides. They are not "unsafe" in general. Many of them are not safe completely, but they are still very much usable. It is honestly important to define what is considered safe/unsafe. This tiny loop with a round hay on farm? That is usable for a short period of time, pretty much a guaranteed hit if pallet control is given. Personally, consider this am unsafe loop. A pallet in-between 2 lengthy stacks of hay? Rather safe, can be outplayed but has the benefit of seeing killer, so they can't mindgame. A pallet in multiple stacked haybales? Uber safe against tall killers, as their head can be seen from above.

  • Artimenius1307
    Artimenius1307 Member Posts: 245

    I am not denying that Vigil and Sprint burst have an effect on macro gameplay, a lot of chase perks do, but their effect is not as solid for macro as it is for micro. Pre running is efficient with or without Sprint burst, it doesn't boost it that much. And Vigil AoE being a macro is a stretch, it was used for AoE before it became non stackable, but continued to be used after for solo purpose. I don't see why you would go out of your way to provide "value" from Vigil to your teammates. I don't think even proper swf did that.

    Oh nah I am 100% sure the chat wheel didn't help in a big way at all. I am simply saying that the tool such as chat wheel, is very powerful, but a tool can only be as powerful as the user, and solo q is… a user indeed. However, the user's misuse of the tool doesn't mean the tool is weak. Hm, a bit of too many tools and users used

    I'm sorry are you asking me to provide a detailed video essay on loops pre, post, during 9.3.0 and 9.3.2? I am no magician to do that. The screenshots are what was written in the patch notes, I don't plan on going out of my way to make a full detailed evaluation on what happened during these.

    Were main buildings factually nerfed though? Last time I played on asylum, which wasn't long ago, the main looks exactly the same as it did a year ago. Same window opened, same pallets on bottom and top floor. Ironworks, shelter, groaning, coal, suffocation etc.etc. still look the same. Asylum was factually reduced in size, that's true. The rest I would need to see proof of, which will take me a while.

    Again, I said multiple times that YES THE SURVIVOR SIDE HAS BEEN NERFED. I am not denying it whatsoever. What's your point? This game in unbalanced? We all know that. If you want this game to be balanced why are you so alien to any changes, either nerfs or buffs? Do you believe that this game can change without changing one side, that only one side needs changes? Or do you think that perk meta will shift, even if meta perks will not be changed?

  • FerrousFacade
    FerrousFacade Member Posts: 646
    edited October 31

    You may not be denying that the survivor side was nerfed but you are underplaying those nerfs at every turn and overplaying buffs at every turn. If the chat wheel didn't help then it isn't a significant buff and if it didn't help then it isn't powerful, a tool that doesn't help cannot be strong. If it was strong it would have helped, you won't even point to anything that the chat wheel can say that something else wouldn't because you don't actually have any clue. One moment these are not significant nerfs because they only effect micro while we got macro "buffs," then you agree that those macro "buffs" don't actually help, you are arguing against yourself at this point. SWF absolutely picked vigil because of the AOE team value, just because that wasn't all it did doesn't make that any less true.

    I'm sorry are you asking me to provide a detailed video essay on loops pre, post, during 9.3.0 and 9.3.2? I am no magician to do that. The screenshots are what was written in the patch notes, I don't plan on going out of my way to make a full detailed evaluation on what happened during these.

    Then what exactly are you basing these being nerfs to killer on? Nothing, absolutely nothing real, if its just you saying what you hear your favorite CC say then you are nothing more than a parrot, real evidence requires real effort, put some in.

    Were main buildings factually nerfed though? Last time I played on asylum, which wasn't long ago, the main looks exactly the same as it did a year ago.

    YES. If you found Asylum unchanged then you don't actually play much, are blind, or lying. Asylum main had pallets downstairs, those are all gone. Gas heaven had a breakable door that is gone, Mother's dwelling had a window in the back (and you can still find it open in 2v8), those are just the ones I remember off the top of my head. Not every main got hit but a bunch did and its absolutely hilarious that you pointed out one that did. Like I said, you don't actually know what you are talking about, just talking out of your ass.

    I am not against changes but unless those changes BEGIN by looking at ways to reduce the discrepancy between killer strengths you won't get anywhere. I am not against the changes to Vigil or Sprint Burst, I am against the continued narrative that these matched the changes that killer received and I am against the narrative that survivor remains in some strong state, it isn't and hasn't been for a long time unless you are amongst the best survivors in the world. Even if you touch meta perks it won't actually change the meta because those will just get switched out for other perks that do the same thing unless you nerf every single one that does the same thing. Even then tunneling would remain the meta, you want to change that then you need to target tunneling.

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  • Artimenius1307
    Artimenius1307 Member Posts: 245
    edited October 31

    Out of sheer curiousity, I decided to play some soloq survivor and see the wheel in action more. Oh god, I have never enjoyed the soloq that much like ever. Genuinely, the wheel felt amazing. I will confess, last time I played survivor solo q was like 2-3 days before wheel dropped, so my view on it was indeed off. I am now 100% sure wheel is a massive buff, but a buff that was required 10 years ago, I will die on this hill.

    Even had 2 tunnelers, though they did it only after 2 gens left remaining, so perfectly understandable. Didn't help them, as there were decisive strikes, and we were pushing gens like crazy. Honestly, with how often I saw 1 chased and 3 others were actually doing gens made me feel like I am not in proper solo q, where people prefer to do anything but gens. Even had a killer who had to resort to slugging and oh my God this was the least effective slugging I ever saw. The teammates kept splitting when told to by chat wheel, and kept going for slugs safely and telling others via "Going for unhook".

    Of course, 2 games I did lose, interestingly those games had chat wheel barely used. That, and, well, 1 loss isn't proper because there was a Meg who gave up first chase and threw the game by going next.

    I will be playing soloq much more now, but I blame you all for baiting me to try it out properly. Thanks to you, I am now enjoying this game again, just when I finally stopped playing it because I no longer enjoyed it. With solo q, of all things, dam!

    Side note: I checked main of crotus prenn, first floor indeed doesn't spawn pallets now. I must've had too old of a memory, as I remember it spawning in summer when I last played on that map, been a while since I got it. Good riddance honestly, the first floor already has 2 strong windows

    Edit: I even saw shoulder the burden used in solo q, and it actually switched the game massively in our favor, genuinely pog momet

  • crogers271
    crogers271 Member Posts: 3,868

    Back when unhook attempts were removed, the overinflated kill rates disappeared(1 out of 3 games a Dwight was suiciding on first hook even at 2 gens left), and the devs have clearly been balancing around that target since with significant survivor nerfs.

    Being the forums are nearing their end and this looks like it will be the last real discussion, wanted to highlight this point because it got lost in the survivor perks/nerfs talk

    It wasn't their only reasoning, but BHVR had argued that one of the justifications for the KR targets was, even with discarding some games, there would be more survivors quit or stop playing an otherwise winnable trial then the reverse (because all you need is 1 out of 4 to get frustrated/rage quit/get tunneled + they just had easy access to the option in the way killers didn't).

    I think we all have this experience of survivors suiciding on hook either at the start of the trial or while it was very competitive. I can remember quite a few trials were I saw someone trying to kobe on hook, I went and rescued them, and we went on to escape.

    But when the free kobe attempts changed, so did this (incidentally, that's another old forum argument that I never understood, the people who said you could never prevent it from being changed, the change went in, and it had the effect many argued it would). So the rationale for keeping the KR target should also change.