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Why behaviour still doesn't know how to balance after 3 years?

fededog19
fededog19 Member Posts: 9
edited July 2019 in General Discussions

They don't know what's balanced and what not, they keep making trash perks that no one will use, they nerf things without explanation and buff things that dont need buffs.

examples?

Remember me: Why has it been nerfed?

the EGC timer doesn't start until one gate is open so why did it need a nerf?

Pig: why nerfing her so badly?

again: the EGC timer doesn't start until a gate is open so her nerf was unnecessary, but the worst part us that you didn't give her anything to compensate the nerf she was already mid-tier, now she is pretty bad unless you really know how to play effectively with her.

A lot of perks (even new ones) like:

Furtive chase ,beast of prey, territorial imperative,mostrous shrine, unrelenting ecc.

When you create a perk you firstly have to think if that perk is going to be useful now just throw it into the game and expanding the perk pool.(i think that something like 60% of the perks are trash.

Why can you wake up in 3 ways from the dream world?

The wake up action is okay as it slowes down each time you use it, the clock is okay as survivors have to waste time to get it, but the skillchecks to wake up need to go, its totally RNG and its better to lose 8% of progression than wasting time getting to the clock since freddy can't see you anymore. also the removal of the speed penalty makes it totally redundant to be asleep , yess you hear the lullaby instead of the TR and you are vulnerable to traps but its not a big deal since you can just work on the objective (waking up in the process because of the skillchecks).

Left behind: why changing the numbers? you should've reworked that perk completely

mettle of man : why nerfing it into the ground instead of trying to rework it?

there are A LOT of things i could add to the list but all of these examples show that behaviour is not good at balancing and does not listen to feedback most of the time.

Comments

  • Adv4u
    Adv4u Member Posts: 25

    I don't disagree in every point with you, but keep in mind that there are:

    Rank differences aka different opinions on how to balance things. A Nurse is strong as frick on Rank 1, but very weak on lower ranks. Nerf the nurse and you again just made her inbalanced for another group of people.

    Survivor and Killer mains aka again different opinions on how to balance things.

    Dead by Daylight is an asymmetrical game and you can't imagine, how difficult it is to balance both sides while keeping both sides happy with the changes.

    Like mentioned, I don't disagree that some nerfs/buffs weren't needed, but overall it's a slow progress towards balancing the game, how it should be.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    EGC timer also starts when you close the hatch.

    Balance is not the correct issue. Rank vs balance is. The problem is, they try to balance across the board when they should be balancing by rank in conjunction with rewards for ranking up.

    As for EGC, it is more of a survivor nerf, so RM had to be tweaked. I'm not sure of their thinking behind the pig changes. She was strong in end game, now she is not.

    The nerf stick has been bearing survivors to death for 8 months now. So much so that many moved to killer. The survivor BP changes hinted at that as well. Can't say it is worse for killers now than it was 6 mo ths ago.

  • Adv4u
    Adv4u Member Posts: 25

    In addition to that: Some Perks are "useless" in meta builds but work perfectly fine, when having a complete set up for it.

    + leveling a character shouldn't guarantee for a strong perk. If there were only strong perks every Bloodweb, it would get kind of boring