How should DBD be balanced?
So I've been very observant and been seeing post after post and they all seem to have the same common complaint. "This game is being balanced for noobs!" now I can see how this can get problematic. However, at it's core I can't see DBD as a competitive game and I know there was an esports push but it failed and in my opinion trying to make a game such as DBD an esport was dumb because at it's core it isn't balanced.
But I digress and I'd like to again talk about how this game should be balanced? I know in EVERY community people don't like it when you bring up the casual audience and how some developers will try to appeal towards that audience which would make most fans hate the developers and any future balance changes mainly because it's for the "casuals" you know the "plebs" and most rather have the game balanced at the highest competitive level so that skill shines threw but again a game like DBD has some odd balance and I've gotta ask and discuss how can we even balance a game like DBD?
Killer vs Survivors , this concept can't be taken too competitively because already you have a factor of one player being stronger than everyone else and it isn't an even playing field and it isn't meant to we are simulating a horror experience but no one ever and I mean ever tries to balance it as such instead it's always 'balance for the casual audience!" or "balance it at the esports level!" which I feel neither really work... call me dim call me whatever you'd like but I feel if we go down a competitive path we will achieve a sense of 'balance" but no one will like it because well both parties will still be "meh" and the odds will still be in the survivors favor shockingly and you'll probably ask yourselves "how can that be right?!" well again it's 1v4 and competitive games and competitive team based games share an importance with communication which normally leads to victory so what do we do? We make it so that it's harder to communicate with your fellow survivors? Which already doesn't seem right and isn't balancing for the competitive level and you can even say it's for the "casual" level and this is where I see more and more of the issue because we can't tell what DBD wants to be and well how would you all suggest balancing the game? Would it be better if killers were just OP or would you want that golden pipe dream balance of where 2 survivors will live and 2 will die? Because for me and call me cold but I want 1 survivor surviving maybe on a good day 2 because again this is a "horror" game and I wish it could be treated as such more but due to the online factor it wont and I'd like more logical approaches because in a real horror scenario with these killers most of the survivors die if not all of them and maybe right there is the key factor we are still too divided and I feel some of us have to accept reality and our own faults because even with competitive games most don't ever admit their own mistakes and to this day I see plenty of survivors doing just that; not reading perks and what they do also not being patient but also I feel that some killers are in the same boat.
(Too long to read? Straight to the point than...)
How would you balance the game? What's the golden balance and where would you say this game would be healthy?
Comments
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Not trying to "bump" or anything and I felt this shouldn't be included in the main post but all and all I do hope I made sense... either way back to the discussion.
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Give survivors perma DStrike that can be used in a chase and give killers instamori4
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Give the survivor increased luck if hooked and the killer is face camping. In other words gradually increase a hooked survivor luck when 2inside the terror radius of the killer
Give the killer a new perk that allows his to readjust the survivor on his should to regress the wiggle out meter
Give the survivor a fear meter and when in total fear they are more clumsy and get increased skill checks. Meaning although health they will save audio sounds of their location for vaulting and leave more scratch marks.
Reduce the grunts of pain sometimes it way too loud
Give more equipment for the killers
Instead of hooking a survivor maybe he could tie them to a poll for bait
I want to to see a interaction where you can shackle them to a desk and the entity will get them from that instead of the hook.
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This is a moderate thread. As such, you won't get much traction here. Even if you really care about balance, it doesn't matter. Someone will eventually take it there if you assert one side has a legitimate problem at all. Sorry to tell you man0
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You balance around the green and purple ranks and have proper matchmaking that actually pits people of similar skill against each other. Sucks for baby players sometimes, but guess what? Any power you give to baby players is increased tenfold to veterans and then baby players grow up to be veteran players.0
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@Dr_doom_j2 said:
This is a moderate thread. As such, you won't get much traction here. Even if you really care about balance, it doesn't matter. Someone will eventually take it there if you assert one side has a legitimate problem at all. Sorry to tell you manIt's fine it's how the cookie crumbles.
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DbD is a asymmetrical horror game. With that in mind, the killer should always win every time if the survivors aren't working together as a team. If the survivors are working as a team then the survivors should win every time, period. The moment BHVR makes this statement above true then DbD is officially balanced.
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Survivors shouldn't be able to infinite loop and pallet loop that's what it comes down too. Blood lust is getting a nerf too so RIP dbd. Time to find something else to play.
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I don't think loopers or blood lust are problems. But here is my take on subject.
Implement permanent effect for totems. Like totems could benefit killers every game like reduce repair speed per totem. This should give players more to do like hunting totems and killers don't have to always use ruin. Slows game a little bit.
Killers who are 8-12(?) meters range within hooked survivor and not in chase over 3-5(?) sec halts/slows entity timer. Because entity wants killer give more sacrifices and becomes disturbed if killer is watching feeding. This reduce camping.
When repairing generators stops, generator starts slowly revert to original broken state. This effect would be very slow. Killers don't have to worry so much kicking generators and survivors have to choose how many try to save hooked and how many continue fixing.
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@BobbySK said:
I don't think loopers or blood lust are problems. But here is my take on subject.Implement permanent effect for totems. Like totems could benefit killers every game like reduce repair speed per totem. This should give players more to do like hunting totems and killers don't have to always use ruin. Slows game a little bit.
Killers who are 8-12(?) meters range within hooked survivor and not in chase over 3-5(?) sec halts/slows entity timer. Because entity wants killer give more sacrifices and becomes disturbed if killer is watching feeding. This reduce camping.
When repairing generators stops, generator starts slowly revert to original broken state. This effect would be very slow. Killers don't have to worry so much kicking generators and survivors have to choose how many try to save hooked and how many continue fixing.
Thats a good idea, it will make surv. take much more time with the gens/ will make them search for totems b4 doing gens
I would make it 24 meters (Nurse calling Range), not in a Chase! 12meters in a Chase! it will slow it down by 50% (it will take twice as long if my Math is correckt XD)
I play Killer like: Every Surv. have 3 Lifes. So 3rd Hook he is dead. Dont care about his time spend on the Hook. But this will not make it into the Game cuz then there is no reason to unhook... and basicly the hooked surv. can never die if not unhooked....(holding Game hostage)Good idea. If it takes 80 sec. to do a Gen solo... it could slowly goes down to 0% in 120sec. if kicked by the Killer and 200sec. by default?
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Tzeentchling9 said:You balance around the green and purple ranks and have proper matchmaking that actually pits people of similar skill against each other. Sucks for baby players sometimes, but guess what? Any power you give to baby players is increased tenfold to veterans and then baby players grow up to be veteran players.This won't work. The red ranks are miles away from the green and purples, and even those who consistently land at the top have huge disparities in skill.I could take a Rank 1 Billy around the world right now and not get touched for the entire match, and I could be downed and killed early by another, more skilled Rank 1 Billy.As much as people like to exaggerate that the game is balanced around Rank 20s, rank hardly means anything at all in this game to begin with. Up until the recent patch, there were hoards of high rank players sandbagging there anyway.0