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small thoughts about Big balance: Killers

sanees
sanees Member Posts: 665
edited July 2023 in Feedback and Suggestions

attention!

In this thread, I tried to solve most of the problematic parts of the game that could be solved with a slight change without redoing the whole game, I may have overlooked/forgotten some aspects of the game

For a better understanding of the changes, befor reading I advise you to read the topic "Small thoughts about big balance: Survivors" https://forums.bhvr.com/dead-by-daylight/discussion/384220/small-thoughts-about-big-balance-survivors#latest

(In these themes there will not be detailed changes to all perks and for each killers (maybe I will make other themes for this in the future)

Killers:

The main problem with killers is that they don't have time, which means they constantly have to rush and resort to uninteresting tactics like camping and tunneling, since camping and tunneling were nerfed in the in the previous thread in this one, we'll be looking into encouraging some tactics and reducing the haste of generators

buffs:

base kit Corrupt Intervention: 30 second Corrupt Intervention deactivated if the survivor was knocked out before the time expires

hooks:when the killer hooks a survivor, the killer gains a 10% haste for 5 seconds and sees the aura of 1 survivor that is further than 50 meters from the hook

hit and run:

a survivor injured by an M1 attack receives a 15% slowdown on actions: heal other survivors, clean totems, repair generators, open gates

surviving wounded m2 gets slowed by 5%

(a little clarification, at the moment if you see two survivors 1 wounded and not wounded, it is almost always beneficial for you to tunnel the wounded, with this change it is beneficial for you to go after the unwounded, since while you run after a healthy survivor, the wounded one will either heal with a slow or heal, which will allow the killers to rely less on tunneling and more on pressure on all survivors)

Gen rush nerfs

  • Toolboxes and toolbox addons have 2x less repair speed and 25% fewer charges
  • repair haste perks have 50% less effectiveness

Built to Last doesn't work on repair kit and toolbox

Deja Vu: No longer grants a repair speed bonus, all survivors see the auras of the last four generators

(if you suddenly didn’t read the last post, then here’s the help, now at the end of the game, the survivors need to repair 1 out of 4 generators, and not out of three)

Nerfs slow/regression perks

Scourge Hook: Gift Of Pain from 16% to 8% slow

Hex: Pentimento: 1 totem, repair slowdown will be reduced from 30% to 20%

Scourge Hook: Pain Resonance from 25 to 20%

thanatophobia: a wounded survivor radiates an aura of thanatophobia in a radius of 24 meters, slowing down repairs, etc. by 10%

(Auras do not stack)

map fixes

(because we can't change the design of the cards it would take too long/doubtful result)

Base kit Bamboozle: killer jumps windows 5% faster and closes windows for 12 seconds

perk, +10% to window speed and closes the window for 24 seconds + allows you to climb through the windows that the survivors closed

at the start of each match, 2 random pallets will be broken and 4 random pallets will be given weak status (will break after being dropped)

(this way there will be fewer pallets in general, but if the survivors use a repair kit, then there will be more of them)

Victory conditions changes

mmr increases from hooks, not kills

1-5 hooks losing

6-7 hooks draw

8-11 hooks win

12 hooks absolute victory

Post edited by sanees on

Comments

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Ok...but what's to stop killers from running regression/slowdown perks on top of all the buffs? You didn't address the killer perks but only addressed survivor perks/toolboxes despite having buffed killer on a basekit level.

  • Kaitsja
    Kaitsja Member Posts: 1,838

    ITT: How to make survivors stop playing the game altogether.

    Killers don't have a lack of time. Even averaging 30 second chases, start to finish, 7 seconds to hook a survivor, that still leaves a good 15 seconds to push survivors off a gen and that's assuming you have no regression perks.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    I mean it would be nice of them to mention which killers they are trying to biff, but let's not forget that those are also basekit buffs for Nurses and Blights, which is insane.


    And everytime people wanna buff killers they always mean M1 killers, but forget all the in between ones who may not have much trouble of have other ways to slow down the game through their power.

  • Ivanynakov
    Ivanynakov Member Posts: 235

    I can not open URL :(

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941
  • Kaitsja
    Kaitsja Member Posts: 1,838

    I've seen their other thread and this is almost nothing but basekit buffs for killers with significant nerfs for survivors.

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,985
    edited July 2023

    They posted the wrong link, that one is the link of the draft.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    I am not the OP btw. But yeah, it is the wrong link anyway.

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,985

    Yeah I noticed after the reply, sorry for that, however I fixed their link so it should work now.

  • Ivanynakov
    Ivanynakov Member Posts: 235
    1. I pretty like the mechanics of broken pallets that you can repair. Brings more gameplay options for survivors IMHO. I would make it as basekit to repair them though (without any item or with classic toolbox for speeding up). Pallets are too strong, so Survivors would be pushed to take the item for their repair.
    2. Victory condition is something that needs to be changed (there is none now). Dying is counted as loosing, especially for new players. But Survivors are team and they should be rewarded for team AND personal results. I suggested the solution here: https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework


  • sanees
    sanees Member Posts: 665
    edited July 2023

    thank you very much for the feedback, in fact it is taken into account (for example, m2 killers are only slowed down by 5%)

    and do not forget how massive the surv buff of adding +1 generator is, this means that it can be so that on 1 part of the map there is 2 generator and on the other 2 in such layouts even a nurse will be difficult

    and yes, initially there were nerfs of some killers and killers perks (for example, a nerf of blight addons), but the fact is that when I saved the theme (it was 2 times more) in a draft, for some reason it did not open the next day and therefore I had to start from the beginning

    So I shortened this topic a bit and added that a more detailed analysis of each killer and most of the perks will probably come later

  • Kaitsja
    Kaitsja Member Posts: 1,838

    Killers:

    The main problem with killers is that they don't have time, which means they constantly have to rush and resort to uninteresting tactics like camping and tunneling, since camping and tunneling were nerfed in the in the previous thread in this one, we'll be looking into encouraging some tactics and reducing the haste of generators

    This simply isn't true. Even averaging 30 second chases, start to finish, 7 seconds to hook a survivor, that still leaves a good 15 seconds to push survivors off a gen and that's assuming you have no regression perks.

    Basekit Corrupt: All Generators are blocked at the start of the trial for 30 seconds. Deactivates when a survivor is put in the dying state.


    Hooks: Upon hooking a survivor, gain a 10% haste effect for 5 seconds and see the aura of a survivor further than 50m away from the hook.

    Again, no. The first is too long. I'd accept 15 seconds basekit corrupt. The second is too powerful. 10% haste for hooking a survivor is a massive buff to killers who really don't need it.

    Hit and Run:

    A survivor injured by a standard attack will receive a 15% penalty to action speeds

    A survivor injured by a special attack will receive a 5% penalty to action speeds.

    This does nothing to combat tunneling and just needlessly punishes survivors while giving the killer a major legup. It also does nothing for the hit and run playstyle.

    Genrush nerfs:

    Toolboxes and toolbox addons have 50% less repair speed and 25% fewer charges.


    Perks that increase repair speed are 50% less effective.


    Built to Last doesn't work on repair kit and toolbox


    Deja Vu: No longer grants a repair speed bonus, all survivors see the auras of the last four generators.


    Number of generators increased from 7 to 8.

    I'm not sure you understand how big those nerfs are. What survivors get in return doesn't make up for this.

    I'm too tired to keep pointing out the flaws so I'm gonna leave it at that. TL;DR: Killers need to spend more time polishing their basic skills instead of prioritising chases and downs over defending their generators.