Balanced Landing Got A Nerf. Guess What It Needs Now...

That's right, Balanced Landing now needs a buff or rework.

With the recent release of the Cursed Legacy chapter, Balanced Landing was changed to no longer provide the stagger reduction when exhausted. With that nerf came the "buff" of it also removing the noises made when falling, and the grunt when landing.

The clear thing is that the nerf heavily outweighs the buff. Balanced Landing is now one of the worst exhaustion perks in the game, only just better than Head On and a not working Dead Hard. The perk is straight up useless on maps with little elevated surfaces. Even maps with several elevated surfaces are bad as you will recieve the stagger as if you never had the perk.

Now that the nerf is officially in place, it needs a sort of reverse. BL should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed, making the two extra parts act as passive perks rather than active perks with the exhaustion portion. It is Balanced Landing after all, not Elevated Sprint Burst.

Comments

  • @AChaoticKiller said:

    based on what you just said than lithe, sprint burst, and dead hard need a buff because they also give nothing when the perk is not in effect.

    You don't understand at all. I want to remove the Sprint Burst gained by Balanced Landing and just have the passive effect. And Dead Hard doesn't need a buff. It's literally a free health state if you use it right. It's effect when not active is to make you feel a little safer knowing you have an ace up your sleeve. I don't know why people even talk about it that much. They praise it like it's God.

  • I got an idea.

    Someone mentioned above to remove the sprint burst, and make it make it with where it just has the stagger reduction all the time.

    That would be a good idea, but then it would still bring back the haddonfield infinite. And BHVR doesn't want to fix that rn.

    Compromise: we do the patch mentioned above, but the stagger reduction is lessened. That way, no infinates, and you still get a use for it besides the 1st time.

    I mean, they did it to enduring. They can do it again.

  • @Alphaphalt said:

    Everyone wants this, but that would require fixing the maps were BL could be problematic, and BHVR cba I guess.

    Can't be Arsed indeed

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889391#Comment_889391

    You don't understand at all. I want to remove the Sprint Burst gained by Balanced Landing and just have the passive effect. And Dead Hard doesn't need a buff. It's literally a free health state if you use it right. It's effect when not active is to make you feel a little safer knowing you have an ace up your sleeve. I don't know why people even talk about it that much. They praise it like it's God.

    because like you said its a free health state that can get you to a pallet or vault without worry. how can that not be good, sure in the open all it might do is give you an extra second but at and near loops it often extends the chase by another 20-30 seconds

  • @leyzyman said:

    I got an idea.

    Someone mentioned above to remove the sprint burst, and make it make it with where it just has the stagger reduction all the time.

    That would be a good idea, but then it would still bring back the haddonfield infinite. And BHVR doesn't want to fix that rn.

    Compromise: we do the patch mentioned above, but the stagger reduction is lessened. That way, no infinates, and you still get a use for it besides the 1st time.

    I mean, they did it to enduring. They can do it again.

    I wholeheartedly agree. Maybe reduce the stagger reduction to 50% and be done. A perk shouldn't be gutted because of terrible map design after all.

  • They could revert the nerf on bl but behavior would have to fix map designs such as what they did with bad ham. That would allow behavior to revert the bl nerf but that would also fix a lot of problems with the game and it would make the game more refreshing creating new things to learn and we would see some new loops to which could make the game funner. It could also add that fear factor back to the game for some of these maps where you know exactly where everything is and were the killer will come from. Honestly im hoping behavior is at least working on the maps is some way.

  • @ruler33 said:

    They could revert the nerf on bl but behavior would have to fix map designs such as what they did with bad ham. That would allow behavior to revert the bl nerf but that would also fix a lot of problems with the game and it would make the game more refreshing creating new things to learn and we would see some new loops to which could make the game funner. It could also add that fear factor back to the game for some of these maps where you know exactly where everything is and were the killer will come from. Honestly im hoping behavior is at least working on the maps is some way.

    It would be amazing to see that happen, but I feel that the devs are more focused on small bugs as well as $11 cosmetics

  • This by far is the funniest post about balanced landing ever

  • At least give BL back the noise cancelling even if youre exhausted.

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/889073#Comment_889073

    last i checked jungle gyms are still in the game lol

    making killer fairer is necessary, this game would be long dead if infinites are still in

    stop being so selfish just because you want to be a completely untouchable god who can no skill perma-run the killer around a single loop

    survivor back in the day was so stupidly braindead easy it was basically impossible to die, and here you are wanting to return to that

    it's clear what your goals are here

    lol spot the killer main?

    Talk about completely misrepresenting my points.

    Jungle gyms aren't even comparable nowadays to what they were. But I guess if you're struggling, you'll claim it.

    No one wants to go back to infinites, but fragile killers like you are happy when survivors finish 3k, 5k etc games, but then you whine when they decide to d/c.

    I made rank 1 killer at release. Killers like you are so soft by today's standard.

  • Just straitgh up no

  • @Dedicatedd said:

    This by far is the funniest post about balanced landing ever

    I think what's more funny is how people can't read and then start a big deal in the comments section.

  • Before the nerf, balanced landing made infinites possible. Also, the stagger reduction is still there as long as you aren't exhausted. It's balanced at this state.

  • Sounds like someone relied on abusing the perk and is upset that they can't do it anymore. The new BL is awesome with the added noise reduction. The nerf makes it more in line with the other exhaustion perks so I consider that to be a good balance and removed the god-like OP status of BL. All they did was take away the ability to abuse it so if you're upset about it you're admitting that you needed a perk to abuse in order to succeed at the game. Simple as that.

  • @Rex_Honeycut said:

    Sounds like someone relied on abusing the perk and is upset that they can't do it anymore. The new BL is awesome with the added noise reduction. The nerf makes it more in line with the other exhaustion perks so I consider that to be a good balance and removed the god-like OP status of BL. All they did was take away the ability to abuse it so if you're upset about it you're admitting that you needed a perk to abuse in order to succeed at the game. Simple as that.

    You're making yourself look like a fool by only reading the title and not the starting discussion. I'm arguing that Balanced Landing shouldn't even be an exhaustion perk. And the "awesome added noise reduction" isn't awesome if it only activates once every 40 seconds. It doesn't make any sense for a survivor to have the stamina to keep from bleeding and moaning when they've been butchered by an axe but they don't have the stamina to silence the sounds they make when falling. I don't make any noise when falling, the survivors should do the same.

  • The problem with this is that most of these people are probably killer mains that just want survivor options to be limited and garbage. Damaging a perk doesn't damage the player, it just annoys people who know that the perk shouldn't've been gutted.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889652#Comment_889652

    You're making yourself look like a fool by only reading the title and not the starting discussion. I'm arguing that Balanced Landing shouldn't even be an exhaustion perk. And the "awesome added noise reduction" isn't awesome if it only activates once every 40 seconds. It doesn't make any sense for a survivor to have the stamina to keep from bleeding and moaning when they've been butchered by an axe but they don't have the stamina to silence the sounds they make when falling. I don't make any noise when falling, the survivors should do the same.

    Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.

  • Just gonna be honest with how I feel about it, it’s bs that the killer can hit you on the way down at the drop Bc you stagger at the bottom without the consistent passive. I’d rather have the passive alone than the sprint burst and they fix the ######### maps.

  • @Rex_Honeycut said:

    https://forum.deadbydaylight.com/en/discussion/comment/889685#Comment_889685

    Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.

    A crutch for lower skilled players would be DH. Lower skilled players don't know how to loop. Besides, any smart killer leaves when there's a good loop.

  • @HeroLives said:

    Just gonna be honest with how I feel about it, it’s bs that the killer can hit you on the way down at the drop Bc you stagger at the bottom without the consistent passive. I’d rather have the passive alone than the sprint burst and they fix the ######### maps.

    That's the big problem though. I do think having it become just a passive landing reduction perk would be alright if it was small enough and if maps were balanced for it, but they aren't.

    They already have to go through the older maps and redo all the tiles and functions just to update it for the general health of the game. If they have to go through them again and make sure they can have a perk like Balanced Landing be passive it'll require so much more effort and time and money they don't have or want to use on the game.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/887999#Comment_887999

    the point is that BL was very restrictive on where and when you could activate it. Unlike lithe, sb or dh which could be used almost everywhere. the passive was the only thing that made it on par with the others.

    The way I see it, BL was made to complete the "exhaustion saga". An exhaustion perk that activated when/while:

    • Running healty? Check
    • Running injured? Check
    • Vaulting? Check
    • Falling? Check

    Is BL restrictive? Of course, like every other exhaustion perk.

    All of them had their drawbacks, SB makes you walk more, with DH you can't fully control the dash, with Lithe... Well lithe doesn't have any (devs lithe op pls nerf). And with BL you have to be well positioned and have a falling point nearby.

    All maps should have at least a few fall points so BL users always get use of their perk.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/889192#Comment_889192

    lol spot the killer main?

    Talk about completely misrepresenting my points.

    Jungle gyms aren't even comparable nowadays to what they were. But I guess if you're struggling, you'll claim it.

    No one wants to go back to infinites, but fragile killers like you are happy when survivors finish 3k, 5k etc games, but then you whine when they decide to d/c.

    I made rank 1 killer at release. Killers like you are so soft by today's standard.

    killers like me? i was also rank 1 on the release patch too, survivors back then didn't know how to play the game, if they did the game would have suffered a swift death

    the game is in a far healthier state from those stupidly overpowered loops and jungle gyms you seem to want back

    if a survivor finishes with only 3k points, it's no ones fault but their own, are they entitled to more points just for existing? selfish and deluded

    it says a lot about your mentality that you use "killer main" as a derogatory, you see killers as nothing more than what should be a punching bag for you to humiliate.

  • the perk is garbage now. they could’ve just fixed the haddonfield loop by putting a wall in the myers house.

    the nerf is exactly what it means to be a “bandaid over the problem”

    worst change yet to see in this game imo. was pointless.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889731#Comment_889731

    A crutch for lower skilled players would be DH. Lower skilled players don't know how to loop. Besides, any smart killer leaves when there's a good loop.

    No argument about DH being a crutch. And yes, any smart killer would break a chase if the loop is good enough; organic to the game based on map design and player skill. But if a god-loop is created by an OP perk with no exhaustion or cooldown, then I would say that person does not know how to loop, at least not without a crutch like....infinite BL.

  • @StrodeWins said:

    the perk is garbage now. they could’ve just fixed the haddonfield loop by putting a wall in the myers house.

    the nerf is exactly what it means to be a “bandaid over the problem”

    worst change yet to see in this game imo. was pointless.

    Very much so.

  • @Rex_Honeycut said:

    https://forum.deadbydaylight.com/en/discussion/comment/889745#Comment_889745

    No argument about DH being a crutch. And yes, any smart killer would break a chase if the loop is good enough; organic to the game based on map design and player skill. But if a god-loop is created by an OP perk with no exhaustion or cooldown, then I would say that person does not know how to loop, at least not without a crutch like....infinite BL.

    Nea was the first DLC survivor. The devs could've effortlessly worked around the perk when there was so little maps. It's not about survivors and a perk creating infinites; it's about bad map design causing a perk to excel. If the maps were designed differently them this wouldn't be a problem.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/888774#Comment_888774

    No I'm not going to give you that.

    Because for it to become what you think it is requires a whole bunch of preconditions that have to be met and in place before you could even CLAIM it was an infinite. Even then a skilled killer could close it, meaning it wasn't an infinite to begin with.

    It's like swf. If you listened to this forum you'd think that every second game was swf pro players making a killers life hell. The reality is that most swf is just mates wanting to have fun and usually results in a 4k. These 'pro' swf groups in my experience is something ridiculously small like maybe 1/30 games. Much like your 'infinite', but even then, its more accurate to call it a pseudo-infinite.

    Real infinites have been gone a long time now.

    The game still has infinites, like Coldwind Farm, Macmillan, BadHam, etc and Balanced Landing only made more with maps like haddonfield. The nerf was very fair IMO.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/889743#Comment_889743

    That's the big problem though. I do think having it become just a passive landing reduction perk would be alright if it was small enough and if maps were balanced for it, but they aren't.

    They already have to go through the older maps and redo all the tiles and functions just to update it for the general health of the game. If they have to go through them again and make sure they can have a perk like Balanced Landing be passive it'll require so much more effort and time and money they don't have or want to use on the game.

    okay so survivors will just get hit at any drop down now for the one perk that fixed that bs issue👌much more fun and balanced for both sides wouldn’t you say? I suppose they could just make it where a killer can’t swing or get a hit while the survivor is in a stagger animation it’s just void. YA KNOW KIND OF LIKE HOW YOU CANT GET BLINDS WHILE THE KILLER IS IN A PICK UP ANIMATION.

    im not angry at you, and understand what you mean but damn man. This is some bs.

  • It now does exactly what SB and lithe do. Give you a chase extender at a somewhat triggerable point.

  • I guess you just have to accept it that the Devs are lazy. Use Dead Hard. Because it is fun that every Survivor uses the same Perks.

  • If the speed boost was removed completely in exchange for the infinite “balancing of your landing” that OP keeps stressing, I can see it being reasonable to not be an exhaustion perk. As is with three things in one exhaustion perk I think the nerf was completely justified. No other exhaustion perk does anything for you when it’s on cd, this just brought it in line.

  • Dude exhaustion perks are not suppose to have any affects when you are exhausted

    Fine might as well give lithe 75% vault speed even when your exhausted

    Might as well give sprint burst 75% base movement speed Even when exhausted for survivers and make scratch marks go away quicker

    Im sorry honey are your feelings hurt?

    Ok lets also give head on too a 75% increase on stun time

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/888349#Comment_888349

    The thing is that they nerfed a viable perk because of absolutely terrible map design. Lithe has the same issue on maps such as Lery's

    The perk is what made map design so terrible.


    Now that it's balanced properly, the map design will be a LOT easier to tackle.

  • @FriendlyGuy said:

    I mean why. Lithe got no passive when exhausted, DH got no passive when exhausted. I don't get it.

    Because it's way way more situational than either off these. Pulling off lithe is way easier because of how many windows there are. Balanced sacrifices the amount of opportunity in exchange for a passive

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/887948#Comment_887948

    People literally based their entire gameplay loop off of BL because it was super 'balanced.'

    Now that it is actually balanced, these people are suffering.

    As someone who plays stealth I actually love the "no fall noise" the perk got.

  • No it doesn't dude, it needed a nerf due to so many loops on different maps and killers could do nothing about it, i think this was a well deserved nerf in my opinion

  • Lol, you balanced landing devotees sure are funny.

  • @Aven_Fallen said:

    I guess you just have to accept it that the Devs are lazy. Use Dead Hard. Because it is fun that every Survivor uses the same Perks.

    If only that was sarcastic

  • @PlzDonBeMeanToMe said:

    Dude exhaustion perks are not suppose to have any affects when you are exhausted

    Fine might as well give lithe 75% vault speed even when your exhausted

    Might as well give sprint burst 75% base movement speed Even when exhausted for survivers and make scratch marks go away quicker

    Im sorry honey are your feelings hurt?

    Ok lets also give head on too a 75% increase on stun time

    You're cute when you attempt to make a point.

  • @FriendlyGuy said:

    I mean why. Lithe got no passive when exhausted, DH got no passive when exhausted. I don't get it.

    Do you know how many vaults there are on any single map ? 20 30 /including pallet vaults /? Do you know how often do you run in the game as a % when chased - like 100% ? Now tell me how many vaults/ loops with fall there are on all the corn maps ? 1, 2 maybe ? On Autohaven maps ? On MacMillan ? So we have 15+ maps with small to almost no use for BL out of just a bit more than 30 maps currently where DH+Lithe can be used literally on every single one of them at any given time with not much effort.


    That is WHY

  • The buff you seek would bring balanced to being old sprint burst levels so you and I and the others here know thats not happening. Nerf was justified perk made infinites and made some loops to strong. Wouldn't even call it the worst exhaustion perk.

  • @Rex_Honeycut said:

    https://forum.deadbydaylight.com/en/discussion/comment/889685#Comment_889685

    Hahahaha BL not an exhaustion perk?!?! You're only proving my point. If BL wasn't an exhaustion perk survivors could loop the killer ALL DAY in certain areas of the map and therefore it would be...abused! Myers House, the Temple, and almost anywhere on the game map. BL was OP and a crutch for lower skilled players, now it's not.

    Only thing he proves is that there are many bad killers who get looped anywhere on the map because they don't know how to play and then they come here on the forums and you can see them clearly how absurd they sound and very easy to spot when they say things like "an infinite " for Coal Tower and they blame it on BL. You sound also abusrd with the temple sugestion where all the loops are random every game. Sometimes they are there, sometimes they are not, not to mention there is always a way to get down without vaulting for the killer nearby - it is just bad killers that don't know that. BL was crutch in the eyes of low skilled killers and now it is ... to be continued with the next perk soon

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/889731#Comment_889731

    Only thing he proves is that there are many bad killers who get looped anywhere on the map because they don't know how to play and then they come here on the forums and you can see them clearly how absurd they sound and very easy to spot when they say things like "an infinite " for Coal Tower and they blame it on BL. You sound also abusrd with the temple sugestion where all the loops are random every game. Sometimes they are there, sometimes they are not to mention there is always a way to get down without vaulting for the killer nearby - it is just bad killers that don't know that.

    Thaaaaank you.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/888099#Comment_888099

    You're not really understanding the history of exhaustion.

    It wasn't even a mechanic at one point, you could run BL and SB together for effect. What this is, is a nerf, not 'bringing it inline' with other exhaustion perks.

    It's a nerf in the overall scheme of nerfs to survivor. Call it 'exhaustion' or w/e else you want. It's still the direction the devs took and it's a nerf that dumbsdown the survivor experience and makes killer even easier.

    All you had to say was that killer is easy for me to know you have absolutely no idea what you're talking about.

    Yes, it is a nerf, technically. But it's a nerf to bring BL down to the fundamental level of other exhaustion perks; why should you ger 2 benefits from this perk but not from Lithe or Dead Hard?

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/888774#Comment_888774

    No I'm not going to give you that.

    Because for it to become what you think it is requires a whole bunch of preconditions that have to be met and in place before you could even CLAIM it was an infinite. Even then a skilled killer could close it, meaning it wasn't an infinite to begin with.

    It's like swf. If you listened to this forum you'd think that every second game was swf pro players making a killers life hell. The reality is that most swf is just mates wanting to have fun and usually results in a 4k. These 'pro' swf groups in my experience is something ridiculously small like maybe 1/30 games. Much like your 'infinite', but even then, its more accurate to call it a pseudo-infinite.

    Real infinites have been gone a long time now.

    Wrong again. Maybe not with new BL, but you could run infinites on the Game, Red Forest (Huntress map only), Haddonfield, Hawkins and Crotus Prenn.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/888981#Comment_888981

    It's more the trajectory this game has gone the last few years.

    Infinites gone, jungle gym's gone, bloodlust added, end game timer added, hatch close added. All this has made being killer easier and survivor harder.

    You look at the SB vs. NOED debates that happend at release all those years ago. SB now is mediocre at best where as NOED is still a high tier perk.

    It's only been recently that killers have started getting push back from devs because the state of the game is disconnecting survivors who know a game is going to end in a 4k so why bother for 3k BP.

    And what do we see? Thread after thread recently of nurse players whining, legion players whining, spirit players whining. People talk about salty survivors alot in this forum but ignore the elephant in the room.

    Imagine being so silly that you complain about infinites being gone AND say noed is a high tier perk xD

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/887948#Comment_887948

    People literally based their entire gameplay loop off of BL because it was super 'balanced.'

    Now that it is actually balanced, these people are suffering.

    The longer this thread goes on, the more evident this becomes.

    The amount of likes my post has received has flabbergasted me O_O

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/889473#Comment_889473

    I think what's more funny is how people can't read and then start a big deal in the comments section.

    Before i state my opinion im going to tell you i play both survivor and killer frequently and tbh balanced landing isnt that bad. Sure its not as good as it use to be but it is still decent. I'd say that the new balanced landing provides more opportunities to combo it with other perks. For example dance with me, quick and quiet, and balanced. On haddonfield it could be good because if you hear the terror radius fast vault a window sprint away and leave no scratch marks. I think many people are just overreacting about the change.

  • It's still a really good perk, it's just the other exhaustion perks are better now.

  • @HeroLives said:

    https://forum.deadbydaylight.com/en/discussion/comment/889748#Comment_889748

    okay so survivors will just get hit at any drop down now for the one perk that fixed that bs issue👌much more fun and balanced for both sides wouldn’t you say? I suppose they could just make it where a killer can’t swing or get a hit while the survivor is in a stagger animation it’s just void. YA KNOW KIND OF LIKE HOW YOU CANT GET BLINDS WHILE THE KILLER IS IN A PICK UP ANIMATION.

    im not angry at you, and understand what you mean but damn man. This is some bs.

    If you plan ahead accordingly or weigh your options, during chase, appropriately, you will not get hit at any drop down. You can either avoid the drop down by leading them somewhere else, or you can make sure you aren't exhausted before the next chase. A drop down isn't unavoidable during a chase, you choose the path you run through. If you let the killer catch up to you before you drop, you deserve to get hit as you didn't choose the best route to take during the chase.

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