How would YOU balance dbd
Lets say you were a dev for a day what changes would you make?
Lets say you were a dev for a day what changes would you make?
Read THIS post.
Tldr: This is an archived version of the DBD forum, it has all posts, comments and media. The archived data will be published at the end of October. This site is not in any way affiliated with or endorsed by Behaviour Interactive.
Comments
1: Add second objective so the game is actually balanced and more fun.
2: Add something that closes the gap between SWF and solo and rework perks accordingly (like a map wide bond).
3: Delete/rework DS, Unbreakable, Object and make so BT works in it's proper situations.
4: Nerf moris and keys once I know that everything is mostly balanced.
Aaaaand when that's all done:
5: Adjust any perk that is unbalanced (whether it's too weak or too strong).
Whats wrong with unbreakable?
Bring back the old rank reset system: Ever since the current rank reset system was brought in red ranks have been increasingly diluted with players that don't belong there. Also I believe it's the cause of the issues with Match making as it has created too many red rank survivors compared to red rank killers.
Remove keys and Mori offerings: Both do not belong in a somewhat competitive game.
Increase the time it takes to repair a generator or make it easier for the killer to patrol generators: Survivors have become a lot more optimal then they were a couple of years ago.
Nerf NOED: My issue with NOED is that it boosts killers to a higher rank where they do not belong. I've lost count the amount of times a red rank killer plays like a rank 15, then it turns out they have NOED. How I would nerf NOED is that you can only instant down the survivor you hit first. After you down one survivor, the rest of the survivors lose their exposed status, however, you keep your speed boost.
Nerf DS: I believe DS should deactivate the moment a survivor starts repairing a generator.
https://forum.deadbydaylight.com/en/discussion/138679/a-survivor-mains-ds-nerf-idea#latest
Rework Haddonfield: Maybe make it similar to Springwood.
Remove or rework Shelter Woods: I already made a post on my thoughts on Shelter Woods: https://forum.deadbydaylight.com/en/discussion/97048/shelter-woods#latest
Rework Disturb Ward: Already made post about Disturb Ward: https://forum.deadbydaylight.com/en/discussion/121662/disturbed-ward-is-just-as-bad-as-haddonfield-imo#latest
Make Yamoaka less dark
Either nerf Freddy or make him harder to play as: I play as Freddy, but he's an easy killer to master but one of the strongest killers in the game, therefore he doesn't feel rewarding to play as him. Plus he's incredibly dull to play against.
BT should work against Freddy
Make the maps to be incredibly small, as well as rework pallet tile spawns. If there is one thing that annoys me the most as a Killer and as a Survivor is the map size and how incredibly unfair some of the pallets can be. It's either incredibly safe or stupidly unsafe. There's rarely ever an in-between when it comes to pallet loops.
Rework essentially every perk in the game so they are worth taking regardless of the meta. Seriously, what good is Wake Up! and Territorial Imperative when Borrowed Time and NoeD exists?
Make Moris have the Kill prompt only activate when the Killer has hooked every Survivor at least once. I think this is fair considering you're kicking people out of the game with Moris. Only applies to Ebony though, Ivory and Cypress still works the same, since they're rather balanced.
Actually have matcmaking that matters (thankfully they are working on that with MMR).
I don't want to buff or nerf any Killer, because the reason they are weak or strong is mainly because the maps doesn't cater or heavily favours to their basekits. Literally every killer, as far as I can tell, is fine where they are at right now. And no, them being full to play or go against is not valid grounds to nerf or buff them. Someone out there likes to play as and against that killer, just because you don't doesn't mean they should be changed.
Rewards the survivors for messing up and it has too much of an impact.
Nerf Keys (Only allow the person with they key to escape through hatch)
Nerf Moris (Only allow them to be used when somebody is on death hook, so after their 2nd hook)
Nerf DS (Make it so it deactivates when somebody else is hooked)
Nerf Iri Head (Maybe give it the same effect as Deathslinger's add-on where it only insta-downs after a certain distance, or make it so the extra hatchets add-ons can't be used with it)
Kindred Base-Kit (Make it so Kindred is base-kit for survivors so it decreases the gap between solo and SWF)
2nd Objective (Totems aren't a good enough "2nd Objective". Survivors need something else to do other than gens and looping)
Quicker updates where they try things and remove them if it doesn't work out.
The biggest killer in this game is how slow bhvr is to do anything.
People want DS gone? remove it for a month and show the results with a reason WHY is is good/ bad for the game at the end.
people want all safe loops gone? remove it for a month and show the results with a reason WHY it was put back in or kept out of the game.
-Rework freddy and deathslinger
-Mori and key rework
-Change in emblem system and ability to rank up
-Redesign yamaoka maps so you can actually see
-Remove breakable walls ( I think they are a stupid and frustrating thing for killer and survivor alike)
-Map change (shrink big maps, remove dead zones and infinites_
-Give Jeff some decent cosmetics
-rework ######### Killers
-make yamoake less dark so i can see something
-rework all the overly performing perks and bad perks.
-give survivors second objective
Last but the most important thing
Fix..... Matchmaking
I would:
-Remove oblivious in Freddy. He shouldn't be able to camp easier than everyone else
-Add a totem counter to survivors
-Allow survivors to see each others' builds in the loading screen
-Shrink Mothers Dwelling tenfold.
-Shrink Family Residence a lot
-Make Yamaoka brighter
-Delete all corn and replace it with other tiles
-Stop both windows being open in Cowshed
-Delete the meat tree
-Shrink all coldwind maps
-Rework the entire Disturbed Ward
-Nerf/change Hex: No One Escapes Death
-Nerf/change Decisive Strike
-Hide totems better.
-Give a higher insentive to cleanse totems
-Hex perks can respawn after doing x y amount of times
-Revert Nurse's basekit change but go through and change her add-ons yet again.
-BuffClown2020
Well, I only have a day. It'd be hard to test most of my ideas out.
But I'd probably start with just two things:
#1. Kindred is now Base. Survivors now have NO excuse for going toward a camping killer like an idiot.
#2. BBQ+Chili is now Base. If survivors get a free aura perk, killers should get one too. Bloodpoint bonus stays, too.
Maybe throw in We're gonna live forever for survivors as well, since it doesn't really give you any other benefit. This would also reduce the grind a bit!
trying to balance before MMR is useless. of course there will not be balance in a game where 4 man red ranks swf completely humiliate a green rank killer. this is not a balance issue.
Actually it punishes killer for being too greedy.
For Survivors:
For Killers:
In General:
Not sure if there are changes possible within a day
It doesn't reward for messing up, it rewards when the killer doesn't pick you up. Getting downed is part of the game
Some changes I would make: moris and keys will have a complete rework alongside luck. Moris and keys can be used only during end game collapse (is a simple idea, but I have more if it doesn't work) and luck effects everything, from where the hatch will spawn to how many crows a map has, position of gates ECT. I would also add a bad luck killer offering. Lastly a rework on iri head. I've posted about this in my latest forum if you wanna see, I'm kinda lazy to copy paste :p
Remove the idea of “transferable teachables” so that every survivor suddenly is unique and every killer has a strength/weakness.
then categorise every killer and survivor into categories whilst reworking their perks so they all have one good perk, whilst the others may be of lesser quality or not.
then put in actual methods of communications so that teams can play as teams instead of having to rely on themselves.
put in a casual gamemode that removes ranked which would allow people to practice and not take the game as seriously.
for custom games, create a search lobby option which allows people to find a list of open lobbies to join.
add in more fun/different game modes to keep gameplay new and fresh to the player whilst offering alternatives to the core gameplay.
With the current matchmaking, when rank 16 killers are being matched with red ranks,
I would add 3 more killers to the match. A personal Killer for each survivor. Like in this video from otz:
https://www.youtube.com/watch?v=CtXg2U8nG54
I would do something with gen regression.
Maybe make new Ruin default, but at a much reduced rate. Kicking a gen speeds up the regression or acts like a weaker Pop Goes the Weasel, which you can repeat, to remove a small amount of progression. I'd for sure make it so a survivor has to commit more than a tap to stop the regression.
Pretty good job so far
My biggest issue right now is honestly swf groups. This might be a hot take, but if a killer is facing a SWF group, you should be able to sporadically see the aura of swf survivors outside your terror radius. I mean, if survivors aren't running any detection perks, but know exactly where the killer is because their buddy is telling them "killer is at shack", taking away the element of surprise almost entirely, the killer should get some ability that accomplishes about the same thing.
First minute of each game, the gens are blocked. Sacrifice times are 30% longer.
I liked Deathgardens concept of an early stealthphase. It would reward stealth skills, stop the dreaded 3 gen pop after the first chase and in return, its harder to tunnelcamp someone early.
Agree on kindred basekit. That would help massively in the solo/swf-gap.
Establish a clear win condition for both sides.
Adjust other parts of the game to suit the win conditions.
SWF groups with current state of matchmaking is really damaging this game, especially now, with this broken matchmaking
Which is broken for several month already.
If you are on PC, you could sometimes figure out you are playing against SWF by viewing their steam profiles in the lobby.
So that you could bring mori and noed before the match begins and choose your strongest killer.
I am not sure if we really need to change the match experience when killers plays against SWF, but at least we
need to indicate SWF team in the lobby, so that killers would know whom they will be facing.
Isnt the win condition 4k/escape?
Is it? Not for everyone.
Some players consider a pip a win and it's possible to 4k and black pip which would be considered by those players a loss.
Fixing the dollar store servers for one. Then reworking the killers and survivors as well as maps to make the game an actual "horror game" rather than this babysitting simulator. Honestly this game is anything but frightening and I really like that I as a person who pays for good internet can't even get past a temporary ban timer because the game has a stroke mid game most the time. I may not know coding, but I know what the people want and what needs to be done to make things fair and it seems like the majority of the devs don't (somehow) have the time to do that? I know they all have families and what not but this game and it's servers push me to play something else lol
Honestly I wouldn't balance the game first, but changed the strategies that are currently very unfun for most players: gen rush, tunneling, camping, slugging etc.