Devs are nerfing killers the wrong way

Dbd has strong killers that are overwelming, but their base kits are always fine. When playing against a no add on killer, there is always a reasonable amount of counter-play that makes the killer balanced. The problem is when the killer starts using add ons.

For exemple, the nurse was about mindgames and skill. But with her 3000 blinks and 30000 miles add ons, she was almost un-defeatable. Yet they nerfed her base kit.

Now, the same thing is happening again for Billy. Billy, when base kit, has a long enough charge to allow the survivors to juke, loop or mindgame the killer. However, when he uses insta saw add ons or curving add ons, then he can turn around and kill anyone, while the insta saw ones do not give the survivors the time to react. Yet the devs decided to nerf his base kit, where there is no problem (well maybe they consider that killers having skill winning is a problem?). When you nerf a killer, just take down the add ons, because a base kit killer is never to strong: there is counter-play and strarts to survive them.

In conclusion, just ignore the basekit of killers, they are fine. Just nerf their broken add ons that give them free wins.

Comments

  • agreed. Killers at base are never too strong. More or less too weak usually

  • The one problem with balancing around the killers base kit is that addons then can not make the killer any stronger at all, otherwise the killer immediately becomes op when played with addons if the killer is balanced and viable without addons. If every addon had just as big of a downside as an upside, this would work, but that's not how the addons are designed and that would most likely be insanely hard to balance when considering the amount of killer addons in the game.

    Also, I have often seen many complaints about the addons of some of the newer killers not being good enough as well, which is pretty much the exact opposite direction of trying to balance the killer only around their base kit.

    Regarding Billy, I definitely have seen people say that his base kit needs a small nerf as well, since he has so much going for him. I think the nerf is fine, as long as the overheat isn't to significant. If the chainsaw overheats too fast, his loop potential will be hurt too much, which of course isn't good, but giving him a small limit on his power usage is not a bad thing in my opinion.

  • The problem with Billy's rework is that they are decreasing the skill-CEILING, instead of the skill-FLOOR. For example, Nurse's rework and Spirit's add-on pass and collision removal on other hand increased the skilll-floor (making them harder to pickup), while leaving the skillceiling mostly untouched. Those are instances of healthy nerfs.

  • It's not even fun to play survivor when killers is nerfed. And even more stressful and frustrating playing killer, so me as red rank killer I stopped playing killer. It's more stress than fun. Devs thinks nerfing killers makes survivor being more fun but it does not. Giving us real challanges that is what will make people continue to play, making us have respect for the killer thinking this will be very hard, not "ok I escaped AGAIN, how fun.."

  • @ABannedCat said:

    The problem with Billy's rework is that they are decreasing the skill-CEILING, instead of the skill-FLOOR. For example, Nurse's rework and Spirit's add-on pass and collision removal on other hand increased the skilll-floor (making them harder to pickup), while leaving the skillceiling mostly untouched. Those are instances of healthy nerfs.

    Spirit's add-on rework decreased the skill ceiling, and rightfully so. She's not harder to pickup than before, but she also can't grab everyone from gens and rush around the map as fast as billy.

    Nurse's rework raised the skill-floor and lowered the skill-ceiling; the cooldown gives a lot of punishment for missing blinks, making her harder to pick up, as well as decreasing the map pressure she used to have, directly nerfing her. It was an extremely poor rework, especially since they should've done the add-on pass and then assessed whether or not she needed a nerf to her power in that state.

  • @ABannedCat well, no need to increase the skill floor when the killer is already hard and skilled based.

    @ad19970 new killers have weak add ons, but here I am talking about the nerfs to strong killers, not the new ones. The new ones are not strong. For the Billy, I can tell that the ones who complain about this need to learn what counter-play is.

  • @ABannedCat said:

    The problem with Billy's rework is that they are decreasing the skill-CEILING, instead of the skill-FLOOR. For example, Nurse's rework and Spirit's add-on pass and collision removal on other hand increased the skilll-floor (making them harder to pickup), while leaving the skillceiling mostly untouched. Those are instances of healthy nerfs.

    I'm trying to make sense of what you mean by 'Skill Floor". Do you mean by how easy they are to pick up?

  • are they going to keep nerfing killers till all can be easyly handle but solo and destroyed by swf........

  • To me, it's an issue of return on investment. The whole reason for learning the mechanically intense killers was the upside. Knowing that I could take on the best SWFs with Nurse, Billy, etc made learning them worth it. Being punished for using the power is never fun, especually when the logic is "using the power correctly." Newsflash: the survivors are playing the game too, and believe it or not, these killers have a lot of counterplay even if you play them well.

    Watch any god tier Billy in a high level match (Ayrun, Freakill, etc). They'll most likely get 3-5 hooks the entire game. The counterplay isn't exactly mysterious or obtuse. You play safe at pallets, keep objects between the two of you in deadzones, and have teammates actually DO THE GENS. Killers are being nerfed because people won't improve.

  • Killers are extremely weak the higher the level of game play. I see top killers on streams constantly sighing and rolling eyes as they get looped or countered by "insert any of the annoying thing survivors do here". survivors have to make 3-4x as many mistakes as killers to lose.

    The odds survivors have over killers would not be allowed in Vegas.

  • @wildcardyo are you sure your not just a killer main that only plays killer and fails to see the crap survivors have to deal with? Play survivor and come back to me. And by play survivor I mean play 50-50.

  • @slunder said:

    @wildcardyo are you sure your not just a killer main that only plays killer and fails to see the crap survivors have to deal with? Play survivor and come back to me. And by play survivor I mean play 50-50.

    Solo survivor experience is not what killers complain about. Its Survive with Friends groups that is the problem. No killer will complain about 4 bad solo-survivor, because thats usually where the killer has the advantage. And even if there is one strong solo-survivor in the group, the killer can still win by just going for the weak links. However when 4 mediocre (or better) survivors group up as friends, that's where the balance shift very quickly in favour of survivors.

  • @ABannedCat well it owuld be unfair for solos to nerf survivors as a hole then.

  • @slunder said:

    @wildcardyo are you sure your not just a killer main that only plays killer and fails to see the crap survivors have to deal with? Play survivor and come back to me. And by play survivor I mean play 50-50.

    i play 50/50 and it is survivor sided more then killer,i mean solo is hard but even solo can do pretty good win most games.

    but with killer i'm happy when i get 2 kills mean i did fairly other games when i get maybe 4 to 5 hook in all gen done in 4 to 5min they 99% door save they team mate (I will camp if all gens get done no one dead)then it starts the BT DS body block to the door they all get out feel cheap and it sucks.

    then toxic chat happens why i turn it off it pointless

  • @ad19970 said:

    The one problem with balancing around the killers base kit is that addons then can not make the killer any stronger at all, otherwise the killer immediately becomes op when played with addons if the killer is balanced and viable without addons. If every addon had just as big of a downside as an upside, this would work, but that's not how the addons are designed and that would most likely be insanely hard to balance when considering the amount of killer addons in the game.

    Also, I have often seen many complaints about the addons of some of the newer killers not being good enough as well, which is pretty much the exact opposite direction of trying to balance the killer only around their base kit.

    Regarding Billy, I definitely have seen people say that his base kit needs a small nerf as well, since he has so much going for him. I think the nerf is fine, as long as the overheat isn't to significant. If the chainsaw overheats too fast, his loop potential will be hurt too much, which of course isn't good, but giving him a small limit on his power usage is not a bad thing in my opinion.

    It could be like how some of PTB Ghostface's add-ons were or Nurse's new ones. Something fun that adds to the power but doesn't significantly change it to an absurd level. Of course this is assuming the base kit is already strong on its own.