Survivors need a nerf, Change My Mind

Edit: this was a dumb thread if you wanna see how a inexperienced killer gets rekt read this thread however i have gotten more experience so im not as bad as i sound lol

Seriously with all these op survivor perks you literally can't anything about people being unhooked. Oh you chased someone after they were healing nearby, DS. You were patrolling a nearby gen, BT. Literally the reason this game has a camping issue is that you have so many perks that are meant for use after getting unhooked, so why let them off the hook in the first place? Also the old "just go after the one who unhooked" how am I supposed to know who saved them without seeing them which proves that statement in of itself promotes camping. Also the fundamentals of the game need an adjustment. The fact there is one objective supports the play of gen rushing. Also another thing i see when people talk about gen rush, "just use (DLC perk) or (DLC perk)" The fact you need to buy something in order to stand a chance is total (BAD WORD). It's pay to win in that case. No better than other game's that thrive on microtransactions like Madden for example. This game needs fixing because at the state it's in it's either pay to win or lose. Also using anti-gen rush perks don't slow down gen rushers at all.

I may be new to the game but i know about the most used survivor perks, DH or SB, BT,DS. Those perks need some sort of balancing. Also there needs to be a "game chat" so people can communicate. But I'll get to that point later. Another point I'll get back to is the flashlight/toolbox meta.

First let's talk about both dead hard and sprint burst. While dead hard hasn't given me much of an issue so I can't speak about it. But sprint burst is way too strong. I have played both survivor and killer for many games and I have figured out that sprint burst kinda needs a nerf. Here are my adjustments to the perk

  • Sprint Burst lasts 1 second instead of 3 (increases by half a second for each upgrade so 1, 1.5, 2)
  • Sprint Burst also has a higher cooldown
  • Sprint Burst like dead hard has a button you can press to activate it instead of it activating by just running

Secondly we have borrowed time. Borrowed time is a anti-camp/tunnel mechanic but it lasts too long IMO. Here are my changes for that perk

  • Borrowed time should last 5, 7, 10 seconds but the deep wounds should have a longer time before you go down in case of tunnelers

Finally and my most hated perk as a killer main, Decisive Strike. It should be an anti-camp/tunnel mechanic but really its just a second chance if you lose a chase. Don't get me wrong it should stay a good perk but it shouldn't last so long to the point where any decent survivor can loop and stun you until you finally get them down and you get hit with that. So here are my changes to the perk

  • Borrowed time last 15 seconds less(25,35,45)

Now I'm gonna keep this short and simple but to counter to amount of SWFs then we need an in game form of communication so that solo queues aren't so bad people only play in SWFs.

Now we get to the flashlight/toolbox meta or the gen rush. Basically people do as many gens as fast as possible to escape swiftly and without issue. This is what I think people mean by SWF is a problem. The generators need a time nerf. For example increase the time of the generators and add 5 more minutes to matches. Here are my changes

  • Generator repair speed is nerfed by 25%, that way gen rushing will be slower or add a different objectives
  • This will promote a style of play where multiple people are working on gens leading to more chases and more cooperation(for this to work there needs to be a game chat)

I think these changes need a lot of time and money but if they do it it will make the game more balanced.

Comments

  • Just git gud.

  • @BubbaMain64 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436240#Comment_1436240

    The problem with the one second is that it's on demand, so survivors get a bunch of distance for free. Plus since it's one second there would be no time to the speed to pick up so they'd just blast away when you're about to hit them. Also reviewing your game play it shows you really don't know what you're doing. Those guys were garbage and basically gave themselves to you so good on that I suppose. But you knew Ace was picked up and decided to use the rest of your tier 3 to camp Claudette. Also you would've gained far more pressure than if you didn't just tunnel the death hook Ace. Along with the whole pressure thing you stayed in tier 1 for 5 minutes. How are you going to get any downs like that? I know you probably don't have very many levels yet since you're rank 14, but if you can you need to improve your build. Survivors aren't op. You just don't know what you're doing and that's okay. Just don't end up as one of those killers who have the "ooga booga survivor bad killer good" mentality. It's a detriment to everybody.

    the problem was they were hiding behind structures meaning i couldn't tier up also their issue in that game was their altruism which i picked up on and i hit tier 3 and went crazy. That's michael's issue. He can't apply map pressure without some other DLC perk. Which i talked about in the og comment on how i have to buy DLCs just to stand a chance. It shouldn't be that way

  • @ToxicMyers said:

    Seriously with all these op survivor perks you literally can't anything about people being unhooked. Oh you chased someone after they were healing nearby, DS. You were patrolling a nearby gen, BT. Literally the reason this game has a camping issue is that you have so many perks that are meant for use after getting unhooked, so why let them off the hook in the first place? Also the old "just go after the one who unhooked" how am I supposed to know who saved them without seeing them which proves that statement in of itself promotes camping. Also the fundamentals of the game need an adjustment. The fact there is one objective supports the play of gen rushing. Also another thing i see when people talk about gen rush, "just use (DLC perk) or (DLC perk)" The fact you need to buy something in order to stand a chance is total (BAD WORD). It's pay to win in that case. No better than other game's that thrive on microtransactions like Madden for example. This game needs fixing because at the state it's in it's either pay to win or lose. Also using anti-gen rush perks don't slow down gen rushers at all.

    FIRST OF ALL: You don't need to buy a lot of the perks that people recommend. Plague and Hug are DbD original killers, which means that you can purchase them with iridescent shards by leveling up. The only ones that you need to pay real money for them are the once with license.

    Killers are a problem too, but not because of their perks, but their addons and abilities. Some of it are pretty strong too. And survivors only rely on perks and items, and the only item that can be annoying are flashlights. Toolboxes? Really? Toolboxes has the shortlest duration from all items, if you use them for gen-rush will only last not even a quarter of a gen. Which means this strategy only works for a SWF setup, but it's not even worth try.

    BT for me is one of the best perks in the game, and its completely fair. Only activates when you are in the terror radius. Stops tunneling, stops camping. Does its job.

    I'll add something to your list. Change the rank system. It's pointless, promotes sweatiness, and people deranks to farm lower ranks. When you are rank 1, you would probably think "nice, now i can relax and play whatever" well, good luck, players are more sweaty than ever using tryhard builds and pissing people off.

    Also change the meta, some perks are use in every game. BT, DS, B&C, PGTW, we need something fresh and a change on the core of the game. Some perks could work great as passives, but tune down a little.

  • All that needs a hard nerf is gen speed. Everything in this game has counter play.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436281#Comment_1436281

    the problem was they were hiding behind structures meaning i couldn't tier up also their issue in that game was their altruism which i picked up on and i hit tier 3 and went crazy. That's michael's issue. He can't apply map pressure without some other DLC perk. Which i talked about in the og comment on how i have to buy DLCs just to stand a chance. It shouldn't be that way

    Instead of stalking the Dwight who didn't even see you at the beginning you just smacked him. You chose to stay in tier 1. Tier 3 is one of the best snowball abilities in the game. You knew that Ash and Ace were together when Ash picked up Ace, so you should've gone over to there. That would be punishing altruism. You can't say that you went crazy with tier 3 if all you did was stand in front of a hook with it. You really just wasted it. DLC perks help a ton, there's no doubt about that. I agree it shouldn't be this way, but, it's also not impossible to do. You can use sloppy butcher and slug with that while spreading as much damage as you can. They either spend 30 seconds healing, or half their chase time. If you're good in chase too then that's basically a death sentence.

  • You have watched it not play it so I have no reason to respect you if you couldnt even play the game you have no reason to even say survivors are op nowadays you new killer mains have it so much easier I respect the og killer mains who knew how to get their kills even with the massive disadvantage.

  • The killers that complain about DS on a regular basis are the same killers who tunnel. Change my mind.

    Survivor doesn't need nerfed. If anything, solo survivors need buffed.

  • I watched about 90 seconds of your video. You really need to focus on getting better before complaining that survivors need to be nerfed. Yikes

  • this was honestly a dumb thread coming back to it and survivors don't need a nerf as say they are getting a second objective tho so thats something but until other things are nerfed/buffed then survivors are fine

  • Survivors don't need to be nerfed, they need to be removed from the game

  • @ Antares2332 said:

    Survivors don't need to be nerfed, they need to be removed from the game

    big brain moment right here lol

  • SWF has to play perkless and i would be happy.

  • Survivors has been nerfed 3 times in a row this year. Maybe time to buff killers instead?

  • already have edited this post but yeah SOME killers need buffs not all though

  • @D3_destr0y3r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434472#Comment_1434472

    I think killers as a collective are easier to buff and nerf than survivors. Survivor buffs/nerfs usually have a lot more unintended consequences.

    Most things you buff killers with are going to have barely any unintended loopholes for use in situations it wasn't meant for, For example buffing the length of the lunge is always just going to increase odds of hitting a survivor with a lunge, with little way to abuse it.

    Survivors are much more the type to literally use everything they have to survive. They are also more reliant on perks as they don't have special abilities like killers. So if you nerf vault speed, the vault speed build will become more popular but also meaning that 2 perk slots will be filled for survivors(Nerfing them more than intended), Buffing vaulting speed would do the opposite and make that build less popular leaving more open slots.

    It isn't that much more difficult to balance survivor, but it just will usually have more unintentional effect.

    Balancing killers individually is the hardest but killers as a whole is easier.

    Either way I'm pretty sure it's just safer, better & more fun to buff killers

    If you cant reliably do well without any perks as survivour you are not very good lol

1 2 ›