Balancing the game by nerfing

What if we directly nerfed the Survivor and Killer classes as a whole?

No perk changes, wholesale changes. Base game changes.

Ideas:

5% stacked penalty to gen speeds for every generator completed.

Killers create map wide loud noise notifications for Survivors when they first activate their powers, break pallets or kick gens.

5% movement speed penalty while exhausted.

Lunge distance is a fixed distance and not affected by movement speed buffs.

Comments

  • I lost hope in simple solutions like that when Deathslinger and Co came out.

    also, I'd rather they they do something about the killers being able to snowball with tunneling, camping, slugging in exchange for survivors being able to snowball gens through speeds or make saving urgent and not sit on a gen for 40 seconds, then save at the last second. I kind of want games over all longer for both sides than the escape in 5 min or die in 5 mins we have now.

  • Meh. They should nerf OP and unfair killers like spirit, Freddy, deathslinger, ghostface, huntress, blight, oni, nurse, hilbilly and twins.

  • @Wavy said:

    Meh. They should nerf OP and unfair killers like spirit, Freddy, deathslinger, ghostface, huntress, blight, oni, nurse, hilbilly and twins.

    Hilbilly op

    good one.

  • @Wavy said:

    Meh. They should nerf OP and unfair killers like spirit, Freddy, deathslinger, ghostface, huntress, blight, oni, nurse, hilbilly and twins.

    i guess that you dont play killer a lot

  • @Wavy said:

    Meh. They should nerf OP and unfair killers like spirit, Freddy, deathslinger, ghostface, huntress, blight, oni, nurse, hilbilly and twins.

    Oni,Billy and blight being unfair. OK

  • Preferably you shouldn't balance a game by nerfing, because that diminishes the overall capacity for fun players can have. The more ideal solution would probably be to buff things round robin style, where what gets buffed depends on the meta that rises from the previous buffing, until eventually, we come back around to the beginning and achieve circular imbalance. In this way, it creates an environment of very powerful options, but they are not powerful against everything and in turn have their own strong counters which keeps them in check. The problem with this is that it would also be a very chaotic, lawless, and turbulent time while its all hashed out.