Hard Cap action speed boosts

One common, major complaint regarding balancing, which is surely giving the devs a constant headache with every patch they release, is how oppressive things like repair slowdown, regression, or repair and healing speed buffs can be when stack together.

"Stop killers running 4 slowdown perks!" the survivors cry, while the killers are complain that "toolboxes and prove thyself and resilience and BNP's are too strong!"

We have limiting mechanisms in the game, Exhaustion was created to limit the number of chase perks a survivor can use. So why not something to limit these effects too and take a huge weight off the balancing team?


Make all action speed bonuses have a hard cap of 50%.

That's still fairly generous, but it does effectively place limits on player builds.

For example, a 50% reduction to repair speeds would be reached with Thanatophobia and Hex Pentimento. This would make adding a third or fourth slowdown perk prohibitive. Killers could still do it, Gift Of Pain for example has an exclusive relationship with Thanatophobia, but it wouldn't be wise to also throw in say Dying Light, because you won't be getting all of the value out of those perks at once.

Meanwhile on the survivor's side. Prove Thyself caps out at 45%, that only gives survivors another 5% of wiggle room, limiting what other repair speed buffs they can carry. Object, Overzealous and Spine Chill all have greater than 5%, though you could capitalise on it with Deja Vu's precise 5%. Anything more and you risk capping out and losing value.


Now, while there are only so many perks (and/or add ons too) that can be combined, this would allow you to develop new perks with similar effects, without running the risk of creating perk combo's that are a nightmare to balance.

There's absolutely no way you could introduce a perk that increases your repair speed by 15% or more at the moment because of how ridiculously fast gens could go if it stacked up with Prove Thyself. But that wouldn't be a problem with a hard cap.

Comments

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  • Slowdown math is multiplicative not additive

    if its 20% from thana and 30% from pentimento its 1 * 0.7 * 0.8 not (1-0.3)-0.2

    there would still be room for more slowdown

  • @Xord said:

    Uh no? Why would you be punished for building the way you're supposed to (taking similiar perks)?

    Have you been living under a rock for the past few weeks?

    The whole purpose of increasing gen times and reworking the slowdown meta was so killers didn't need to run all slowdown perks.

    Instead, killers are capitalising on the increased gen times by running all four slowdown perks.

    Do you understand how balance is an issue?

    Do you understand why Exhaustion was added to the game and while survivors running all chase perks was a bad thing? I'm sure some of them thought "but its my build" at the time too.


    @bjorksnas said:

    Slowdown math is multiplicative not additive

    if its 20% from thana and 30% from pentimento its 1 * 0.7 * 0.8 not (1-0.3)-0.2

    there would still be room for more slowdown

    Ok, but it's only 6% wiggle room, not enough for a 33% from Dying Light.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109441#Comment_3109441

    Have you been living under a rock for the past few weeks?

    The whole purpose of increasing gen times and reworking the slowdown meta was so killers didn't need to run all slowdown perks.

    Instead, killers are capitalising on the increased gen times by running all four slowdown perks.

    Do you understand how balance is an issue?

    Do you understand why Exhaustion was added to the game and while survivors running all chase perks was a bad thing? I'm sure some of them thought "but its my build" at the time too.

    https://forum.deadbydaylight.com/en/discussion/comment/3109442#Comment_3109442

    Ok, but it's only 6% wiggle room, not enough for a 33% from Dying Light.

    33% dying light can't affect a survivor since the only way for it to still be active would be the obsession being alive meaning it doesn't affect the only remaining survivor after the 11 hooks

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