Do you think bhvr can differentiate pickrate from fun or from strength?

Like wesker is one of the most picked killers currently,not only because he's new. But his design is one of the best they have released in a while. Being able to chuck and charge survivors into walls just is a fun experience. But as they've shown in the past sometimes they only need something to be picked a lot to nerf it, even if its balanced? So do you think he'll get touched only for that reason? I'd personally love for him to stay the way he is now. He seems pretty perfect balance wise.

Comments

  • What things have been nerfed purely off pickrate despite being balanced?

  • @SuzuKR said:

    What things have been nerfed purely off pickrate despite being balanced?

    Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance and being unable to put a reason with their changes. Wraith when he had his og lunge. Im sure there's other examples.

  • I don't think they can know the difference purely from stats they collect, no.

  • Pickrate and winrate are two different things.

    Also I am sure they know that skill for each killer also metters, since look at Nurse. Worst winrate, yet in reality best killer in the game.

    I think devs know about it.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199866#Comment_3199866

    Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance. Wraith when he had his og lunge.

    Self-Care, I suppose. The reason SC was strong in ridiculously high levels was the medkit efficiency though. BHVR mentioned its high pickrate in extreme upper end MMR. It was kinda utterly useless for most people though.

    Pre-nerf DS was not even remotely balanced.

    Wasn’t around for Freddy and I don’t know enough about him to say anything on it.

    Wraith lunge was nerfed for being a pubstomper iirc.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199871#Comment_3199871

    Self-Care, I suppose. The reason SC was strong in ridiculously high levels was the medkit efficiency though. BHVR mentioned its high pickrate in extreme upper end MMR. It was kinda utterly useless for most people though.

    Pre-nerf DS was not even remotely balanced.

    Wasn’t around for Freddy and I don’t know enough about him to say anything on it.

    Wraith lunge was nerfed for being a pubstomper iirc.

    I did forget one. Og ruin was the king of this principle. It was a bad perk at the upper bracket. But it was run a lot to prevent gens going to fast. And their only reason they put to ruin was "pickrate". Im sure they coulda come up with another reason but it was good enough for them at the time. And now ruin is even more useless as a hex after the 40 perk rework. Also im talking about them nerfing ds with the 40 perk rework. Im aware the original ds was busted. But these last nerfs were unnecessary with the anti tunnel basekit coming in ds might have fell out anyway.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199878#Comment_3199878

    I did forget one. Og ruin was the king of this principle. It was a bad perk at the upper bracket. But it was run a lot to prevent gens going to fast. And their only reason they put to ruin was "pickrate". Im sure they coulda come up with another reason but it was good enough for them at the time. Also im talking about them nerfing ds with the 40 perk rework. Im aware the original ds was busted. But these last nerfs were unnecessary.

    Old Ruin was disgustingly unhealthy design. Screwed over anyone with lag massively, screwed over new players massively, immense slowdown that requires nothing from the killer. The killer could literally AFK and it would still slow gens.

    The deactivation condition nerfs on DS were fine. The reduction to 3s was illogical though.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199882#Comment_3199882

    Old Ruin was disgustingly unhealthy design. Screwed over anyone with lag massively, screwed over new players massively, immense slowdown that requires nothing from the killer. The killer could literally AFK and it would still slow gens.

    The deactivation condition nerfs on DS were fine. The reduction to 3s was illogical though.

    Yeah, i guess. Im just sayin as shown in the past they will use pickrate on its own or as supporting reasoning. Depends on what they are balancing at the time. But they have nerfed just based on pickrate before.

  • @Chocolate_Cosmos said:

    Pickrate and winrate are two different things.

    Also I am sure they know that skill for each killer also metters, since look at Nurse. Worst winrate, yet in reality best killer in the game.

    I think devs know about it.

    Idk. They keep buffing nurse and don't seem to want to nerf her so they may just think she's overrated. Pretty sure a dev said once that pig is stronger than nurse.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199866#Comment_3199866

    Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance. Wraith when he had his og lunge.

    • Self Care actually was probably too powerful despite a myth it’s underpowered on the forums. Just because some people misused the old version didn’t make it a bad perk.
    • Decisive was a bit overpowered and needed a nerf. It probably got overnerfed but the old version was too strong.
    • Wraith was nerfed a bit out of the blue, there was no popular call for his lunge to get nerfed so presumably they did it based on some internal data.
    • No comment on Freddy, I wasn’t around when he was nerfed.

    Basically the devs don’t typically nerf things just because they’re too popular. Being overly popular is a red flag, though, that puts it on their radar for review, and often when something is super popular for a really, really long time it’s because its too strong. I don’t think Wesker falls into this category, though, he’s popular mainly because he’s new and happens to be fun to play, not because he’s literally the strongest killer (he’s basically on par with Demo, they’re both I think 4/5 star killers.)

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199871#Comment_3199871

    • Self Care actually was probably too powerful despite a myth it’s underpowered on the forums. Just because some people misused the old version didn’t make it a bad perk.
    • Decisive was a bit overpowered and needed a nerf. It probably got overnerfed but the old version was too strong.
    • Wraith was nerfed a bit out of the blue, there was no popular call for his lunge to get nerfed so presumably they did it based on some internal data.
    • No comment on Freddy, I wasn’t around when he was nerfed.

    Basically the devs don’t typically nerf things just because they’re too popular. Being overly popular is a red flag, though, that puts it on their radar for review, and often when something is super popular for a really, really long time it’s because its too strong. I don’t think Wesker falls into this category, though, he’s popular mainly because he’s new and happens to be fun to play, not because he’s literally the strongest killer (he’s basically on par with Demo, they’re both I think 4/5 star killers.)

    There’s no evidence that SC was over used in high MMR brackets, and devs actually confirmed recently that it is commonly used by players in non-English speaking countries. That is where most of its usage rates come from.

    But what made Decisive Strike overpowered? It required a successful difficult skill check, worked only once per match, lasted 5 seconds (technically 4 since it took one second for the animation—which weirdly counted toward its time limit), and deactivated if the survivor performed any Conspicuous Actions.

  • Wesker just needs his terror radius to match everyone elses. The dude gets a free hit before anyones even on a gen due to it being so disorientating. He's also incredibly hard to see. Sounds like he's right on top of you, so you move away and end up running right into the dude with lethal pursuer. Free hit, Then hits you once with your power.

    The solo games I play, if someone is on the hook before 1 gen pops is 90% of the time GG. Infection is a pretty nutty mechanic as well, kinda just overloaded in general. On top of pain res/dms/plaything The amount of passive slowdown is insane.

    Pretty sure he's the only killer that just wins if you drag the game on long enough with infections.

    Buff him in other areas to compensate. Faster power regen is a good start. Even making the first dash longer.