Dead by Daylight – Core Balance Rework Proposal
[Summary of Goals]
A. Survivors
- Add Self-Care as a basekit perk, allowing survivors more flexibility in perk selection
- Adjust healing-related perks due to basekit Self-Care
- Nerf Med-Kits and Toolboxes
- Improve usability of Keys so they can be held alongside another item
B. Killers
- Add Pop Goes the Weasel as a basekit perk
- Adjust generator regression perks accordingly
- Slightly buff base chase performance
- Nerf camping and tunneling
Result: As a result, both Survivors and Killers effectively use five perks, expanding the range of perk choices compared to the current system.
[Table of Contents]
- Chapter 1. Survivor Balance Adjustments
- A. Base Kit Changes
- B. Item & Add-on Balance
- Chapter 2. Killer Balance Adjustments
- A. Base Kit Changes
- B. Generator Destruction System
1. Base Healing Balance Changes
Category | Before | After | Change |
|---|---|---|---|
Self-Heal Availability | Not possible | Available | Buff |
Heal Others Speed | 16s | 18s | Nerf |
Self-Heal Speed | 35% (45.7s) | 40% (45s) | Buff |
Skill Check Chance (Others) | 12.5%/s | 20%/s | Buff |
Skill Check Chance (Self) | 12.5%/s | 8%/s | Nerf |
Great Skill Check Bonus (Others) | +3% | +5% (~0.9s faster) | Buff |
Great Skill Check Bonus (Self) | +3% | +5% (~2.7s faster) | Buff |
Deep Wound Heal (Others) | 6s | 6s | Same |
Deep Wound Heal (Self) | 10s | 40% (15s) | Nerf |
Dying State Heal (Others) | 16s | 18s | Nerf |
Dying State Heal (Self) | 32s | 45s | Nerf |
Healing While Crawling | Not possible | Possible | Buff |
Cleanse/Bless Totem | 14s | 15s | Nerf |
Bless Hex Totem | 24s | 30s | Nerf |
Chest Unlock | 10s | 12s | Nerf |
2. Self-Heal Related Perk Adjustments
Perk | Change |
|---|---|
Self-Care | +50% self-healing speed (Adjusted) |
Botany Knowledge | Healing +50% → +25% (Nerf), Hook rescue speed +50% (Buff) |
Desperate Measures | +12.5% per stack (Nerf), Hook rescue speed +25% (Buff) |
Bite the Bullet | Additionally +25% healing speed (Buff) |
Strength in Shadows | +100% healing speed in basement (Buff) |
3. Hook Changes
Category | Before | After |
|---|---|---|
Struggle Phase Trigger | 70s | 75s |
Endurance After Unhook | 15s | 10s |
Haste After Unhook | 15s | 30s |
[Anti-Camping Changes]
- Anti-camping gauge fill speed reduced (Nerf)
At 50% Gauge
- Killer aura within 20m of hook is revealed to all survivors (Buff)
- Killer receives a warning notification upon reaching 50% (Nerf)
At 100% Gauge
- Survivor can self-unhook (Unchanged)
[Common Changes]
- All item rarities standardized to 4 tiers
- All item charges standardized to multiples of 3 (for synergy with perks like Built to Last)
- Performance ratio by rarity: 3 : 4 : 5 : 6
- Each item has 4 add-ons (one per rarity tier)
- Total: 24 items, 24 add-ons
1. Med-Kit (Nerf)
[Base Effects]
- Heal Others Speed: +50% (18s → 12s)
- Self-Heal Speed: 40% → 60% (45s → 30s)
[Items]
Rarity | Charges | Value (Other/self) |
|---|---|---|
Green | 18 | -12s / -15s |
Blue | 24 | -16s / -20s |
Purple | 30 | -20s / -25s |
Red | 36 | -24s / -30s |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +6 charges |
Blue | +12 charges |
Purple | +5% great skill check bonus |
Red | -18 charges, consumed on use → auto-heal after 60s |
2. Toolbox (Nerf)
[Base Changes]
Category | Before | After |
|---|---|---|
Repair Speed | +50%~100% | +25% (Unified) |
Skill Check Frequency | +32% | 0% (Nerf) |
[Items]
Rarity | Charges | Value |
|---|---|---|
Green | 45 | -9s |
Blue | 60 | -12s |
Purple | 75 | -15s |
Red | 90 | -18s |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +15 charges |
Blue | +30 charges |
Purple | +1% great repair skill check bonus |
Red | Consumed on use, reduces total generator repair requirement by -10% (+9s value) |
3. Flashlight
[Base Changes]
- Blind duration: 2.5 seconds
- After successfully blinding the Killer, the Flashlight cannot be used for 5 seconds (cooldown) (Nerf)
[Items]
Rarity | Charges |
|---|---|
Green | 6 |
Blue | 8 |
Purple | 10 |
Red | 12 |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +2 charges |
Blue | +4 charges |
Purple | +20% brightness, +0.5s blind duration |
Red | +20% brightness and range, +0.5s blind duration |
4. Key (Buff)
[Base Changes]
- All keys have 6 charges (Standardized)
- Consumes 1 charge to reveal aura of survivors and chests within range (Buff)
- Consumes 1 charge to instantly unlock a chest
- Can carry another item while holding a key (Buff)
- Keys no longer spawn from opened chests
[Items]
Rarity | Detection Range |
|---|---|
Green | 18m |
Blue | 24m |
Purple | 30m |
Red | 36m |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +6m detection range |
Blue | +12m detection range |
Purple | Consumed on death → retain items obtained via key |
Red | Gain all chest items upon escape |
5. Map (Buff)
[Base Changes]
- Charges standardized to 6
- Detection duration: 20s (Buff)
- Reveals pallets and windows
[Items]
Rarity | Detection Range |
|---|---|
Green | 18m |
Blue | 24m |
Purple | 30m |
Red | 36m |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +6m range |
Blue | +12m range |
Purple | Also reveals exit gates and totems |
Red | Detects killer, but duration -50% |
6. Fog Vial
[Base Stats]
- Opacity: 33%
- Radius: 8m
- Cooldown: 60s
- Charges: 4 → 3 (Nerf)
[Items]
Rarity | Duration |
|---|---|
Green | 6s |
Blue | 8s |
Purple | 10s |
Red | 12s |
[Add-ons]
Rarity | Effect |
|---|---|
Green | +2s duration |
Blue | +4s duration |
Purple | -80% time to reach max spread |
Red | +100% opacity, -50% duration |
A. Base Kit Changes (Buff)
1. Chase Changes
Category | Before | After |
|---|---|---|
Pallet Break Speed | 2.34s | 2.16s (Buff) |
Vault Speed | 1.7s | 1.62s (Buff) |
2. Chase Perk Adjustments
Perk | Change |
|---|---|
Bamboozle | +15% → +12.5% (Nerf) |
Superior Anatomy | +40% → +35% (Nerf) |
B. Generator Destruction System
[Destruction Token System]
- Gain 1 Generator Destruction Token when hooking a survivor
- Maximum of 3 tokens
- Displayed in UI
[Effect]
- Consumes 1 token when kicking a generator
→ Instantly reduces total generator progress by 20%
[Generator Perk Changes]
Perk | Change |
|---|---|
Scourge Hook: Pain Resonance | Automatically consumes token on most progressed generator (4/5/6 times), Scourge Hooks increased 4 → 5 |
Pop Goes the Weasel (Reworked) |
|
Hex: Ruin | Cannot gain regression tokens while active |
Surge (Jolt) | 8% → 6% / 6.75% / 7.5% |
Eruption | Cooldown 30s → 45s |
Pop Goes the Weasel
Notes: The perk has been reworked to reduce its raw generator pressure, making it function more like a tracking/harassment perk rather than a direct progression deletion tool.
Category | Change / Feature | Details / Reason |
|---|---|---|
Base Healing Time | 16s → 18s | - Minimal practical impact (skill check frequency & Great Skill Check bonus increased) |
Survivor Perks | Self-Care added as basekit | Gives survivors more freedom in perk selection |
Hook Escape Adjustments | Endurance time reduced 15s → 10s | Prevents abnormal behavior where rescued survivors block the killer |
Movement speed bonus increased 15s → 30s | Makes it harder for killers to tunnel targets | |
Killer Perks | Pop Goes the Weasel added as basekit | Expands perk choice and offers the alternative of roaming instead of camping |
Item Nerfs: Med-Kits | Durability scaled by rarity | Makes higher-rarity Med-Kits more rewarding to find |
Item Nerfs: Toolboxes | Repair speed reduced, durability increased | Prevents generators from being instantly completed; gives killers time to respond |
Skill-check bonus removed | Prevents abnormal synergies with other perks | |
Item Durability Standardization | All items multiples of 3 | Ensures Built to Last perk calculations (33%, 66%, 99% recharge) work cleanly |
Generator Destruction Tokens | Max tokens set to 3 | Allows killers to chase Survivors without being forced to kick generators all the time |
Comments
You put so much effort in part of me wishes I could try this concept on a PTB, coz I feel just reading it wouldn't do it justice.
A lot of thought went into this, I like how you've focused on the back and forth more, that's neat.
Thanks for the kind feedback! I was inspired by the “anti-camping/tunneling patch” that the developers had attempted but eventually abandoned. I slightly modified the direction of that patch to weaken camping and tunneling for Killers while providing them with other appealing options. Adding Pop Goes the Weasel as a basekit perk for Killers serves as a reward for not camping or tunneling.
However, giving Pop Goes the Weasel as a base perk raises concerns that Killers could become too strong in the late game. For Survivors, I included Self-Care as a base perk so they can maintain sustainability in the late game without losing viability, while also enjoying a wider range of perk choices.
This change would likely be welcomed more by solo-queue Survivors than by party players coordinating heals on Discord.
I think you should explain each point and as to why those changes should be.
Yeah the self care in 2v8 is great for making the game feel more casual friendly on escapist, so I really like the idea of it, as a solo Q player I use self care botany a lot, so I can heal others and myself to make sure I'm not an easy target to tunnel out.
Same with killer I've always felt that no baseline regression can make the game feel very punishing if you make mistakes.
It's like something I feel could go a long way for DBD, if even for like a more casual 1v4 event to test out. I wish they'd experiment with this more
I thought so too, so I added more details! I used a translator, so some parts might sound a bit awkward, but I hope the meaning comes across clearly.