Simple game changes that can be done with next midchapter to help the game untill proper balance

Let's be honest. Suvivor strenght level grows uncontrollably and there are big changes need to be done. But what actual changes would be more fair towards killers?

HEALING

16s to 20s, not a lot but in course of the game will make some differences

GENERATORS

90s to 100s, gap where gen time can be pushed without feeling to fast or slow for either side

SPEEDS

In past the injury speed went from 2s to 1.8s but with most of new killers having mobility this become a mechanic heavily punishing old non-mobile killers. New killers can ignore any source of haste. So rather than that make it less punishing for older killers while still not effective against new.

Haste after injury 1.8s to 1.5s

BLOODLUST

Mechanic that again only affects older weaker killers. Bloodlusting around pallet shouldn't be encoureged

→ removing bloodlust lv 3

→ Increasing haste per stack for lv 1 and 2 from 0.2m/s to 0.3m/s

REGRESSION

Current regression is 0.25ch/s, 0.35 would feel more in line

ANTI-HEAL

With addition of few new heal perks mangled and hemmorage can be "untill healed" again.

VIGIL

40 % feels like a small nerf but main issue is the perk itself rather than it's numbers.

→ remove exposed from it so more perks feel woth using (make your choice, haunted ground, starstruck, friends till the end, ravenous…)

→ remove hindred from it as it only affects Clown and Freddy who are already weak killers

So the optimal Vigil can be

→ 40 % recovery to exhausted

→ 40 % recovery to blindness

→ 40 % recovery to oblivious

→ 40 % recovery to broken

ELUSIVE

To be fair, this status effect pinpointed a few trully suspicious players to me yet I think that elusive should be well thought before thrown into perks.

Extraordinary perception - remove elusive and oblivious from the perk, leaving it as aura perk and can buff it's activation from 4s to 2s

A Place For Us - worse bite the bullet that has pretty much no value while locked in animation other than anti-aura. Rework: When unhooking survivors, they gain 30s elusive. Deactivated in EGC

Cross-examination - from hero to zero, this perk needs new effect. Rework: When out of chase killer leaves light marks, when touching them and 3s after the killer will be revealed to every non-chased survivors.

Self preservation - weaker and more boring version of it's og function. Tbh, this is just counter to BBQ where you can just hop into locker. It offered some altruistic play before but now the perks is just braindead. Either make it back to activate when someone closeby is getting hit or rework it entirely.

Elusive should only be tool of perks that prevent slugging, tunneling and camping rather than stealth on demand.

Comments

  • Just addressing heal and gen speed here, but you can't just slap more time on those actions. If you play survivor you would know how monotonous it is to just sit there and watch a long bar fill only to be regressed back by pain res. There needs to be some dynamic change in-match to speeds depending on other factors. I really wish they would implement catch up mechanics for both sides

  • @Memesis said:

    Just addressing heal and gen speed here, but you can't just slap more time on those actions. If you play survivor you would know how monotonous it is to just sit there and watch a long bar fill only to be regressed back by pain res. There needs to be some dynamic change in-match to speeds depending on other factors. I really wish they would implement catch up mechanics for both sides

    This is his like 8th thread in the last two weeks that's just "giga-buff all killers, giga-nerf all survivors."

    It feels like he's doing it for sport at this point.

  • @Memesis said:

    Just addressing heal and gen speed here, but you can't just slap more time on those actions. If you play survivor you would know how monotonous it is to just sit there and watch a long bar fill only to be regressed back by pain res. There needs to be some dynamic change in-match to speeds depending on other factors. I really wish they would implement catch up mechanics for both sides

    What catch up mechanics lie on your mind?

  • @ArcT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102868#Comment_4102868

    This is his like 8th thread in the last two weeks that's just "giga-buff all killers, giga-nerf all survivors."

    It feels like he's doing it for sport at this point.

    I was defending a lot survivors stuffs too tbh.

  • Gen repair speed based on hooks and gens completed, like 2v8 but more mindful. The conditions would change or deactivate depending on number gens remaining and survivors left alive.