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ShadowDBD

ShadowDBD

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ShadowDBD
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  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075555#Comment_4075555

    I hear you on that and understand where concerns like that can come from. While I can't promise you specific timelines, I can promise that I'm here to make sure the team gets a clear idea of what folks like you are feeling. For that, I'd love to dig into the specifics with you: When you say that balance is broken right now, is there something (or somethings) specific that's at the core of this for you?

    I understand folks' bigger-picture concerns and worries about diminishing returns impacting build crafting, but if there are specific combos causing you friction or perks you feel have been especially impacted, I'd love to get your POV!

    The problem with perk balance for me right now is that individual perks are far too strong at what they do by themselves. You can have a strong healing perk, a strong anti tunnel perk, a strong anti slug perk, and a strong exhaustion perk all in the same build and there is basically no opportunity cost by doing so. It can feel like there isn't a correct play when playing against survivors with those builds because they literally have something for every situation, whereas the builds that are getting nerfed with diminishing returns usually were flawed because they are specializing in only one or two of those areas. As for killer perks, gen regression isn't hit by diminishing returns but all the B/C tier build choices like haste or negative gen speed perks like dying light + gift of pain are.

    I feel like the goal where underwhelming perks get buffed up to the same level as others is just going to kill build diversity in the future, like sure those perks might be good now but they still will be paired with 3 other strong perks, making everyone have generalist builds. Maybe diminishing returns could be 100/100/40/20 instead of 100/50/25/12.5 so that taking two perks can still be a good combo but you can't get the ridiculous highs that having 4 of the same perks would have.

    Here are builds that have been significantly impacted that has been bothering me since the update: Champion of Light + Fixated, Dying Light + Pentimento + Gift of Pain, Bamboozle + Superior Anatomy + Dark Arrogance, Any haste perk + killers with inbuilt haste (skull merchant and clown), Babysitter + BT (15% haste instead of 20%), Desperate Measures + Flow state (unhook speed stacking).

  • They really need to revert this change, there is basically no reason to run silly goofy builds anymore instead of meta perks. Combos like champion of light + fixated are gutted for no reason even though they weren't op to begin with.

    If they thought a perk would be problematic when stacked with others, they could simply add in the description "This perk does not stack with others of the same effect." The only perk that I think currently would need that is We're Gonna Live Forever, just because being able to pick people up in 8 seconds with endurance is dumb. Having a sweeping rule that basically tells you not to run two of the same type of perk is dumb, even more so that this affects killer powers like Clown and Skull Merchant.

    If this is something that has to stay, I hope at least they start adding more types of effects to let perk combos work again. For example Fixated could buff your base walking speed instead of giving haste so it can work with Champion of Light again