RatherUncreativeName
RatherUncreativeName
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Yeah, I don't really understand why he had to get an overheat either. It's understandable why they had to remove some of his more troublesome addons before, because they were too much, but it would've been better to just remove those addons entirely instead of creating a new annoying mechanic and pretending that gives depth to the killer. Like, no one is ever going to use those goofy "undetectable while the chainsaw is overheating" addons or w/e.
I guess they didn't want high-level Hillbilly players to keep baiting survivors by feathering their chainsaw, but that just means if you want to play a high-mobility killer that punishes holding W, your only options are Nurse and Blight. And hey, wouldn't you know it, everyone complains about only seeing Nurse and Blight at high MMR. Funny how that goes.
Hillbilly is still strong, because built-in instadowns are always threatening, but learning Hillbilly means dumping hundreds of hours into a complicated, high-skill killer against survivors with thousands of hours who have been juking Hillbillies since he came out. Even if you do get good, Overheating means you'll never be able to pull off what good Hillbillies used to be able to do. If you're not farming for YouTube montage clips, you might as well just join everyone else on the Blight/Nurse bandwagon.
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Vigil seems like it could be good, but it's hard to tell. You can guarantee it's useful for Exhaustion and Broken with other Survivor perks, but there are also a bunch of killer effects it works on.
For example, it could shave half a second off the Hindered effect from Clown and Freddy, or reduce the Exposed from Make Your Choice, Iron Maiden and Starstruck. It lessens the Oblivious effect from Hysteria and the now-buffed Hex: Retribution. Who knows how many obscure killer addons it affects, but no one uses "Blindness on hatchets" or "Blindness on clown bottles" or whatever.
The real appeal is that 1. a SWF can coordinate so that one Vigil helps 2-3 people, and 2. It affects so many killer perks and addons that it might be more useful than you can know from just reading about it.
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How're they supposed to tell if a change improves something if they do them all at once? Devs need time to have players test it, make posts about it, have the devs read it, and decide if they need to make changes.
Not to mention the fact that not everyone agrees that ___ is a problem. The devs need to gauge if the community, not just some forum/reddit/twitter posts, actually want a change. Then they need to internally decide if they want to change it. Then they need to brainstorm possible changes. Then they need to implement those changes. Then they need to bug fix those changes, because coding is a complicated game of Jenga.
You're not wrong. Making one overly strong killer weaker without making weaker killers stronger just means no killer can be effective. Removing the nuclear weapon of moris without removing the nuclear weapon of keys isn't fair. But they can't just do everything at once. That's not how it works. (At least, not without going on radio silence for a year and stopping the release of new killers, skins and other content.)
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There are about 22 thousand discussions and 142 thousand comments in the feedback forum. Part of the reason the game doesn't get balanced is that the devs need to weigh on the opinions of, according to the last 30 days of steam charts, 35,000 players.
What seems like an obvious issue to you might be the one thing I find fun, and a mechanic another person knows nothing about. The devs have to sift through thousands of people's opinions, all with their own biases, to get some vague idea of what the community wants. Every balance change has people who love it, hate it, and don't care. That doesn't even take into account the faceless horde of players who either don't know or don't care enough to leave feedback, which the devs still somehow have to take into consideration.
I don't know how game devs do it, but it's not as simple as "Just read what the community says!"
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I wonder how many people will run Haunted Grounds. Devour + Undying makes two lit totems that don't give a notification until you have 3 tokens, and Haunted Grounds makes two lit totems that don't give you a notification at all until you cleanse them. People who've been conditioned to cleanse Devour Hope will trigger Haunted Grounds, and people conditioned to ignore totems until it affects you will get downed by Devour Hope until they cleanse a minimum of two totems.
Worth two perk slots? Useful on every killer? Maybe not. I'm sure some god-like Nurse player could use the Exposed effect from Devour Hope to great effect, and use the dull totem aura reading to get free hits on people trying to do the normal method of cleansing all the dull totems to prevent Undying creating another lit totem.
(Also, if you want to mess around with people on the PTB, Haunted Grounds on Clown seems funny. You know a lot of people are going to test the most obvious stack-related Hex with the new Undying, so people are most likely to assume it's Undying Devour Hope.)
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I made a discussion about a perk concept on August 19 that was based on the idea of getting the "perfect" item when plundering chests. Given the complicated number of game states that make a perfect item hard to determine, it would be far too difficult to program, let alone balance.
The concept is more interesting as a thought experiment, as you have to ask "If I was spectating a game of DBD, what item would I give someone in a certain spot? A medkit cause everyone's injured? A toolbox because there's 5 gens left? A flashlight because they're against Hag?"
@RatherUncreativeName said:
The idea comes from the card Zephrys the Great from Hearthstone, that "wishes for the perfect card" based on the many different mechanics of the game, and gives you 3 choices of what it thinks is the most useful for the situation.
https://us.v-cdn.net/6030815/uploads/OUQUHKTTKV5K/200px-zephrys-the-great-2890825-29.png
I think this would be far too much coding for one perk, and be too difficult to tread the line between stupidly powerful and bad, but it's just a thought experiment. The following questions aren't a school assignment, so don't think you have to answer them. They're just food for thought that helps give you an idea of what it's like to design a perk this complicated.
First, you'd have to ask "What information does this perk know?"
Does it check what perks you have? Does it look at what perks the Killer has? Speaking of Killer, does it change depending on who the Killer is? Should it look at the health states like who's injured, hooked or has Deep Wound? Does it look at the number of generators left and give a Toolbox or Key?
Secondly, you'd have to decide how rarities and addons work.
Does it only decide what the item is, and leave the rarity and add-on to Plunderer's Instinct and Ace in the Hole? Or does it guarantee related addons like a Sabotage/Repair theme, but leave the rarity of the add-ons to RNG? Can it apply specific add-ons to counter a Killer like a Red Twine Map to track Bear Traps and Totems?
Thirdly, how does it use the information it knows from the first question?
If you think it should take into account what the Killer is, how do you as a pretend-developer decide what's most helpful against a given Killer? Some are a given, like Flashlights vs. Wraith and Hag, or a Toolbox to sabotage Trapper's traps. Others make for good discussion. What do you personally think is the "perfect card" against a Hillbilly, or a Nurse, or a Demogorgon?
Finally, how much do you assume a player knows?
If you have a thousand hours in the game, you likely know you can disarm Phantasm Traps with a flashlight, or burn a Wraith, or sabotage Bear Traps, but what about someone who just started? Can you assume that they know how to flashlight save, and give them a Flashlight if there are two people down?
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As a side note, please never implement something like this if you read this, developers. Trapper already has like 5 counters, so adding a perk that says "if killer = trapper, then sabotage all bear traps" would be cyberbullying.
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Someone's brought up the idea of gates being opened in 3 increments for each light, so at best you could 2/3rds the gates and have to plan ahead on when people are leaving. A sort of checkpoint system where if you stop in between, it reverts to the last light.
Idk if it's a big balance issue, but this would make sense. You'd know at a glance how much progress is made instead of "Uh, are those 3 lights 80% done or 99%? Do I assume it was 99d properly or will I accidentally open it if I breath on it?"
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@killermainxd said:
people like you are so pathetic, it's not impossible at all you're just garbage😂😂 shine it at his neck and get the timing right and you'll hit it every time
You shouldn't call people pathetic. The original poster is exaggerating, and probably too frustrated from their games, but demeaning someone else and saying "Just do it correctly, stupid" isn't helpful.
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I think this thread highlights one minor gripe I have about DbD, which is the limited tutorial. I understand the need to balance around SWF groups who coordinate flashlight saves, but without a way to practice against bots, it's hard to practice without throwing games.
You can always find people online or friends to practice with, but offline tutorials seem more efficient. How difficult would it be to spawn a killer bot who picks up and drops a downed survivor?
Of course, with cross play in development and the omnipresent threat of bugs, I can see how tutorials are a low priority. Still, I hope they're on the dev's radar for the future.