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We've been made aware of error messages when attempting to purchase the Rift pass. The team is currently investigating, and we'll post an update as soon as we have more information.

UPDATE: This issue should no longer occur. Players who were affected may still be missing currency and/or unable to spend Auric Cells. We are working on a solution to resolve this and restore missing currency, and will update you as soon as possible.

Let's talk about Balanced Landing

As we all know, Balanced Landing got nerfed on this PTB, now it doesn't do anything while exhausted. The motivation behind this nerf is to "fix" infinite and OP loops on some maps, for instance the Myers' House and the Harvester.

The problem is, Balanced Landing isn't the reason why these loops and maps are broken, it would be the poor map design. Map design has been a core issue of Dead by Daylight for a pretty long time, it mainly (and often solely) benefiting Survivors with the size of the maps, easily memorizable Totem Spawns that make making your Ruin last more than 1 minute a challenge, and the Generators widely spread out throughout the map, being a huge disadvantage to low-mobility killers. The cherry on top of the cake would be the infi-loops and OP Pallets and Windows. Trying to fix such a core issue by nerfing the perk is a "short-term solution".

The truth is, these loops are highly abusable even without BL, and are still Infinites. BL is just a helping method in this matter. Devs, the maps aren't broken because of a perk, they are broken because they are simply bad designed. There is a very easy solution for this problem: a Game Health Cube or Map Cube sort of update, adjusting major issues with all Maps and Realm, not only licensed and/or specific Realms.

Inevitably, the loops will still be abused by Survivors, even with this nerf. But now, some virtually unloopable structures, that could only be looped once or twice with BL, will become unloopable again.

There is a plethora of suggestions of possible Map Cubes, which are pretty solid. I think they should be taken into consideration. At the end of the day, we all want a healthy and fun game. What might be new to you is that these factors are interconnected. You can't have fun playing an unfair, unbalanced game, thus only having fun while playing a balanced game. It also seems like the fun that is proposed by some newly introduced mechanics is focused towards one side. This relative "fun" will only affect some people, while the other side is highly disappointed and not having fun at all. That's why balance and fun are interconnected terms.


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