A Look at Dead by Daylight 1.0.0’s Problematic Perk Design



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Hey everyone, today I wanted to take you back in time to year 1 of the game, when DbD had just released, and everything was …

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28 thoughts on “A Look at Dead by Daylight 1.0.0’s Problematic Perk Design”

  1. I thought maybe I could do some more focused looks at different parts of DbD history. Perhaps some point during 2017 next? Let me know what kind of stuff you'd like me to cover in this sort of way.

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  2. About brutal strength and enduring: the kick speeds where slower in general, so when they buffed them, they also nerfed brutal to 20%. Enduring was 75% yes, but it affected the speed at which you recovered not the stun duration, so you basically recovered at 175% speed, meaning the stun duration was a bit over half as without it

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  3. You should do a ranking of every original DBD killer, not based on gameplay, but which one you find the most interesting in lore, concept, design, and power, but not on how competitively good they are.

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  4. 7:53. Back then, it took killers 2.6 seconds to break a pallet, and with Brutal Strength making it 30% faster, killers broke pallets in 1.82 seconds. This is very close to what we have now, with killers breaking pallets in 2.34 seconds. Brutal Strength makes it faster by 20%, which is 1.87 seconds. So kinda the same of what we have now.

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  5. Reminder that looping straight up wasn't a thing back then: structures were ridiculously killer-sided. What we call infinites now, though, are laughable compared to what happened once survivors started getting organized.
    It was a different game. It was literally darker, the fog was actually impactful, and we didn't have as many sound cues: it was a stealth cooperative survival experience, rather than the game of 'horror-themed tag' we have now.

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  6. Remember that NOED, while it was SUPPOSED to activate when the gates were opened, it was bugged and instead activated when the gates were powered, and the devs were just like "okay fine."

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  7. The game was originally designed as a "horror game," but it's not scary for the killer. This difference makes it clear that the focus was on the survivors as the primary experience. I think this explains why it was very unbalanced back then. Naturally, it ended up being a competitive game: a "killer vs. survivors."

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  8. 4:15 So when you're talking about counter perks, you're kinda talking about Sloppy Butcher vs Autodidact. It doesn't deactivate the perk, but it does work around it be for the most part avoiding the mangled effect, and possibly allowing for more skill checks (especially if you let it regress.

    Also this was an interesting retrospective on perks back on release.

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