Balancing Changes

 

GEN RUSH IN DEAD BY DAYLIGHT BOARD GAME

Not only in the videogame, also in the board game the gen rush exist and you've probably noticed after playing a lot that sometimes the generators repair themselves too quickly ruining the killer experience completely. Without the possibility of him doing something and there being no point in continuing the game after that. After these games I felt the need to do something (house rules), rules that were not broken and would not ruin the experience for both sides.


We decided to adjust some perks that were extremely strong (killers and survivors) and some powers as well. Only with slight tweaks we achieve a better experience for all players.

Not only did we nerf perks but we buffed the weaker ones so that they also felt good to play.

Because it is a very well-made game and there is no need to completely rework it.


We start with the first and last rule that I have imposed and that works very well:

CORRUPTED FOG

No more than one generator can be repaired per round (maximum 2 progress on the generator board). If 
the killer has 2 or + sacrifice progress this rule has no effect.

With this rule in play we avoid the gen - rush by cushioning the quick respawn perks and mega successes and we give the killer an opportunity not to throw in the towel and try to continue the pressure in the game.
(Unfair, right?) Well, if you have read correctly, I imagine that you have detected that this rule does not apply if the killer has 2 or + sacrifice progress. I remember that I have applied this rule many times and in most cases it has not even been used. Mainly it has more effect against premades (4 people playing) and quick repair perks. Now you see it better, right?

MORE BALANCING CHANGES

Updated balancing changes 16 -11 - 2024
With the new expansion content !

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