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2B1N - Two Buffs and One Nerf for all Killers
First of this post was entirely inspired by @Judgement! After seeing his post of his fun little ideas on buffs and nerfs for each killer, I wanted to do my own take on it.
Keep in mind this doesnt mean every killer needs said buffs and said nerfs, just means what I would do if I had to! This is just for fun, tell me your thoughts and I'd love to see more posts like this.
THE TRAPPER
Buff 1 - All bag addons become basekit with the bag addons reworked to do/be something else. So that Trapper starts with 5.
Buff 2 - Make it so that if survivors step in to trappers traps, they have the hemorrhage status effect until healed, and hindered status effect of 5% for 30 seconds. (My idea is that stepping in a bear trap should hurt alot and it would probably make you bleed alot as well lol). So I wanted those status effects to reflect that. This would allow synergy with more perks like bloodhound or any other less used perk that deals with someone bleeding or being injured.
Nerf - Bloody Coil no longer causes survivors to be downed or injured when disarming, it instead applies the mangled status effect if injured and disarming or caught in the trap, while also spawning in more traps into the trial. [Side note: I don't feel trapper needs this nerf lol]
THE WRAITH
Buff 1 - A buff to his invisibility powers..purple windstorm and purple swift hunt are basekit..meaning his invisible movement speed and vaulting/breaking gens and pallets are all made faster.
Buff 2 - Each successful uncloak reappearance hit grants you 1 token, after you gain 3 tokens you are able to strike a survivor while cloaked which immediately uncloaks you and you do the successful attack cooldown animation. If you miss the attack you take the light burn stun.
Nerf - When within 10 meters of a hooked survivor you take 50% longer to uncloak with your uncloak lunge also being removed...to prevent low ranks Wraiths from invisible hook camping.
THE HILLBILLY
Buff 1 - Heat from the chainsaw builds up by only half of the normal rate, when not in chase.
Buff 2 - Hitting a survivor removes 50% of the overheat bar. (I like Judgment's idea here).
Nerf - Bumping into objects stun time is increased to 4 seconds from 3 seconds.
THE NURSE
Buff 1 - Movement Speed increased to 100% from 96%
Buff 2 - Remove the fatigue...if shes gonna have a blink cooldown she doesnt need another cooldown that already hurts some people's eyes as is.
Nerf - Add .5 seconds to miss blink swings (like how miss swing blink fatigues were).
THE SHAPE
Buff 1 - Make Evil Within 3 basically have a built in Fire Up..it already has increased vault speed, make it have increased pallet/gen/wall breaking speed and increased pickup/dropping speed.
Buff 2 - Spine Chill/Premonition no longer effect Evil Within 1.
Nerf - Purple tombstone piece is removed and made to do something else, it currently has no negatives to completely kill a survivor.
THE HAG
Buff 1 - Teleporting to a trap cancels your attack cooldown animation.
Buff 2 - Trap setting speed is made 20% faster.
Nerf - You can no longer place traps within 10 meters of a hooked survivor.
THE DOCTOR
Buff 1 - When fake doctors spawn, they shortly follow and may even swing at the survivor. (Doing no damage of course).
Buff 2 - Fake pallets can also spawn as unused pallets.
Nerf - Mending takes priority over madness...and snapping out of madness is faster when near another survivor.
THE HUNTRESS
Buff 1 - For each hatchet lost, gain 1% movement speed. (Each extra hatchet from a addon is -1% movement) My idea is that hatchets weigh alot lol.
Buff 2 - Shiny Pin basekit...this makes hatchet movement speed +4%..so its increased to 84% total.
Nerf - Iridescent Head is capped at 1 hatchet and can only down at +10 meters. (Maybe change the meter numbers im unsure).
THE CANNIBAL
Buff 1 - Can cancel his chainsaw run at any time.
Buff 2 - Can charge his chainsaw 15% faster.
Nerf - Tantrum lasts 5 seconds no matter the charges spent. (Also Judgement's idea).
THE NIGHTMARE
Buff 1 - Can teleport to blocked gens and completed gens.
Buff 2 - Fake gen teleports dont use any of your power bar.
Nerf - Fake pallets are now basekit and snares as addons.
THE PIG
Buff 1 - Start with 7 RBT's.
Buff 2 - Crouch much faster, closer to ghostface's crouch speed.
Nerf - Can no longer see Jigsaw Box auras.
THE CLOWN
Buff 1 - Bottle reload speed doubled.
Buff 2 - Hinderance addon basekit (-5% movement seed)
Nerf - He laughs his butt off after vaulting....jk..he can no longer interrupt interactions with direct bottle throws. [Tbh I wouldnt give clown any nerfs lol.]
THE SPIRIT
Buff 1 - Regains collision in phase.
Buff 2 - Regains vault phasing with no vault animation.
Nerf - No longer can see survivors scratchmarks in phase and her glass and eyes visibly glow when phasing.
THE LEGION
Buff 1 - Power fatigue is reduced to 3 seconds instead of 4.
Buff 2 - Can see scratchmarks and blood in frenzy...and hitting a survivor no longer takes away any of your frenzy meter outside of frenzy.
Nerf - Can no longer see survivors in lockers. [Again...I don't think Legion needs a nerf hehe].
THE PLAGUE
Bluff 1 - Pallets no longer cancel your Corrupt Purge.
Buff 2 - No longer hear distracting voices and whispers in Corrupt Purge.
Nerf - Survivors using all cleansing pools no longer gives you a free Corrupt Purge.
THE GHOSTFACE
Buff 1 - Chewed Pin basekit..which is his green power recovery rate addon.
Buff 2 - Survivors stalk meter isnt reset on hits or hooks.
Nerf - Can no longer crouch lean stalk.
THE DEMOGORGON
Buff 1 - Rat Tail and Rat Liver are both basekit to increase shred movement speed and teleport placing speed..his portals also recycle like hags.
Buff 2 - Many of the audio cues demo has will now only be heard in his terror radius.
Nerf - Can no longer place portals in the basement...honestly out demoboi don't need any nerfs :(
THE ONI
Buff 1 - No longer has a consumption penalty to blood fury when picking up a survivor.
Buff 2 - Passive blood fury charges can fully charge your power and you absorb orbs at a faster speed.
Nerf - Scalped Topknot is removed.
THE DEATHSLINGER
Buff 1 - Brown reload speed and brown missed shot cooldown are basekit.
Buff 2 - If you hit a survivor with your gun and break the chain on purpose, the survivor still gets the deep wound status. (I mean they still got shot right?)
Nerf - Now has a small cooldown after aiming before he can aim again. Maybe 1.5 seconds.
THE EXECUTIONER
Buff 1 - Ranged attack hits faster.
Buff 2 - Has full maneuverability while using his trail and ranged attack.
Nerf - Has a cooldown after cancelling his ranged attack and doing a basic attack...1.5 seconds as well.
Alright this took me forever to type out and think about. If anyone else does their idea of this 2 buffs and 1 nerf idea, let me know, I'd love to see it!
Feel free to discuss my ideas, thanks for your time.
Comments
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Id like to discuss the section about:
THE WRAITH
Buff 1 - A buff to his invisibility powers..purple windstorm and purple swift hunt are basekit..meaning his invisible movement speed and vaulting/breaking gens and pallets are all made faster. - This would be a MAJOR BUFF - probably too much as I believe the base speed Is okay without having to so this, the breaking and vaulting I can agree with it would be nice.
Buff 2 - Each successful uncloak reappearance hit grants you 1 token, after you gain 3 tokens you are able to strike a survivor while cloaked which immediately uncloaks you and you do the successful attack cooldown animation. If you miss the attack you take the light burn stun. - To be fair I'm not sure how I would feel about this, I can see you've defiantly put lots of thought into this idea however would this be applicable to grabs as well or just a hit. I feel as if this follows along the lines of the two add-on combo - consisting of Serpent and Shadowdance Blood - Although that combo doesn't give you the stun effect. It would be interesting to see the outcome of that.
Nerf - When within 10 meters of a hooked survivor you take 50% longer to uncloak with your uncloak lunge also being removed...to prevent low ranks Wraiths from invisible hook camping. - Needed ,100% there's far too much of this going on, its neither fun to do as the Wraith or to go against a Wraith who does this. It doesn't teach a player how to correctly play as Wraith.
Really interesting ideas you have going on here. As a Wraith main, I'm impressed. But what else would you expect from: The_High_Ground.
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I did that as trapper doesnt warrant a strong nerf, moreso a addon change. Trapper isn't strong enough to need a power nerf that I can think of.
Again this is only for fun.
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You could've just said two buffs honestly. xD
Good ideas mostly!
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I like it, you absolutely destroyed iredescent heads though, like death slinger levels of worthless.
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I know haha for the weaker killers I couldn't think of any real nerfs they needed! Haha
Well I guess we will have to disagree, hemorrhage isnt a strong effect, and the hindered effect is only briefly to help against the cases where the survivors get trapped and they escape fast and you get nothing out of it.
Even with 5 traps, trapper is still not the strongest against good survivors, all the traps do is make it to where trapper doesn't have to spend years to setup in early game. So I think its fine, maybe cut the hindered time to 15 secs.
Yeah the movement may be too much you are right! But It would be nice to have more with Invisibility like his swift hunt.
My idea is its only hits, no grabs. You'd have to uncloak to grab. Well it's your choice to use that ability! You don't have to swing out of cloak!
Yeah the nerf would really help against rank reset or low rank campy wraiths which tend to be no fun.
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Well numbers are always negotiable xD there needs to be a range tho bc most iri huntresses insta down you up close and there needs to be some sort of way to prevent that.
Heck maybe make her reload from lockers twice as fast since she only has one hatchet. Change the numbers some more, i think iris should be strong but not worthless like Deathslingers, or broken like Huntresses. But you also gotta think, with my 1st huntress buff would mean Iri Huntress would be 114% so yeah...you can probably understand why I made it the way I did.
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I will comment on the 3 killers that I am damn good with and have hit red ranks with.
THE WRAITH
Buff 1 - A buff to his invisibility powers..purple windstorm and purple swift hunt are basekit..meaning his invisible movement speed and vaulting/breaking gens and pallets are all made faster.
Buff 2 - Each successful uncloak reappearance hit grants you 1 token, after you gain 3 tokens you are able to strike a survivor while cloaked which immediately uncloaks you and you do the successful attack cooldown animation. If you miss the attack you take the light burn stun.
Nerf - When within 10 meters of a hooked survivor you take 50% longer to uncloak with your uncloak lunge also being removed...to prevent low ranks Wraiths from invisible hook camping.
These are interesting. first off I think adding purple windstorm as basekit would be too much, yellow windstorm is what I would argue for. I also think It needs to be one or the other, either an action speed increase or a movement speed increase.
Your second buff makes me super excited. I would add in though that if you get a succesfull gen grab your cloaked hit power should fully charge, for balance sake you should not be able to grab while invisible.
your nerf just needs to happen, people who are new jump on wraith cause hes interesting at first an can promote poor play, people need to be discouraged from learning how to play killers in toxic unfun ways that make it hard for everyone in the match to get better.
THE LEGION
Buff 1 - Power fatigue is reduced to 3 seconds instead of 4.
Buff 2 - Can see scratchmarks and blood in frenzy...and hitting a survivor no longer takes away any of your frenzy meter outside of frenzy.
Nerf - Can no longer see survivors in lockers. [Again...I don't think Legion needs a nerf hehe].
either of your buffs work and one of them has been suggested by the community since the legion got changed, we have been ignored. Legion absolutley does not need any nerfs, he is a skip and a tumble away from being garbage but as he is right now he is the picture of perfectly average.
THE EXECUTIONER
Buff 1 - Ranged attack hits faster.
Buff 2 - Has full maneuverability while using his trail and ranged attack.
Nerf - Has a cooldown after cancelling his ranged attack and doing a basic attack...1.5 seconds as well.
Frankly I dont like any of the buffs and I dont like the nerf at all. the most appealling one would be getting rid of the movement penalty. However, his ranged attack should not be buffed, its hard to hit for a reason and that reason is so that its more meant for capitalizing on survivor mistakes not for making sick plays as the kids call them nowadays. this also means that if you made him have to wait to attack after faking his power it would remove any threat he truly has in looping simply because hes to telegraphed as is.
Im not saying however he cant use any buffs or nerfs. a nerf that I think would be acceptable on him would be that torment is removed when unhooked as well. right now the community has an issue with pyramid head because of camping, his torment power makes it hard to counter him if he wants to camp and has already applied torment to someone. the PH can torment someone stick them on hook and then quickly down them again and put them in a cage for free, pretty unfair. so torment should always be taken away when someone is put in a hook or a cage.
The buff for this should be that his ranged attack applies torment, as is right now torment is a novelty instead of a strategy with pyramid head.
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Hmn yeah yellow windstorm would probably be fairer. But I still think he should have swift hunt too as it would make sense if he already moves faster while cloaked..why not break pallets and gens faster too.
I really liked that idea as well, but I wasn't intending any invisible gen grabs so yeah, no gen grabs while invisible, if you attack its always basic while invisible.
Yeah the nerf would be so good. I get tired of facing wraiths for this very reason, they always tend to wait by hooks.
100% agree, he could do with alot of QOL changes and it would honestly do wonders for Legion.
Honestly I see what you mean with Pyramid Head, I don't have much experience with him so I wasn't quite sure what to do. I like your idea of ranged attack applying torment.
Well about the nerf I said for him..alot of the community also has a problem with him being able to cancel his power and instantly be able to basic attack..not me personally but with that knowledge I figured why not change it a little since I was buffing his ranged attack by so much.
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Lmao, I really should've called this, "buffs for most, nerfs for some". XD I tried.
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I'd rather have 4 traps and box auras than 7 traps and no box auras.
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I'll give my own 2B1N to my two best Killers, those being Wraith and Legion.
Wraith:
Buff 1: Increase his movement speed while cloaked to 5.4 m/s.
Buff 2: Make his cloak shimmer only show up when the Wraith is within a 24 meter range of you, allowing him to sneak up on you much easier.
Nerf: Nerf the Windstorm addons to 5% for Mud, 10% for White and 15% for Blood.
Basically give him the Freddy thing, along with giving him Windstorm as a basekit part of his ability.
Legion:
Buff 1: For each Frenzy Attack that The Legion lands, his movement speed in Frenzy increases by 5% until his power runs out. He also gets this effect for 5 seconds after he finishes his stun, letting him finish a chase much easier, thanks to both the next buff and this speed boost after Frenzy.
Buff 2: Decrease his Frenzy stun to 3 seconds from 4 seconds (I agree with you that 4 seconds is way too punishing for a power that's not very lethal).
Nerf: I really cannot think of anything that Legion needs a true nerf with. All of it is either mediocre or too niche to need a nerf. If I had to do something to him, make Iridescent Button not cover the entire map with your Terror Radius, simply double your Terror Radius, but make it so he also gets that effect for 5 seconds (same as the speed boost), making it pair pretty well with Infectious Fright.
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ClowN
Buff
Reduced terror radius to make it easier for him to sneak up on Survivors. Around 20-24 would be good.
Bottles now deal damage on direct hits. This might be too strong, though, so the slowing effect of bottles might need to be removed to balance this out.
Nerf
Instead of coughing/grunting when throwing bottles, breaking pallets, and vaulting, he is now always coughing. The coughing is omni-directional and can be heard from a maximum distance of 40 meters, to give the survivors a warning he is nearby.
For personal reasons he is now also Russian.
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Thats fair, I forgot she'd be 114%
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Lmao the "nerf" and russian thing killed me
I like your ideas overall for wraith and legion as well! Especially the wraith shimmer thing like freddy.
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most of these things would be quite overpowered or would copletely ruin the killer
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Some of these nerfs should've been in the game at the killer's release.
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This is for fun, if thats what you believe...please explain what is overpowered and what ruins said killer and how youd change it.
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wraith - purple addons in base kit would be way too broken, if you dont see that i think there is no point explaining.
his second part would be fine if he got free hit after maybe 6 attacks but would be still too op
the nerf is fine
trapper is fine
billy- the nerf is way too hard, we dont want another legion and just by knowing how easy it is now to bump into smth it would be way too punishing, other than that the buffs are fine i guess
nurse - cooldown is annoying yes, but fatique has to be there, all they should have done was remove omega nurse out of the game and thats it
myers- buffs are fine, but no myers addons should be touched as he is the only killer with proper addons in this game that actually do smth and change his gameplay in a fun and interesting way, tombstone piece has a counter, it takes soo long to use it that youll lose game vs good survivors (imagine how ######### you are vs coordinated swf)
hag - none of these changes are good, first buff is way too op, stacking traps could result in very fast downs without any actual skill, second one is also overpowered because she already places traps very fast, and the nerf is bad because thats the whole point of the hag - to get the momentum from hook and keep it going + it can be easily avoided by flashlight or crouching
doctor changes are very good and i thought of that myself before but i dont think they would do it because survivors say its too frustrating to play against him (lmao)
huntresses buffs are good, i heard about that ms gain for hatchet lost somewhere and yes its a good idea, slight buff on speed while winding up is quite nice too, iridescent hatchet should be reworked abit more id say you should have at least 3 if you hit someone at 12+ meters they are given mending effect or smth, if you hit them at 18+ meters its an instadown
leatherface charge buff would be op, the rest is fine i guess
freedy buffs would both be way too op, combined with bbq and chilli literary broken
pigs traps should be reworked, it should be less of an rng, survivors should find a somethink somewhere else on the map and then use it in the box to get the key, box should have alot harder skillchecks and failing them would not let you get the key, the more boxes you search the easier skillchecks you get
also she should have at least like 5 of them and the crouch buff would be alittle to overpowered because she has her lunge
the nerf should have been in the basekit to discourage tunneling trapped person
clown buffs are good, but the nerf is way too big, when i play clown thats usually what im trying to do with bottles to get some time and dont let people unhook
legion - first buff is good but they already removed loosing power bar when hitting someone didnt they? nerf is indeed not needed
mending should be removed from the game and legion should do smth else, but i dont know what exactly right now
spirit - she should not regain collison, too op, shes already kinda easy to use if you know what you are doing, i read an idea on the internet that once in 2-3 seconds she should reveal herself for 0.3 seconds and survivors would be able to see that just as she would be able to see them, this would create more possibilities for outplay, but id say she should reveal her self in an rng time between 2-4 seconds and the spirit would not know when this happens, then it would be actually interesting
ghostface - removing lean stalk should never happen as that is what actually makes ghostface ghostface, both buff would be way too op aswell
cooldown addons make ghostface S tier killer and if stalk meter didnt decrease you would be easily able to instadown everyone which isnt really fun, his stalk should be situational, its more about the undetectable and mindgame
demogorgon changes are fine
oni is in a very good spot right now, i wouldnt change him at all
pyramid head- if your buffs went through you wouldnt even have to m1 as ph ever, basically full ranged killer, there is a reason why his ranged attack is slow and why its hard to turn in his power and it should stay that way, also baiting mindgame is what makes this killer strong, his ranged attack is only used when you know it hits 100% (sometimes you can guess)
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The plague ones make me wet considering the plague nerf imo wouldn’t be a nerf. I really like the spirit and Freddy changes, maybe I could finally see the end of the whining
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So basically "Give them slight buffs, but nerf all their good addons into the ground".
OOF. Awful.
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Wraith: Either one or the other of the buff's not both... and again you'd need to re-work the affected addons (including the lesser rarities)
Trapper: Maybe he could start with 2-3 by default but the bag addon allows him to carry more then 2-3 (so he starts with 2-3 traps, but then can pick up and carry more then that... also addon re-work for those affected
Hillbilly: Won't comment cause I don't play him (like at all)
Nurse: So she'll move at the same speed as survivors have two blinks that she can use while keeping LOS to the survivor she chasing?
Shape: Why not make Spine Chill and Premonition work for all stealth killers?
Hag: No to the first one, again addon re-work affected addons
Doctor: Make the first one an addon
Huntress: Iri head only needs the hard cap... That's it
Bubba: Dont play him... won't comment
Freddie: Don't play him... won't comment
Pig: Doesn't need 7 RBT's... she's fine with 4 (5 with the Last Will addon)... all she needs is an addon pass (the buffs you suggested would be good addons for her)
Clown: Re-work the affected addons
Spirit: You'd need to re-work Mother-Daughter Ring if you are going to make it so she can't see scratchmarks
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>Purple tombstone piece is removed and made to do something else, it currently has no negatives to completely kill a survivor.
Hell no, that's too funny addon to be removed
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This is not meant to be taken with 100% seriousness. This is just out of boredom and for fun. Doesn't mean I'd buff said killers or nerf said killers. I'd like to see more posts like this, instead of us being at each other's throats. If it was that type of post then Id dive deeper with clown and legion while tonning down freddy and spirit some.
I hope others do this same type of post as well, I'd love to see others ideas.
Post edited by Nemmy_Wemmy on1 -
Trapper
1: all traps are by default darkened and addons that do this instead reveal the survivor for 1 or 2 seconds each time they attempt an escape, if they escape they will hemo for 10 or 20 seconds (or depends on rank)
2: trap placing speed addons become baseline and instead are replaced with muffled traps that make the traps slightly harder to escape but do not cause the survivor to scream (the killer is still notified of the trap being triggered)
nerf: stepping in your own trap now takes an extra 1.5 seconds to get out of and jams that trap for 10 seconds so it cannot trigger again by survivor or yourself till it "cools down"
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I agree that spirit needs an indicator that she starts to phase... but her whole thing is that she can see scratch marks, but not the people themselves. If you want to nerf something, nerf how reliant a lot of spirit players are with stridor and survivor players are with iron will.
Also, Tombstone Piece can only kill 3 people, takes a long time to stalk, and you can only do one per T3.
That Plague Nerf seems more like a buff to be honest. The only reason that mechanic is in the game is to stop Plague from making everyone broken... forever...
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Thanks for the mention and credits to my post! Your set of 2B1N is very good, much different to mine in many aspects. Glad to see your point of view for 2B1N.
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I think the Spirit nerfs would really kill her, i'm not sure what would fix survivors main gripe with her which seems to be they don't know what she is doing or where she is while she is phasing but making both parties guess where each other are when she starts phasing is not the answer imo.
Maybe instead make the passive she has part of her power but make her not see scratch marks and blood but she'll be able to see during that passive that last like a second when she is using her power but survivors will see where she is as well? Kind of like Old Freddy when he put survivors to sleep he during that 7 second window where he is in and out of invisibility.
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