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Possible "Fix" For EVERY Killer in the Game

PigMainClaudette
PigMainClaudette Member Posts: 3,842
edited September 2020 in General Discussions

Lately there has been a lot of talk around balance....... again......... now that the Blight is out. So, excluding him as I have been positively slammed with work, and hearing about the miscellaneous bugs that this patch has brought, I haven't played as or against him YET, therefore he will be excluded from this.

My rules are simple: one small, simple change that will help the balance of the game at large. No major re-works or anything like that. Just something to even the playing field a bit more. Some will be nerfs, but majority will be buffs.


Trapper - All traps now start in the active/open position at the start of the trial.

Wraith - Increase the action speed while cloaked. This is kicking generators, vaulting and breaking pallets. Reducing the shimmer on his cloaked mode would also help.

Hillbilly - Make Infectious Fright not work with the chainsaw.

Hag - MINIMUM distance from hooks for Phantasms. If you're a good enough Hag, you don't need traps at their feet.

Nurse - Bug fixes, but other than that she's fine.

Myers - Change the effect of Judith's Tombstone and Tombstone Piece to have a stalking requirement on the targeted survivor.

Doctor - Frame rate issues that people mention.

Huntress - Hitboxes. I don't know if it's latency or actual problems with the power, but I have had so many questionable hits on both sides.

Cannibal - No matter how I look at it, there is no redeeming Bubba for me. The only bit about him that I remotely like is that his power is an AoE attack, but it's tied to an instant-down chainsaw and it is literally all he has.

Nightmare - Change it so that Freddy's Dream World Lullaby counts as a Terror Radius for perks like Borrowed Time.

Pig - Add-on pass to re-work half of them. A huge amount are either useless at best to detrimental in some cases. That and some stealth boosts in terms of speed would be also very welcome. Just a slightly faster movement speed in crouch. Nothing major.

Clown - Make his gas even scarier. More distortion in the survivor vision and maybe a slightly larger area of effect and duration.

Spirit - Remove her ability to hear survivors. She removes too much information for survivors currently while retaining way too much information comparatively for herself. By removing her ability to hear survivors, it will tone back her power greatly while not changing anything mechanically about her. If anyone mentions Stridor, all I can say is "Swap it for Bloodhound if you're THAT concerned or dedicated....."

  • EDIT: I forgot that Spirit cannot see blood without Father's Glasses, so swap sound for blood and change Glasses to give back sound.

Legion - Shorter stun out of Feral Frenzy for stabbing a survivor with the Deep Wound status effect.

Plague - Slightly increased duration in how long the vomit effect sticks to objects with slightly less particle effects.

Ghostface - Slightly increase the rate of power recovery. Not to the level of one of his add-ons, but just enough to be noticeable.

Demogorgon - Cut half the screams, or cap the volume/distance. It's just too loud as of current to actually keep anyone to actually be concerned. When I go up against a Demo and hear someone else getting chased, I know that I have all the time and space I need to do that generator.

Oni - Make Infectious Fright no longer work with the Kanabo.

Deathslinger - Either make his shot a hit-scan or slow it down to be a projectile that people can actually lead with. The awkward middle ground it occupies is very hard to get used to.

Executioner - Slightly increase the speed to activate Punishment of the Damned.


No, I am not a balance expert. Yes, Hillbilly and Oni have a change based around a perk. No, this won't fix other issues like map size or generator speeds. Yes, I do play killer. I'm a console player, specifically Xbox, so some of these changes might seem weird because of that to any PC players. No, I couldn't give less of a damn if Hag is a "defensive" killer, stop using your traps to camp and play the game normally like everyone else. I am currently in red ranks on survivor on my main account, and while time has sent me back to brown for killer due to neglect and WORK, I have still held my own against red ranked survivors including on stream.

No, I haven't played some of these killers, but I have versed them more than enough while others I wish I versed more. I have not played Hag, Cannibal, Clown, Plague or Demogorgon.

I haven't given specific numbers for boosts because, like I said, I am not a balance expert. They are also just ideas that I have come up with that could possibly switch up the slightly stale meta we find ourselves in.


If you have any improvements on these changes, then let me know.

Think that I'm an idiot who doesn't know what they're talking about? Make your own thread and let's see you come up with something better. I think that the fact that majority of these are buffs is certainly more than some people on these forums would give you.

Post edited by PigMainClaudette on
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Comments

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    I'd actually offer some (a lot) more fixes for Executioner (as a PH main myself).

    • The cages are sent to random locations.
    • The Executioner is not notified of the location when a survivor is rescued from a cage.
    • The auras of survivors in cages cannot be revealed to The Executioner.
    • Punishment Of The Damned (POTD) now applies Torment on a successful hit.
    • Gain free movement when using Rights of Judgement (ROJ).
    • Reduce cooldown of a successful POTD shot by 1 second (to 3 seconds).
    • Reduce the detonation delay of POTD.
    • Increase the width and range of POTD.
    • Increase the duration of exiting ROJ to 1.5 seconds.
    • Increase the slowdown of exiting ROJ to 77% speed.

    Honestly, I feel like these would make him better and more rewarding to play whilst also fixing many of the common issues with him.

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    Just 2 things I noticed

    Spirit- you said remove ability to hear survivors and use bloodhound? Would that mean you're also giving her the ability to see blood while in power? I dont play spirit so correct me if I'm wrong but I'm almost certain she can't see blood.

    Deathslinger- making it hitscan would be terribly overpowed, while making it a slower projectile would just give him another way he's worse than huntress.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I've been deleted by those add-ons when the Myers only had enough stalk from me to actually pop EWIII, then kill me instantly. They are just super frustrating add-ons to go against since MY input/ability has no determining factor on the add-on killing me.

    That and I had no other ideas for Myers.

    I don't mind most of these changes, and I would say definitely add the wider PotD and the shorter delay. While all of those changes do seem worth it, I'm trying to keep it small for now. Especially since this is for every killer.

  • CalamityJane
    CalamityJane Member Posts: 487

    That ONLY affects his mori add ons and only makes it so that you can't mori someone because their ######### teammate fed you stalk. That's a pretty minor and fair change.

    For Executioner I'd like to see a longer delay between stopping his power and swinging M1. It's pretty unfair that you can have your cake and eat it too; either you jump the window/drop the pallet and take the ranged hit, or try to fake it and instantly take the M1. I'd also like cages to spawn right where the survivor is downed. Now that they can't be camped sending them as far away as possible only serves to lose him all map pressure when they're saved instantly.

    Big fan of making Infectious Fright on basic attacks like literally every other perk. If it needs buffs after that, fine, but as it is 90% of the time it's used is to chain instadowns and slug which is disgustingly unfun.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Oh yeah, keeping it smaller is fair enough, I just wanted to go on about everything I could think about changing him.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    It's been a while since I have played Spirit, but I'm sure that you can see blood. I could be wrong.

    Basically take away her ability to hear survivors while phasing. It's the best solution that I can come up with.


    As for Deathslinger, I feel that he fits a different niche to Huntress. Huntress is an actually ranged killer while Deathslinger is more about the 1v1, and actually has a stealth element being a 24m Terror Radius killer.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,282

    The Myers Change is not much of an issue, unless you are using the Tombstone Piece on a regular Basis (the normal Tombstone is bad anyway). But it would prevent situations where one Potato feeds him all the Evil and the guy who has not seen Myers tne entire game is instantly dead without any fault on their side.


    @Topic:

    I dont really like the Trapper-One. It would not really change anything, because Traps often enough spawn in places where nobody would step into them (sure, there are exceptions, but a normal Survivor would not step into an open Trap). Also, for me personally, I prefer to know which Traps I set and which Traps where set randomly. I would rather increase the carrying capacity.

    Regarding Oni and Billy with Infectious Fright, I would rather do some changes to IF.

    Clown-->I agree that his Gas could get some tuning. But the problem I have with Clowns ability is that it might become too oppressive when going into one direction. I dont think that you can tweak Clown just with one little thing (except for making him a little bit better like they did in one of the recent patches), because he would either still be weak or too oppressive with his ability.

    Legion-->It should be a shorter stun in General. Also it would be great if the Pins would work on the first Frenzy Hit.

    Regarding Plague-->I dont know how much that would actually change. I am not an expert on Plague, I find her rather boring to play, but her Main issue is that her Corrupt Purge is so strong and on the other hand in so much control of the Survivors AND her Add Ons suffer from this. Corrupt Purge Add Ons have almost no effect when she does not get Corrupt Purge and Vile Purge Add Ons lose their effect once everyone is broken.

    Changing how long Objects stay infected would not really change much for Plague IMO. It could work with Ruin or Regressing Gens in general, but would also not matter if every Survivor is already sick.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Well, trap locations can be changed. At the start of the game, Trapper has nothing going for him, so I thought that this change could help alleviate some of that early game struggle for him.

    Yes, my change for Billy and Oni is entirely to do with Infectious Fright, as it is the problem that I currently see with those killers. Not the killers themselves.

    Clown only has the chase, and for some killers, I would like to see that become a more prominent feature about him. Similar to how Deathslinger feels oppressive in a chase.

    Legion is hampered hugely by those stuns, but I feel like making the extra stab one shorter would encourage a more aggressive style of play with the Legion, rather than just boosting them.


    No clue about Plague though. Thought that trying to use her power for more map control seems like a better way to focus her.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295
    edited September 2020

    for everyone saying they get tier 3 popped than instantly deleted, thats your teams fault, not the add on and not the killer. put myers against any compentent team that knows how to starve him and he will get 0 to 1k. Like i said he is already pretty niche nerfing one of his stronger add ons with no compensation just puts him into the unplayable tier. and OP, if you have no ideas for myers why are you commenting on him. No offense intended, but thats like a rank 20 telling bhvr that botany is op because it counters sloppy. Really i do say his tombstone needs to be looked at, but if you are going to nerf one part of him you need to buff the others. Only time that rule doesn't apply is when the killer is op, which he isn't. also btw if you find out he has tombstone(his stance is different) then hop into a locker. this rule is for when your and your team failed to keep him in ew2 and he either uses it or you look at his stance. Another tell-tale sign is when he is in attacking distance but isn't lunging. that could be a sign that he has tombstone.

  • GoodJobGuys92
    GoodJobGuys92 Member Posts: 102

    Might as well delete spirit then, because I'm pretty sure you need the ultra rare add on to see blood.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Please refer to the last line of the post if that is how you wish to conduct yourself here.

  • Jill10230
    Jill10230 Member Posts: 475

    Gorgon needs a big buff for the portal, and the Trapper needs 2 traps by default, maybe even blacken the traps..

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    On the deathslinger point yes they fill different niches, but they are the most comparable to each other that I can think of, and the only things he has over her are:

    No Lullaby, Lack of Charge Time, Can land shots through stuff Huntress cannot. Can reload anywhere.

    While what she has over him is:

    No maximum range, Doesnt need to reload after every shot, doesnt need to reel in the survivor, larger hitbox makes shots easier to hit, every shot landed does a health state of damage

    Making it so he has a slower projectile than huntress while already huntress is already a better killer in most situations, just doesnt sit right with me.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    My change is simply so that I am not removed from the game, completely deranked and deeply frustrated because my TEAM can't play the game in the slightest. It is simply to remove an element of frustration that the add-on brings. Other than being the only killer to literally kill off survivors without perks or Moris, I really like Myers and have a lot of fun playing him, despite my deep-seeded hatred for instant downs.

    The only other thing that I can think of that could possibly help with Myers is to slightly increase his Tier-I movement speed or something to do with his Stalking mechanic.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    also i just read spirits nerf? tf man. Thats literally her entire power. what you just did is nerf her to an m1 killer with good mobility. which is weak. All she needs is a sound queue when she phases and she moves grass and corn when she phases

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Fine. Swap sound for blood. I generally only run brown or yellow add-ons for my killers, if I even decide to run them at all.

    Just take away her ability to hear survivors because it is just too strong as it stands.


    And again, last paragraph if you don't like what I've come up with.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    my point isn't to saying tombstone is fine, its to say nerfing without compensation on a weak killer is ######### up. Especially since you should know how it feels(the dozens of pig nerfs). Tombstone is balanced against a decent team and op against a ######### team. but you shouldn't balance the game over the lower 50% percent

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Spirit strips away too much information from survivors, and loses next to nothing herself. You still have your mindgames as her.

    If she was on an even playing field, then nobody would be complaining now, would they?

  • unluckycombo
    unluckycombo Member Posts: 582

    I know Ollie already mentioned this, but Spirit can't see Blood while phasing unless she's using an Ultra-Rare add-on. She's entirely sound and scratch mark dependent. (I know there's a bit of a hit box thing too, but it's super hard to notice unless you've played a ton of Spirit imho.) I think the only change Spirit really needs is to the phase start itself- I've always argued for a Phase start animation for Survivors to see. I don't feel like it takes anything really away from her (because man, I don't want to see her get gutted...).


    Trapper- I think he should just have one of his bags as base-kit. The fact that he constantly has to waste an add-on slot for a bag to ensure he can get value out of his traps is pretty bad. This would also open up more ways for Trapper to actually be able to utilize other add-on combinations without having to worry about bags.

    Wraith- Honestly, I just want a Windstorm add-on to be base kit, for the same reason as Trapper above. It feels like you constantly should be running Windstorm if you want to get good value out of Wraith. Making it base kit would just increase the amount of options he had for other add-on combinations.

    Hillbilly- I think he's great as-is.

    Hag- I personally think Hag is fine as-is. You can counter traps as a Survivor, especially ones under hook. I think if anything should be changed about her, it's Rusty Shackles- that add-on is pretty nasty to play against. Nothing else really needs to be touch imho.

    Nurse- I will forever say that I miss old base-kit Nurse. I honestly still haven't gotten over her rework.

    Myers- ...Gotta disagree here. As someone who's played a lot of Myers, I would usually only use Tombstones on players that were already fully stalked, since they had less value to me. If anything, he needs to be able to stalk a bit faster at base, or be able to reset the stalk amount on Survivors. Currently, his power destroys his early game with trying to get out of Tier 1, but can also be entirely useless in late game thanks to Survivors being dry from Stalk. Maybe something along the lines of 'after all survivors have been fully stalked, everyone gets reset back to half'? Something to give him the same potential as a killer like Oni.

    Doctor- Agreed. I'm also excited for this boi to get a graphics update- his shock hand honestly looks like something straight out of the first Bioshock game to me lol.

    Huntress- Also agreed, but people have been complaining about hitboxes in this game for a while. I'm hoping the better hit detection system will help this. I'm also excited for her add-on rework- I would hope that they at least make it so Iridescent Head doesn't stack with Infantry Belt.

    Bubba- I think the boi is pretty good in his current state honestly. The Devs did a good job with his re-work.

    Nightmare- Honestly, I just want his lunge animation changed a bit. I think he's the one killer where when I'm playing against him, I'm constantly questioning whether he actually should have hit me or not because of his lunge.

    Pig- A stereotypical request, but man I want Ruleset No. 2 to be base kit with some add-on reworks. I just think it would help increase her pressure enough to help her really get the ball rolling to solidify her a bit better as a mid-tier killer. Currently she just sits as a 'Jack of all trades, master of none', where she just gets pushed around way too easily.

    Clown- Honestly, I've never played Clown. So I'm not in a good position to say what he should or should not have changed about him. I'll leave that to people who actually play him.

    Spirit- (See my first paragraph.)

    Ghostface- Honestly, I just want a more consistent detection system (since his current one is very inconsistent on both sides), and add-on reworks.

    Demogorgan- Add-on reworks. His best add-on is a brown one. That's depressing.

    Oni- I don't mind Infectious working with the Kanabo. I don't think he should get nerfed or buffed.

    Deathslinger- Same with Oni. I don't think either of them are particularly fun to play as or against, but I don't think their kits should be entirely destroyed either just to make them more 'fun'- and I'm not really sure of any way their kits could be changed to make them more fun to play against without just that happening.

    PH- I haven't played as or against him enough to really give a good idea on what I think should be done to him.

    Just my thoughts. Any killer not listed are ones I agree with you on and had nothing more to say.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I've said before with RS.2 to the point that it should be given as an intro message to new forums users to never make it base kit.

    It forces survivors towards generators, which is the exact opposite of what you want as a Pig. Making more than 10 of her add-ons remotely viable would do leagues for her.


    I did also cover it with previous people pointing it out, but I'd be happy to trade blood for sound and make Father's Glasses give her sound back.

  • OllieHellhunter
    OllieHellhunter Member Posts: 703

    To be honest I didnt know she even had an add on to see blood, I guess most I run into just dont use that, thanks for clarifying.

    With Oni I 100% agree that he's not fun from either perspective while being in a pretty good place balance wise

    Deathslinger however is probably the killer I enjoy most from both perspectives, so I guess this is where we disagree.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    Even playing field? what you are doing is nerfing her to the ground. What i proposed gives survivors counter play and tells them she is phasing. It should be the default noise you hear while outside the terror radius but everyone can hear it no matter what. and the grass thing makes it where if she phases over grass she loses her element of suprise. maybe make her phase ability where she pops in and out of view every 1.5 seconds when she phases. this would make her balanced. What you proposed is a gut to her power and makes her guess, which is exactly why survivors don't like her. You want her to also have to guess while i made it where no one has to guess. Do you understand

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I edited my suggestion to make blood visible, allowing for new counterplay there. It is also not fair that ONE side has to play the guessing game. Stripping one side of all information is in no way remotely close to balanced, and my proposed change does more for that than any other suggestion I have seen. Especially since it also cuts down on the use of 3rd party modifications, such as audio mixers, to advantage those with access to them.

    This change is not just about simple gameplay. It's focusing in on a broad issue with the killer.


    I understand full well what you're suggesting, but I have a feeling that you do not completely understand what I am saying.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    You are making her power useless unless the person is injured, congrats i guess. What im saying is give both sides indicators of what the other is doing, survivors get a noise notification and they also get a visual one when she passes through grass and corn, spirit gets scratch marks and sounds, see what i mean. Both sides get indicators. what you made is a killer who doesn't know where survivor are at all if they aren't injured or running and survivors get nothing to see if she is phasing or not, creating a guessing game between both sides. which is exactly what yall complained about. not having any indicator that she's coming. you do not understand my point.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I don't apparently understand your point because it appears to be so vague. And just repeating the line "I want her power gutted" is both INACCURATE and will not help convince me of anything otherwise. If anything, it will just strengthen my resolve against your argument.

    What we are also arguing is changing Spirit's power in two different directions. Mine is about taking away the information for her that SHE denies, while you are making a case for giving survivors information back. Both are completely valid sides to take, and I do respect the idea of that, but I do also have issues with adding grass/corn movement while we still have maps like Hawkin's Laboratory and the Gideon Meat Plant.

    Like I also mentioned with her audio issues is that there are 3rd party ways to boost the effectiveness of her power. Considering how other killers feel about Discord or something like Xbox Party Chat, I think that it's only fair that we not create a double-standard and call out killers using 3rd party tools for their own gains as well.

  • ToxicMyers
    ToxicMyers Member Posts: 1,295

    so then we both understand the other's points. You want no info on either side, while i want info for both sides. I still disagree with it because it sounds like on paper more of a flat nerf than a rework.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Well, that is kind of the point. This entire thread is about "small" changes that can EVEN the playing field for all killers, so that there is more balance. Even if I did just write a whole thread about how this game will never be in a true state of balance.

    I did also say that these are purely ideas and that I am not a balancing expert in the slightest. I just think that a power about denying information should have a drawback similar to what it's core design is. I can liken this to my martial arts and the concept of the "push and pull".


    My true goal here is to try and abolish the "bandwagoner" killer mentality and give a lot of the killers some attention that the "top 5" tend to absorb. I think that everyone can agree that there has been an influx of Spirit players since Billy had his changes. If we have more patches like this to change the balance of power, rather than one massive re-work to a single killer, then bandwagoners would lessen and I personally think that the overall state of the game would improve. More people would play what they enjoy, and most of the issues like stale killer and perk metas would lessen over time. They will never disappear because there will always be people who need those 4k's every game, or those that will survive no matter what, but if we can lessen that as much as possible, I call that a win.

  • unluckycombo
    unluckycombo Member Posts: 582

    Honestly, I would find Deathslinger more fun to play against, but I think I just have bad luck against them- a lot of them time, when I get them, they do the good ole' 'Proxy camp at 5 gens and tunnel off hook'. Honestly, if it wasn't for that, I don't think it would have left such a foul taste in my mouth- because I do have an alright time playing against them when they don't do that. It's just that the Slingers I face that don't do that are either new Slingers, or very few and far between. So it probably is just me being unlucky.

    I mean, I've seen that argument a lot- I'm not entirely new to the community. I just never joined the forums before now lol. Personally I just want RS.2 to be basekit to help increase effectiveness of RBT. Survivors being able to pop them off before they have even activated kinda takes away the effectiveness of a lot of (what are at least my personal favourite) add-ons to run on her. If the Survivor doesn't get their helmet off in time and dies, it's one less survivor you have to worry about. More pressure for you, and with another gen going by, that's more pressure as well.

    I'd at the very least like to see what it would be like- even if it was just a PTB exploring the idea, and not fully implemented. I do agree that the add-ons need reworked though.

  • hillbillyclaudmain69
    hillbillyclaudmain69 Member Posts: 1,528

    Actually, if his hand is open, that means he can mori you. If you jump in a locker or on a gen when hes tier 3 he can't mori you.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Trapper: Traps being opened at the start does not do much since they will be all over the place at random locations. It would be better to have them more cluttered in the center of the map so they could be picked up faster. Or give them all to the trapper at the start, so he can put them down, but after that can only carry one (or more with addons). But the simplest change/buff would be, give him two traps basekit. Thats the most important thing according to Trapper mains like Otz.

    Wraith: Totally agreed, built in Shadow Dance would really be nice.

    Hillbilly: Disabling IR just for a chainsaw is a nightmare implemention-vise and the opposite of consistence. You could argue IR should only trigger on M1, like so many other perks, but that wouldn't be a bill exclusive change. And I'd like to add, with the gutting of instadown / crack billy, the use of IR already took quite a blow. What else could be changed? Honestly don't know, maybe rework some of his addons again (greater cooling when being shined with a FL is still ridiculously weak).

    Nurse: Yep, bug fixes are fine.

    Hag: Don't think that would change much, campy hags will still put their traps near the hook. But apart from that its fine.

    Huntress: Hitboxes are wacky, yeah, but removing / changing Iri Heads is more urgent for me. Something like hatchets only insta downing when more than 15 meters away, that would be fine and reward skillful play.

    Myers: Since you would typically have to use both red addons to get Judith tombstone to use properly, all survs willl be significantly stalked util tier 3 procs. Yep you can insta mori someone not stalked with the piece, but that happens so rarely that it does not need to be changed. Whats more urgent would be his stalk. Myers cannot stalk multiple targets and the stalk gets weaker with distance. GF does not have this limitations. So I would propose, lift this restrictions for our Mikey boy.

    Doctor: Framerates on Console I guess? Bc. its fine for me on PC.

    Cannibal: I think he's in a really good spot now, no need to change anything. Maybe he shouldn't lose PWTF stacks with each swing, but since he does not need it anymore, it's a non-issue.

    Nightmare: Another change that would break consistency. If you want to get BT to work again, you would have to remove the oblivious effect from the dream state. But I think thats not favorable. Pig, GF, Wraith can also deny you the BT, and there isn't even anything you can do about it (at least for pig and Wraith). With freddy, run to the hook awake and do not run into Freddy, there you got your BT. I think I would change to add a bit more of skillful play, give the snares a short cooldown after placed, something like 5 seconds. This would render spamming the snares impossible, so the Freddy has to place them more strategically.

    Pig: Addon pass is needed yeah. But that wouldn't be a small, simple change. How about, play her roar sound when she starts running for the ambush attack, not when she starts channeling for it.

    Clown: As many proposed before, make him reload bottles one by one, depending on how long you hold. So it wouldn't take so long if you only want to reload 2 of your 4 bottles.

    Spirit: Not hearing sounds, #########? How is she supposed to find ANYONE when they can just walk away then? That would just encourage to use standing still "mind game" even more, so lesser skill play than more. Bloodhound does not help either, bc Spirit cannot see blood trails unless she uses Fathers glasses. This change would not balance Spirit, it would totally gut her. I would argue that keeping the sound but removing the scratch marks is even more balanced, but still too much. We all want a tell that she is phasewalking, so that should be the way. But it shouldn't be noticable at the start, more like 2 seconds into the phasewalk, a light flicker or something like this.

    Legion: General shorter stun duration would be nice, shorter stun for hitting someone in deep wound woudl be similar, i guess. My idea would be not loosing frenzy after a miss. Imo it's perfectly fair if Legion loses only half of their frenzy meter if they miss a hit, so they could at most have two tries. If there's some traveling time, it's still just one.

    Plague: Like with Nurse, FIX HER BUGS! She's currently nearly unplayable, with survivors having no couching sounds whatsoever.

    GF: Yep, recovery should be considerably shorter, with the addons being adjusted as well.

    Demo: Yep, way less audio should be the way, most importantly his stomps, bc that totally contradicts his Undetectable status when emerging from a portal.

    Oni: The same issue as with billy, right? I can see that IR is really menacing with Oni. With Myers EW3 as well, by the way. IR only working for basic attacks would still heavily decrease its potential. I would suggest, survivors with effects that prevent loss of blood do not drop blood orbs anymore (so with No-mither or lucky break). Sure that would totally deny an Oni his power against 4 man no-mither, but that will never happen.

    DS: Change his fkn Terror radius, that thing is so messed up! Together with Monitor, he can spear you without you even hearing it, thats just pure bs. Or slightly decrease the aim speed and give a tiny audio cue for the survivors.

    Executioner: I think PH is in a fair spot, experienced players will hit with the trail. Better change would be to slightly lengthen his power cancel so he cannot imidiately hit you.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    lol no. If a survivor wants to run OoO to give their swf a huge advantage then 100% their aura should be revealed in a cage. It's karma.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I think that Freddy's fine and BT is the only thing people tend to complain about is either Snare Spam or BT not working. Other than that, I would like a faster recharge in generator teleportation.

    Bubba's core design is an issue for me, but I also have no idea how to make it actually work without being frustrating for either side.


    Now as for Spirit, I did have this argument last night night with ToxicMyers, but here's the summary. Spirit's power in a chase is all about DENYING Survivors information, while she loses none of it. My first thought was to have her lose some of the information that she removes. An eye for an eye sort of trade with her power. Most people want a method of seeing where she is, or lessening the reduction in information.

    I did edit it after people told me that blood doesn't appear while phasing so that she gets that back. But yeah, my idea was based around having a trade-off, rather than weakening it's core strength.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,810

    Oh I thought I'd said, but apparently I forgot. Their aura can't be revealed by killer perks. If a survivor reveals their own aura it's fair game.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    While she loses none of it? lol she loses sight of everything, survivors, scratchmarks, blood, auras, everything while phasing.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    You keep scratch marks, and like I have said earlier audio tweaks are basically a 5th lerk aura reading with how accurate you can make it.

    Point is that a Spirit has WAY more to work with than a husk and a TR, a husk btw that COULD just be the Spirit standing still.


    I also never mentioned the sounds of flashlights or vaults. Just the survivors themselves, and I did add giving her blood in phase in exchange. READ THE DAMN EDIT.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Your edit said swap blood for sound and let fathers glasses give back sound. But isn't that even more powerful than her current basekit? With the current fathers glasses, there's no hiding whatsoever when you are injured against the spirit. Wouldn't your suggestion make it the same? Even when the blood would not been as bright as it is now with fathers glasses, killers could just equip bloodhound like you mentioned and get the same result. We would swap Stridor Spirit with Bloodhound Spirit, which is even more uncounterable than before.

    To supress your injured sound, you can equip Iron Will, but that does not fully counter Stridor Spirit, sure. But at least you have a hier tier perk which will help you against other killers as well. With a bloodhound Spirit, you do not even have good perk support to counter your bleeding. All there is are No-Mither (totally detrimental) and Lucky break (weak perk bc of max 3 minute use). Thats surely not a path we want to take ^^''.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Well, I never claimed to be a balance expert. That is why I weave disclaimers into my threads.

    My idea was to take a power that seems about denying information to a logical extreme. It may have been too far, but my thoughts are also very strange after long shifts at work and a few drinks.

    Only other idea that I have is to make the survivor breathing sounds like Huntress' lullaby and not directionalised.

  • MrPenguin
    MrPenguin Member Posts: 2,426

    The legion change won't do much since they get a speed boost if you hit them in frenzy, I would make it so the stun is either shorter at base, or goes down for each survivor you hit in the frenzy if we want to focus on the stun.

    Legion has so many limitations, lifting some of them would be nice, like the gauge depletion on a normal hit or losing your whole bar if you miss. I would say you could even increase his speed in frenzy, right now if you run in a straight line away from him, you're most likely getting away unless he snuck up on you while you were really grouped.

  • CrowVortex
    CrowVortex Member Posts: 968

    Wraith - Generally think he just needs his addons looked at and make him harder to see while cloaked. His silent bell ultra rare could probably be moved to epic, Reappearance addon moved to green. New ultra rare to completely remove his shimmer, instantly re-cloaks upon hitting a survivor. The addon to increase action speed while cloaked should just be baseline.

    Maybe perk changes too,

    Bloodhound - Blood intensifies upon getting closer to survivor, reveal aura of survivor when standing in their blood for 2 seconds.

    Predator - Hitting a survivor with an M1 attack will cause oblivious for 20 seconds and the nearest crow to encircle them overhead for 20 seconds, cawing every 5 seconds revealing their aura and giving a notification.The survivor cannot see or hear the crow.

    Shadowborn - Field of view is increased, standing still for 4 seconds grants an infrared effect, it is immediately removed after moving.

    That's in line of the description of him being a tracker.


    Clown, Needs an addon update majorly. remove the reload mechanic, change it to recharge token mechanic like blight's rush token system, increase to 6 bottles passively, increase the gas area, survivor's suffer coughing after leaving the gas for 15 seconds. Clown get's a 4% speed increase stepping into his gas for 3 seconds, Clown able to see through his gas better.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    That line is exactly for comments like this designed only to insult me. Congrats for taking the bait.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Nurse takes a stupid amount of time to become proficient in. Infectious Fright with instant-down powers needs to go. It just so happens that Billy AND ONI have the most use out of that power to go for a full 4-man slug.

    Not to mention the bugs. Notice how the change for Billy isn't involving his base kit. I'm a lot happier with his current kit than I was pre-overheat.

  • KingFrost
    KingFrost Member Posts: 3,014

    Here's my unsolicited opinion:

    First, give killers a new basekit ability. I'm not sure exactly what it should be. But killers could use a new ability at base to help with balance.

    As for changes to individual killers:

    -Let Trapper carry two traps at base. Also let him summon his traps from a distance, so he doesn't have to walk all the way across the map for his power. Could limit it by distance or only traps that are disabled.

    -Give Wraith Passive Invisibility. Reduce his reappearance time a little at base.

    -Billy is fine IMO

    -Fix Nurse's bugs.

    -Survivors should regain 'evil' to be stalked by completing actions like working on generators. Also speed him up just a tad in Tier 1.

    -Hag shouldn't be able to place traps so close to the hook. Otherwise, I think she's fine.

    -Doc is fine.

    -Huntress just needs Iri Hatchets changed.

    -Bubba is fine.

    -Freddy is fine.

    -Make Pig's dash attack last longer. She should be a little faster in stealth. Make her boxes affected by perks. Replace Tampered Timer with Tampered Key, which makes the box with the key always the last box searched (but increases the timer). Get rid of the add-ons that give status effects. Reduce her terror radius to 24 meters.

    -No more slowdown for Clown when he reloads. Make him quieter.

    -Give survivors audio cues about where Spirit is coming from. Doesn't have to be massive, but something detectable at least.

    -Shorten the stun. Basic Attacks no longer drain the Feral Frenzy gauge. Canceling the power no longer drains the whole gauge. Can use their ability even without it being full.

    -Plague is fine.

    -Shorten the time it takes for ghostface to recover his power.

    -For Demogorgon Make Rat Liver and Rat Tail base kit. Make him a little quieter.

    -Oni is fine.

    -Honestly not sure about Deathslinger.

    -For Pyramid Head, Kindred now works on cages. As does WGLF. In return, BBQ gets a stack (but no aura) and it also works with Make Your Choice. Also, BT should work with cages but NOT DS.

    -Increase the amount Blight can turn.

  • NursesBootie
    NursesBootie Member Posts: 2,159

    Your changes would probably let oni and Billy extinct, but other than that it's cool.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Well, I was but I've covered that before. When you verse hundreds of them without different killers in-between, you grow to hate them.

    As for why I want it, if less people 4-man slugged at 4 or 5 generators left to complete, maybe the idea wouldn't form.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I dunno. But as soon as I hit purple for the first time (old Ruin era too.......) it was ALL HILLBILLIES. Occasionally you'd get a Myers, but it was a 95-4-1 sort of deal. 95% Hillbilly, 4% Myers, 1% literally anyone else.

    As for the team, it's solo-queue against rank 1 killers where the highest survivor is rank 3 against obvious PC sweats because console does not flick like that.

  • Reinami
    Reinami Member Posts: 5,531
    edited September 2020

    Trapper - No, that wouldn't help much, what would be better would be that he starts with 3 traps automatically and rework bag addons.

    Wraith - He just needs to have purple windstorm be base kit and to be completely invisible when more than 32 meters away (like freddy) with no shimmer

    Hillbilly - Billy is already trash now, he doesn't need more nerfs, plus this would be extremely inconsistent and make this perk very confusing. I'd say revert the heat mechanics and keep his addons as being nerfed, his biggest problem was always instasaw.

    Hag - Is fine really, shes weak in chase, as she should be and strong once she gets her first downs, shes like oni.

    Nurse - I agree, fix her bugs.

    Myers - Needs a couple of things, an addon pass. Buff tier 1 movement speed to 110%. Make his addons allow him to create a build that centers around each tier. For example scratched mirror for tier 1, create good addons for tier 2, and hes already got good ones for tier 3.

    Doctor - Is fine since his rework.

    Huntress - Is fine, hitboxes are a latency issue. Do an addon pass and fix/nerf iridecent heads.

    Cannibal - Is fine with his rework

    Freddy - Is fine, making perks be different for specific killers makes them confusing an inconsistent. Freddy does not have a terror radius for lullaby, that's how it works. Also hes like bottom of top tier at best

    Pig - Make combat straps base kit rework them. Fix the RNG for pig. Instead of having 4 traps that can randomly be removed from any box, make it so RNG is equalized. 1 trap is removed in first search, 1 trap is removed in second search, 1 trap from third and 1 trap from 4th. Addons that give a 5th box can be slightly reworked, addons that give more traps can have that trap be pure RNG. Then, mix up her traps so nobody knows what order it is in. This makes her less RNG and have a consistent number of box searches in a given game. Making it more fair for both sides. It sucks to be pig and have all your traps removed on the first try, just as it sucks as survivor to have all of them get removed on the last try.

    Clown - Needs some sort of secondary ability on gens. Maybe he traps gens when he kicks them (on some cooldown/charge system) so survivors start working on them it makes the gas come out giving them some kind of new debuff that prevents them from working on generators for a short time.

    Spirit - Removing her ability to hear survivors makes her power too weak. The best way to fix her is to make a nerf and a buff at the same time. Make it so, just like her passive phasing, she also phases when she uses her power, making it so like, every second, for .25 seconds, survivors can see her, but she can also see survivors. This makes it so you can have more mindgames rather than just a pure guess.

    Legion - Make it so every time a survivor is hits with his power while they have killer instinct reduces the stun duration from deactivating the power by some amount of time. Meaning if he hits all 4 survivors he basically gets a 1 second stun (probably a guaranteed down). He needs to be stronger in the 1v4 since his 1v1 is so weak.

    Plague - Is mostly fine, fix her bloodpoint gains and give her sickness a tier 2 effect that comes into play if they don't cleanse it after 1-2 minutes that makes them want to cleanse it.

    Ghostface - addon pass. Most if his addons are useless.

    Demogorgon - Fix his footsteps being so damn loud, buff his perks to be useful. Make him coming out of portals much quieter, make his undetectable last a bit longer, maybe like 6 seconds or so.

    Oni - Is fine, nerf his charge time addon again, stop trying to make a perk work differently for a specific killer, it makes the perk very confusing and is bad game design.

    Deathslinger - Is fine, hes strong in chase but has 0 map control, his chase is stronger than clown but clown needs buffs anyway.

    Executioner - Is fine, if they wanna nerf the canceling of the m2 then make the projectile must faster and unable to be reacted to as easily.

  • Reinami
    Reinami Member Posts: 5,531

    Making RS.2 base kit would be a nerf. It's a bad addon. If you are using the traps to try and kill people you are using them wrong, they remove someone from the game for 30 seconds to up to 2 minutes based on RNG. That is huge and you should be using them to keep survivors off of gens.