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Thoughts on Balance and changes to Killers?
Let me start off by saying, I'm not the best killer, nor am I the best survivor, however, I have put many hours into this game alongside watching streamers/youtubers play this game a lot, play almost all killers, play in mid-high ranks for killers, and low-high ranks for survivors, as the friends I have don't put as much time into this game as I do.
I do not have many meta-tier perks/builds for most killers, so I make-do with what I do have.
That being said, I do main Huntress and piggy because they're both fun.
Now that that's out of the way, everyone knows there are 2 dominant killers in the game, due to their mobility and pressure, Hillbilly and Nurse. I find this to be a problem as if you are to play almost any other killer besides these 2 without optimal builds, you are likely just shooting yourself in the foot. And even if you DO play optimally, it's possible to still be bullied by a 4-man Rank 1 swf,
I'm sure all of us have experienced this (I felt it when I first played the game at rank 20 with Trapper because he looked cool at the time, 4-man flashlights, borrowed, etc).
This is something that needs to be changed, and I feel one possible way to bring other killers into a more even playing field, is simply just some number tweaks/buffs, maybe even QoL changes to help those who struggle. Much like they did with Wraith, who, while isn't the best killer, is standing in a much better place now, and can easily hold his own from my experience.
Now Let's look at some possible changes/ideas that I've personally had for Killers
KEEP IN MIND, ALL THESE SUGGESTIONS ARE BASED ON ASSUMING THE KILLER HAS NO ADD-ONS, SOME KILLERS HAVE ADD-ONS THAT MAKE THEM EXTREMELY RIDICULOUS.
The Doctor: He's supposed to be a counter to window/pallet loops, but still falls short from that due to some of the stronger loops in the game, you can't switch to your treatment mode, shock, then switch back in time to punish survivors, you have to play on their own mistakes, not your own plays. He does however make it impossible to stealth for survivors, however, that's not a big issue when he's looped by all 4 survivors a good 75% of the time.
Possible Buffs/Tweaks:
* Give the time it takes to swap modes a base time increase, not much, but a base increase.
*Give him a small boost to ms after he swaps to punishment, much like the wraith has now.
*Increase his shock therapy range by just a little bit, as I find many people (including myself) hitting just short of survivors with it.
The Huntress: She's great for ending loops, much better than a lot of killers, and almost all her add-ons are really good. If I had to choose 1 add-on that wasn't good, I'd probably say the ones that reveal locker auras to her. However, she still lacks the pressure of the dominant killers, due to her low base ms, but that's fine due to her being the only killer with a ranged attack.
*The only good idea I could come up with that wouldn't make her disgustingly overpowered is to lower the size of jungle gym walls on the large open maps, alongside making less trees in some maps. This will onlymake it so a highly skilled Huntress has a bit more ease when hitting a cross-map or far-ranged hatchet after hooking someone with bbq available. It's an iffy thought that's questionable to myself.
The Pig: Really fun killer, and fits well with the theme they were going for, (it better considering she's from a very popular horror series). However, she's weak to what a lot of lower-tier killers are in higher ranks, which is being very susceptible to loops, and being hurt a lot by stuff like SB or DS (as a lot of killers are). She slows the game down a lot with her traps, and she's great at mind-gaming. Plus it's extremely funny to catch survivors off-guard and make them crap their pants, but she's still a joke against a good swf team.
*Make her a bit less visible while being crouched?
* Give her add-ons that inflict statuses when they're hit by ambush?
*Inflict survivors with a small ms slow if they're hit by ambush?
I'm really not too confident on the buffs the pig needs, but she does need something, the best changes though I could see aren't to the pig herself, but map design, but I don't want to get on the topic of that too much as that's really difficult to balance for all killers.
The Trapper: Really good zone, and area denial if he has traps ready around that area... but that's the problem. You can't always confirm that you'll have traps available when you desperately need them for that area. You lose a lot of pressure trying to back-track for more traps just to control an area, and it's a hard life with that, especially at rank 1 from what I've seen.
*All the Trapper needs is for his traps to be reliable, make him able to re-stock on traps inside lockers, it still takes him time to grab some, but it's more reliable since lockers are in most areas, the re-stock would be based on what you can carry at a time (1 if you have 0 add-ons.) This would make him less rng, and a lot more reliable to learn and play.
The Wraith: I have not tested him enough to really say what he needs, his add-ons seem to be amazing when using a right combo, and even without those, he seems solid with decent perks. I have not played him enough since his changes to say anything confidently on him.
The Cannibal (also known as Bubba or Leatherface): Solid, easy killer to pick-up and play, very simple, stomps low ranks if you're decent at the game. however, it's the complete opposite for high-ranks. I don't want a whole kit rework for him, I like his style personally, so what I will say to change for him is:
*Make his Chainsaw charge-speed slightly faster, without the use of add-ons, it needs a slight base increase
*Make the punishment for hitting a wall with his chainsaw by accident, less punishing, you can lose a whole chase due to a bad hit-box touching the tip of your chainsaw.
*Increase his own Lunge by only slightly.
These are all changes that would just make him slightly better, alongside the fact that you don't lose a whole match just because you bumped into a window by accident, thinking you could get the hit. Doesn't have to be huge, just small tweaks.
The Shape (Aka Michael Myers): Really a niche, fun killer to play, that can hold his own as a snowball killer, if you get a good start, you have a good chance to win. However, if you have a bad start, and don't get EW2 by the time first gen is rushed, it'll be difficult.
*For this, all I can say confidently is, increase his base ms by 5-10% at most while only in EW1
*Also make his stalk a lot more reliable when in corn-mazes or when they're a bit of a distance away (Too many times have I myself, or seen others play myers on coldwind, and they can't stalk a survivor right in front of them due to the maze "obscuring" your view).
If he was just consistent, he'd be in a really solid place, but as it stands, there are maps that make it almost impossible for him.
The Hag: This killer is a really weird one, in the sense that, in the wrong hands, they will be stomped repeatedly, but in the right hands they will do the stomping repeatedly. This is a killer who is all about game knowledge, map knowledge, and reading survivors. That's it. I do not have enough experience with hag at high ranks to suggest any changes whatsoever, I would need help with this with someone who does play Hag reliably well.
The Spirit: Really fun killer, hasn't been out for too long, but my personal thoughts so far is, she's mid-tier, high-tier in the right hands, the one change that I'd suggest she needs is:
*Make her Woosh sounds while in her power, not directional based, make it harder for survivors to read where exactly she is just based off that noise.
The Clown: Solid killer, I've not played him at all myself, but I have seen others play him, and played against him multiple towns, incredibly creepy, and scary in the right hands. That being said, if I had to suggest any tweaks for him, it'd be to:
*Make his vials faster to recharge.
*Make his vials a bit easier to aim/guess where they'll go. (I may be wrong about this, but his vials take a lot of getting used to and can be inconsistent from what I've seen).
The Nightmare (Aka Freddy Krueger): Oh boy... where do I even start with this one...He's just... bad in high ranks, suffers from infinite loops, easily bullied, can't stop survivors from unhooking, he's just a mess right now. With that being said, here are some thoughts:
* Make the base time for the dream transition 3 seconds, not 7, this is just stupid. (Tweak the add-ons in compensation to be .5-1 if even that)
*Take away his ability to see survivors outside his terror radius
*Make him move faster for the more players he has in the dream world at once (112.5-115-117.5-120% if he has all 4 at once) This'll make players actually RESPECT Freddy's powers, and not just sit behind a pallet, Tbagging him 24/7 before self-popping a skill-check with self heal.
The Hillbilly: Amazing killer once you learn how to use him, great map pressure, able to insta-down, deals with loops and pallets with a long lunge/great base ms, honestly, The Hillbilly is what I'd call the most "balanced" killer we have in the game. Just a solid all-around Killer. The only thing I'd change on him is, fix his hit-baxes, that is literally all.
The Nurse: By far the most overpowered killer we have currently, only in the right hands of course. She's extremely difficult to learn, but pays off for it very well in the end. Honestly, I know I said I didn't want to talk about add-ons in balances, but the Nurse is the only one I will for that as she needs some combos nerfed.
A lot of her extra blink combos give her extra blinks with no set-back other than fatigue, her blink range combos also are incredibly overpowered (my favorite personally is Pocket-Watch and Catatonic boy's treasure). I have no shame in admitting the nurse is overpowered with add-ons, and still incredibly strong without them. however that being said, the only changes/nerfs I'd give to her are her add-ons.
*Make so negative blink accuracy actually effects your gameplay.
*Make so blink add-ons can't have negatives nullified by various add-ons (Like Fragile Wheeze and Pocket-Watch basically giving you a free extra blink with little down-side).
There are many more changes I'd like to see to her add-ons just so she isn't such a dominant number 1, there's Billy being really good, and then there's Nurse, just being a god in comparison.
That's my list on various Killer buffs/nerfs/changes in general, just to make Rank 1's have more variety without shooting themselves in the foot. Let me know if you agree, disagree, or have criticism/other ideas you'd like to add. Also, would you like to see another list like this on Perks for killers? Survivors? Consumables? Map Ideas?
If I made any mistakes, please let me know and I'll try to edit them when I'm next available. This is my first post here, and hopefully won't be my last, I've been browsing and lurking for the past few days.
Comments
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In my opinion,
Doctor:
I'd agree with the change of a blanket increase to mode-swapping time, only if during the forme swap, the Doctor had normal killer base movement speed (4.6 meters/second) as opposed to Treatment forme movement speed (4.4 meters/second).
This would work together well with the slight movement speed increase after changing formes, and if the numbers were worked properly, it'd be a rework rather than a blanket buff.
I'd say that the shock therapy range is fine as it is. The reason that most people just miss with the shock, is because they don't know the trick to make their range 'longer'. The trick is to aim between a 35-45 degree angle to the survivor, to catch where you'll think they'll be with the longest range with the absolute maximum range. Or, the Moldy Electrode (a common add-on) can be ran for a 25% range boost, for that little bit more range that someone could very well use.Huntress:
To buff the Huntress, I'd allow one-shot perks to apply to thrown hatchets. Hex: Devour Hope, Hex: NoED, Rancor, Hex: Hallowed Ground, Make Your Choice, etc. Or, if that's too powerful, then make it so that any one-shot down hatchet under the effects of these perks puts a survivor in a Borrowed Time state, if the survivor is hit by the hatchet while healthy.
I'm against removing cover from the maps. Removing it from around loops removes mindgames, which nerfs other plodder killers. Removing random cover throughout the map nerfs stealth, and I'm against any relatively unnecessary nerfs to stealth. The game was originally supposed to be stealth-based for survivors (hide or die), and every update that moves farther from that ideal, is not a positive update in my book.Pig:
I agree with your first two suggestions for improving the chase experience for the Pig, but I'd go about your third suggestion slightly differently.
On another thread, someone suggested a nerf to Sprint Burst to make it not neuter ambush killers, and that was to not activate Sprint Burst until the survivor has been sprinting for anywhere from 3 to 5 seconds. That way, a successfully executed ambush attack will either always land or result in a pallet being wasted depending on who gets the drop on whom.
Other than that, I'd like to have the base movement speed of ambush mode increased from 3.76 (I think) to 3.8-3.95 meters/second (survivors run at 4 meters/second, for reference).Trapper:
As long as the Traps are limited to 6 (9 with add-ons) maximum, I'd be fine with being able to refill at lockers. It would certainly decrease the amount of time necessary to place a web/network of traps.
The problem with the Trapper, as I see it, is that his ability being useful depends on one thing, and one thing only - a survivor making the mistake of not noticing and stepping into his traps.Wraith:
Before his recent buff when I used to main him (as you will probably be able to tell by the end of this post, I have a bad habit of maining the weakest killers), he has always been considered the weakest killer in the game, and I'm not entirely sure if that's changed, but I'd rather not make a comment on the current situation that would be biased by a potentially outdated sentiment. I haven't played Wraith since he was recently buffed, sadly.Cannibal/Leatherface:
I don't think those proposed changes would help Leatherface, at all. None of it enables him to maintain any map pressure, nor does it make him the least bit threatening to an experienced survivor. For survivors, it'd just a matter of learning the new charge speed and lunge, and dropping pallets slightly earlier/taking fewer greedy risks in a chase.As a way to adjust for the penalty of Leatherface hitting solid objects with the chainsaw, I'd have there be two separate hitboxes for the chainsaw run - one for objects, and one for survivors. The detection zone for hitting objects with the chainsaw would be from the end of the first fifth of the left end of Leatherface's collision box, to the leftmost end of the final fifth of the right side of Leatherface's collision box. The detection zone for hitting survivors with the chainsaw would remain the same as it currently is.
This would prevent survivors from being able to 'loop' around any small object in the map, forcing Leatherface to take a longer path around the small object than he normally would because Leatherface's chainsaw hit detection box extends at least to the far left and right ends of his collision circle, forwards in a straight line. That means, currently, if Leatherface is in a chainsaw run parallel to and touching a straight wall, and turns even a fraction of a single degree towards that straight wall, it will result in a tantrum and a near-guarantee of an escaped survivor. And how can anyone expect a person to be that precise, especially with an irregularly shaped map object?
Hell, even if the smaller detection box that I suggested to only apply to hitting objects, also applied to hitting survivors, it would ultimately be a buff to Leatherface (even though on the paper, it'd technically be a nerf).I've never given much thought to Leatherface buffs (before now) because I've never thought that there's anything to salvage in his kit. It's a horrible kit that only creates one situation where Leatherface has any advantage over a survivor - close proxy camping. Otherwise, survivors with half a brain won't bunch up together and allow themselves to be multi hit by a chainsaw. And that still leaves the problem of getting someone to a hook in the first place, which is hard enough without any tools in his kit to get the drop on survivors without them being able to reach a place where they force Leatherface to use M1 rather than his chainsaw, removing his only advantage (and removing the only reason to choose Leatherface over ANY other killer). Rancor, Monitor & Abuse, and Tinkerer help to alleviate this problem, but most survivors run Sprint Burst anyways, so getting the jump on survivors and being up close and personal on survivors with a chainsaw before they know what's happening, usually results in the same thing that happens without those perks to avoid detection - the survivor getting to a place that makes Leatherface's chainsaw irrelevant before they can be hit by it. Enduring/Spirit Fury can be used to alleviate Leatherface's main problem, but that only works once per match (if at all) because when the survivors experience it even once, they drop pallets early while still looping Leatherface for the same duration. I'd have to extensively test Enduring/Spirit Fury on Leatherface and get back to you on that to be able to say anything definitively, but that's what I've come up with, theoretically.
Shape:
I'd definitely agree that his Evil Within 1 needs a base movement speed increase, because as is, survivors can run him around a rock infinitely with no danger of being hit or stalked. This is due to the way collision survivors favour survivors, in that killers are slowed to practically a standstill upon even the tiniest collision, whereas survivors can hug walls at full speed. This makes the killer have to effectively cover more ground than the survivor to follow the same path. This is what leads to the existence of looping, and why playing as an EWt1 Myers, even with the Mirror, is practically impossible against half-decent survivors.I think Myers is in a decent place in chases, being able to have an increased lunge range in EWt3, but his greatest weakness is his inability to put pressure on multiple survivors at once without those survivors in question having made enough mistakes to put themselves in an unfavourable position. When Myers first came out, he gained EW charge faster proportional to the number of survivors he was stalking (2x the normal rate from stalking 2 survivors at once, etc). I think that this nerf was unnecessary, and should be reverted so that Myers gains some form of counterplay against things such as coordinated rushes by survivors.
Additionally, even though I know this game is being increasingly balanced around the casual rather than the best players (leading to a highly unbalanced situation when the best players square off, in the favour of the survivor), I think it's too much to tell survivors that they're being stalked with a sound queue if they didn't notice they were being stalked for 3/4 of an Evil Within tier. If they didn't notice they were being stalked in that amount of time, then they weren't paying attention to their surroundings, and I don't think it's a good thing to have the game pay attention to the survivor's surroundings in their place. It discourages survivors from learning the basic skills of the game, such as being able to multitask with their camera as well as what they were already doing. Perception, awareness, and agility were what the devs intended to be the main focus for survivors in a match, and I think that making two out of the three of those things unnecessary is not a good idea.
Hag:
If you're looking for someone who knows Hag inside out for an accurate opinion on the Hag in the current or any past meta, you're looking for Michi, the self-proclaimed 'King of Hags'. He lives up to the title, and is leagues above every other Hag player I've ever seen, in terms of skill and ability to devastate even the most coordinated SWF team. He's the only person I've ever seen make the forced camera turn of Hag traps into her main lethal weapon. And this was before her recent buffs, even in her original state where she was considered to be even worse than the OG Wraith, for ages.As a former OG p3 Hag main myself, I'd agree that she is exactly how you describe her. Deadly and damn near unbeatable in the right hands, but in inexperienced hands is still potentially a lethal killer due to above average camping potential and to always being able to catch survivors off-guard. She's not sometimes referred to as 'the jumpscare killer' for nothing, after all. She's the only killer with passive map control, in that she encourages survivors to cross the map by crouching to avoid traps, slowing down survivors' progress. By survivors gaining more experience against the Hag and Urban Evasion's buff, she's become slightly weaker, but that hasn't changed her mechanics or ability to manage map assets. She can lock down indoor maps such as Lery's or the Game with little to no counterplay, though she struggles in large/open maps in inexperienced hands that don't know about checkpoint traps. If her traps are budgeted properly, her player types/handles survivors properly (assigns movement/gameplay patterns to specific survivors based on comparing them to previous gameplay experience, then keeping track of who's who and who's where), and her predictions of survivor movements based on last-known-positions/typings/lanes/chokepoints/map control are accurate, then there will never be a match where the Hag is NOT in control. Which is more than I can say for any other killer, including Nurse. And that's saying something.
Spirit:
Ironically, she was recently nerfed. She used to have 20 total seconds of haunting, which was reduced to 15 seconds. I'm just going to copypasta this since I don't want to retype it:
"Decrease the charge time for activating the haunting ability. At 2.5 seconds at a standstill, a survivor sprinting at 4.0 meters per second will have gained 10 meters on the killer on top of whatever distance they already had from the killer. At 110% movement speed, the killer will be moving at 5.06 meters per second. That means that the Spirit, chasing after the survivor in a straight line, will gain 1.06 meters per second on the survivor and will have to spend at least 9.5 seconds chasing after the survivor in Haunting to be able to end up in the same relative position to the survivor as when they entered Haunting. That's far too long as a MINIMUM time to be in Haunting to be able to catch up (and remember, these are the MINIMUM numbers, of if the Spirit activates Haunting when they are right up on the survivor's back). Using her power shouldn't give survivors an advantage - it should give the Spirit an advantage."Now, here's the kicker: post-nerf, the Spirit has to spend 12 out of 15 total seconds catching up to a survivor at minimum (remember, the Haunting meter drains while she's CHARGING the Haunt, too, so it takes 9.5 + 2.5 seconds to catch back up to that survivor that the Spirit was already touching when they began to charge Haunting), and can only gain 3.18 (3 seconds of gaining 1.06 meters/second on a survivor) meters total (at most) on a survivor who knows about this math, by Haunting.
To a survivor who understands the Spirit's mechanics on this level, she's a Leatherface without the chainsaw's one-shot bleedout potential. She has to run add-ons to make her power begin to be somewhat beneficial to her rather than to survivors, and that's saddening.On the topic of what you mentioned about the Spirit, the change I'd give to her sound cue is to make it like the Nightmare's/Freddy's - it would be slightly louder/softer when looking at/away from the killer. Having to factor directionality as well as distance into listening to the Spirit's sound cue would add an element of skill into pinpointing it, without adding a large amount of danger to survivors in general. Plus, there's moving grass to pay attention to on most maps, so the sound mechanic tends to be largely unnecessary (other than to help prevent the Spirit from succeeding at a distanced ambush).
Clown:
He's at low mid-tier at the moment, in terms of lethality. The reason why people overestimated him so much in the past, was because of a glitch caused by his add-ons that increase movement speed while reloading. They applied that speed bonus for the entire duration of the match rather than exclusively during bottle reloading. Now that that has been patched out, he has moved from solidly mid-tier, to low mid-tier.His bottles work wonders on maps with medium-long sight lanes, enabling the Clown to slow survivors down at a distance to catch up. On CQC maps with limited sight lanes (such as Haddonmemes, the Game, and Lery's), he loses most of his advantages and has to settle for second-rate bottle tactics to even be able to use his power successfully, let alone effectively. I distinguish between the two, by defining a 'successful' bottle throw as one that accomplishes its intended generally helpful purpose, whereas I define an 'effective' bottle throw as one that scores the Clown a hit that otherwise wouldn't have happened.
For example (a general example, then a specific one for each):
Effective - An accurate close-mid range throw that forces a survivor to not be able to reach a safe location without first taking a hit. In a race to a pallet, landing a throw on a survivor that slows them to the point of being hit before reaching the pallet is an effective bottle throw.
Successful - A precise throw that forces a survivor to forsake their current or intended 'safe' location, providing an advantage for the Clown to (at least partially) catch up to a survivor or to force a survivor into an less safe/timewasting location.
Both - A bottle throw that removes multiple safe aspects of a location, forcing a survivor to rely on nothing but luck or the hope that the killer makes a mistake to avoid a hit, when just a moment ago they were perfectly safe to the point where they could teabag the killer for a while and still have time to escape. Running Exhaustion (countering Lithe, Dead Hard, and Balanced Landing) and/or extra Hindering and/or extra bottle effect duration add-ons and landing a bottle throw around a long loop such as the Coal Tower, Mother's Dwelling, or Badham Preschool's main building area, can shut that down if done perfectly, sometimes requiring multiple bottle throws to accomplish.
Neither - A complete miss that doesn't redirect a survivor to an intended destination, or a bottle throw that wastes time that could've been spent hitting the intended target with no benefit. That's fairly straightforward, and a specific example is not hard to imagine.The reason that the Clown is LOW mid-tier, is because there are normally more safe tiles on every map (even with perfect bottle throws) than the Clown has time to chase people through before the genrush defeats him. Most of the 'safe' areas that are unsafe enough for the Clown's bottles to be effective are already unsafe enough without the bottles, where using them barely results in an improvement in performance over the standard M1 killer. Clown bottle throws used at their best in practice, are ones that capitalise on survivors' mistakes, or ones that set them up to make mistakes that can be capitalised on. However, since most of the time the Clown's kit ends up forcing him to rely on survivors making mistakes, he suffers greatly against experienced survivors that make fewer, if any, mistakes. At the end of the day, he's in the same position as Leatherface, but slightly weaker since the Clown's power can only be used to slightly augment his standard M1 killer gameplay, but can never directly damage survivors.
When it comes to playing the Clown, a few things separate the good/great ones from the average ones. The good/great ones only throw bottles that bring about results and they budget the bottles very well. Timing reloads, during and out of chases, to not lose any time on survivors is a difficult, yet rewarding skill to master. Most Clowns plan to chase, use their stock of bottles unreservedly to end the chase, hook the survivor, then reload. Sometimes, this is very effective; other times, it is not. Often, the way you can tell the good/great Clowns from the average ones is that they know when to cut their losses, ranging from abandoning a chase with an injured survivor 1 hook away from death in a favourable position to scatter groups of survivors in a less favourable position with devastating effect, or running down some pallets in a 'safe-pallet dense' area of the map by quickly feeding stuns to survivors to make it more convenient for future chases in that location.
It should also be noted that there is no movement speed penalty to charging a bottle throw, so the Clown can move at full speed with a fully charged bottle for instant use. It's not always a great strategy since it blocks a lot of the player's screen and may lead to them missing a flash of survivor clothing from behind cover, but it can also bait survivors into using Sprint Burst early (and potentially at a distance) because they think a Clown is charging an imminent throw rather than hunting with a charged bottle.
Nightmare:
He's my most recent previous main and I could go on and on on his number for ages, so I'll try to be more concise, rather than write a novel on this killer. I'll start off by responding to your suggestions about Freddy:While your suggestion to decrease the dream transition state timer from 7 to 3 seconds would somewhat help Freddy score an early hit in a chase, it also guts his second most powerful add-on: the Class Photo, which shows all survivors as auras while any survivor is in the dream transition state. 3 seconds is barely enough time to scout positions while also chasing the survivor in the dream transition state, let alone figure out WHO is where, which is the more important part for Freddy. Figured it'd be worth a mention, though you mentioned that you were generally not discussing add-ons here, and I make it a point to not use add-ons while playing killer since they're always consumed.
At 112.5/115/117.5/120% movement speed, Freddy moves at 5.175/5.29/5.405/5.52 meters/second. Meaning that, as opposed to Freddy (moving at 4.6 meters/second) gaining 0.6 meters/second on a survivor (moving at 4.0 meters/second) in a chase, Freddy (moving at 5.175/5.29/5.405/5.52 meters/second) will gain 1.175/1.29/1.405/1.52 meters/second on a survivor (moving at 4.0 meters/second) in a chase with 1/2/3/4 survivors asleep. It is more than likely that the only time Freddy will have 4 survivors asleep for enough time to put the increased movement speed to good use, will be in the endgame when there are no generators to use to wake up with skill checks. At this point, Hex: NoED would become a must-run for Freddy, bumping him up to 127% movement speed (5.824 meters/second movement speed, or 1.824 meters/second gained on a survivor in a chase with 4 survivors asleep) with an insta-down. That means that, with 1/2/3/4/4+NoED survivors asleep, Freddy gains 1.96/2.15/2.34/2.53/3.04x the distance he would normally gain on a survivor. That, alone, would cause survivors to riot. With even a single survivor asleep, it would create the impression that Freddy would be moving at double speed, since he would be covering double the distance/second on a survivor. Then, let's factor in a LUNGE, at 150% of the current movement speed. Freddy will lunge at 7.7625/7.935/8.1075/8.28/8.736 meters/second for the 1 second duration of the lunge, covering 3.7625/3.935/4.1075/4.28/4.736 meters towards the survivor in the lunge. That's near moving at 9.2 meters/second, double the base killer movement speed. If you're not sure what those numbers mean, this is what it means: if Freddy has even 2 survivors asleep, it's as if he were swinging at the afterimage of where the survivor was a second ago (and if he could hit that (at a normal movement speed lunge) from where he started the lunge, he will score a hit on where the survivor is now, a second later), because he covers a full second's distance within that swing, and that's not to even mention that the hit detection hitbox is at some fixed distance in front of Freddy, giving him that little bit more range.
While I'd like to see that in the game, it's unrealistic to think that'll ever be implemented.
I'd be more than willing to trade seeing survivors as auras, for that level of movement speed.However, I see Freddy as being almost fine as-is, apart from needing a slight boost in capability in a chase. As-is, he has a lot more power over a match than he is given credit for.
First off, he decides who pips and who doesn't. If a Freddy puts nobody to sleep, nobody can get more than a safety pip. If the first survivor Freddy finds loops for a particularly long period of time, that guarantees everyone in the lobby a safety pip or less as long as Freddy doesn't down/hook that survivor. He is one of the few killers who can punish survivors, if not for vengeance then just out of spite. I think that's very interesting, and fits well with his lore.
Second, survivors can't stop a Freddy from tunneling a specific survivor. All it takes is Sloppy Butcher to prevent someone from being able to pick up a downed survivor during their dream transition state, and bodyblocks against Freddy don't happen unless Freddy allows them.
Third, Freddy is the best endgame killer, at the moment. If 3 or fewer survivors are alive when the exit gates are powered, and they're all asleep and healthy, Freddy has practically already killed them all. At base, it will take them 40 seconds to open the exit gates while asleep. Add Remember Me to the mix, for what would've been between 5-30 extra seconds of gate opening time, but with Freddy's ability in the mix is now 10-60 seconds. Now, survivors are stuck opening the gates for 50-100 seconds at minimum.
In this position, with constant wallhacks on the survivors, he can easily juggle them all to death, especially after having likely cleared out most of the pallets in the map while tunneling one survivor to death. This is usually the obsession, to remove the person who only needs 40 seconds maximum to open an exit gate. Hex: NoED is not a bad perk to have at a time like this, since it can leave survivors with no opportunity to Self-Care or medkit heal. And even if tunneling the obsession to death doesn't work by the time the exit gates are powered, Rancor can now shortcut the obsession directly to death.In other words, the survivors either all get a free pass to escape (with at most a safety pip or derank in the process) or all die, with this strat. In that sense, Freddy is a killer who never loses. But hey, to each their own, I guess.
Hillbilly:
Other than having no counter to loops (which is the main cause of the massive difference in lethality between him and the Nurse, even though they're technically the 'best two' killers), I'd say that the Hillbilly is relatively balanced.Nurse:
Agreed on the add-on nerfs to max range increasing add-ons. There's no escape from someone who can pinpoint you from halfway across the map and near immediately snipe you down. With a maximum range pair of rare and uncommon add-ons, the Nurse traverses the full distance that a survivor gains on her from the speed boost of being injured, in a single blink. Which is ridiculous. Since it negates the entire mechanic of the speed boost when hit, it doesn't make sense to leave it in the game. Personally, what I'd prefer is to remove any range-increasing add-on at or above 'moderately', and only leave a 'slightly' increases blink range add-on as a common add-on.1 -
I agree with most of what you said, however, I believe you misinterpreted a thing or two.
I was not aware of that for the Doctor's shock therapy, I will have to take that into mind.
For the Huntress, I didn't say remove jungle gyms entirely, or even lower them where you can easily see them, I just meant lower the tops of those jungle gyms by just a little bit, so a curved, cross-map Hatchet could be able to land. Just for those who can land those crazy shots. However, having 1-shot perks apply to your hatchets would definitely be a nice buff to her.
SB changes would be nice, but imo it doesn't exactly need a nerf, but that tweak/change would be helpful, not just to Pig, but to many killers.
Of course I meant a cap to traps on Trapper, he'd be broken if he could just set 100's of traps down in random areas with no draw-back, you could just zone off entire exit gates, even if it takes a bit of time to do, you could, you could deny and camp an entire area with ease. Which is unhealthy, and more importantly, infuriating. So yeah, there would be a cap to how many traps can be put down at once, he can recollect those he already set down if he wants to change their position like currently, obviously. It'd be like our current Trappy boi, but refill at lockers instead.
Still don't have much of an opinion on Wraith.
There's not much you can do to Leatherface with number tweaks to make him viably, without making him incredibly broken, his kit is just too... basic. Which is perfectly fine, I like having a simple killer for lower ranks to learn. Those tweaks were more qol stuff than anything else, but I would like to see that collision change you mentioned.
I agree 100% with what you mentioned on the Shape. I did not know he was able to stalk multiple at one point, and if that was the case, it should be reverted.
Yeah, for the Hag, I think she's fine as-is, it's really all about the hands of the player on her. Just learn to play well with her and you can possibly do better than even Nurses. I got into DbD just before her buffs, and never played her myself before then, so my experience on the Hag, other than baby grinding, has been smooth.
Ehh, as the Spirit, I find more often than not, it's just the sound cue that really gets people aware, and then proceed to bully her, that's why i wanted her sound modified to make it take actual skill to outplay her. As it currently stands, it's a bit too loud/easy to pinpoint.
I guess I'd have to play the Clown myself to really notice he's quite a bit weaker than I previously thought. I guess it was more just the players on him abusing knowledge on the maps and such to make it look easy. That's really good to know, and makes me wonder what could be changed/tweaked just to give him a bit of help.
Wow, You've certainly put your time/research into Freddy. I don't know, most of the time he just seems really easy to loop and juke, which just denies him a lot of pressure that he could have spent injuring people instead. It's really a case of how good the player is with Freddy than how good Freddy is himself I guess. As for the dream transition, I still stand by the fact it feels too long, a lot of people agree when they say he's the weakest killer, and killing an add-on that's his "best" add-on to make him better seems justified imo. As for the ms changes with sleeping effects, I feel really embarrassed about this, I meant to say 102.5/105/107.5/110%, it's not likely at all that he'll have all 4 players in dream world, and I'd like to see/play around with him to see how good he is if he just had a little bump to his ms.
However, I will admit, that is an interesting perspective, him being able to choose who he wants to pip, and then exit-camping. I guess I'll have to do a little more research on him myself to give you more accurate numbers. Like the Clown, I've never played him myself, but I've seen plenty of gameplay, so you'd probably be able to judge better than me in this case.
I see we're agreed on Nurse and Billy.
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