Which 3 killers do you think need a buff the most and how to buff them?
Hello,
i was wondering what do you guys think are the 3 Killers that need to be buffed the most and how would you buff them?
Interested if there is a forum "consensus".
Have a nice day!
Comments
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I don't know HOW to buff them, but Pig, Myers, and Trickster.
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I can only speak to Trickster, but Main Event needs to be stored once charged like Onis power. Laceration Decay needs to be DELETED and instead just have Laceration reset whenever a Survivors health state changes. That way, Laceration creates an emphasis to heal or hide, and can be used by Trickster to snowball.
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My list is the exact same.
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Clown, legion, Myers,
Clown could have a station on all maps like bar areas where survivors have to go to remove the toxic effects. Remove the vision blindness altogether and make it instead give debuff to healing repairing and aura reads. Clown is powered some way at the bar maybe unlimited gas and no refilling for a duration.
Legion needs a rework. Mimicking other survivors is a good one. Delete the hit and run tracking. Only foolish survivors stay grouped and smart survivors are just punished for being matched with potatoes.
Myers, teleport to lockers or from behind trees to get behind where survivors are. #makemyersspookyagain
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Legion (I don't know exactly how to buff him, but lethality is NOT the answer)
Myers (Make it so Tier 1 is not a hinderance and maybe make him faster when he's not being looked at by a survivor (an effect that will persist for a couple of seconds after he is spotted, so Myers can't get free info so easily.)
Trapper: make the purple Stitched Bag addon basekit
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Trapper needs a bag base and luck removed from his traps.
Myers needs benefits for tier 1 and a more threatening tier 3
Legion needs a rework in my opinion worse killer in the game
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Legion (I don't know exactly how to buff him, but lethality is NOT the answer)
I agree, and doubly so because of the lethality clause you added. The reason some people want lethality on Legion is because it's the easiest (and laziest) way to address Legions counterplay: Split up, do gens, don't heal. It removes Legions power to injure, since everyone is injured. While this sounds good on paper, it's common knowledge that it doesn't work out too well for Legion in the long run.
The point of Legion is to injure Survivors, which would cause them to heal and waste time, but there simply isn't a reason to heal and waste time right now. I have been thinking about this, and have come to the conclusion that Legion would need some kind of benefit based on how many Survivors are currently injured. Something to make healing more of a requirement to dealing with Legion rather than a detriment. One easy change would be to make Legions fatigue get a reduction based on how many injured Survivors there are. That would be a small benefit, however, as it would only really affect the last Survivor they see before turning off FF. Another would, perhaps, be to have Killer Instinct or some other kind of intel mechanic when not in FF that is directly modified based on how many Survivors are currently injured. With something like that, Survivors would NEED to heal in order to try and deny Legion information. I dunno, I haven't thought of a GREAT GOOD OKAY idea for that yet.
Even if this all got addressed, however, it would also not fix the amount of hate Legion gets. They are considered by many to be one of the least interactable Killers in the roster on account of their power (in the rare instances it can be used) bypassing many defense mechanics. I simply don't know how to account for this or adjust for it. I don't think the devs know either.
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Trapper, Trickster, Legion.
Trapper needs to be able to carry multiple traps basekit and shouldn't have to roam around entire maps to collect traps. He needs more buffs than that but I can't think of how to go about it.
Unsure how to buff Trickster. Unsure how to buff Legion. I think it's hard to buff legion because he's already excellent at making survivors injured. But he needs some kind of buff.
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Legion: Reduce Frenzy fatigue duration back to 3 seconds. Maintain collision fully during fatigue. Both of these are important to allow Frenzy to have utility in chases even if the survivor is already injured. A lot of add-on changes; pretty much all of the add-ons affecting Deep Wound are worthless and should be reworked to affect Frenzy mechanics, such as movement speed, notable and most importantly chase-relevant downsides to survivors when hit with Frenzy, like Exhaustion, Undetectable (no red stain + dark Deep Wound VFX makes mindgames much easier), Hindered (maybe 2-3% slower, until mended), maybe more fancy effects that change the gameplay rather than enhance it, like a brief speed boost after Frenzy fatigue. Incapacitated until mended and Oblivious or Blindness until healed would also be interesting - "until healed" effects could make for impactful Legion add-ons if they set strong incentives for survivors to heal and thus make Legion's ability to injure them with ease much more potent of a stalling tool. Add-ons that reward Legion for chaining Frenzy hits on multiple survivors, e. g. increasing speed boosts per chained Frenzy hit, decreasing Frenzy fatigue duration per chained Frenzy hit, maybe an Iri add-on that causes Exposed on any survivor highlighted with Killer Instinct for 30 seconds after chaining at least two Frenzy hits, or one that causes Exposed for any survivor highlighted by Killer Instict within ~5m of the edge of its detection range. Buff Cold Dirt to 1 second, Joey's Mix Tape to 0.5s and Julie's to 0.3. Lots could be done with their add-ons which are currently painfully lackluster.
Trapper: Start with 2 traps and a carrying capacity of 3. Traps can be "picked up" from afar by looking at them and using the secondary ability button, with a cooldown of around 30 seconds between pick-ups (which add-ons could adjust). Chances to escape bear traps per attempt for survivors outside of your terror radius decreased significantly. A lot of his add-ons could also do with buffs or adjustments. One particular peeve of mine: the setting speed add-ons only affect the "arming" animation which is however sandwiched between the crouching-down and standing-back-up animations that are not affected by the add-on, thus having an underwhelming effect on the actual time spent setting a trap - make these add-ons apply to the entire animation of setting a trap, not just the arming bit. That way setting traps mid-chase with these equipped would be much more potent of a tool. Oh, and also make it so he can avoid stepping into his own traps by lunging across them - this would still allow for Trapper to be punished a bit by bad trap placement and for him to accidentally step into his own traps, but it would prevent ridiculous scenarios where a survivor for example somehow vaults over a trap or Dead-Hards over it while Trapper is forced to go around it or pick it up.
Ghostface: In my opinion he's one of the comparatively weaker killers, alongside Legion and Trapper. But I don't think about Ghostface much so I don't have any real suggestions to quickly drop off. Although when Ghostface first was released, I thought of a slightly different way for his power to work that I still think could make him a more compelling but also stronger design: instead of breaking Ghostface out of his Shroud mode, looking at him would merely prevent him from building stalk on the respective survivor looking at him. This would make for a new chase dynamic where a survivor has to keep looking at Ghostface as much as possible while leading the chase to prevent becoming Exposed. A few more changes would obviously go along with this, such as Shroud then being on a timer of its own and adjusting the "spotting zone" to make it easier to and clearly noticable whether you are preventing him from building stalk on you. This chase dynamic is fairly fun and engaging for both sides, and in general if the power functioned this way Ghostface would expose people much more reliably and consistently.
Post edited by zarr on3 -
Trapper
* Starts with all his traps and can carry all of them at once.
* Make default traps a bit darker.
* Traps should damage by one-health state (if allready injured step into one, they should be downed).
* Traps should not be able to be dead harded.
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Definitely Trapper, Legion, and Myers.
Trapper:
- Add Stitched Bag as basekit.
- Add Tar Bottle as basekit. (Or just add more grass to maps)
- Increase his movement speed to 30-35% for X amount of seconds when someone gets trapped.
Legion:
- Decrease fatigue down to 1.5 seconds. Fatigue now increases by .5 seconds for each Feral Slash he preforms. Capped at a 4 second fatigue.
- Increase Feral Frenzy movement speed to 140%.
- Increase Frenzy duration to 12 seconds.
- Feral Frenzy bar now no longer gets depleted when preforming a basic attack.
- Missed Feral Slashes now no longer knock Legion out of Frenzy, but instead deplete his current power bar by 25%.
- Add-on pass.
Myers:
- Increase movement speed while in Tier 1 to 110%
- Filling up the power bar now no longer instantly puts Myers into the next Tier, but instead gives him a prompt to do so. (Like Oni)
- Survivors now very slowly regenerate their lost stalking progress.
- Increase breaking speeds in Tier 3 by 25%.
- Add-on pass.
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Yeah these are perfect
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Legion
Myers
Trapper
Legion:
- Make it so that everytime you hit a survivor with your power, it reduces the cooldown you feel at the end of your power by 1 second. This means if you hit all 4 survivors, your cooldown is 1 second.
- Make the green duration addon basekit and rework those addons to do something else.
Myers:
- Nerf/rework his stupid addons (you know the ones)
- Make each tier fully viable to play on their own with their own strategies:
- Tier 1: Increase movement speed to 110%
- Tier 1: Increase lunge distance to normal lunge
- Tier 2: Increase terror radius to default 32 meters
- Tier 2: Increase movement speed to 120% (yes i said that)
- Tier 2: Decrease kick and vault speeds to be at 80% of base (reverse bamboozle/Brutal basically)
- Tier 3: Decrease duration to 30 seconds
- Tier 3: Movement speed stays at 115%.
- Tier 3: Increase the vault speed/kick speed buffs to be at 150% base (double bamboozle/brutal basically)
- After tier 3 ends, you get put back into tier 1.
- Decrease the amount of stalk needed to tier up by half for all tiers
- Allow you to stalk each survivor an infinite amount of time.
Trapper:
- Give him 3 traps basekit, remove all the bag addons and rework to something else.
- Trapper gets a secondary to his power: When a survivor steps onto a trap, Trapper's movement speed is increased to 150%.
- Remove ALL RNG from trap removal, and just make it a timer, takes 8 seconds to take it off yourself, 4 seconds if someone helps you.
- Normalize the spread of traps and trap spawn RNG to be a bit better. Place 1 near each gen rather than in random places so that they are always near your patrol path to start.
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Trapper needs stitched bag to be base kit...only being able to transport 1 trap and having to go all around the map to use his power is ridiculous
Legion needs something else to pressure good survivors know not to group up on gens vs a legion and make him run around the map to use his power effectively...not sure how to improve it though...maybe down status if you hit the same survivor twice in the same fury and it immediately ends the fury like it does right now?
Trickster...make it less knives for a hurt status or faster startup time with the same amount of blades or how about a faster walking speed if he doesn't have any knives like basic 115 speed?
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I'd probably go with Trapper, Pig, and Shape.
Trapper:
-Let's give him a stinkin' base trap bag already
-Texture of bear traps is recolored slightly based on the REALM the trap is present in (ie, Macmillan traps would be a dark greyish-blue, Autohaven traps would have a green tint, Coldwind traps would be a rusty orange color, etc).
-I'd really like for him to have some kind of secondary ability besides his traps which he could either use in chase or use for map-mobility (Trapper is the only trap-user with no traversal ability). I don't really know what I'd do for this yet though.
Pig:
-Add-on Pass. Too many of her add-ons only affect her RBTs/Jigsaw Boxes and many of them generate unpleasant gameplay (Tampered Timer can be combined with the Plan set to create unfair situations and the status-inflicters encourage tunneling trapped survivors) or are relatively useless (like the Razor set which tweak skillchecks).
-Standardize RBT odds. Each trap could be randomly assigned a non-duplicate value 1-4 when a match starts, with that value corresponding to how many Jigsaw Boxes have to be searched to remove the trap.
***If extra boxes are present (from the Plan set), then the values would be randomly selected between 1-5 (or 1-6 if using both Plan add-ons at once).
***If an extra RBT is present from the Last Will add-on, it would duplicate the value of the first trap used (ie, if the first trap used required searching 2 boxes, then the 5th trap will also take 2 boxes). The extra RBT's value would not exceed 4 (if the first trap used had a higher value due to a Plan add-on, then the extra RBT would copy the second trap used instead).
-Adjust her Dash. Have the "roar" play out at the very end of the Dash charge as she begins to move. Decrease charge time of Dash from 0.75 seconds to 0.3 seconds (remember this is in addition to the 1.3 seconds it takes her to crouch initially).
Myers:
*Honestly, I agree with what QwQw suggested earlier. I would only add two things.
- Give Myers a way to manually return to EW1 so that he could use it as a stealth tool throughout the match if he wanted to.
-Add a short animation with movement speed reduction when Myers tiers up into EW3 (maybe some kind of small pause as he changes grip on his weapon or something). This is just to reduce the cheese of him insta-popping EW3 right behind a survivor.
***It should be roughly equivalent to Oni's animation for entering Blood Fury.
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Pig would have the ability to do the dash attack while standing
Hag needs the ability to auto teleport if holding the button for console players
Legion should have Frank's mixtape as basekit
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Clown, Myers and Legion
Clown:
I honestly have no idea what to do to him anymore, Ill think about it
Myers: Give him a "shift" mode where he can move super fast but cant interact with anything and is invisible, he cant unshift if he's in LoS of a survivor or within 8m
Legion: I actually just made a post about it today, give her a read if youre interested
https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework
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Trapper, Pig, Billi (addons)
Trapper: that would be good if his traps weren't distributed over the whole map but, for example, plague (if you get your ability) that the trapper has also distributed some boxes where he can pull out the traps and make his iri addon as a standard for about but always after 1min or 45sec (but you can change the time with addons) a trap opens instead of 30 (but nerf the other addons)
Pig: Improve the ability and make it more dangerous, the ability is faster and lasts longer, my bubbas ability lasts much longer and he hits people and breaks pallets very quickly, then your ability can like to be improved xD
Billi: Improving the addons is a shame what has become of him, he only has one addon so that he can saw faster and you pay a high price for this (you are only 110% fast for the whole match) is simply not worth it
Clown: Another bottle with a different ability, for example: like pyramidhead with his trail or freddy with his trap, the 3rd bottle stays on the ground for a long time so that you can be seen if someone walks through it or some other kind of thing ability, maybe 2-3 more new bottles with different capabilities
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Trapper - Bag as base kit, make traps darker also
Billy - Revert back to old version (quick and easy fix)
Trickster - Turn him into a survivor like he belongs :)
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Trapper is fairly easy to fix.
He carries two traps by default. Also, all of his other traps spawn in a container in the center of the map.
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Trickster, Trapper, Ghostface.
Weakest killers by far
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Not sure how I would buff them, But Trapper, Trickster, and Hillbilly.
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Trapper and GF are the main killers that truly need buffs. The others need QoL changes or even full-on reworks. Maybe Pig and Myers, but I think a rework suits them more.
Trapper needs the sack base-kit, or the bag, and GF needs faster cooldown. Right now those two are the most add-on reliant killers in the game other than Myers.
If Myers doesn't get a rework and gets the Demo treatment as well, he could use base-kit J.Myers.
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Pig, Pig, and Pig. addon rework pls with straps base kit and change the addons that reduces timer or delays how long it can potencially take to remove RBTs. Lastly, id give the RNG element of the keys a trapper treatment. thats all.
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Trapper and Bubba honestly. Trapper needs his bags to be basekit and maybe something else but I don't even know what Bubba needs. He's basically useless against windows and pallets and has no mobility unlike Hillbilly.
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