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The Killer Mega-Patch Thread

This is a thread about a list of changes that I want to share. The following are what I certainly believe would be the right changes for each Killer in this game to make them better to play as or play against. These changes are on the more positive end of the spectrum (except a few) and target key aspects of certain Killers that need fleshing out.

These changes understand the core concepts and the fun of each Killer and are made with these in mind. Here we go:

The Trapper

  • Bear Traps now prioritize spawning near vault locations and pallets.

The Wraith

  • Post-Uncloak movement speed duration is increased back to 1.25 seconds.

The Hillbilly

  • The Hillbilly's gravity and momentum are now reverted to a previous state that allowed him to gain tremendous height and go on top of certain areas in maps.
    • However, The Hillbilly now has a vertical speed cap that prevents him from launching him into outer space.

The Nurse

  • The Nurse now goes into a special 6 second stun animation whenever stunned under the following circumstances:
    • Performing a Blink or Chain Blink
    • Performing a Post-Blink attack
    • Being in the Chain Blink window
    • Being in the Post-Blink attack cooldown window
  • This effect removes Fatigue due to its long stun duration and does not stack with Enduring.

The Shape

  • The amount of Evil gained from stalking Survivors at maximum fall-off range is increased to 50%.

The Doctor

  • Shock Therapy can now be held after being fully charged, and releases after letting go of the Power button.

The Nightmare

  • Dream Pallets are now basekit and all add-ons related to them now affect Dream Snares as well.

The Pig

  • Ner--
  • Crouch transition time is now reduced to 0.7 seconds.

The Clown

  • The Afterpiece Antidote activates 50% faster when The Clown is within the Antidote's gas.

The Spirit

  • The Kintsugi Teacup and Dried Cherry Blossom add-ons now have their rarities swapped.

The Legion

  • The BFFs add-on now requires 25 tokens, but its effect will now instantly apply whenever the tokens are all earned, rather than applying when the exit gates are powered.

The Plague

  • The amount of sickness accumulated through Vile Purge's projectiles is now dependent on how long the Power was charged:
    • Reduced to 0.5% when at 25% charge.
    • Reaches up to 1.25% when fully charged.

The Ghost Face

  • Marked Survivors no longer lose their mark upon being hit, and only lose it upon being hooked.

The Oni

  • Demon Dash's ability to be turned is now heavily restricted to prevent it from hitting at unintentional angles.

The Deathslinger

  • ADS deactivation time is reduced to 0.4 seconds.

The Executioner

  • Torment is now applied to healthy Survivors hit by Punishment of the Damned for 30 seconds.
    • This effect becomes "permanent" (i.e. lasts like it would if it was activated by torment trails) if the Survivor is put into the Dying State within that time frame.

The Blight

  • Lethal Rush now has a tighter vertical look angle to prevent it from being able to allow The Blight to slide against objects in an unintended manner.

The Trickster

  • Showstopper Blades now deal 50% extra damage when thrown manually after the initial throw.
    • This effect resets after 3 seconds of not throwing or resetting the throw state.

The Nemesis

  • Base movement speed is increased to 4.8m/s, making him the fastest Killer in the game.

The Artist

  • The cooldown of Dire Crows after they disintegrate after being idle is increased by 3 seconds for every Dire Crow that is set up.

The Onryo

  • Condemned now decays at a rate of 1 stack every 10 seconds whenever a Survivor is in the Dying State for more than 3 seconds.

The Dredge

  • The Dredge can now teleport to the unlocked locker in a double locker setup, so long as it is from the currently locked locker in that same setup.

The Mastermind

  • Virulent Bound now retains full momentum when dashing off of ledges, rather than having a jarring transition between bounding off a ledge and going into the air.

The Knight

  • The Knight can now cycle between each Guard manually rather than having to hit them.
    • All Guards now have a 10 second cooldown after using them and cycling back to them.

The Skull Merchant

  • Drones placed near Generators now give Survivors a new effect that increases their repair speeds by 10%.

The Singularity

  • Biopods will now target Survivors if any part of their body is exposed to the Biopod.

This list of changes, I feel, would not only be very doable for every Killer, but would make the experience of using them much more fun (for either side), keeps their identities intact and possibly gives them new tools to better handle their games and niches, or changes to better balance them out.

I will give a full explanation of each individual change in my next post.

Comments

  • Clockwork_Enigma
    Clockwork_Enigma Member Posts: 529

    Reasons for each change:

    • The Trapper should have the ability to more consistently use traps in areas where Survivors will most likely be on the map. The change allows him to be able to not have to pick them up constantly to set them down at the start of the game.
    • The Wraith's previous version of his post-uncloak movement speed allowed him to be a lot more terrifying and gave him the ability to contend with Killers that are currently a lot better than him. This also allows him to feel better to play overall.
    • The Hillbilly had a small thing known as "Sky Billy", where he was able to do fantastic stunts in the game and allowed for fun and creative ways to play the Killer otherwise. The change allows him to do that, but also removes the "Space Billy" effect by giving him a maximum cap on his height gain.
    • The Nurse should be punished for using her Blinks or Blink Attacks incorrectly, so I feel as if a 6 second stun duration for being outplayed would be really good balance-wise.
    • The Shape's fall-off penalty is way too high considering his character, so I believe increasing it from 10% stalk gain to 50% stalk gain would allow him to earn higher tiers faster and make him feel better.
    • The Doctor having the ability to hold Shock Therapy would unlock a new level of depth to the character and how to play as and against him, increasing the potential of being picked.
    • The Nightmare having Dream Pallets be basekit would allow him to use an effect that is locked in his add-ons that should have become basekit since his rework. It also means he can be a more interesting chase-based Killer.
    • The Pig's crouch transition speed is way too slow for the type of Killer she is supposed to be. The change to that would allow her to better stalk Survivors and use her special attack in more situations.
    • The Clown's Afterpiece Antidote seemed like an Afterpiece Afterthought in its current version, since its effects don't really apply until late and do not provide Clown with something substantial to be used with the Tonic. However, this change would give it a unique boost to allow it to be used more often.
    • The Spirit's add-on rarity of both the Kintsugi Teacup and the Dried Cherry Blossom didn't make sense for the power each one had. This should fix that.
    • The Legion's BFFs add-on really didn't feel like it was getting much use, so the change I made to it would allow it to see more uses in more situations than ever before.
    • The Plague's Vile Purge seems to reward her for doing the bare minimum, especially when she uses the add-ons to increase Vile Purge infection rates. This should incentivize charging her power a little more to get its full effectiveness.
    • The Ghost Face often has trouble whenever trying to go after multiple Survivors and keeping a low profile. If a Survivor is marked, why should that mark expire if they're put into the Dying State and not when hooked? So let's make it so that they remain marked while downed, just to allow him to ambush other Survivors that are around.
    • The Oni's flicks are completely unintended and cause great frustration among Survivors who are hit at what should be impossible angles. This change would fix that.
    • The Deathslinger having a slower ADS deactivation never made sense, so now both the activation and deactivation times are the same, allowing him to better aim and fire his weapon whenever he possibly can.
    • The Executioner having a change to Punishment of the Damned back a few PTBs ago was a really interesting change, if a little misguided on what it should do. So I've thought of a version of it that is significantly less toxic but still rewards the Executioner player with getting good hits and timely downs.
    • The Blight's "hug tech" is a significant issue when going against the Killer since it is clearly an unintentional part of his kit. This change, like Oni's flick change, would fix that.
    • The Trickster feels like he's being rewarded for spamming his projectiles too much, but I think that he should be rewarded for hitting his projectiles at a manual rate. Each click or press of a button after the initial throw allows him to deal 50% more damage, which gives him just that little more depth to his Power than simply holding to spam.
    • The Nemesis' fast speed is one of his most well-known aspects in the Resident Evil series. In order to respect that part of him but not go overboard with it, he should be able to be the fastest Killer in the game in terms of base movement speed. Additionally, this would allow for the ability to toy around with the movement speed of future Killers.
    • The Artist's ability to place Dire Crows down to deny loops needs to be less incentivized and her ability to pelt opponents with them one swarm at a time should be more incentivized, so a cooldown increase after disintegration would be the right call.
    • The Onryo currently has a rather insidious playstyle that still promotes slugging in most cases. However, this change would no longer incentivize slugging and more so incentivize hooking the Survivor.
    • The Dredge not having the ability to go into an unlocked locker in the double lockers prop seems a bit too forced, but I understand why he can't do it initially. However, given that, I feel that he should still be able to go into the unlocked one if he so chooses, so I believe changing it so that he needs to teleport to it again would be the best of both worlds.
    • The Mastermind's Virulent Bound is currently in an odd place with ledges. Unlike every other mobility-based ability, it does not like them. This change would allow him to now go off ledges just like any other mobility ability while keeping his ability to jet himself across a huge chunk of some maps.
    • The Knight's Guardia Compagnia feels like it could use some love in the cycling department. After all, it feels like a waste of time to continuously cycle through each individual guard to use the ones you most prefer. Thus this change was added to give him not only that ability, but a lot of depth that allows him to be a more interesting Killer to go against.
    • The Skull Merchant's Drones seem way too effective at making it so that Survivors can be forced into situations where matches last way too long. So, to add a little risk to the reward of placing Drones near Generators, the Skull Merchant now gives Survivors a 10% increase to repair speeds.
    • The Singularity currently has an issue with Biopods where it is unable to lock on to a Survivor even if most of their body or part of their body is exposed, simply because a small, itty bitty piece of their body can't be seen. That has been changed so that even the littlest bit of the Survivor's hitbox will now allow Biopods to lock on to them.
  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    So what changes are good imo:

    Trapper, Wraith, Nurse, Doctor, Spirit, Clown Ghostface, Trickster, Knight, Larry

    What killers need way more/different changes:

    Billy, Shape, Pig, Blight, Skully, Wesker


    Nemesis is over buff imo, he needs definitely an add-on pass and maybe some number buffs to his tentacle, or decrease survivors movement speed from getting infected.


    Artist don't need a nerf, she is in a good spot.

    Oni doesn't need a nerf. Flicks are fun to do, you didn't want to remove techs from Wesker or Blight(only hug). Pyramid head also call flick and make his power impossible to react against. So I would say either all of those or none. I would definitely prefer none, they are not game breaking, it's not easy to do, so increasing skill ceiling and it's fun to do.

    Deathslinger would need rather ADS activation time reduced. Deactivation would just force faking ADS even more than now. It's boring as hell for both sides imo.