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Balance suggestions for the Weakest and Strongest DBD Killers [With Tierlist]

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The tierlist above is my evaluation of the current state of killers in the game. Right off the bat - I think the most urgent matters currently are the 2 killer on the bottom of the list. These two killers should not be in the game at the state that they currently are right now. I don't think I need to elaborate why. But I would like to hear what the community things.

But in this thread, I want to propose some balance ideas for the top 2 and bottom 4 killers.

Strong Killer Nerfs:

These killers are strong, but fair. It's good to have some actually viable killers in the game in the highest MMR games. However, they need minor tweaks, because their powers currently reward unfair play the most.

  1. Nurse:

I honestly don't think Nurse's power can possibly be nerfed without completely destroying her. Giving her a longer fatigue will make her super annoying to play and annihilate her pick rates. Shortening her blinks will make her useless. I think she's fine in her current state, except that 1 change needs to be made - She's a bit too good at tunneling. For starters, she can eat a DS and down the survivor immediately after. And she can proxy camp hooks from 16 meters holding a blink, then immediately blink-tunnel the unhooked survivor, who hopefully is running DS, but then again, back to the previous point. That's her only problem in my opinion. I don't think killers should be rewarded because their power makes it easier to tunnel. As so, there's one simple balance change that can make her more fair, but otherwise not affect her power level - make her power go on a short cooldown after getting stunned. Nurse rarely gets hit by pallets, but if she missblicks, that can add some counterplay to her, and if she gets DS'd, she can't immediately blink on top of the survivor and tunnel them. This change will keep her at the top of the list. BHVR did this with Plague for some reason, but not with Nurse. I think it's about time.

2. Blight:

Very similar to Nurse, a very strong, high-skill ceiling killer that is otherwise fair, but is a bit too good at tunnelling. The solution is the exactly the same as the Nurse. Longer power cooldown after a stun. Don't touch the fatigue or movement speed and completely destroy the killer because of it, please. That's all he needs.

Weak Killer Buffs:

These killers need a buff. The killrates are probably confusing the devs, because these weak killers happen to be one of the easiest to pick up in the game, hence the decent killrates, however we all know outside of new player matches, the reality looks very different.

1. Freddy:

He's absolutely garbage. He has many of the things other killers do, but much worse. His snares are worse clown bottles. His teleport is worse Dredge teleport. His "stealth" in the Dreamworld is not really stealth. And the whole falling asleep/clock mechanic is not really a power, but a means for him to get his power… which is a worse clown bottle. Enough said.

Suggestion: Give survivors annoying status effects while asleep, so there's more initiative to wake up, and the waking up mechanic actually starts to matter, instead of just being a waste of time for survivors. For example, survivors suffer from Exhausted and Blindness whilst asleep. That way, they'll be more vulnerable whilst asleep, making Freddy's chase stronger, and more disoriented (can't see where their teammates are hooked, can't use Windows etc). As such waking up will become more essential, and Freddy will have an easier time in chase, whilst getting a passive slowdown from the fact survivors are wasting time to wake up.

2. Trapper:

He's just so bad right now. Even with Trapper sack he's bad, but then at least he's manageable.

Suggestion 1: Why not give Trapper's sack as basekit? We've already seen it's not too oppressive and he's still very weak even with that addon. Even with it, you'll lose a gen before you even set up your traps, and if you're unlucky, survivors will already have some disarmed. But on top of that having to collect your traps in the beginning of the game? Come on.

Suggestion 2: The second reason he's so bad, is that he's one of the most map dependent killers. In some maps, it's possible to play invisible traps, in other maps, there ain't a single good trap spot. A somewhat decent solution to that, is to make traps reflective, aka assume colors similar to the map. For example, on Ormond snow ground, traps appear whiter, on Dead Dawg they appear more reddish etc… they still need to be noticeable, but not THAT noticeable to the point where if you don't have grass around, they're straight up useless.

3. Sadako

There are two types of Sadako players - 1. Play normally, get 2 hooks and lose. Or 2. Send yourself to Midwich or the Game, spam condemned and mori everyone. What kind of a killer design is this? Useless on most maps, broken and annoying on a few. How is this healthy for the game?

Suggestion: Make her kit not revolve so much around condemned (It's actually balanced, except on the smallest maps, so maybe address those somehow), and make her chase power better. Currently, it's very underwhelming. A simple buff is to make her slightly faster when demanifested, perhaps 125% will do. That's it. In her current state, getting demanifested often gets you punished than otherwise.

4. Myers

Just like Sadako, there are 2 Myers Scenarios - 1. Normal Myers, 2 hooks and loss. 2. Tombstone/Scratched Mirror Myers. Out of those, I think Scratched Mirror is fine for a fun match, I like it. Tombstone is just annoying though. And it's annoying not because it's strong, it's annoying for the unfortunate survivor that will end up being deleted from the game 2 minutes in. But I'm not here to discuss add-on changes, but the basekit. Basekit Myers is just weak. He doesn't even have a power. All he has is status effects - Undetectable, Exposed and a mini Bamboozle/Coup De Grace. And he has to work and waste quite a bit of time for those. It's just not working.

Suggestion: Make him reset his T3 whenever he downs a survivor while in T3. That way survivors will actually get punished for going down to Myers. Now is not really a punishment. The time he wastes getting T3 and a down is quite similar to what other M1 killers waste getting a down regularly with 2 hits. Except his first hit comes from trying to pop T3. Problem is, other killers have extra powers on top of it. Whilst Myers is getting a down in 1 hit that took as much time as 2 regular hits, and calling it value. Then he loses power. Rinse and repeat. Worse yet, his add-ons that extend his T3 come with a drawback - takes longer to reach T3, so it balances out in the end. By the second pop of T3, all gens are finished. And now it's time to 99% T3 and camp the hook to get 1 kill. Instead, we could have a Myers that gets rewarded for using his power correctly, and survivors can't just wait 10 seconds after him hooking for T3 to end and unhook immediately after. Followed by poor Myers stalking his way up back to T3 again. Better yet, after he gets and down and hooks, survivors will be well aware that for the next minute or so, unhooking will probably be unsafe, and be faced with a choice to either stick on gens and let their teammate progress to Stage 2, or go for a guaranteed trade if Myers is nearby. That way Myers will still be counterable (T3 can run out if looped by a good survivor), but he will be rewarded better for his plays.

Reworks:

  1. Knight:

This one is very simple - fix the goddamn bugs. Make his power work properly. That's it. Thank you.

2. Skull Merchant

What a mess. I'm going to need some help here, because I quite frankly don't know how to change her. However, I do know for a fact, she can't stay the way she is right now. Her drones need to change completely. Her power needs to be made more simple and less prone to abuse. I can't think of a good rework, but I'll be glad to listen to your ideas, because the entire community is indeed in agreement that she's a mess.

Comments

  • Ohyakno
    Ohyakno Member Posts: 1,499
    edited May 2024

    Nobody that plays sadako seriously wants her to be discount wraith. They like the tapes. They like the 4v1 pressure and threat of condemned she has. She needs changes like what's listed in the other thread up here.

    I also don't like how legion, dredge nemesis etc are "fine" apparently. They're not. They desperately need common sense buffs like what tat's big legion thread advocates, haddies calender base, less whip sprint and so on for just those killers. Not gonna address all you have listed.

    Finally, and people aren't going to like this: skull merchant is fine. When people actually choose to play against her she's a mid B tier killer. Folks need to stop buying into the skull merchant bad meme and actually play against her.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    There are two types of Sadako players - 1. Play normally, get 2 hooks and lose. Or 2. Send yourself to Midwich or the Game, spam condemned and mori everyone. What kind of a killer design is this? Useless on most
    maps, broken and annoying on a few. How is this healthy for the game?

    Chuckle. You asked what kind of killer design is this? It is BVHR killer design.

  • Archol123
    Archol123 Member Posts: 4,634

    Freddy:

    If you incentivise people to use the clocks more frequently you will get a bit of slowdown but also even less of a power for Freddy, because then the survivors are just not asleep... I think he needs a full rework because he is both boring to play as and against... It would be nice if you could express skill when playing him... But currently you can basically learn everything about him within minutes.

    Trapper:

    The camouflage for Trapper is a great idea. About trapper sack do you mean including the fact that you cannot pick traps back up? Because that would be quite bad... Especially because many new players play him this might hurt them a lot, as they might not be familiar with what good trap spots are and if you can squeeze by them... Overall I think he should just be able to reload from lockers until x amount of traps have been pulled out and be able to destroy traps from a distance / delete the one that got place first. Out of those I prefer the delete from a distance because it gives the killer control over that instead of it being something you don't need to care about because it will just remove one anyway.

    Sadako:

    I would rather do something about her anti loop than turning her more into Wraith, but I also agree that her demanifest does not really do much because she keeps her slow speed... Maybe some speed increase is fine on top of antiloop buffs.

    Myers:

    It really does not take him long to tier up... The issue about refreshing his t3 on hit is that when you play him properly you will down someone immediately after reaching t3 so this does not do much in most cases. What needs to be addressed is him running out of power though.

    Aside from that some additional bonuses in t3 would be nice, some people wanted brutal and enduring partially and non stacking, I would prefer some aura reading and maybe a shorter heart beat on fully stalked survivors.

    I think one of his main issues is that after the first down you got with t3 getting the second one is really hard because your heartbeat just got way bigger... So maybe it could be something like "Survivors that have been fully stalked (you can still stalk them, but you get a reward after" fully" stalking them) have their aura shown for x seconds after you reached t3 (maybe 4-6 or something like that?) and your terror radius is reduced by x m only for them (I would say 8 m or so should be fine if it is a one time thing... If you can "fully" stalk them several times and the bonuses would stack than maybe some more stuff is needed).

    Skull Merchant:

    No clue what in particular to do about her, she is not chess merchant anymore but her power is still annoying because you put it down at a loop and eventually it will injure the survivor and slow him down and then you get a hit... Or they leave the loop... And that is just not good gameplay for both sides.... She is not necessarily beokenly strong, but not a fun killer to play or verse which makes her an issue to begin with.