Short essay on what makes a good killer buff
I’m a killer main, but please don’t misunderstand this as a “what my dream rework for each killer would be.” What I’ve here is a bunch of guidelines on how Behavior should do killer buffs, if they do any. The criteria for good buffs is as follows:
- The buff incentivizes good playstyle (rewards anti-tunneling/camping playstyles, rewards killers for using their power of what makes the killer universal without making there power braindead better than not using their power)
- The buff adds options for killers, rather than just make them stronger, ideally adding counterplay to whatever new option the killer has. (in other words it should be adding depth to them instead of just upgrading the killer.)
- The buff reduces non-counterplay related weaknesses of the killer (RNG, Map dependability, loadouts screwing loadouts).
Here’s an example of a bad buff: Pink bottles deal 3% extra hindered. It’s not a new option because you already want to hinder survivors, and it doesn’t add counterplay. Sure it incentivizes you using your killer ability more, and if clowns bottles did to little hindered, than I’d say yeah, but I don’t think any survivors or most clown mains would argue the pink bottles do to little hindering.
Here’s an example of a good buff: Pink bottles that travel at least 8 meters and directly hit a survivor deal 3% extra hindered. This rewards skilled moves like longshots and good aim, whilst giving survivors something extra to counter because normally you wouldn’t care about being directly hit with a bottle, you’re going to be hindered by the gas anyhow.
Stuff like this is how Buffs should be made IMO.