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Some killer balances/buffs/changes

KingOfDoom55
KingOfDoom55 Member Posts: 327
edited July 17 in Feedback and Suggestions

Ghoul:

1: remove the ability to latch onto Survivors on the first leap

2: revert the distance from 14 to 16

3: make the max distance for the m2 attack only 6-8 meters max otherwise, itll be a normal leap

Xenomorph:

1: buff or rework acid blood, it's almost useless & extremely situational and could use a buff or rework, like, automatically destroying pallets if hit by one within the time limit of it being active

2: increase tail strike form 4.8 to 5/6.8 meters or have the tail have the ability to curve up or down to hit over or under things easily, and so Survivors can visually tell when the tail is being used

3: slightly turn down the tail prep sound

4: reduce/remove motion trackers or allow undetectable to by pass the motion trackers, all stealth builds are nullified due to the motion trackers going off even when undetectable by anymeans

Wesker:

1: rework the full infection to do something else aside from a subtle 3% hindered or have the hindered increased to 5/6%

2: increase the turning rate slightly during bound to allow easier bound dashes to land

3: fix the hit boxes of the bound so it doesn't stop on invisible walls that are barely or not even touched & to continue dashing on purposely hit walls, sometimes the hit boxes hit invisible corner hit boxes and stops completely but sometimes continues, in short, fix or tune the collision of the dash hit boxes

Legion:

1: allow feral slash to down someone if they are hit while deep wounded but take legion out of power

2: allow legion to see scratch marks and pools of blood while in feral mode

Tagged:

Comments

  • Elan
    Elan Member Posts: 1,427
    1. Ghoul's changes you offered won't do anything. His strenght is mainly in his cancels and vaults.
    2. Agree, turrets giving away your position while undetectable is a handicap to any stealth builds. Tail attack can be even 8m like Nemesis tentacle. I disagree on prep sound though, it was changed recently because survivors had no feedback on what Xeno is doing and had to guess all the time, similiar to power faking Spirit in 2022.
    3. Wesker, 4 % and he has instadown on top of that if survivor isn't damaged by throw but by colliding. Again disagree on buffing his curving as it makes some skill ceiling on him. More of I'd like to see some changes to his grabs because a lot of time you get teleported back and grabbed or being grabbed when you are behind corner and it feels awfull. Wesker got some buffs to his cooldown, I think 5.5s → 5s recharge/token. They can easily low it down to 4.5s/token. But Wesker is defienetly fine and arguably one of few enjoyable to go against killers (along with Unknown, Houndmaster…)
  • albertoplus
    albertoplus Member Posts: 494

    What i don't really understand was Wersker's infection double nerf.

    They nerfed his infection once a survivor is hooked from 50% to 1% and also the hindered effect from 8% to 4%.

    I understand the hook infection nerf because they wanted to reduce Wesker tunneling infected survivors off hook. But why the speed nerf? After the infection nerf once the survivor is hooked, if a survivor gets the infection to maximum is 95% of the cases their own mistake.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 327
    edited July 17

    Only reason I never mentioned ghouls cancel, is bc that's an obvious one to get rid of, I'm surprised behavior haven't done that yet

    As for the turning rate, I meant like a small amount, not enough to get rid of the skill ceiling he has but also to make it less restrictive