http://dbd.game/killswitch
Who's your killer main and what would you change about them?
Comments
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I want super speed for Wesker along the lines of Kaneki or Blight. I'd make just about any concessions for this. Buddy is faster than bullets in RE5 but in this game he's not even faster than some delinquent teenagers with knives.
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Im for down for that as long as the super speed is well balanced 🙏
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I main the Nemesis and I hope he gets much better add-ons along with the new mori cut-scene with shooting rocket launcher to the survivor.
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Spirit and Artist are my two favorites but I play other killers as well.
For spirit, she doesn’t need base changes imo, but I’d rework dried cherry blossom, juniper bonsai, and mother’s glasses.
For Artist, I’d nerf short range crows heavily and buff long range crows. Probably make it so they don’t do damage anymore from close range, or better yet, make doing that useless. That playstyle is boring, which I hardly ever do. I’d also rework charcoal stick, still life crow, and choclo corn.
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Maybe it would be nice if Pyramidhead had some kind of mobility/stealth mechanic in the base kit (in Silent Hill he always appeared out of nowhere or was presented as multiple creatures)
Some of his perks can be reworked and changed, in the sense of lore. Like game afoot/friends till the end, as chasing obsession, or making perks that help with punishing survivors after a specific decision:₽ deathbound and forced penance not really usable tbh, if not building entire build to counter specific group of survivors
If we talk about simpler changes, I wish to remove that red glow before projectile hit, because it makes it so easy to avoid a hit on longer distance, while on short he has 4.2 move speed and makes so easy to just shift w. And of course, some updated animation when grabbing survivors or breaking pallets (why he using legs when have such a big damn sword idk)2 -
Pirate Mommy and Sadako. 🐕 📺
Bug fixed for pirate mommy and for cursed video tapes to actually be punishing instead of free.
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I main Skull Merchant!
What I would change about her if I could is, quite simply, revert her. Ideally to version 2.0, but I would happily accept the first version, or the 6.6.2 iteration, or even a mix between them.
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I'll be willing to sacrifice damage done through grabs, even when slamming. I'd even be fine with max Uroboros infection not causing an instagrab. He can legit become an M1. I just wanna go zoom zoom zoom.
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Trapper
- 10% Hindered for survivors after they escape a trap for x seconds
- 10% Haste for the killer while a survivor is trapped (to get to the trapped fool faster, or to help in chasing another survivor)
- Faster trap setting speed (Trapper Gloves basekit)
- Shack doorways no longer directly trappable (sorry noobs, your lame-o gameplay needs to go)
- Rework the Iri Stone to "All traps re-arm themselves upon hooking a survivor"
- Rework Bloody Coil to "Survivors who disarm a trap are Exposed for x seconds"
Maybe also rework the trap setting animation so that he simply tosses traps where he wants them while on the move, rather than stopping in place and setting them.
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Skull Merchant reverted back to her 2.0 state.
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The Nemesis
- Whipping Generators: Tier 2/3 Tentacle Whip should damage Generators as if they were kicked
- Shattered S.T.A.R.S Badge (add-on change): 150% increase movement speed for zombies are always active
- Survivor Zombification (new added mechanic): If a survivor dies by any means while contaminated they will respawn as an additional Zombie they can control , if they choose to leave they will not receive DC Penalty and will be replace with a zombie Bot. (survivors controlling zombies can earn additional BPs for Zombie events: Attacking survivors, bodyblocking Nemesis/other survivors or feeding Nemesis mutation), vaccine chests respawn.
- Iridecent Umbrella Badge (add-on rework): Nemesis starts the trial at Tier 3 Mutation but zombies no longer spawn (excluding Zombified Survivors)
- Cerberus and Licker add-ons: add-ons that turn zombies into these enemy types. Maybe the licker has increased detection range or can detect based on sound (running, grunts of pain, vaulting) while having long range attack but moves slowly on the ground/walls/ceiling). Cerberus could attack like Houndmaster's Dog, holding them in place and despawning after survivor knocks them off.
- Zombie Mori: If a zombie is nearby a survivor in the dying state Nemesis can hit a button prompt for the zombie to mori the survivor without nemesis having to be near (survivor controlled zombies can also mori survivors by walking up to downed survivor and hitting the "kill" prompt).
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Michael Myers main since 2017.
He got some very nice little buffs/QOL changes last Christmas that I always wanted for him. Buffing his tier 1 speed to 110, cutting the amount of stalk he needs for tier 2 by 50%, making stalking from a distance faster, doubling the amount of stalk he can get off survivors thereby allowing you to have many more tier 3's and not having to be as conservative with your stalk etc.
All these changes made him feel a lot better to play. But there is room for more.
That's what I asked in their recent Reddit Q&A and they actually answered my question confirming they're doing more with him;
So this question has been on my mind a bit recently. There's a few things I would love to see added to his base kit;
- An activation button for tier 3, much like with Oni's power. I have seen many Michael's accidentally pop their tier 3 prematurely when they are trying to 99 it. If you're running the stalk speed add ons this can happen quite easily.
- He kicks pallets faster in tier 3. He already has the massive lunge and faster vaulting speed in tier 3. Give him the full monty and let him chew through pallets faster too. Tier 3 is supposed to be Mikey at his most powerful, so make it so.
- Give him the ability to switch between undetectable when in tier 2. Mikey is the ultimate sneaky stalker in the Halloween movies. Always getting the jump on his victims when they're completely oblivious to him being right there.
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Doctor.
The one thing I would like is to give his shock therapy longer range at basekit value. It is too short to reach around loops at base.
Therefore, giving him the Polished Electrode (+4 meters) as basekit would be a good QoL change.Haha, I would LOVE to become a zombie survivor. That would actually make playing against Nemesis kinda fun
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I would revert Clown to his previous iteration. Simple as.
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I have several quote unqoute mains, and here is feedback on all of them.
Artist is fine, she only should get Severed Tongue basekit and she is perfect. An addon pass would be good.
Hag should get some help battling S tech, and get her camping ability nerfed a bit. Also her addon variety sucks.
Plague needs her audio bug fixed, and some other inconsistencies, and she is great.
Houndmaster needs to be made less clunky. Fix her issues.
Myers needs faster break speed in Tier 3, and an add-on pass.
Wraith is perfect as he is.
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Demo and I would remove all the anti-fun blocks on using his shreds from high elevation to get some distance.
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I'm a 100% BP main so I guess I'd like everybody to be bug free.
id like unknown to have basekit monitor, same TR as Springtrap. they really need it.
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Spirit. She is so hard to change tbh because what makes her frustrating to play imo is the many audio bugs this game has and the lack of an acessibility option for her and the survivors (I have no idea what they can do here to not make her too op or too weak). Spirit's chase music is too loud and her phase sound sometimes is confusing in the survivor POV.
Also Spirit has some really bad addons, especially Cherry Blossom that needs to go because it's unhealthy. Rusty Flute needs to be partially basekit like 15% or 20% and nerf the addon accordingly.
Post edited by theMasafe on1 -
I dont have a main per say but for Ghostface i want the way his reveal works as its so inconsistant. I have been exposed as ghostface and exposed him as survivor from around corners that make no sense. Other than that maybe make the knife addon that gives him haste when exposing a survivor basekit.
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I main Freddy, or at least I used to.
Simply put, just revert the rework he got all those years ago to his original power, with a few modern touch ups.
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sadako : removing tapes is not free
wesker : to not bump into ants :(
spirit : sound fix and make her 115
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Hillbilly. I'd remove the overdrive mechanic because i miss pre overheat Billy. ( Im blinded by nostalgia)
Fix/ Revert his chainsaw animations.
Addons:
Tuned Carb:
- Start the trial in overdrive.
- Overdrive lasts 5 seconds longer
- Increases bump penalty by X %
Cracked Primer Bulb:
- Disables Overdrive.
- Increases Chainsaw sprint speed by X %
Spark Plug:
- Decreases chainsaw charge time by .2 seconds ( i miss this addon).
- Does not stack with overdrive.
Post edited by Moodyy on-1 -
i main phead, pretty happy with him rn (i want flicking fixed), and i also play legion.
leggy i feel like doesnt need a buff but i would be happy if he got bugfixes that embrace my playstyle. if they fixed his collision issues coming in and out of feral and made body blocking a bit easier during cancellation, id be over the damn moon. id also be happy to have blood puddles visible in frenzy that way if you do have to use feral on someone injured its not lose LOS and oops hes gone
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Wraith
- Make his Pallet Shredder add-ons partially base-kit (nerf the add-ons to compensate)
- Change an add-on so it makes an uncloak hit force survivors to drop their item
- More perk reworks with unique effects (do we really need 3 cloaked move speed add-ons and 2 cloaking speed ones?
- Bring back lightburn
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Pinhead: improved chain AI. The amount of follow up chains that spawn so that they’ll never connect or immediately break is too damn high. I’d also prefer if Pinhead did not break his own chains. And maybe a hemorrhage/mangled add on, if there’s time.
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I would love more options for zombies to encourage different styles of play for sure! ☺️
Faster zombies, a 3rd zombie addon, anything would be awesome! 👏1 -
as a cenobite player i think i can speak for the lot of us by saying feel free to rework Original Pain into that. that addon does nothing that isn't evil
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Brutal basekit would be nice, but they could add some Enduring into the mix. Personally i think it still wouldnt have a great impact (except the numbers are way up but that would be boring).
I also would gladly trade both tombstones for it.
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I main cenobite overal hes fine but chain shot is unrewarding and borderline useless on indoor maps
Impaling wire: fully basekit
New effect: chains now take 0.5 longer to break through the environment
Chains now no longer instantly break but instead give the same effect of slingers spear but are blue instead of red/orange (extra chains would still spawn when broken by this. It would just give pinhead a little more control when on maps like lerys or hawkins.)
When a survivor is hit by a chain shot over 12 meters or so pinhead gains 5-10% haste (bc currently you do yourself more harm by going for these shots)
When teleporting to the box if the survivor is INSIDE a structure it wil now give off this blue ish hue inbetween the bricks/wooden panels like it does in the movies/trailer
And last but certainly not least
Pinhead can no longer break his own chains by walking through them nor can other survivors.
Post edited by XDgamer018 on0 -
Xeno, id replace the turrets / tail gameplay for more of a stealth approach with facehuggers (so yea kinda like pig)
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Id remove the tail attack (keep it for mori) rework the turrets into motion sensors and give him permanent undetectable. And when hooking a survivor you can give them a face hugger (on death hook) wich means if they die they wil spawn an ai xenomorph similar to nemsis zombies just more loud and faster.
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Piggy.
Give her a menu- and chase theme based on "hello zepp" and one single voice line from Shawnee Smith: "Game Over" whenever a head pop occurs.1 -
I wouldn't change much about Legion. However, with the recent trend for Killers with multiple powers, I'd like some new abilities to interact with Survivor gameplay aspects to lean more into their Survivor like ability to vault pallets.
For example, I really enjoy being able to jump scare Survivors with the snowmen during the winter event, so I'd really like a similar ability based around lockers. You could press the active ability button to hide in a locker. Upon exiting the locker, for 6 seconds The Legion gains the undetectable status and a longer lunge. The ability then goes into cooldown for 60 seconds. Not sure about the numbers, but the basic idea is there. I know this was something that BHVR considered when designing The Legion, but they decided to develop the idea into an entirely new Killer instead.
I also think it would be neat to be able to steal at least one item from a chest per trial. Opening a chest will reveal a spray painted tag of The Legion's logo on the inside to let the Survivor know the item's been stolen.
Neither of these ideas are probably worth BHVR's development time, wouldn't be all that impactful and maybe I'd be the only person who would appreciate them. But I think they'd be fun and would definitely be worth a few laughs.
As for something that Legion might actually get one day, I just want base-kit Frank's mixtape and see it reworked to be a Frenzy vault speed add-on.
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I don't think i main a killer anymore, so I'll say what I'd change on all killers I use regularly.
Blight: My beloved, that i don't like as much anymore because of how it easy it is to collide with tiny little corners. First I'd make his power a bit more client sided, because ping related back bumps are horrid. And I'd make him just a little bit more slidy so I don't hit the corners of things while trying to flick. (If I could I'd just bring back hug tech blight, but i'd be fine with just not hitting things that are on 0.1% of my FOV)
Ghoul: Remove kidnap tech. Make the minimum distance to grab onto things shorter, and the maximum distance longer, or at least allow me to use his power again faster after it failed to launch because, that animation seriously takes forever. Reduce the size of the hit detection on survivors a little bit more. It is still frustrating to hit a survivor that is injured when I was just trying to leap past them.
Dracula: Make the doggo go AWOOO more. In fact just give me a button to howl at will. How about that? just let me go AWOOOOO whenever I want. Put it on a cooldown for all I care.
Houndmaster: Well…the bugs. Also It'd be nice if the dog were a bit more helpful in general? Like…he is kinda precise which, fine I get it, he shouldn't be undodgeable. But maybe he could sniff out survivors if they're close? Like when the dog is on you, you can find survivors in a radius or something. I dunno.
Vecna: This one is sad, cuz he was my main for a while but now I kinda hate him. I dunno if servers are worse or what, but he feels very sluggish to play and cast spells for me, even with his faster cooldowns. I'd say he should be able to push survivors when ending Fly so they cant just double vault if they lost the 50/50. And honestly his skeletons could come out sooner. Like it takes a time to ready and cast the spell, and then 0.5 seconds for the skeletons to get a damage box. Maybe make it 0.4 seconds for them to start dealing damage.0 -
I’ve played a lot of killers, but Wraith has always been my favorite due to simple design, very good add-ons and not susceptible to bugs. Great for a casual player like myself. One thing I would change is his mori. It’s really basic and uninteresting - has it ever been changed since he was introduced to the game? Would love to see it reworked.
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i dont really have a killer 'main' (im equally terrible with all of them) but i do have a favorite killer character, which is the nurse-
(dramatic pause so you can rightfully judge me)
...and i would change her power:
new power mechanic: blink attacks no longer down survivors if the nurse blinks through stuff/chain blinks.
new status effect: haunted - survivors hit with chained blinks/a blink that went through something/are blank through will scream and gain a stack of haunt. once the haunted gauge of every survivor is full...
new power iteration: the purging of crotus prenn
- the nurse starts to walk, gains 4.6m/s moving speed and now throws fire projectiles instead of blinking, for a limited time. she loses collision while charging her fire and can go through stuff while doing it, but cant shoot it if she does.
- survivors hit with her projectile are put on the dying state.
- hitting a palette with her fire projectile instantly breaks it.
- fire nurse goes brrrr
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Yea I thought that was a pretty fun suggestion, it can also be an achievement that rewards each survivor with a zombie skin if they finish a match as a zombie.
Yea even give Nemmy another button that orders zombies to move to "this location" wherever they are on the map or give them a periodic "Rage mode" where it turns them into "Crimsonheads" like the ones in Resident Evil remake
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As much as I despise the RBT this would be fun
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I don't have a main exactly. Wraith is probably the closest I have. I'd like to see a couple of his addons reworked to give him original Windstorm making his uncloak lunge bigger.
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Currently my main is Springtrap. I think the only thing I'd change is his doors - I kinda want that office space to not just be a nice little easter egg, but a pocket dimension like that one event. Make it a little bigger, have it resemble the FNAF 3 office since, well, Springtrap was from that game, and you could make some unique chase circumstances regardless of the map you're on. Plus, it'd give Survivors more of a reason to even want to go in there.
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Actually so cool of an idea :D
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I enjoy Houndmaster, but she desperately needs some changes. For example, the current "Chase" command mechanic could be replaced with one similar to Knight's — Snug automatically locks onto a chosen Survivor and chases them. If he catches up within the command's duration, he grabs them, but can be unlatched with the help of another Survivor, a pallet stun, or if the Houndmaster doesn't arrive to hit the Survivor in time.
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Anna main.
More consistent locker spawns with better spread of lockers.
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I would like the roar for my beloved Piggly Wiggly to not start exactly at the beginning of her charge. Maybe yesterday out having it begin a third of the way though? Half ?
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Dredges and Tricksters would appreciate that as well.
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Sadako and soon the krasue
For sadako the changes I want are to make tapes an actual threat with fingernails being fully basekit, and a full addon pass
For krasue, just adjust her jank when exiting out of head form and adjust her attack mode movement a bit
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ok… this might take a while to type.
The trapper.
- trapper can pull traps from anywhere in the map every 30 seconds or so (picture thor and mjolnir, you point your hand and the trap comes.)
- he can also toss a trap at a certain distance, it will arm itself in however much time it woud take for trapper to walk past it in a straight line. (he can continue to walk while performing this action, maybe slightly slower than normal)
- traps are purely time based. takes X time to escape, that is it. maybe 20 seconds base is good, would need testing.
- traps that you set at your feet start at 0% opacity and go to 100% opacity over 90 seconds (maybe 120 seconds…)
- traps you toss start at 50% opacity. (and therefore reach 100% in half the time)
- trapper CANNOT step on his own traps unless he is currently carrying a survivor.
- addons would require changes, but I'm not going over them.
this I think would be enough.
the issues with trapper have not changed during the years. (some did get removed)
1- He needs to pick his power from the ground. even starting with all his traps wouldn't solve this.
2- very hard to use in chase.
3- you can see the traps a mile away because there are basically no places to hide them.
4- promotes a "base defend" playstyle because everything else is pretty bad. The playstyle is not an issue, but lacking choices is.
so, I think these changes would help with those.
he can toss the traps, so he gets somewhat of an anti-loop. meaning it's useable in chase. Is this better than "protect your base"? doubt it, but it's an option that would exist.
he can recover traps in useless spots. no need to go on a collect-a-thon anymore. But there's a limit so he can't just keep picking stuff up and tossing it all at every survivor he chases. (but it would probably be funny to see)
NO MORE TRAP RNG. You know what you can and can't go for if someone steps on a trap. and so does the survivor. this is better for everyone.
No more stepping on you own power… that is lame. imagine if the purple bottle affected clown, or if doctors started randomly screaming after using his shocks… it's not good. (but I do think being careful while carrying a survivor is fine. would also help avoid edge cases where trapper would circle a hook with traps or something similar)
Personally, I would rather add grass and stuff to maps, it's a better visual, but that would be extremely time consuming. So a good compromise is the trap opacity. solves it for every map. trapper can now actually hide his traps.
setting it by your foot makes the opacity last longer because that is the base defend aspect of it. invest time, better reward. But the base won't last forever, it will become fully visible eventually.
Will this make trapper S tier? Obviously not. But I think it would make him a lot more fun and dinamic. while not making it unfair to survivors.
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spirit and i would make her audio work properly… its been months and months and months and months
jokes aside give her back her weapon shatter animation when she whiffs
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Onryo- tape destruction on hit. There’s currently no counter play to tapes other than preventing them getting them in the first place by spamming TVs
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