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A rework to the Killer cast. Might be long.

I wanted to feature some ideas that I've collected over the time I spent in this forum or simply by playing the Killers' myself. I don't think ALL of them need complete reworks, but definitely the treatment the Clown got before release. Some need a tweak to their base kit, so some add-ons are part of it and then lower the impact of those specific add-ons. Others could do with complete gamechangers.

Going by the DbD wiki rooser here, don't be confused.

I would be glad if you guys came up with more ideas. :)

The Trapper:

  • Give him a minimum two Traps by default.
  • Maybe give him more speed while not carrying a trap, so he may collect and place them more effectively.

The Wraith:

  • He could use some tweaks to his base kit once more... he still feels so slow while uncloaking, almost like Windstorms drawback are always active on him.
  • The other add-ons should also be looked at. Some should be in his base kit (faster decloak) and tweaked in their add-on status. (The give you less decloak speed than before.)

The Hillbilly:

  • Mostly take a look at his add-ons and add ultra rares.
  • Enable him to do actions such as pallets break, vault and open lockers while Chainsaw is on cooldown.

The Nurse:

  • Revisit add-ons and add ultra rares.

The Huntress:

  • Her add-ons could do with some tweaks at this point.
  • Maybe add some movement speed the less hatchets she carries. Would make sense, no? Less weight should allow her to move faster and would hlp with getting new hatchets.

The Spirit:

  • For now I am quite happy with the spirit, the only things coming to mind is the sound bug that's still happening.
  • The only other thing I would enjoy would be, that a successful Grudge hit out of stealth repelnishes like 50% of her phase walk power bar.

The Shape:

  • Enable multistalk for up to two survivors.
  • Survivors should be an unlimited source of Evil for the Shape.
  • And look at some add-ons perhaps?

The Hag:

  • Maybe give her the movement speed to actually trap the place. The more traps are placed the closer she comes to the normal 4,4 movement speed, otherwise she would move normally.

The Cannibal:

  • I think Leatheface might need a whole rework, but I don't know if my idea right now would do it justice, you guys have an idea?

The Doctor:

  • I don't play the Doctor all that much, but he might do with a little faster charge on his shock therapy attack. Otherwise a small look at his add-ons perhaps.

The Nightmare:

  • Freddy is a special case, as we maybe should wait and see how he will be after the mid chapter patch, but still there are some good reworks out there, like deep sleep ideas and multiple dream stages.

The Pig:
For the Pig I had made a rework idea of my own, tell me what you think.

  • Survivors can not take off traps until exit gates are powered.
  • Activated generators don't activate a traps timer, rather they rip open partially, placing the Survivor in the next hook stage, so either summoning or death hook.
  • Survivors have to search the boxes for keys, which will stop the RBT from ripping open partially.
  • To counter trolls: If another survivor activates a generator while the other has not found a key, they are struck by the entity, immediately getting a RBT on themselves. (Perhaps sending them to the next hook phase too.)
  • Once all gens are activated, the actual timer starts and the survivors can search the boxes for the key to take off the RBT.
  • Until the RBT is taken off the usual rules in end game are active.

The Clown:

  • I think the Clown himself doesn't really need any rework right now. Rather the survivors objective should be looked at. Since most often it's simply generators are done too quickly.

Well fellow fog travelers, feel free to add any ideas and tell me what you think. :)

Comments

  • Bagmann
    Bagmann Member Posts: 3

    I like most of these, but I'll give my thoughts on each individually

    Trapper: Trap collecting is his biggest weakness and is the only major thing basically handicapping him now, call me crazy but his traps should work like how the hag handles her traps. Also traps shouldn't be RNG based when you are trying to get out of them, should be a 20 second interaction or so with some skill checks (no great zones).

    Wraith: His base kit does need some big tweaking, maybe even a second ability.

    Billy: He's fine where he is, even most of his add-ons (except for grisly chains, those do practically nothing) although I would like for him to have an ultra rare.

    Nurse: I agree, addons shouldn't handicap killers like the nurse's do

    Huntress: I like this one

    Spirit: The bug definitely needs to be fixed, but her massive cool down shouldn't be a thing, I'd prefer something more like hillbilly's stun after he chainsaw sprints. Also 110% movement speed shouldn't be a thing

    Shape: I agree with everything except for the infinite evil, although survivors should regenerate evil while not in a chase or in the terror radius (maybe a full regen after 2-4 minutes?)

    Hag: I like this one, even though I think she is fine the way she is

    Cannibal: I agree

    Doctor: His shock therapy's 2.5 second effect where it disables pallet vaults and whatnot is currently bugged, that needs fixing. Other than that I don't think his shock therapy should not have the delay in between actually shocking and them getting hit with said shock. I agree with the add-ons though.

    Freddy: Wholeheartedly agree.

    Pig: I kinda like this one, but I feel it would be a lot simpler and take less time to just rework the RBTs so they aren't completely luck based, slightly increase the speed and distance of the dash attack, add some kind of nullification for sprint burst (maybe 3 seconds after the dash starts?), decrease the charge time of the dash a bit (maybe add an effect where it will trigger a grab if you score a hit on someone working on an interruptible action?) and give her add-ons the buffs they need.

    Clown: I love the way the clown plays out, only things I'd do with him is maybe cause his gas clouds to interrupt actions (gens, healing, etc.) for a second or so when a survivor gets intoxicated and slightly increase the speed down he has (5-10%) and change flask of bleach to do something else.

  • IronWolf115
    IronWolf115 Member Posts: 672

    Leatherface I feel is more in need of just BIG buffs, to hep make him a close range punisher. But his add-ons definitely need to be reworked.

    Really like your Huntress and Hillbilly suggestions

  • ClogWench
    ClogWench Member Posts: 2,582
    Leatherface I think needs a second ability. As it stands his chainsaw is extremely weak. As for Doctor I think his add-ons are actually really good currently (could use a second ultra rare). If anything I'd combine Treatment mode and punishment mode so he has time to hit after a shock or react to a survivors actions and shock them in time. Switching between them feels clunky and slow and makes him loose all momentum.
  • Mercury
    Mercury Member Posts: 326

    @Bagmann said:
    I like most of these, but I'll give my thoughts on each individually

    Trapper: Trap collecting is his biggest weakness and is the only major thing basically handicapping him now, call me crazy but his traps should work like how the hag handles her traps. Also traps shouldn't be RNG based when you are trying to get out of them, should be a 20 second interaction or so with some skill checks (no great zones).

    Wraith: His base kit does need some big tweaking, maybe even a second ability.

    Billy: He's fine where he is, even most of his add-ons (except for grisly chains, those do practically nothing) although I would like for him to have an ultra rare.

    Nurse: I agree, addons shouldn't handicap killers like the nurse's do

    Huntress: I like this one

    Spirit: The bug definitely needs to be fixed, but her massive cool down shouldn't be a thing, I'd prefer something more like hillbilly's stun after he chainsaw sprints. Also 110% movement speed shouldn't be a thing

    Shape: I agree with everything except for the infinite evil, although survivors should regenerate evil while not in a chase or in the terror radius (maybe a full regen after 2-4 minutes?)

    Hag: I like this one, even though I think she is fine the way she is

    Cannibal: I agree

    Doctor: His shock therapy's 2.5 second effect where it disables pallet vaults and whatnot is currently bugged, that needs fixing. Other than that I don't think his shock therapy should not have the delay in between actually shocking and them getting hit with said shock. I agree with the add-ons though.

    Freddy: Wholeheartedly agree.

    Pig: I kinda like this one, but I feel it would be a lot simpler and take less time to just rework the RBTs so they aren't completely luck based, slightly increase the speed and distance of the dash attack, add some kind of nullification for sprint burst (maybe 3 seconds after the dash starts?), decrease the charge time of the dash a bit (maybe add an effect where it will trigger a grab if you score a hit on someone working on an interruptible action?) and give her add-ons the buffs they need.

    Clown: I love the way the clown plays out, only things I'd do with him is maybe cause his gas clouds to interrupt actions (gens, healing, etc.) for a second or so when a survivor gets intoxicated and slightly increase the speed down he has (5-10%) and change flask of bleach to do something else.

    Thanks for the feedback!

    • When you say like Trapper's traps should act like Hag's you mean all his traps (what about 6 I believe?) in his "hands" and he can place them where ever? I wouldn't mind or maybe something like they will spawn open right infront of windows or inside pallets? So they would already be open and placed somewhere where Survivors might go.

    • I actually had an idea for Wraith a little back it was like a Death gaze while he uncloaks. He would fill a bar while stalking Survivors during invisibility. The Survivor would then be slowed and this could be affected by add-ons.

    • I just had this idea for him and actually Leatherface(forgot in the original post) to do those actions just to shave off a little bit of time for them. They can't actually hit someone, they simply interact with their surroundings.

    • The Spirit for me right now is actually almost fine. I guess at this point it really is personal preferance. I don't think she needs the normal movement speed, since her phase makes up for it, but I wouldn't say no to more cooldown on her ability.

    • You are right, unlimited is rather strong on Michael. I love your idea though of the regeneration outside of chases, that would actually sound balanced and not feel to overpowered. :)

    • You might be right with Hag, dunnu. I'm not that great of a Hag to begin with, would actually need some Hag main to feature some ideas.

    • I didn't even know the Doc was bugged right now, curious for sure. Oh I think I get it, you mean the shock should be instant when released, right? Because right now it's like 0,3 seconds or something after finishing the shock. Yeah, that would actually help a lot. Then the quicker charge time wouldn't be really needed.

    • About the Pig it's just that I've loved the movies and it doesn't feel right to be able to rid oneself of the trap so quickly. This way they actually would be the slap on a Survivor and move on kind of thing they were designed for. They are supposed to grant time, so once you get someone he will need to look through the boxes. I dunnu, maybe I'm going to far from what's possible with the license, just would be awesome.

    • Same, Clown is awesome to play and I really like him, it's just something feels odd when playing him. I don't think it's his movement speed, it's something else, but I can't wrap my head around it. Maybe a starter would be to rid of his little cough or w/e when vaulting windows...

    @IronWolf115 said:
    Leatherface I feel is more in need of just BIG buffs, to hep make him a close range punisher. But his add-ons definitely need to be reworked.

    Really like your Huntress and Hillbilly suggestions

    @ClogWench said:
    Leatherface I think needs a second ability. As it stands his chainsaw is extremely weak. As for Doctor I think his add-ons are actually really good currently (could use a second ultra rare). If anything I'd combine Treatment mode and punishment mode so he has time to hit after a shock or react to a survivors actions and shock them in time. Switching between them feels clunky and slow and makes him loose all momentum.

    Thanks for your guys feedback too!

    Yeah I really hope they look at Leatheface after our beloved Freddy. :)

  • Bagmann
    Bagmann Member Posts: 3

    Yeah that's what I meant, he needs to be able to have all his traps in hand to be pretty viable in my opinion, he also might need an increase in the number of traps he has, 6 is a little small to me.

  • Zarathos
    Zarathos Member Posts: 1,911
    For the pig making a survivour require two keys and putting rule set no 2 on by default would help fix the annoying rng of boxes on the pigs side. For survivours i would make the boxes more spaced out so a pig cant patroll them when they spawn so close to each other this is particularly bad on the game map. Also make it so the trap doubles in speed if an additional gen is done. I know greifers might be a problem but in the end they are screwing themselves as they will be down one player and will only be screwing there chances to escape. 

    Leatherface needs sone bonus effect on his hammer. Perhaps a slow upon hit or clown like disorientating screen blur effect. Also reduce the slow down on his saw charge so he can more effectively clear pallets with his saw when being looped and potentially use it more on the chase. Also make his saw not lose its charge immediatly if you let go to early that is frustratingly clunky. 

    Doc shock range add ons should either not increase charge time or have a longer stun dependant on how long it take to charge as i find myself rarely using high stimulus as its terrible in chase as you cant effectively stun the survivour. 

    I love the shape change ideas of having evil regenerating espicially since i find myself avoiding the long stalk items as they simply are unfeasible if i burn through much of a survivours evil.

    Trapper should have the ms bonus when moving without traps except in chases in which he reverts back to 115 ms. I like the idea of starting with two traps by default. 

    Billy i think is ok but that qol change sounds ok to me. 
  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    No multi stalk meyers, god no
  • deadwolfwalking
    deadwolfwalking Member Posts: 624

    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

  • Mercury
    Mercury Member Posts: 326

    @Dabrownman1812 said:
    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:
    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Mercury said:

    @Dabrownman1812 said:
    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:
    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

    When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic. 
  • Mercury
    Mercury Member Posts: 326

    @Dabrownman1812 said:
    Mercury said:

    @Dabrownman1812 said:

    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:

    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

    When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic. 

    I beleive it was, there was multistalk on ALL survivors. :p
    I just wish for something entirely different for Freddy. There are more than enough awesome suggestions out there, devs just have to look.

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857
    Mercury said:

    @Dabrownman1812 said:
    Mercury said:

    @Dabrownman1812 said:

    No multi stalk meyers, god no

    That's how he was when he first came out... it's not too strong.

    @deadwolfwalking said:

    Mulistalk Myers might be a nerf more than a buff. Its nice to 99% him and then have the ability to flip the switch at will. But what if you were 99%'ing off of one guy and then suddenly 2 or 3 ppl popped into view? You'd tier up promptly without a planned strategy. As it stands, its a constant and controllable rate. I do like the unlimited stalking idea though.

    It would only take some time to get used to and like mentioned, the multi stalk only works up to two survivors.

    When he came out no one knew how to use him, it would be strong now yes. And was it like that really, I will check. I heard it split and divided the evil amongst those stalked. And faster trapper? Interesting, but following that logic freddy gotta be sanic. 

    I beleive it was, there was multistalk on ALL survivors. :p
    I just wish for something entirely different for Freddy. There are more than enough awesome suggestions out there, devs just have to look.

    Freddy needs tweaks, not a whole new power. Certain things will make him viable. No channel actions like madness during dream transition, Can't wake up to failed self care, etc. Bring transition down to 5, separate wake up and heal from dying state again. 
  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    Doc main here

    Don't buff him. If they ever fix loops, he'd probably become OP at that point.