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Which Killer should get a buff (not a debuff), and why?
I think the Clown buff is much appreciated by the community, but I think there are still a few more killers who could use a rework to improve their power. Or do you think all killers are fairly balanced right now? Make sure to explain why.
Answers
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Wraith. He needs better mobility. At least green windstorm speed. Was gonna say Legion, but that doormat needs a rework
5 -
The Trapper
Increase the base Bear Trap amount to 2.
The Wraith
Increase his movement speed while Cloaked to 140 % | 5.6 m/s.
The Shape
Increase his movement speed while in Evil Within I to 107.5 % | 4.3 m/s or 110 % | 4.4 m/s.
The Legion
Reduce Fatigue to 3 seconds.
Remove the power gauge penalty for basic attacks.
These changes are in my opinion needed to make them good or at least decent.
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Trapper make it so he can collect traps from lockers and he can hold up to 5 traps but they can get destroyed but if they do go to a locker and get more traps
Wraith: increase cloaked movement speed to 150%
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after the clown buff imo the plague will be the weakest in the game and hoping for a buff to her after they fix the huntress addons.. unsure what that buff would be tho.. kinda surprised noone mentioned plague above aswell lol
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GF - Buff and a nerf to Night Shroud
Buff - NS only breaks if you miss an attack, allowing you to chain attacks without conceding your location. Dying survivors and hooked survivors can't consequently break you out of NS either. GF needs to be physically broken out of NS or he misses attack.
Nerf - Increase the recovery rate to balance the improvement gains to NS.
2 -
Trapper - he's the face of DBD, he should be stronger. Map reworks have hurt him a ton limiting where he can place traps.
1. Base kit changes - Allow him to carry more traps and darken his traps. Currently they stick out like a sore thumb on new maps and indoor maps.
2. Move trap spawn points closer to middle of the map. Spawning in corners by dead zones wastes so much time.
3. Have more random debris/grass on maps. He is limited to where he can set his handful of traps because there's barely anything to hide them in random places to catch survivors by surprise.
2 -
Trapper
-2 traps starting capacity, starts with 2 traps
-reworked bags: trapper sack +0/+1, trapper bag +1/+1. stitched bag +1/+2
-stepping on a trap while healthy causes 5% hindered until fully healed
-stepping on a trap while injured causes 5% hindered until fully healed and deep wounds
-stepping on a trap while in deep wounds causes 5% hindered until fully healed and the honing stone effect
-longwood dye basekit: Darkening addons darken the same degree but going from there
-red twine and rainbow maps no longer reveal bear traps
-dead hard no longer avoids being caught by a bear trap
-range check for trap spawn: can´t spawn closer than 25 meters from the edges of the map (exception for midwich?)
-serrated jaws: no longer causes hemorrage, but 5% extra hindered and swaps rarity with rusted jaws
-(new rng in mind): escape time increase to 2 seconds per attempt
-rescue time 4,5 seconds flat
-disarming time increased by 1,5 seconds
-killer instinct indicating disarming in progress
Edit: Forgot the why
Trapper suffers from two major problems that currently keep him firmly in low tier (against competent survivors that is, against the average potato every Killer is S tier).
1) Long time investment to get value out of the power due to starting limitations and availability problems of traps
The changes to the base carrying capacity and the new trap spawn logic should help with this problem
2) Low threat level of the power itself
Too much counterplay for a relatively weak power. With the new rng as it´s currently planned, 1/3 times the Survivor will be out in 3 seconds or less, requiring the Trapper to be smelling the Survivors behind to get value out of the time investment of putting down the trap. If you aren´t currently chasing them, stepping on a trap has little to no consequences (literally no consequences for an injured survivor). With these changes, the traps should become a little bit more threatening to justify the time investment it takes to set them.
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Sanic over there
Oni in case you were wondering
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Ghostface. I've mained him since his release and he is severely addon dependant. By default it takes him 30 seconds to get Night Shroud back which is very crippling. The Chewed Pen alongside the Olsens Adress Book together turn those 30 seconds into 16 which allows a lot of snowball potential.
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Plague- her Corrupt Purge needs to either not be on a timer once picked up, or the fountains should grant tokens. Manually going to fountains is a disproportionate timesink for the killer when those fountains act as infinite omega medkits for the survivors.
6 -
Trapper should just start out with all traps in hand and have the luck aspect of escaping a trap removed, changed into a clear number of escapes that feels good for both sides (4 or 5 imo).
Wraith should have his windstorm add on basekit.
Myers should stalk a lot faster while in tier 1.
Pig should receive an add on overhaul with more add ons affecting her main power - the dash.
Clown should lose the slowdown when changing bottles.
Legions FF time and recovery speed should be increased, aswell as them no longer losing 50% of their power gauge when hitting a normal attack and no longer emptying the power gauge uppon missing a hit in frenzy (still get kicked out of their power though).
Demodoggo should have Rat Liver basekit and receive an add on overhaul with more add ons affecting his main power - the shred ability
Twins i have no idea. but they could definitely do with a buff.
those are my suggestions to increase the playability of certain, currently underperforming killers.
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Reduce Pig's time to crouch and stand up, it's ridiculous. Make it like ghostface. But i guess pig is crazy op and they won't do something so simple ;(
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This is completely biased, but allow PH's punishment attack to linger depending on how much of your gauge you used before firing.
Example: Firing instantly is unchanged, but firing with almost no power gauge increases how long the damage effect lasts in the beam by 1.5 seconds or so, with the number being smaller depending on how much of your gauge you used.
It would add to his theme of map-manipulation by giving him some low area-denial with good management of your power gauge.
Again, biased and not necessary, but cool nonetheless.
Alternatively: Let Ghostface hide in lockers.
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Pig should get a buff. She's one of my favorite killers as I really wanna see her get some love from BHVR.
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Tokens you can use to activate it whenever yes please. +1
The time spent infecting and then picking the pools up almost completely counter acts the time you save by getting the Corrupt Purge. Not to mention the corrupt purge is quite out playable in the first place.
Too many negatives for not enough positives.
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Amanda should get a buff and tweak to her power(her traps) by having 2 different iri addons wich change her traps if they can get the permit use them one survivors spawn in with the shotgun collars and it means until it’s removed they can’t be near each other for a set amount of time after a gens completed and only removed once gens are done and another for the shotgun vests which can only be removed after 4 gens are done but can be detonated if 5 are done
one works to separate survivors and can make unhooks risky if not well timed and another stalls the game otherwise you could wipe your team out
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Wraith - Increased movement speed (25% = purple windstorm) at base for cloaking. He will still need another change, something to help him in a chase though. His buff in the clown PTB was good, but he needed the speed to be added as well.
Pig - Guarantee that the first jigsaw box survivors will search can't get the trap off. Her RBT's need a full-on rework and ambush could use slight tweaking.
Trapper - Allow him to carry two traps at base. He will still need some changes though.
Ghostface - The cooldown for night shroud base kit should be 20 seconds with the addons reducing it should be adjusted.
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I think a lot of the answers to buffs to a lot of Killers is they would be more viable if some of their add ons were base kit.
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How would you rework him?
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Nurse...
Fix the bugs... PLEASE. Rework her add-on. Remove the silly cool down meter. Why does she have a cool down on top of a cool down?
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I honestly would make him less like improved billy with power and more like improved drift king billy and make his blood collection passive without add on
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Every killer in the game except for like the top 5 could use a buff
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I think his movement is ok how it is, in my opinion, but the passive absorb is an interesting idea
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Charlotte needs some sort of passive power when victor is kicked (speed buff? Longer lounge? both?)
Plague needs some buff regaring her fountains. The fact that survivors have full control over it isn't good. It shouldn't clean all fountains if all of them were used.
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Well I cant call you wrong for having a opinion but I have my own too
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Trapper can carry up to 5 traps, but his movements speed deteriorates the more traps he is carrying, but he becomes quicker the fewer traps he is carrying. This makes the bags no longer needed and players can then pick setting tools and use darkened add ons instead. With several traps placed, he is slighlty quicker than nornal meaning he can m1 more lethally. Makes him instantly stronger
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I know, I’m not discrediting yours
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Plague needs a lot of help.
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Trapper start with all his traps imo
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Yes she does but Bhvr don't know who plague is she was accidentally added to this game by an outside source and they don't know who or how to fix so they ignore her lol. Anyway wraith, trapper, ghosty, and clown all needed help as much as her maybe more. Clown will HOPEFULLY be better, wraith I don't see the invisibilty changes helping much at least not in purple and red ranks, trapper they might have made worse or 1% better. plague is buggy and controlled by survivors.
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I can agree to this, but Infinite EW 3 needs to go.
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I'd say Clown is still trash. His change is a buff technically, but nothing significant enough to matter whatsoever. None of his core issues are fixed.
Wraith change once again is technically a buff, but nothing that matters. Both him and Trapper suffer from the same issue which is heavy addon dependency. Both of them need more addon power baked into their kits.
I actually think Ghostface is alright, maybe just some more power cooldown reduction at base and an addon rework as most of them are bad.
Plague needs like a Doctor level rework.
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I think that's good for Plague. Corrupted Purge has tokens but she can pick vile vs. Corrupt like new clown
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What were you thinking about Trapper, anyway? People have the misconception that he should be allowed to spawn with ALL traps, which could be a bit too much. Having to pick up traps and place them is a big part of what a Trapper is and should be, though I too don't feel like he should only have one.
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PIg (Amanda Young): She needs an addon re-work... the ideas are generic so don't feel bad for saying how you'd go about this
Brown addons- Deal with her crouching and ambush (including the roar coming after ambush is fully charged)
Yellow- Video Tape either stays the same or adds on the missed dash attack cooldown and moved to green... the rest change up how her traps work (adding more traps, Status Effects)
Green- Changes up how the boxes work (adding more boxes, removing one but searching takes longer)
Purple- Changes up her base power (like Amanda's secret and Tampered Timer)
Red- Keep Amanda's Letter but replace Rule Set No.2 with something that affects all aspects of her power: Crouching, Ambush, Traps, Boxes
Plus shortening Crouch time in her basekit, DS like Skillchecks (seeing how most players don't struggle with them -some sarcasm involved-)
Bring back trap activation during EGC (just pretend it's another gen being done)
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Plague. Survivors shouldn't be healed when they cleanse
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Trapper needs to hold more traps at base, and not have to go around the map collecting them all.
Blight needs better turning at base, especially on console. It's so stupid you can negate his power by dead angleing him like Oni.
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Legion's power loss after a regular hit isn't that big of a deal. It's just there to encourage using frenzy on healthy survivors and to avoid hitting a survivor and immediately catching up with frenzy, which would be the best option to take in every scenario. Instead, I think it'd be better to give Legion a stacking speed boost for each successful stab in a single frenzy so you can actually catch people who are near the edges of killer instinct or who just hold W.
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Micheal Myers (The Shape) (Do I need to give a reason why?)
0