Do these killers need changes?
I didn't put this under the "suggestions" because these are not exactly actual suggestions I want to see in game, these are some ideas to change killers that I'm simply sharing to see what everyone else thinks.
There's a couple things with different killers that me and my friends find difficult to counter, and we've thought of a few ideas to change them.
The Hag
The Hag is a very powerful, she goes right under Spirit and Nurse on my tier list. Sometimes, I find it frustrating and unfun to play against her due to the way her traps work. You can crouch to avoid triggering them, but due to how slow you move crouched, this causes some problems.
Lets say she hooks someone in basement, traps up the basement, then runs off. If you walk or run down there, you'll trigger the trap, she'll teleport to it, and you'll and get grabbed mid-unhook, or if you play it properly, you'll save the person, but without Borrowed Time, they are quite likely to just get caught and hooked again. Even with Borrowed Time, they can just catch you instead and hook you, especially if The Hag is using Make Your Choice. You could say "just flashlight the traps." Well, I guess that's possible, however, if she places multiple traps, which they often do, your flashlight simply won't have enough battery to be breaking every single trap she places.
Then there's another situation where if you crouch walk down there to help them, and then you both crouch walk out of the basement, The Hag will already have made it back to the basement, due to how slow crouch walking is, and either down the person you unhooked again, or chase you. Urban Evasion CAN counter this, but should we really be forced to run 1 perk to counter 1 killer? When there's 24 different killers? No. The answer is no.
Another, less annoying problem is when you trigger a trap, you don't know if she's going to teleport to that trap or not. It's a gamble on whether you should ignore it, or take off running.
Me and my friend have talked about this, and have come to the conclusion that traps should only trigger while you are sprinting. And if you trigger a trap that is out of her radius to teleport to it, it will not spawn a fake Hag, but instead destroy the trap and trigger a loud noise notification. What do you guys think about these? Should these exact changes be made, should different changes be made, or do you think that The Hag is fine?
The Huntress
Change her hatchets to where they only hurt you if they actually physically touch you, rather than magically hurting you just by flying near you. Period.
The Demogorgon
The Demogorgon can easily fake a shred attack on you, when you run to a pallet, he can act like he's going to use shred, and if you do throw the pallet down, he'll use shred and hit you, or just break the pallet. If you don't run through the pallet, he can easily let go of shred and use a basic attack instead. This is a similar situation to how Pyramid Head used to be, with no-win scenarios where he'll just use Punishment Of The Damned if you go through the pallet, and if you don't, he'll just use a basic attack.
Pyramid Head was given a cooldown before he can swing again after letting go of Rites Of Judgement, I think they could do something similar with Demorgogon, either add a swing cooldown after cancelling shred, or make the shred slowly go back down when cancelling it, similarly to The Hillbilly's chainsaw.
The Deathslinger
It seems like there's not much you can do about a Deathslinger, as you almost never break free from his harpoon unless he makes a bad shot (which better players won't do,) or someone helps you by getting between you and Slinger, making the chain break faster, as well as blocking him from attacking you. To make matters worse, it still injures you even if you do break free, which kind of defeats the purpose of breaking free in the first place.
On another note, he can counter Borrowed Time by harpooning you, pulling you in, and simply not hitting you until the endurance wears off. Your endurance timer should pause when he harpoons you.
Your movement shouldn't be as limited as it is when he has you harpooned, you should be able to move sideways more freely while he has a hold of you. Additionally, breaking free should not injure you. I think he would still be good if these changes were made, there would just be more counterplay to him.
The Blight
The Blight's turning rate during a lethal rush is way too big, which makes it quite literally impossible to avoid it, he can literally wrap around an entire obstacle during it to hit you. His turning rate shouldn't be so high during a lethal rush attack.
The Trickster
The Trickster, in my opinion, is very unfun to play against. How quickly he throws his blades, and how non-punishing it is to miss, is quite annoying. He can literally keep throwing them at you, injure you, and KEEP THROWING THEM AT YOU, resulting in you being injured, and then downed in a very quick succession. It's a bit different with The Huntress, as her hatchets fly at an arc, she only has 5-8 of them, and her throwing rate is much slower. Not to mention he has the incredibly powerful "Main Event" which makes matters worse, he doesn't even need that ability as he's already powerful enough without it.
He can just injure and down you way too quickly with his blades, and the huge amount of them he has and how quickly they fly, and his throw rate, makes it incredibly hard to do much of anything about. He needs some kind of cooldown upon injuring someone with the blades, and/or reduce his amount of blades. And remove the "Main Event" as well.
Conclusion
Well, that's all the changes to killers me and my friend have thought of. Some may need to be adjusted a bit, or simply replaced with different changes, but those are some things about specific killers that I find annoying and unfun about them, and they could potentially use a change. What do you guys think about these changes, agree or disagree with them? Or should they change them in another way? Let me know.
Comments
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Well, someone really asked for Trickster to be nerfed.
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I've heard people say he's bad. I don't understand at all what they mean by that.
Did you even read the whole thing?
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Welp. Now I know this is a troll. None of these killers need a rework.
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If you can't understand why he's so bad... Not really sure what to say. I feel like for most people that have played him/seen gameplay of him should be well aware.
I think you should use a different word than "rework." Like, turning down Blight's turn rate isn't necessarily a rework as much as a numbers adjustment. Same thing for the change you have for Huntress. That's just changing how Huntress' hatchet works, not giving her a rework.
Other than that, not much else to say. Some good points, some not so much.
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I read it all. Took me 10 seconds.
Trickster is jjst barely not the worst Killer in the game.
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Hag just needs some sorta mild nerf to counteract traps around hooks, probably just if a survivor is unhooked destroy all traps within 8 meters of the hook
Huntress hatchet hitboxes are mostly fine just the crossplay netcode especially needs a tune up because ping + netcode + server + other persons netcode + other persons ping makes hatches have massive hitboxes on the other side but feel completely normal and fine from the killers perspective
Demogorgon is fine because his "lose lose" senario still buys the survivor team time unlike other killers lose lose senarios like pyramid head, or nemesis he can't hit through a dropped pallet so you always can play safe to buy your team time
Deathslingers chain is his only power and its meant to balance out the fact he is a 4.4 if his chain couldn't injure anyone as well or actually pull people in as it does right now he would me probably one of the worst killers in the game, also he can't wait out bt, the chain gains 17.5 / 100 charges per seconds for breaking, at most he can only wait out ~6 seconds of the bt timer, so its fine
Blight is fine, his turning is use as much as you think and he even has an addon for lower turning try that out and think about it again
Trickster is borderline ok, he is weak against strong survivors but who isn't but can preform decently thanks to being able to rack on damage and also hit a little bit during the windows where most killers would be in cooldown, he is fine, and also main event is nearly useless except against camping since any tile between you and trickster that blocks los makes it impossible for him to catch up to you while using it
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You must've never play him then it's take a long time to down someone with Trickster power. That's 8 knifes you have to land for one injure state another 8 knives to down them and the survivor is constantly running behind cover meaning you have to catch up again. Other killers like Demo, Deathslinger and Huntress can land their range attacks in a second while it takes Trickster way longer to do the same thing.
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"But he's not that bad if you play him right"
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You got a point with "rework." I'll edit the name of the thread.
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That's the case with any killer, including The Pig and Legion. There's just simply better killers.
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It was a joke, thats why theres quotation marks
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Wait, did you really come up with a Trickster nerf?
And you didn't even mention Spirit?
The DeathSlinger is really not crazy in terms of power and kit, I am a survivor but I think I am more objective than you, to tell you, nerf all killers, it will go faster
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1.The walking not working on Hag phantasms would be a disaster. Simply her traps needs to vanish within so and so meters of an unhook. To avoid the camping you described much better change that the majority of people want.
2.Yes fix her hitboxes
3.Demogorgon no opinion loop dependent to the scenario you described tight corners hurt him
4.Deathslinger is balanced in the worst way to be balanced. He has a great 1v1. But sucks everywhere else.
5.Blight loop dependent to the scenario you described basic round loops and T L walls he's weak
6.Trickster isn't garbage like everyone makes him. But, he's no where near the strength you describe. Literally don't hold W and look for a tall loop and you'll be fine.
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I think all killers need a revisit. They should remove any one hit down feature as it’s not needed. Killers are already faster, have range attacks, and now zombie helpers and a whip that goes through walls lol.
I think the devs need to balance the game according to data and not complaints from the red rank streamers who play 8 hours a day lol.
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Finally the Myers, Legion and Trapper change.
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traps should only trigger while you are sprinting
Completely agree with this. I don't have a problem with phantasms, and I like that you don't know if she will teleport or not (you just need to act as if she will). I think survivors should be able to destroy traps without the need of an item with very limited charges. They're very hard to spot, so it wouldn't probably affect her much aside from camping scenarios.
The Deathslinger main problem imo is that the speed at which he reels plus his ability to walk backwards make struggling very hard because survivors can be pulled at very high speed and don't have time to put something in between. I think his movement backwards (only) should be limited while he's reeling in a survivor.
As for the Trickster, I think his whole concept is wrong and already expressed my concerns in a post time ago. If it was for me, I would completely rework him in some other way.
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You're problem with Slinger is the reeling mechanic and not the... nearly hitscan, unreactable with latency, instant ads CC projectile...?
And, yes, Tricksters problems are rooted very deep in his design. No numbers change can make a good killer out of him without making him complete cancer to play against as a survivor.
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Yep, as a survivor I love trying to dodge his arpoon and trying to break LoS. It constantly keeps me on my toes and I find it fun. I just wish the chances to break free of the chain wasn't almost zero.
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The chain is kinda weird from a gameplay perspective. It's like its all for show, I know that in 99% of situations that I'm dying on that chain. It's weirder where he breaks it off early at a loop and can lunge and get you over a pallet or something.
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By whole thread I meant the other changes. You might disagree with the Trickster change, which is fine, but please give me your opinion on the other changes too.
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Nurse and Spirit are too obvious. We all know they need changes so I saw no need to do so. Plus, I can't think of ideas myself to change them.
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What do I do about Trickster, then?
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Here's his weaknesses.
1.Weak snowball. Main event is awful and with survivor movements making aiming difficult. Can be argued one of the worst snowballs.
2.Long and tall loops break him. Take the jungle gym with long wall window if you're on the other side there's nothing Trickster can do he's to slow to turn around and has way to down quickly under the circumstance. Many killers are meant to counter Jungle Gyms and other similar loops. He struggles where many killers succeed. But vice versa. Which is why in an Otzdarva video he was rated as unique.
3.Lack of lethality. It takes 16 base hits to down a survivor. That should explain his lethality.
4.No mobility. 4.4 says it all.
5.LOS breakers. Eat him
But he's not the worst and in my list of S,A,B,C,F. He's on C tier. The strengths are.
1.Crushes holding W. Holding W against him is a failure. And since recoil was reduced. He thrives where so many killers struggles
2.Short open loops he'll crush anyone. Another area where he thrives where others fail. However these are much less common.
3.Also good on open maps. Once more where others fail he thrives.
So his strengths are up map dependent which isn't good.
Honestly I got no clue what to do with him. He's not my main and unique. Simply saying he's not that good like you make him out to be. And main event needs to be buffed if that happens I believe he's in a fine state.
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