We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

lets discuss who is considered to be the weakest killer in the current meta?

Skill_issue
Skill_issue Member Posts: 542

all perks and addons can be used

edit: assume a neutral map and players are of the same mmr mostly not necessarily a swf

Post edited by Skill_issue on

Comments

  • Technature
    Technature Member Posts: 619

    Oh boy.

    I guess if no one rigged the map, people are of similar skill, all that, things as balanced as possible.

    Freddy I think on average.

    Knight has an advantage indoors.

    Twins is just difficult to actually play but can be nasty in the right hands.

    And Clown I feel gets a bad reputation because nobody wants to use yellow bottles.

    Freddy on the other hand gets less teleport spots as time goes on and his abilities otherwise only work when people are asleep. Being unable to see him far away most of the time generally doesn't do that much.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,365

    Honestly, Im just going to say it, the Knight is not as bad as people make them out to be. The only "issue" the Knight has is that their power is boring to play with and against.

    I have always stood by the idea that Dream Pallet Freddy and Sadako are the worst Killers in the game atm, mostly leaning towards DP Freddy, since their power is entirely countered by memorization (and soon to be Any Means Necessary since you can just drop all the DPs and reset any actual pallets with no consequence).

  • jesterkind
    jesterkind Member Posts: 7,973

    I think it's a pretty open and shut case, personally: Trapper.

    No other killer has as much holding them back for as little reward as Trapper, in the current state of the game. Next up from him would probably be Clown, since both of his bottles mostly do the same thing and that thing is only "decent".

  • Witchubtet
    Witchubtet Member Posts: 642

    Which both have easy fixes too.

    Trapper Just needs all his traps at the start of the match, then replace his bags with new add-ons that give him haste if they are triggered.

    Clown just needs his yellow bottle to be a drinkable one. He downs it (while tilting his head back a little so he can’t just eyeball the survivor) then gets his speed boost for a decent bit of time. Make it cap at 2 bottles of the speed soda.

  • Technature
    Technature Member Posts: 619

    The problem with Knight is most of whether his ability is useful or not comes from loop denial. Once that happens, either you get a free hit or another loop is connected to the one you're currently at. If you try to use the Knight any other way any survivor worth their salt is going to avoid triggering your guard, outrun them, or use them to get away from you faster. Artist can do all of this but better.

    His only other strength is 3 gens, and being able to keep one person occupied while you patrol the gens isn't that good of a trade. At worst, one person is being chased by a guard, one by you, and the other two are doing Gens. Off the top of my head, Wesker is a better choice for this.

    And as you mentioned, just playing as him is boring.

  • jesterkind
    jesterkind Member Posts: 7,973

    I don't think it's something that needs to be "fixed" in Clown's case, there's nothing wrong with a mechanically simple character that has a mostly predictable skill ceiling necessarily. It's fine that Clown doesn't do much, but does it well- and if you want to give him some buffs via new mechanics, I'd sooner see addons for different bottle effects, that'd be more interesting.

    As for Trapper, that's a terrible idea for a few reasons. He could use help but there are definitely better avenues to take than that.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Trapper can snowball in a way clown never can.

    I'd say Freddy though.

  • Witchubtet
    Witchubtet Member Posts: 642

    Like? Without taking away his kit for a full rework how do you give Trapper the help he needs? All other trap characters start with all their traps, easily can replace them, and have some sort of movement aspect to them. So I was suggesting a way to put him on par with them in terms of utility and movement.

    Clown does have different effects on his bottles. With his add-ons Kerosene Can (Blinding I know but it’s there) and Sulfuric Acid Vial (Mangled until Healed). The first one is meaningless unless that person is running Windows, and the second one can be paired with his perk Coulrophobia for a decent degree. I personally want one with Oblivious or Deafening

  • jesterkind
    jesterkind Member Posts: 7,973

    I've gone at length about why Trapper shouldn't start with his traps in other threads, but for brevity I'll try and do a TL;DR: The tactical juggling of traps and choosing where to set them ahead of time is an integral part of Trapper's identity that shouldn't be removed without extremely careful consideration, and simply giving him all his traps at the start of the game allows him to just brute force his way into a down and then set up around the hook without much thought. That's why the Trapper Sack has the downside that it does, to dissuade that tactic and let him use all his traps the way he's meant to in a risk/reward sort of way.

    As for what would help him, a few things. Traps should spawn closer to him and towards the centre of the map so that he can pick them up easily and won't ever be in a position where he loses access to part of his power because it spawned in a far corner of the map, for starters, and after that I'd suggest that his traps should no longer be revealed by maps and should get either realm-appropriate camouflage or partial transparency to help future proof him against brighter and less grassy maps. Those are his biggest problems, and there are a few other small tweaks that'd help him sit in a better position. I saw someone suggest he should get to toss and arm traps like Freddy's snares, with a short delay before they set, and that'd honestly be a pretty cool change that helps him be more mobile. I definitely don't think his kit needs to be fully reworked, just tweaked.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    "With and against" seems to be the meme with this guy.

    His power is fun as hell to play with. I love love love farting out ghosts, chasing two survivors at once, forcing survivors off gens and blocking pallets with the slow break action on his little guards. He does a bunch of stuff no other killer can do and I love it.

    He's still not good though. A good survivor can loop you and the guards because they remember where they have been and the guard pathing is pretty easy to abuse. Yeah you'll get a hit eventually but that's true of every killer. The salient question is how many gens are left when that down comes. Against good survivors it's usually not a lot which is why so many knights go for the hard three gen thing.

    And all that's fine. I'll take a fun killer over a strong one every time. Knight's fun, but middling in strength. I play him and dredge a lot lately and I think dredge is the stronger killer if you're not going for tedious 3 gen stuff.

  • This content has been removed.
  • Blueberry
    Blueberry Member Posts: 13,671
    edited February 2023

    That's tough.

    Trickster, Knight, Myers, Freddy, Onryo, Ghostface, Pig

    All really bad. If there was no addons I'd add Trapper, but his ultra rares bump him up at least off the bottom.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    its not easy fix for trapper because his issue is SWF disable traps. if you follow trapper around and stay 20-30 meter away from him. The trapper following you will lose the game because he is m1 killer and has little to no power in the chase but if the trapper ignores you, you can disable all his traps and he will become an m1 killer with no ability.

    Trapper's strength is unpredictability but once you remove unpredictability. there is only predictability. there is a number of ways to go about fixing trapper's primary issue but all of them have some drawbacks.

    Solution 1: Make trapper traps not time efficient for survivor to disable them.

    • Increase the time it takes to disable traps from 3.5 to 30 seconds.

    This change makes it unrewarding for survivors to disable traps because it is so time consuming that doing so is waste of time. This means trapper can put traps at pallets right in the open and it becomes win-win. If survivor disables trap, they waste a lot of time doing so. If they do not disable traps, a potencial powerful pallet is eliminated from the game. I think biggest issue behind this is that it strength's trapper ability to lock-down 3 generators and basement. I think this gameplay relatively boring.

    Solution 2: Put Iri stone base-kit.

    • Traps are automatically reset every 30 seconds.

    Disabling trap is fast but becomes just as time consuming as increasing the disarm time. it has same issues where 3 gen lock-down and basement are stronger leading to stale gameplay.

    Solution 3: Make trappers traps transparent and add minimum viewing distance(e.g you must be within 6 meters of a trap to see the trap on the floor). Combine this change with the ability for Trapper to throw his traps similar to placing freddy's snare pools.

    I think this would best change for him because he could do something i like refer to as dead-angle trapping. Dead-angle trapping is when the trapper puts a trap out in the open at a sharp corner and the survivor when being chased takes sharp corner and walks into a trap. this works because even though trap is perfectly visible out in the open, survivor when looping a specific direction such as clock-wise need to bend their camera FOV to see traps behind sharp corners. Most survivor player do not that because its irregular to do that especially in the chase. you usually place your FOV on survivor in front of you or behind you as survivor. Never to the side. As a result, 99% of survivors will just take sharp corner while looping trapper and directly walk into his trap. this would allow him to have increased flexibility in placing traps out in the open freed from requirement of placing grass positions but they could still potentially be disabled if someone sees you throw the trap. At very least though, it would be harder to spot traps and trapper could use LOS in key moments to make it tricky to figure out where the trap was placed.

    If your out in the open in a stray pallet, the trapper being able to throw his traps means that he can zone survivors by pushing them away from pallet/window, kinda like mini-hex blood favor/bamboozle. This is similar to how Artist can put birds at loops and people can run away or Knight ability to throw guards. its not amazing anti-loop nor is it time efficient but at least its better than trapper power being so slow at placing traps that power is nearly unusable in the chase.

    ---

    If including all add-on and all perks. I think freddy is worst killer overall because nothing he does is better than other killers. Staying out of dream world is m1 killer. Gen TP can be outclassed by other mobility killers options. Anti-loop can be counter by pre-drop pallets given that his snares placement slows him down to 100% negating the purpose of the hindered. Has zero good add-on to elevate him.

  • Brokenbones
    Brokenbones Member Posts: 5,226

    Trapper

    • Majority of maps make his traps super visible these days
    • His power can not only be called out, it can be straight up disabled. Avoiding tall grass and looking down will almost guarantee you never step in a trap.
    • Some maps, his "power" is spread out in far corners meaning you will struggle to fully utilize your power. Purple bag mitigates this but adds the downside of not being able to move your traps, which might not seem like a big deal but unless you run iri stone it is a problem you will have to deal with
    • Basic M1 killer with no potential in chase without set up. All he can really do is lock down a tile or fake it to force a survivor to leave. If he has no trap on hand in chase and he's in an area with no set up, he just has to play it normally which is a problem for a lot of players/certain maps
    • Can become reliant on the basement, which promotes playstyles many people are not fond of
    • No form of mobility at all, can control a 3 gen pretty decently but that's it
    • Has the lowest killrate in the latest stats we were given (Which was post 6.1.0). Not 100% the dealbreaker but it certainly shows him being weak isn't purely down to skill like it is with killers like Nurse where they seem weak due to inexperience rather then simply just having weak powers


    That being said, Trapper is not unplayable - just compared to the rest of the roster I think he is the weakest overall. Especially if you factor in addons.

    Myers is pretty weak addonless, but then he has addons that straight up win him the game when he gets tier 3 once.

    Pig imo has only gotten stronger despite what the meme about her would suggest, 90s gens makes her stalling capability more of a threat and jigsaw boxes having fixed RNG means overall survivors will spend more time searching then they did previously. She also still has some addons that give so much value at stalling games out compared to Trapper.

  • Monlyth
    Monlyth Member Posts: 982

    Trapper. The sheer time investment required just to use his power is enough to cost him multiple gens at the start of the match, and these are traps that can be spotted very easily, and neutralized quickly and painlessly by the survivors if spotted before a chase has started.

    Killers like Freddy have pitifully weak powers, but Trapper's power is so weak and time-consuming that in some matches, it can make you question if it was worth using at all.

    Trapper mains are a rare breed. The most famous one I know of (Otz) has actually said Trapper is no longer his favorite, saying it's near-impossible to properly hide a trap on most maps.

  • AverageAshEnjoyer
    AverageAshEnjoyer Member Posts: 427

    Trapper by far. You're lucky if you manage to get 1 trap to work in a match.

    Sadako is a close second

  • Science_Guy
    Science_Guy Member Posts: 2,034

    There's so many killers in the game now that I find it imposible to keep track of what the current consensus is on tiers anymore. But AFAIK Pig is still pretty awful. Trapper and Sadako are other common picks but Trapper has asnowball/sudden comeback potential and Sadako has a similar slowdown mechanic except hers is passive and she also has teleporting... so still probably Pig.

  • MoNosEmpire
    MoNosEmpire Member Posts: 649


    I don't think the trapper is the worst killer in the game at all, if you get 1 trap and the survivors are crazy enough to enter the shack it's practically a GG, especially in a trained killers hands. Or the addons where if a survivor gets stuck they lose a health state and then if they release themselves from the trap they're knocked, won a bunch of games with them red addons easy.


    I'd have to say Freddy, his only threatening part is when the gates are blocked tbh.

  • FMG15
    FMG15 Member Posts: 456

    It's going to be the skull merchant. No Anti-Loop, passive pressure and map traversal. Just a big oops by BHVR

  • bunnyfengenthusiast
    bunnyfengenthusiast Member Posts: 471

    If we all account for all playstyles, addons, and perks: Freddy.

    Trapper can camp basement, Clown has pinky finger and can shut down a lot of loops. Freddy has nothing.

  • TigerSnake
    TigerSnake Member Posts: 531

    Skull Merchant’s the only correct answer. First killer with legitimately nothing to help her in chase.

  • Skill_issue
    Skill_issue Member Posts: 542

    never understood why iri stone isnt basekit or him being able to walk over his own traps(his brown addon), or injured survivors being downed after stepping in a trap(honing stone)...he is supposed to have supernatural powers like all the other killers right?

  • Devil_hit11
    Devil_hit11 Member Posts: 9,120

    its because those type add-on's promote lock-down play-styles that survivors dislike playing against. trapper's power promotes 3 gen lockdowns, basement lock downs, zoning and stealth trapping. I am willing to bet that all those play-styles are dislike by survivor player-base. This is evidently shown by other killers that exhibit similar traits. for example artist and knight are able to place traps at loops quickly and many people dislike playing vs this because it promotes hold-w gameplay. This is evidence of dislike zoning gameplay. Trapper would be like this if his trap setting speed was not extremely slow to the point of irrelevancy.

    The reason why certain killer are weak is because survivor dislike playing vs some killer play-styles. for a killer that has simple power, trapper is a lot more tricky to improve without being obnoxious to go against. I think his niche play-style is suppose to be based around setting stealth traps and survivor walking into them but its kinda weak play-style that is really easy to counter in swf and is possible to counter in soloq but most survivor do not bother to do so. this makes trapper a lot stronger then what people give him credit for. I believe certain streamers such as Tru3 dislike the whole premise of stealth-trapping gameplay. I am not exactly sure why. Perhaps its because getting hit by a trap that you cannot see invalidates your looping skill or perhaps the trapping sound is displeasure feeling? No clue.

  • Steakdabait
    Steakdabait Member Posts: 1,294
    edited March 2023

    the new killer once she's released

  • Skill_issue
    Skill_issue Member Posts: 542

    by all the threads currently i dont think that is the case

  • Steakdabait
    Steakdabait Member Posts: 1,294

    you're 100% right i really didn't think people would be this willing to do nothing but walk around a 3 gen for 50 minutes THANK GOD eruption got nerfed before this killer came out

  • Canas
    Canas Member Posts: 1,021

    Her name starts with "S" and ends with "kull Merchant". And no, she ain't cool.

  • SkeletalElite
    SkeletalElite Member Posts: 2,713

    Easily Trapper

  • Skill_issue
    Skill_issue Member Posts: 542

    the thing is the survivors are also dragging out the game by accepting this playstyle...honestly let her get her kills her kill rate skyrockets and then she gets changed according to the data