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Buffing the Old Killer Guard.

Witchubtet
Witchubtet Member Posts: 640
edited May 2023 in Feedback and Suggestions

*Throws Nurse out of this Conversation* there, don’t bring her up.

This post is about Trapper, Wrath, Billy, Hag, Myers, Huntress, and Freddy. All these killers I believe need a little extra power to their kits. Letting them match up to more modern powers. These are just ideas so don’t take them 100% at face value.

Trapper: start him off with 3 traps and have 15 second timers for his other ones to spawn in his inventory. This will help his set up but keep him from instantly 3 genning. Also, when a trap is triggered give him haste +5% for a few seconds. This discourages traps being triggered as he is chasing. Again there can be improvements on these ideas.

Wrath: Shadow Step, allow him to set up dark ‘portals’ to teleport through. I suggest only two and they must be a decent ways from objects 20 meters for doors 16 from gen and hooks. Yes he has high movement but giving him an easy map traversal would increase his pressure. A down side is you uncloak as you leave the portal.

Billy: This one is a hard one, but I think he should gain some sort of interaction when he misses a hit and smacks into a wall. Not a tantrum but something. I’d like to see what you think.

Hag: Slight speed burst upon exiting your traps would help. Kinda like Wrath exiting his cloak. Or a new “Curse” option when you down survivors. Cursing them causes their aura reading to be disabled after being unhooked for 30-45 seconds. Could work well.

Myers: These sounds dumb but perhaps making it so he breaks pallets dropped on him when he stalks. Of course still stunning him. This boosts T1 and T2 but doesn’t help T3.

Huntress: Take her Iridescent that gives her movement speed with no hatchets and make it Basekit. She goes from a 110 to a 115. A small boost. We could also think about fixing some of the hatchet flight speeds and arches.

Freddy: His power is Fine but I think his add-ons Need a huge update to make them better. Currently he has like 6 that are worthless in the long run. Also giving him more Snares for each completed generator would be nice. Since he loses his teleport over time.

Post edited by EQWashu on

Comments

  • Chadku
    Chadku Member Posts: 729

    How will this make money for bhvr?

  • Witchubtet
    Witchubtet Member Posts: 640

    People would like playing those killers and buy skins for them.

  • ieatswf
    ieatswf Unconfirmed, Member Posts: 6

    Billy just needs his addons and the overheat mechanic reverted. It was a dumb idea then and it's still a dumb idea now.

    Myers should tier up in the same way Nemesis does in my opinion. That being he stays at tier 3 the entire game. However instead of instadown survivors, it should just give him base enduring, base brutal strength or spirit fury, not both but the spirit fury idea comes from what we've seen with the Singularity. He should also gain his instadown in a similar way to ghostface through stalking survivors. However, when he gets his instadown, all survivors are exposed for a duration. He should also have unlimited stalk.

    Trapper literally needs whatever he can get literally. However I don't believe his power is mainly the problem, it is instead the maps. The new thinner grass is terrible for trapper.

    Freddy should have both dream snares and pallets at base kit and should be able to switch between them like clowns bottles. I also think freddy should have to manually make survivors fall asleep again but not the insane 7 second duration like before but 1.5 seconds. This makes freddy feel more unique and not just a basic boring killer. His addons were slaughtered and need reworked. Survivors should only be able to wake up by clocks but the interaction should be a lot longer to make it a threat and not an inconvenience.

    Maps just need to be more friendly to Huntress but the iri addon being base helps.

    Hag would greatly benefit from a haste affect after teleporting.

    I don't think Wraith needs a buff. He's perfectly fine in my opinion or at least, other killers have a priority.

    One killer I believe should have priority over Wraith is Twins. Mainly I think the cooldowns they suffer from are far too long.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564
    edited May 2023

    Wraith is good killer already?

  • Witchubtet
    Witchubtet Member Posts: 640

    I was mainly focusing on the older killers. I included him so i don’t get comments asking why he wasn’t there. I personally think he just need tweaks. Nothing big like a buff though. My friend came up with the teleport

  • Witchubtet
    Witchubtet Member Posts: 640

    Don’t get me started on the Twins. I think they need a top to bottom rework

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,129
    edited May 2023

    I don't want to see anymore wraith buffs honestly, I think of all the base killers he is comfortably doing well right now for how basic his power is. good map mobility for the 4v1, and even though he is just an m1 killer the servers can barely keep up with his speedboost when a player is lagging that you end up trading with whatever interaction you did to avoid it. (though that's more a server issue and most players who play him have red ping... I wonder why...)


    If anything killers like trapper could benefit with a way to traverse the map faster (I feel some kind of global mechanic dark portal the entity rewards you with when you hook someone/start a match to choose where to go, it wont be as useful for killers who already have movement abilities) and maybe an addon that gives him some kind of time to set up. I don't think there is anything more they can do to trappers traps that could help him.


    Hillbilly I have no idea what to suggest, because I don't play him enough.


    Huntress doesn't need help, she is a strong killer, I feel the portal mechanic would be a really powerful tool for someone like her to take advantage of I mentioned earlier. She has so many wall hack perks these days she is very very strong, and the ability to proxy camp and camp very easily.


    Doctor needs some changes to his madness mechanic which don't make him an accessibility nightmare, I feel like more ways to make his power nice in chase but taking away his stupid skill check effects, so many friends I care about can't play with me when he is in play and my partner in particularly because of his nystagmus (eyes tremble and struggle to focus on one part of the screen) it needs to go, it's not a healthy mechanic, replace it with more chase power or anything.

  • SMitchell8
    SMitchell8 Member Posts: 3,302

    Revert Billy to his old self

    Leave Wraith as he is. He's a perfect training wheels killer for new players

    Trapper should have his traps in lockers

    Hag needs a little speed boost after teleporting

    Doctor perhaps has his power on a cool down but have it more detrimental to those caught in its blast (slower movement speed) Not many more annoying things in dbd than a doctor getting lucky spamming his power to find those keeping low.

  • solarjin1
    solarjin1 Member Posts: 2,050
  • Witchubtet
    Witchubtet Member Posts: 640

    Doc is one of my favorites and I don’t fully think he needs a buff or rework. Bubba currently is in a weird spot due to how his player base is split so I didn’t want to bring him up.

  • illNicola
    illNicola Member Posts: 482

    Trapper: He needs a complete rework, maybe adding some different type of trap. For example, maybe give him the ability to put barbed wire on windows to slow down survivors when vaulting windows. Maybe, since if I remember correctly the Trapper is a miner in his lore, he could use dynamite to break walls and pallets "from a distance", also damaging nearby survivors.

    Wraith: he's not bad as a killer, also considering the very strong add-ons he has. I would only add the ability to ambush, quickly ringing the bell and dashing forward like the Demogorgon and, if he hits a surv, deep wound.

    Billy: Bring back original Billy. That's enough, no need to invent complicated or strange stuff.

    Hag: She needs a complete rework. Her power isn't efficient anymore. I haven't seen a hag since they put the unique chase and tr music on her.

    Myers: He's not that bad at the moment, I would improve his stealth skills in general a bit, so he can surprise survivors more easily.

    Huntress: I think she's already perfect the way she is. She is one of the strongest killers when used well, there are people who are scary when using the Huntress. If I really had to add something, I would give you the possibility to throw two hatchets together and, if she hits a surv, she sends him into dying state

    Doctor (I think you forgot him): He has a cool design, but his power is very limited. First, I'd make the Doctor's illusions more believable by having them chase after the survivors and if they hit them, they'll scream, increasing the madness by one stage. Also, I would put more types of illusions. For example, even fake lockers, which if a surv tries to hide inside he/she remains visible and is signaled to the killer with instinct

    Freddy: I will add both dream snare and fake pallets, so he can switch between them like Clown does with the yellow and pink bottles. Also, add something that allows him to move more easily within the dream, maybe use your idea of ​​the Wraith on Freddy.

  • Witchubtet
    Witchubtet Member Posts: 640

    I left Doctor out Because I Personally don’t think he needs a big buff or rework. I do agree his illusions could be better however.

  • illNicola
    illNicola Member Posts: 482

    However he is one of the worst killers in the game, he is max tier C

  • mizark3
    mizark3 Member Posts: 2,251

    Trapper: I don't think traps should spawn in his inventory, I like the locker reload many others have mentioned. I would adjust the haste idea to give a stacking 1% haste/second that you move towards a trapped Surv in say a 90 degree cone, lingering for 5s once going in a different direction or trap escape. If you start heading back towards a Trapped Surv within the 5s it continues to stack. This could be used to meme in customs, allowing you to accelerate to two opposite sides of the map towards Survs purposely waiting in your traps. Just to account for cheese though I would have it reset to 0 on a successful attack or trap grab.

    Wraith: I think he is in a fine spot at the moment. If he is underperforming they could revert his most recent rework nerfs, or partially revert them.

    Billy: I'd argue for an adjustment + partial basekitting of Lo-Pro chains. If we consider Healthy -> Injured -> Deep Wound -> Dying (slugged) as the health states. I'd say the basekit version deals 1 health state of damage (so Injured to Deep Wound), and the add-on does 2 health states of damage (Injured to Dying, or Healthy to Deep Wounded).

    Hag: Honestly I think she is fine atm.

    Myers: Before Singularity I'd say basekit Spirit Fury would be OP, but they did it well with It. I don't think Stalking is the right time however, as you could always tap M2 right before touching the pallet zone. Arguably that might be a fine T3 power bonus, maybe with an addon. Another more bold move would be starting Myers in T2 altogether. Scratched Mirror would give a movement speed slowdown and vault speed nerf to match the current T1 values instead, and arguably buff it from 4.2->4.3.

    Huntress: She is fine atm. The Iri add-on you are talking about could be buffed to provide a percentage haste boost based on current used divided by max holdable hatchets. That way if you have 1 used with the instadown add-on it works the same with a 5% (technically 4.5%) haste. If you have 7 hatchets with the purple addon and threw 4 of them, you get 4/7ths of that 4.5% haste boost.

    Freddy: Make his power like Clown's, you can toggle between snares and pallets basekit. If we wanted to keep the charges the same, snares could take 3 charges, pallets take 2 charges, and you start with 15 charges total. That way the current 7 pallets are still possible, and the current 5 snares are still possible, with some math done for the mix and match combos. I like the extra power usage on gen completions, as long as it doesn't become the next 3-gen defender.

    Ones you didn't list that I have some ideas for anyways.

    Doctor: I would say Doc needs some love, and one Doc main suggested boosting his TR. I don't know if they can basekit a calm add-on that boosts TR while the blast is ready, and shrink it when on CD, but that would be super cool if possible.

    Deathslinger: I would go as far as combining the 2 movement speed while ADS addons, as well as combining the 2 shrunk TR while ADS addons, and make 2 new addons for him. One idea would be make him move at a full 4.6 while his spear is unloaded, similar to the huntress Iri addon. I would be crazy enough to make a new add-on that insta-breaks the chain and Deep-Wounds on hit, at the cost of a longer stun. (Maybe programmatically being the inverse of the longer chain duration add-on.) This would offer a new playstyle not based around reeling, and the (1s?) longer stun would be to partially account for how long it normally would take to break the chain, without being strictly worse.

    Clown: 1 extra basekit bottle, 1 fewer bottle with Iri add-on (to keep the ratios the same). I also did a larger write-up a while ago on a variety of different ideas for the specific add-ons.

    Demo: 2 new basekit portals that are blockable (instead of breakable) for 1 minute, but permanent map features. 1 at shack, 1 at main. Any map without shack/main would have 2 spots fixed instead.

    Legion: Revert the needless Thana nerf back to 5% per Surv. Yeah this isn't exclusive to Legion, but it might as well be basekit on Legion. Arguably even give them a basekit mini Thana only when soloing gens (outside of TR while injured?). (Arguably also only when all Survs are alive, so as not to encourage turbo-tunneling someone out.)

    Personally I would also nerf the top 5/10 as well, which I also detailed in another post previously. Quick ones I remember are Blight and Artist becoming 4.4 killers (Blight Rush still being 9.2), the Nurse nerfs which already happened mostly, and add-on nerfs.

  • Akumakaji
    Akumakaji Member Posts: 5,201

    Trapper

    • starts with one extra trap
    • all traps on the map spawn in favorable spots, ie before pallets, in tall gras, below windows and are already primed
    • disarming a trap calls for a skill check to avoid getting hurt. This injures healthy survivors and traps injured ones, but won't put them in the dying state
    • the traps are automatically somewhat camoflaged according to the map, ie sandy brown on the Eiry, so that they dont stick out that prominent
    • Trapper can look and highlight at a distant trap and summon it into his possession with the secondary power button, so that he hasn't to travel to the far corners of the map. This ability has a 1min cool down.
    • No more then 3 traps can be placed around the shack and/or basement. Basement Trapper is one of the only viable playstyles at the moment, but we should try to move away from that.
  • egg_
    egg_ Member Posts: 1,933

    Honestly wraith just needs his lunge duration buff-nerf to be buffed again to 1.25s. Or make it 1.15, a middle ground, everyone happy

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,725
    edited May 2023

    My personal take on these killers. I think most are fine actually outside of some add-on tweaks or QoL changes.

    Trapper: Make trapper bag basekit without the downside. Even being able to hold all his traps at once, he's still not gonna be a great killer. Let the poor dude have his power. If you want to buff him more then let him recall a set trap every X seconds.

    Wrath: I think he is fine.

    Billy: A few add-on tweaks but I think he is fine.

    Hag: I think she is fine.

    Myers: Make it so partially stalked survivors slowly recharge. Change his Tombstone Piece and the faster movement while stalking add-ons to recharge stalk rate add-ons of plus/minus. When a survivor is fully stalked, he gets a temp X% speed boost and after X seconds the fully stalked survivor will go back to full from empty so you can't spam the speed boost. Also let him stalk multiple people at once.

    Huntress: Generally fine. Would be okay with that Iri add-on being base though.

    Freddy: Let him have both Pallets/Snares and do some major add-on changes.

  • Smoe
    Smoe Member Posts: 2,863
    edited May 2023

    Here's what i'd do.

    Trapper: Trapper will not start with all his traps, however traps now spawns near loops and pallets instead of being spread out in random locations at the start of the trial. Also traps would also cause the Deep Wound Status Effect for Survivors who steps in them by default.

    Wraith: I think at best i'd just give him a slight addon rework as well as slightly increasing is decloak lunge and make him move slightly faster.

    Hillbilly: Overheat can stay. in fact, if Hillbilly is camping a Survivor within a proximity without chasing another Survivor and is revving his saw, then the overheat the saw gains should increase faster as well as being unable to lose said heat gained until leaving the hooked Survivor. Never do i want to see Old Billy again nor his old addons.

    Nurse: I'd remove her ability to blink through objects on second blink.

    Shape: QOL pass for his addons and make Boyfriend's Memo basekit.

    Hag: QOL pass for her addons maybe.

    Doctor: If Static Blast is on cooldown, it can be slightly decreased everytime a Survivor enters a madness tier from Shock Therapy.

    Huntress: I don't think Huntress really needs anything except perhaps slightly faster basekit locker reloading speed.

    Cannibal: Same thing here as i gave Hillbilly, camping a Survivor within a certain proximity without chasing another Survivor = faster overheating and no loss of the heat gained until leaving the proximity of the Survivor on the hook.

    Freddy: I'd rework his addons mostly and decrease his teleport cooldown at the start of the trial. Maybe even give him things like dream breakable walls or dream totems that can be used as hex totems as well. Old Freddy can stay dead and gone.

    Pig: QOL pass for her addons and maybe make a few of them part of basekit.

  • Witchubtet
    Witchubtet Member Posts: 640

    I’m liking all the suggestions

  • Killing_Time
    Killing_Time Member Posts: 894

    He literally got nerfed because baby survivors were tryna mind game him at unsafe pallets. I stopped playing him because of it.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    He is still good but yeah, this nerf was pointless.

    Wraith is at okish state atm.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,224

    The Trapper: Give him another type of trap, like a trip-wire, which will result in killer instinct being revealed and that survivor becomes oblivious for an extended period of time. Maybe give all traps a hindered effect when a survivor has been able to escape.

    The Wraith: No change necessary to his play, especially with the add-on set he has. Every add-on is useful and creative in quite a few ways. However, I would buff Predator (where following the tracks for a period of time grants a token, which can be used on that survivor, so once the chase ends for whatever reason and the survivor escapes a 32m radius, the next time that survivor enters that 32m radius their aura is revealed) and Bloodhound (where bloodlust levels up quicker during a chase, alongside the blood-tracking aspect).

    The Hillbilly: His power is much more usable now. However, a complete add-on overhaul would be the way to go.

    The Nurse: Ignore this character for buffs.

    The Shape: Increase the speed of tier 1. The ability to become temporarily undetectable at tier 2. Immunity to perks which can surpass the undetectable status, such as Spine Chill. If a tier 3 Myers hits a survivor on their final hook, make it an instant Mori.

    The Hag: Not sure, as I've not played her. Maybe a small haste effect to her teleportation as previously mentioned would work?

    The Doctor. I do not know him well enough, but his power seems fine enough and his perks have impact. Maybe some additional madness effects, such as seeing the Doctor as a fellow survivor at a distance? Also, buff Overwhelming Presence (gives a merciless storm affect within a 32m radius to any action using an item, alongside the existing effect).

    The Huntress: She is in a good spot currently. All I'd do is I would change Territorial Imperative. Make it a Scourge Hook perk that has 8 hooks (including the basement), which gives you a 2%/3%/4% haste effect to killer within 32m radius of any Scourge Hook that has been used once. Perhaps add a 1%/2%/3%/4% perma boost if a survivor is hooked 3 times on a Scourge Hook. Beast of Prey: could just make a killer completely undetectable once in tier 1 and the survivor can only hear footsteps.

    The Cannibal: No change required.

    The Nightmare: Some more interesting dream-state effects. Walls where doors or vaults would normally be randomly appearing, fake indicator of a survivor being downed with a cry sounding it's close by. Maybe add-ons have more creative effects based on some of the movies, such as the blood traps he places would pull out veins from the survivor and force them to run in a random direction for a couple of seconds, or a trap which is harder to see and if you step on it, a Freddy hand pulls you in, teleporting you to a trap closer to Freddy, or even a dream pallet where, when dropped, causes sound to become distorted and warped.