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Killer Updates Feedback
Our latest update brings changes to several Killers: The Blight, The Clown, The Demogorgon, The Doctor, The Hag, The Huntress and The Pig. We'd love to hear your feedback on how these adjustments feel.
Comments
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pigs crouch movements speed should be increased to 110 or 115 movements speed since almost all the stealth killers moves at regular speed except for her which doesn’t make sense especially when time is at hand, most pig players will rarely use stealth for the majority of her games
other then that her ambush feels so much better, good changes overall
9 -
Huntress wind up speed buff is unwarranted and can be extremely oppressive, especially since she can stack her wind up add ons on top off that. Also with the added hatchets consider reworking her extra hatchets add ons and her wind up speed add ons to compensate for the base kit changes.
Similarly for clown, I think the extra bottle add ons should be adjusted to compensate for the new base bottle carry capacity.
Blight add on buffs are as questionable as always.
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So huntress gets to stack her windup add-ons without an attendant nerf to them, but doctor can't stack his shock ones without a nerf? Where's this huntress favoritism come from?
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The pigs crouch speed needs to be more, the dash is useless at most loops. This is a buff for low mmr and new players. At a higher level these "buffs" do nothing for pig.
I played the Pig often, but these changes makes player her more of a nuisance. L change for Pig
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1) Huntress still being 4.4 feels bad, considering that the new map reworks have added a lot of clutter to the maps, that completely block hatchets, that force Huntress to loop around at her slow speed. The buffs Huntress got, doesn’t help the fact that she will still be stuck looping certain high-wall loops over and over, for more loops than a 4.6 killer would need to do.
It would have been better if her movement speed could be updated to 4.6, then some nerf adjustments could be made as compensation.
2) Clown feels like an overall nerf. Losing the heavy intoxication filter is a big nerf (even though the nerf itself was necessary). And Clown’s best addon is now completely useless. And the minor buffs Clown got aren’t proper compensation.
Yellow bottles need to activate 0.5 seconds faster. The current yellow bottle activation time is still awful on cramped indoor maps….. and it’s still awful if we’re chasing a survivor that’s far away, and the survivor changes directions after the bottle is thrown.
3) Pig is now so boring that she’s not worth playing. Now she has traps that are “press a button and that’s it”, and she has an ambush M2 that still takes almost zero skill to use. That’s zero room for skill expression that’s unique to this killer. It’s boring.
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This content has been removed.
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She's nowhere near balanced. She has a high pick rate but low kill rate
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In what way is pig boring, she still has skill expression to her ambush in this update
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I’m still waiting for a YouTube montage, that shows me all the new and exciting hits that Pig can do now, that she couldn’t do before this update.
The vast majority of ambush hits before this update, were just 50/50 guesses at specific pallet loops. 50/50 guesses aren’t impressive, and I eagerly await someone to show me actual guaranteed ambush hits.
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That happens with any popular character in a game because the lowest common denominator is larger for popular characters. So they drag the average down by dint of there being so many of them.
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Revert the other two Huntress buffs, none asked for them and they are not warranted. Try to add more lockers in the map instead.
Scrap and rework entirely the Clown's Pinkie Finger add-on, it's more than useless now.
Blight keep getting buffs?
The Doctor can literally spam his M2 preventing survivors to unhook now even more easily. I'm ok with the buffs but, what about this?
11 -
Stop buffing blight for the love of the God
15 -
Pig
More important to me:
- Huntress lullaby and unnerving presence should work with her traps/box skill checks
Nice to have changes:
- jig saw box auras back (or maybe as addon)
- timer reduction by 10s (to 140s)
- terror radius reduction to 24m or 28m
- an addon which hides the boxes auras, when the traps are activated (if needed it increases the timer)
Huntress
I would revert the buffs or only if needed give her 6 hatchets. I never thought she needed buffs.
Doctor
Make his illusions like mirage‘s decoys from apex legends. It works like when you move to the right/left, walk any direction, attack, turn around, etc the illusion does the exact same, but it doesn‘t damage you or shock you.
Clown
Edit: He is still incredibly annoying to play against!!! And with wraith one of the strongest/best tunnelers.
Post edited by jonifire on5 -
Hag just need a small tweak to be perfect: her radious of trap activation still is too big, so survivors can trigger the tripper while running backwards, avoinding the hit even if you TP instantly. I think her activation radious could be the same as with the brown addon that reduces range. Them, survivor would need to wipe the traps (the intended counterplay) instead of triggering it and not getting a hit even when the Hag plays right.
1 -
Kind of pointless to add gen kick perks when they are strongly discouraged from use with the new 8 limit system.
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The part about doctors unhook is just not true, the shock delay barely got changed when running both addons...
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The Huntress changes are nice, give it some time to see how it works out, and if needed make the addons on windup and max hatchets weaker, but the basekit buff itself should stay and is a nice addition.
Pig changes are great, the dash became far better. Her crouch speed could still be higher, somewhere between 4.0 and 4.4 would be completely Allright.
Clown changes are nice to have. Pinky finger was an annoying addon to go against and it is definitely not as bad as before to go against, I would still say it should get a new function entirely.
Changes on Blight, Demogorgon, Hag and Doctor are Allright.
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Pig is a W in my opinion. I have nothing to complain besides the fact that I wait for "Hello Zepp" in the game 😁. You could add an purple addon (maybe a new Amandas Secret, because the current one is not that useful) which gives Pig Aurareading for the Boxes for the price of a shorter Trap-Timer.
Huntress extra-hatchets are not that necessary in my opinion, it would be enough if she had 5 hatchets Basekit instead of 7.
Clown changes are a nice to have, but not too impressive. I guess its alright. The yellow bottles should activate a bit faster tho.
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I agree 100
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I think their reasoning with pig is that she can follow players with active hats and not initiate chase, and of all the stealth killers her stealth allows her a long speedy lunge which paired with faster movement speed would have her using crouch the whole chase to keep using it as a chase ability rather than as an ambush ability
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The pig buff is definitely noticeable. I was getting a lot of hits that I never could have gotten in the past. She isn't very strong but you definitely succeeded in making her anti loop better. Clown buff is nice as well. Overall I think both of these changes were great. The huntress changes are completely unnecessary and I still have no idea why you guys buffed her. Her kill rate is low because she has a high skill requirement to play well. Not to mention the high number of huntress players who meme instead of playing seriously. The types who go for orbital strike hatchets and what not. She doesn't need any buffs.
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I'm a little disappointed to not see any changes to doctors hallucinations. I think it's such a cool and underutilised aspect of his power that needs a polish. Maybe if you make them chase survivors and try to attack them like knights guards, but then when they try to attack the hallucination disappears. I think this would make doctor a lot more fun to play as and against and would make his hallucinations feel more relevant. even if this is only achievable by using an add on and not basekit.
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Huntress buff is overkill, 9 hatchets with addon really? And on top of it you can add "Flower Babushka". Giving huntress basekit buffs without adjusting her addons is stupid, leave alone hatchet hitboxes.
8 -
You can have 10 hatchets
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I know but 9 is more than enough with 1 addon and on top of it you can add Flower Babushka and it gonna be very strong. You don't need to think about reload and as a survivor you don't need to count hatchets anymore, it's just pointless.
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Agreed
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Overall changes to Hag with the smaller base trap trigger range she is not as easy to bully now. Very good job on Hag!
Clown the purple bottles are worse you could have added ether 15% addon as basekit to compensate. But the yellow bottles good changes and 6 bottles as basekit was very needed. Overall good changes since I hated the blurry vision as survivor also. Only bad thing is the Pinkie addon that should be reworked and not be a one bottle addon or exposed effect addon but I think BHVR will agree on this and "soon" change it.
Pig overall good changes.
Huntress is a bit too strong but if I think selfish about it as killer I play Huntress like once a year and I'm on console so for me I need them buffs lol. Strong Huntress players..well she will be complained about as much as Blight probably and you will nerf her. This future is easy to see.
Doctor have not tried him yet or Demogorgon but on paper the changes are needed.
2 -
The Clown changes feel amazing. More bottles which he needed, invigoration is easier to use and is slightly better, and no more motion sickness from purple bottles. Massive W.
Pig changes feel okay. Ambush and crouch are better now. Removing the jigsaw box auras isn't as bad of a nerf as increasing the timer was on the PTB, but it still wasn't necessary especially since it doesn't address the actual problems with traps which are the screaming builds.
Hag/Doctor/Demo changes are fine.
I'm still very opposed to the Huntress buffs. There isn't enough reward for successfully dodging anymore since she has so many hatchets now without addons (and even more with addons). It's far too easy to just spam hatchets now because the threat of running out of hatchets is far less common. Faster wind-up wasn't necessary either. It basically feels like she has 4 addons every game now because that's pretty much what she got, the entirety of Infantry Belt basekit (an entire purple addon!) + a windup addon basekit + 2 actual addons of her choice. She was a perfectly balanced killer before the update and now she is overtuned, even from playing her myself it felt way too easy to win and mistakes didn't feel as impactful as they should.
7 -
Agreed on Huntress and Blight, but Clown doesn't have the potential for a damage state with his bottles. I do think it can feel a bit oppressive when facing him, but it doesn't impact the match at large nearly as much.
Yes more lockers please. Every new map/reworked map seems to forget Huntress and Dredge exist. Lockers are far too rare and this increases their power in a more universal way that Survivors can potentially use as well, so it doesn't feel so one-sided.
Clown - I haven't seen Survivor sided disorientation yet, but that was key to winning 50-50s even against skilled players. If they did something like Doctor clones spawning, then that could help. Alternatively make the Clown invisible while Survivors Intoxicated (with Red Stain still visible), that way it still provides the 50-50 value without the threat of nausea. I do find it strange that Clown nausea is unacceptable but Doctor induced Seizures and Plague vomiting are still perfectly fine.
The problem with hatchet hitboxes is more a lag/latency issue than actual hitbox problem. If there was a lag-test to see if the server thought you were behind a wall before accepting a hit then it wouldn't be a problem. Sadly I face too many VPN Killers using lag as an advantage. This lag problem is also why people don't like playing as Ghostface, as you can get lag revealed through walls, and Killer no longer is strictly the wielder of 'lagvantage'.
Also like many other posters mentioned, I think Clown's exposed add-on should be made into something else. Huntress' instadown Hatchet work on hit, but Clown needed both the bottle and the M1 to down. That made it fine to work with extra bottle add-ons, just start at 1. Now that it is a static 1, there is no point in using it unless you want to facecamp in endgame and play as a powerless M1 Killer all match.
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It sucks actually, if I remember correctly at start of validation system we had situation which actually benifed players with better ping not the laggy ones, when I see killers with high ping (usually from a Saudi) who constantly trying to swing in noHit situation knowing high ping working for their advantage it's just feels bad and unfair. But her hitbox also matters, long ago on reddit there was a post about her hitbox and it's huge.
Probably you are right. Tbh having 3 or even 5 one shot bottles would be oppressive against proxy camping Clown but 1 is kind of useless so they should rework it.
2 -
IMO Clown's Iri could add an additional effect:
Reduce reload time by 1s.(now is 2s, 1.5s with yellow addon)
That will make iri clown's gameplay like deathslinger, keeping one-shot bottle while give less safe time to survivors, in some situations bottle could also be used as an anti-loop power.
Blight double iri is just TOTALLY OP because you only get one of them's side effects.
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Most of the buffs are fine, although a few are strange and feel either unneeded or implemented without an equalizer.
The Huntresses' buffs are very odd to me, she was already balanced and was amongst the most picked Killers. Sure she had a skill floor a tad higher than basic M1 Killers but she was fine. Experienced Huntress players could down people before they ever heard the lullaby and effectively camp from a distance.
Adding more hatchets and making her faster while holding one feels a bit overtuned. I honestly would have simply increased lockers spawns (only when Huntress/Dredge are the Killer as a QOL change).
The Hag buffs....I honestly wouldn't mind them if nearly every Hags didn't simply create minefields around hooked Survivors. Now with the traps taking longer to remove and the teleport being more generous it just turned most Hag matches into a slog since going for unhooks will almost never succeed without someone getting hit. Basement scenarios are especially egregious as Hags tend to simply make a line of traps along the stairs and hook to make even reaching the hooked Survivor take a ridiculous amount of time. Dredge, Alien, Singularity and (to a lesser extent) Trapper all have anti-camp measures built into their power, Hag should also have one (a zone around a hooked Survivor in which traps can't be placed, traps's auras are visible within a certain radius of a hooked Survivor, something to make this less boring for everyone). The buffs themselves aren't annoying or bad, it's combined with the ability to be one of the best proxy-camper in the game.
Clown's changes are great, the dizzying effect is now manageable even for people dealing with motion-sickness and the Pinky Finger add-on change was needed to account for the more numerous bottles basekit.
Pig's change is nice, finally a buff for our Piggy to make her Ambush better, too bad she finally got a buff after Sloppy and STBFL, both popular and good perks for Pig, got nerfed and then regression also got limited which, as an M1 Killer, affects her more. The loss of box aura is fine, it's to make forcing headpops more difficult and it should be difficult because it's an egregious playstyle.
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blight should be nerfed and huntress shouldn’t be getting buffs
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Herman Carter — The Doctor
Charging Shock Therapy: I wish that 3.08 m/s could be changed to 3.22 m/s. That would be perfect.
4 -
Now that Huntress has 7 hatchets by default can we finally reduce the hitbox size of the log- I mean hatchets she throws?
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When I played doctor and pig yesterday, I did not feel any kind of buff, they felt like always. The only difference was that pig didn‘t see the boxes anymore, which makes her a lot weaker. I was kinda surprised every time I found someone while they were removing a trap.
Post edited by jonifire on1 -
The Clown = I thought the buffs would feel more impactful. I feel like with clown, i am throwing more bottles but chases don't seem to be ending any faster. Invigorate still does not feel that effective, but it is slightly easier to get the effect of it. Maybe i need to practice clown though.
The Doctor = Change feels quite good.
The Hag = She feels slighty smoother to play as, i rarely play her though but this makes me want to play her a bit more than before.
The Huntress = I personally hate playing as huntress because i find the environmental collision frustrating to deal with. I know buffing her is a controversial decision but i like it because she does feel slightly less frustrating to play as for me, it's surprising how much of a difference 0.1 second makes to the wind up. The increased hatchet count means i don't have to reload after every hook now which i like. So i like it.
The Pig = I think she overall is weaker. Being able to see jigsaw box auras was a huge strength because it allowed you to torment trapped survivors. The changes to ambush can help sometimes but i don't feel like it's a reliable way to get downs. Maybe i need more practice with this version of pig like with the clown but first impressions since PTB are that i'm not a huge fan of removing jigsaw box auras. I feel like the box auras made you feel like amanda. Survivors would play the game but then amanda would want to make sure they fail. But maybe that's not what the design intent was.
Overall i appreciate these tweaks to the killers. Just keeping killers updated makes me want to play more of a variety because it makes me feel like the balance of a killer has been verified and updated by the devs. Some killers like myers have not been updated for years, they feel outdated, like they are not matched up with the current environment of DBD, making them feel insufficient.
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Hag changes feel perfect, triggering traps is much riskier now, but the counterplay of baiting a trap is still somewhat an option if the hag isn't quick to react.
Pig, idk I used to love the ambush, but it is still too situational. Ambush is fun for the rare time it is the right call, but this won't really help her all that much. Predrops and simply leaving the loop and making distance while a pig wastes time crouching and uncrouching will still limit her lethality.
Clown, I never play as, but playing against has actually felt tolerable for first time since I am someone who easily gets motion sick.
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Hag's addons still feel underwhelming:
1) I think we need -30% trigger range to stop people from doing the "run at the trap while looking away from you" thing, which means we're always using the green rarity trigger range addon, or we're stuck using the yellow + brown rarity trigger range addons... which doesn't feel good. If BHVR doesn't want to actually remove the "run at the trap while looking away from you" thing, then I wish something would be changed so that the yellow rarity -trigger range addon was enough to stop this, so that we aren't stuck burning through bloodwebs for a very specific green rarity addon.
2) The +setting speed addons feel bad, because setting a trap has 3 phases, and these addons only affect 1 of these phases. The game feels so much faster now, than it did when Hag was first released, and Hag's trap setting speed is so slow that it's a relic of long ago DBD.
3) Teleport range still feels bad. How can BHVR tell us they don't want killers to find a 3 gen, and defend it the entire game, but still force Hag to have such a low teleport range that she's sort of stuck just defending one side of the map, if she wants her traps to always be active.
4) Hag being 4.4 is kind of garbage in modern DBD, considering that she often has 0 chase power if the survivor runs to an area with no traps. And if the survivor isn't stuck at a specific loop, then trying to set a trap mid chase just causes the survivor to run away, which means Hag is still not really using her chase power (unless there is a really obnoxious loop that Hag would rather run away from immediately). Can we just make her 4.6, then figure out whatever buffs/nerfs need to happen to balance it out? Trying to run around pallet loops as a 4.4 killer feels bad, if the survivor is really good at hugging the loop.
TD;LR I still don't feel like Hag is worth playing in modern DBD. And yes, there was a time period in this game, where I thought Hag was really good. But that was long ago.
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Clown changes feel amazing!🤡
I have zero issues with the changes, and I have more I'd love to see.
- Red head's pinky finger rework
- Afterpiece Antidote basic attack score event (Antidotes only give 150 points, why)?
- Cigar Box nerf (Haste is 5% instead of 10%)?
- Spirit of Hartshorn buff
- Robin Feather rework
- Party bottle buff, more confetti? RBG gas? More points?
I'd also love some more clothes to buy for the Clown. Preferably common & uncommon rarity recolors of the default outfit, like that black & gold anniversary outfit that keeps popping up on dbd's twitter page.
Also that one mobile exclusive Halloween outfit that turns Clown's stomach into a green furnace! I'll take three of those please!
Thanks!
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Why did every other killer have their add ons adjusted to compensate but not Huntress, the one killer on the list who didn't need any changes in the first place?
The wind up buff wasn't needed but if it must stay then her add ons certainly should have been nerfed alongside it.
7 hatchets isn't too bad but when combined with her add ons it becomes too much. I'd say either reduce it to 6 hatchets base kit or again nerf the add ons to make up for it.
The changes to the other killers are all nice, it's just Huntress who should be re-adjusted. Although I feel Clown could use a few more buffs to make up for the removal of the blur effect.
Overall a great update just Huntress is very questionable.
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No, thank you. Can we not make a balanced killer 4.6 please, she really doesn't need any changes and sits almost perfectly at the intended killrate. I'm still not entirely thrilled at 4.6 trickster.
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Clown still sucks. I still don't use the Yellow bottles due to the long cooldown and low bottle count. Imo, Clown needs 7 Bottles base kit and a cooldown reduction.
Hag still gets destroyed on large maps due 4.4 m/s and forcing to spread her traps too thin.
Post edited by adsads123123123123 on0 -
Hag very much does not need to be 4.6.
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The huntress update was completely unwarranted. The only thing she needs is better hitboxes on her hatchets
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I absolutely love the Pig's buffs. Ambush is now a lot more oppressive and feels just as satisfying as it used to when succeeding ambush hits. The score event buffs are nice too, especially the trap set ones because of how limited RBTs are. Removing the jigsaw box auras is a... mixed bag. On one hand, it feels more satisfying to terrorize survivors off of RBTs because you actually memorized the location of the jigsaw box. On the other hand, it nerfed one of my favorite playstyles for Pig: Endgame Piggy.
The solution to this is actually easier than it seems: make a new add-on!
This will allow for potential snowballing on Pig's part when the exit gates are powered and could make for some interesting builds.
Amanda's Secret's old effect can go to a yellow or green add-on. It's a decent effect but not worthy of being Very Rare.
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normally i'm at odds with the community, but in this unique situation i agree that the huntress hatchet max being increased to 7 seems a bit much.
i like the windup animation being lessened, but as someone that already runs both belts for bonus hatchets giving the extra 2 hatchets seems overkill.
if the goal was to make it so more add-ons are viable than just max hatchets... okay, but then you got to remove stacking the belts. i've never been a fan of irridescent axe head or the debuff heads. the only things that matter - in my opinion - are movement speed, throw ready and release speed, ammo count, and refill animation duration.
since the axe already injures the player and that whole dynamic is pretty negligible in terms of what happens outside of exposed being used.
and it's more effective to just use an expose based perk rather than the add-on.
would rather have a power meter that fills as you wind up to throw. if you hit the sweet spot the axe will throw straight and quickly. if you release too early the axe will have a slow ball effect. if you release late it has a parabolic effect. to me that would make huntresses axes be more skill based.
or even just a visual indicator of how long to hold the axe before it makes the noise that it's fully powered.
idk.
1 -
What huntress needed (and frankly dredge, trickster and survivor locker perks) was a map locker rework. So many maps have huge locker deadzones and make these killers more map dependent than they need to be. The wind up buff is solid, huntress's base wind up was p. painful.
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The Pig: recently the community has made an out cry about the pig boxes being extended to 30 seconds. Since then it has been reverted but I can understand the reasoning behind this change and why it was reverted due to backlash.
Imo this was a necessary nerf to push the boxes into more of a slowdown instead of a alternative killing method due to how unfair the boxes can be especially to new players but I guess majority of the community do not think that for some reason
i would like to suggest a healthy nerf to achieve both the goals in mind with the nerf that received so much backlash and still helping to alleviate the tunneling playstyle that pig boxes tend to attract.
The Pig boxes should simply retain their progress if interrupted via screams and exiting out of the box.
this change would eliminate scream orientated builds that plague the pig which causes head pops to unfairly happen just for trying to get the trap off and would hopefully help against pigs camping boxes and scaring off survivors
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For Pig however, I have to say that Id rather have Box-Auras instead of the "Standard-Timer". Without the Auras, it takes away a huge strategy, which is Box-Defending. Also the survivors needed to think about it which Box the killer might suspect you are on.
For me personally, give Pig the Box-Auras and increase the Timer if necessary. Another option would be to keep your progress on a Box when interrupted.
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