Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Which 3 Killers Would You Buff & Which 3 Killers Would You Nerf

Before Tokyo Ghoul came in, I just felt that at least 33% of my survivor games were against Blight, and even though I generally don't mind playing against him as he is, I felt that he needed a nerf to discourage players from using him so much, and buff some other killers who I don't come up against too often. Besides, I also enjoy playing killer sometimes and do feel that many M1 killers just aren't anywhere as strong as many M2 killers. I'd like to try and enjoy playing M1 killers more often.

So, as the title suggests, which three killers would you like to see buffed, and which three would you like to see nerfed? This could be for any reason, like they're too weak/strong, you're sick of coming up against them, or simply haven't seen them in a while, or you just like/dislike their lore.

My three killers to nerf:

Blight: As I said, I don't mind coming up against him, but to me he seems way too overused, so would like to see a small nerf just to discourage players from using him so often.

Nurse: I have used Nurse a few times, and I do think her power is extremely difficult to master. I also accept that I don't see her too often as survivor. But it just feels as though, when you do see a Nurse in one of your games, there's a 9/10 chance that the person using her has mastered her ability, and thus will be extremely strong, with an almost guaranteed likelihood that she'll massacre your entire team before the third gen is completed.

Spirit: I'm not the most experienced player in DBD, but I do have about 1,000 hours in the game, and to this day, I still have no idea how to play against her. With Nurse, there is always a chance you come up against someone who doesn't know her power too well, and it's a fun/easy match. But with Spirit, I feel that even an inexperienced Spirit user will just destroy me. So this is very much a personal one.

My three killers to buff:

Doctor: For me, he is the most enjoyable killer to play as, and I have a lot of fun facing him. But against good survivors who understand his power and don't have a problem with skill checks, he is really weak. I'd like to see more people playing as Doctor when I'm survivor, and I'd like to be competitive as Doctor when I'm up against good survivors.

Vecna: His powers are so interesting to me, but overall they're just weak. I find it easy to play against him and I've never won a game whilst playing as him. I think all of his powers just need to have a slight buff to make him a viable, fun option.

Sadako: This is mainly because The Ring (both the American and Japanese versions) are my favourite horror films. I hardly ever see her as survivor anymore, and she is just generally too weak to play as. I don't want to go back to the whole condemned issue that we had a year or so ago, but I'd like to see a buff to her chase power for sure.

Comments

  • justadreampallet
    justadreampallet Member Posts: 301

    I don’t have nerf opinions so I got buffs

    Trapper: let him either start with all his traps/ hold more traps/ change spawn locations to be better.

    Ghostface: change the reveal to be more accurate. Make the reveal box smaller and more focused on the center along with giving more maps tall grass and small clutter for him to hide, peepholes also would be cool.


    singularity: allow him to suck back cameras from a distance and sabotage the emps so they take longer to spawn

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    I'm so split on my thoughts right now…. yea there are a couple Killers that can be nerfed and others that can be buffed but I'd really like to say what specifically I would change and why

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    Trapper: I can see any of these being added… but how about "reloading" at lockers like huntress and Trickster

    Ghostface: The first part would be a good thing… the second would also be a buff to The Pig

    Singularity: That looks to be an awesome change

  • tjt85
    tjt85 Member Posts: 1,659

    I don't think any more Killers need to be buffed, to be honest. Maybe Trapper could do with a few buffs, but he's not as weak as some players think. And Skull Merchant is in a very sad state at the moment.

    As for nerfs, Blight could do with a few more nerfs. I appreciate the skill it requires to properly learn the Killer, but when facing a good Blight, it often feels like there is very little you can do to avoid getting hit at most loops in the game. Just an absurdly strong Killer.

    I think Singularity has been over buffed. Even before his buffs, he was already a very strong Killer (albeit one with a very high skill floor). But I don't think I've escaped one since they buffed him and has pretty much no weaknesses that I can identify. I especially dislike the nerfs to the EMPs, since they're his only meaningful counter play. Good luck getting a gen done before being interrupted now that the biopods don't stay deactivated for very long (especially with perks like Grim Embrace and Pain Res).

    I'm sure The Ghoul will get some nerfs, but it's too early to say what those should be so I'll reserve judgement for now. He's easily the strongest Killer at release that I've ever faced.

    I freely admit to being a rubbish Survivor and I'm barely able to loop, so take what I say with that in mind.

  • I_CAME
    I_CAME Member Posts: 1,590
    edited April 2025

    Nerf

    1. Blight
    2. Nurse
    3. Ghoul

    I just don't think S tier killers belong in the game at all. I wouldn't really nerf much else beyond these three. Maybe a very slight change to Dracula's bat form and a tweak or two to Singularity.

    I don't really care to buff anymore killers considering that is all we've been doing over the past few years. A handful of killers at the bottom are objectively weak but I don't know how much you can really do to buff a killer like Ghostface without re-designing his power. That's something for the devs to figure out.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited April 2025

    Buff ghost face, deathslinger, pig.

    Nerf nurse, blight, ghoul (or clown/spirit if too early).

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    Nerf:

    1. Blight ( make him 4.4, slower token recharge and tiny bit longer fatigue)
    2. Nurse (only nerf her synergy with aura perks and gut Heavy Panting addon and she will be completely fine while still being S-tier)
    3. Ghoul (nerf or completely remove autoaim, addons adjustments, tweak enraged mode)

    Buff:

    1. Pig
    2. Skull Merchant
    3. Ghostface
  • SoGo
    SoGo Member Posts: 4,279

    Nerf: Nurse

    Buff: Trapper, Myers, Hag

  • Langweilig
    Langweilig Member Posts: 3,149

    Buff

    Sadako: The things I suggested in my discussion

    Trapper: Smaller terror radius (24-28m), Traps spawn armed and at windows/ pallets, can carry 4 traps and placing traps becomes a lot faster

    Pig: Trap buffs

    Nerfs

    Nurse: Shorter lundge or longer token recharge

    Wraith: Light burn reintroduced

    Clown

  • Dustin
    Dustin Member Posts: 2,421

    Nerf - Nurse : I would specifically change it so that pallets have some sort of effect on her blink. Possibly either blocking teleports past dropped pallets or slowing travel time before you land if you pass through a pallet.

    Buff - Trapper : I'd give them an alternative fire to their power on a lengthy cooldown that respawns all unarmed traps closer to the area you're in. While still RNG it would allow Trapper to reroll where their inactive traps are so they do not always need to walk to the edge of the map to retrieve one of their traps. This doesn't necessarily change their power at all but gives other options to allow BHVR to keep this killer at the power level he is currently as they prefer.

    I have opinions about a lot of other killers but I'll stick with killers I've loved since the start of the game.

    I'd also make it so all flashlights interact with killers powers again but I have a bias for wanting the flashlight and other existing items to do more. Flashlights used to stop killers from using their power or interact with some killers and I want that to return and be expanded on. Yes it's technically a nerf but I feel this added a lot of depth to DBD.

  • AetherBytes
    AetherBytes Member, Alpha Surveyor Posts: 3,187

    For that trapper thing I always see the argument that letting him start with all his traps just means he can forcefully block every approach to a hook, but a lot of people are forgetting that if he's doing that, he doesn't have a power for all his chases.

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,286
    edited April 2025

    Buff

    1. Chucky (hes kind of in a bad spot right now)
    2. Sadako (i used to enjoy her launch version as i don't try to get people condemned i liked the on/off stealth
    3. Pyramid head (im not sure why but everytime i play him he feels slower than any other killer when you are really trying to catch up to someone, can even chase a person from one end of the map to the other in a straight line and theyl still get out the door lol)

    Nerf

    1. Ghost face. Oddly enough from a survivors point of view it is now quite difficult to break him out of stealth and prevent being marked
  • Obscura
    Obscura Member Posts: 36

    I would nerf the gen rush. And then look if there are weak killers for buffing.

  • jesterkind
    jesterkind Member Posts: 9,607

    Out of curiosity, what exactly about Pig's traps would you buff? They're in a pretty damn good spot at the moment, I can't see what you'd be able to buff without it becoming unhealthy.

    I've always thought Pig's crouched movement speed is the only thing left that's really undertuned in her kit, so I'd lean towards buffing that, personally.

  • Hexnix
    Hexnix Member Posts: 7

    Nerf: Nurse

    Not specific to Nurse, but this is probably the killer that benefits the most from aura reading:

    1. Rework the Nowhere to Hide perk so the source of the aura radius is the damaged generator and does not move with the killer. Reduce its distance from 24 to 16 metres.
    2. Show a red icon in the HUD for survivors whenever their aura is read by the killer (similar to the icon for Weave Attunement).

    Nerf: Blight

    I actually like to play as a survivor against Blight, as long as there are enough pallets on the map. But once most of the pallets are gone, chases become very difficult and often short against good Blight players. So I would increase the animation duration for when the Blight destroys a pallet from a rush by 1 or 2 seconds.

    Nerf: Ghoul

    Completely remove the mechanic to mark a healthy survivor and take the first health state from a distance. As a survivor it feels very frustrating to lose a health state while the killer is still 30 metres away and you're not even aware that he will target/chase you next. The animation of the survivor just stopping for a second looks arkward and the "bite" marker which is shown for a short duration on the survivor looks just out of place in this game. I think the slingshot to catch up to a survivor and then a regular M1 hit after a short cooldown would still be enough on its own for this killer to be quite strong.

    Small Nerf: Houndmaster

    Reduce the dog grab duration from 8 to maybe 5 or 6 seconds. Or give the survivor a difficult skill check after being grabbed for 3 seconds or so, so that they could get free from the dog grab prematurely. Currently when playing as the Houndmaster and the dog grabs a survivor, I can first kick a pallet or generator, drink a sip coffee, and then get back to the survivor to still get a guaranteed hit.

    Small Nerf: Clown

    Reduce the aura reading radius of the Cigar Box add-on from 16 to 8 metres, or even remove this add-on entirely. I think the only thing this add-on does is giving you free hits on unaware survivors that are trying to hide, but it doesn't do anything good gameplay wise. Yes, I know that Clown is one of the weaker killers in the game and he could need some macro pressure buffs too. I just think that this add-on is problematic, especially against newer players.

    Buff: Trapper

    All traps should be carried at the start of the match. As a compromise, remove the Bloody Coil and Honing Stone add-ons which leave survivors injured after disarming a trap or in the dying state when freeing themselves. These add-ons are quite annoying to play against as a survivor.

    Buff: Xenomorph

    I'm not sure what exactly to buff, but he feels to be one of the weaker killers when playing against him as a survivor and when using the flame turrets extensively. But note that I have not played against a Xenomorph with the latest changes yet.

  • Langweilig
    Langweilig Member Posts: 3,149
    edited April 2025
    • 10 seconds les on the timer
    • Rule set number two basekit
    • Something that is a nerf and buff at the same time:
      • Survivors have a physical key they need to find in one of the boxes (like before it got changed), but we have five boxes like now and the 4th guarantees the key.
    • Two trap addons merged: The one that injures you and makes skill checks smaller with the one that makes you deep wounded
    • Huntress lullaby works with the boxes

    That’s all I want for pig, but I would be happy enough with just huntress lullaby working.

    What are your thoughts?

    Post edited by Langweilig on
  • Thusly_Boned
    Thusly_Boned Member Posts: 3,427

    Nerf:

    1. Blight
    2. Dracula
    3. Ghoul

    (I would say Nurse, but I can't see that happening without remaking her)

    Buff:

    1. Onryo
    2. Pig
    3. Myers

    I know Myers was changed recently, but that was more a shuffling the deck chairs than a buff, imo.

  • buggybug
    buggybug Member Posts: 1,222
    edited April 2025

    Nerf

    Spirit= The spirit will now kick dust up when she is phrasing to give survivors a better queue of counter play( this actually was to be added along with audio queue which idk why bhvr scraped that part of nerf) Am sorry to say but nurse has more fair counterplay, a nurse is either very bad or good and at least you see her red stain during a blink. Oh also remove the ability for her to fake phase.

    Singularity = Remove biopods from 10 to 4 in base kit and make it an add on he needs for the 10. This killer has it way to easy to chase and control generators. Biopods, cd after being broken increased to 60 seconds. Overclock removed because given base kit spirit fury is dumb.

    Wraith = lightburn added back. I am so tired of cheap body blocks, he add ons are strong, so he can easily counter this.

    Buff/reworked

    Trickster = reverted back to what he was but base ms remain 115. Why should artist who has a far better power that goes across a map be 115 and has annoying antiloop?

    Wesker = Cool down on a missed dash or successful dash has been significantly decreased. Again why does nurse and blights the S tier killers gets there power back so fast whether it connects? Also if Wesker vaults a pallet or window with power, he can still keep going like legion and chucky can.

    Vecna= Flight he no longer slows down after landing. Am sorry but flight is a joke, yes you use it as a catch up tool but when he lands the survivor already is long gone. It is the only thing in his kit I see no point of vs just walking normally the.

    Post edited by buggybug on
  • RainehDaze
    RainehDaze Member Posts: 2,695

    All the nerf suggestions that are just taking a crowbar to a given Killer's knees so that they drop into unplayable…

    Anyway, if I was going to buff someone:

    Trapper – if the Killer is the trapper, the maps have more grass cover. Forget map aesthetics, trapper = grass. Maybe the Entity will finally realise humans have eyes and can see things if there's nothing covering them. Also, stop maps working on the poor guy, why does he still have that interaction of all things?

  • Huge_Bush
    Huge_Bush Member Posts: 5,468

    Buff:

    Nurse: I’d remove her fatigue and every time she lands a hit the Survivor instantly teleports to a hook.

    Wesker: All of his cosmetics now consist of him being shirtless, which causes Survivors to run towards him.

    Wraith: He can now hit Survivors while cloaked.


    Nerf:

    Pig: Can no longer dash. Her roar is replaced with a cute oink oink. Successful snoot boops instantly heals a Survivor and causes a gen to be instantly repaired.

    Demopuppy: Shred is replaced with a new prompt for Survivors that grants them the ability to pet the good boy. Survivors can now instantly teleport from portal to portal.

    Chucky: Survivors can now punt him like they can with Victor, only instead of getting crushed, Chucky gets sent flying across the map like a football.

  • jesterkind
    jesterkind Member Posts: 9,607

    What's the thought process behind the first and last suggestions, there? The only result I could really see coming from those changes is that head pops become more likely, which obviously isn't a great outcome in the least.

    I could get behind Ruleset No. 2 being basekit, though I'm not sure how punishing that'd be against newer or less coordinated players. Maybe not a hard reason not to do it, but something to be concerned with.

    The addon change sounds fine ofc, those addons aren't really worth running right now. Unsure about the box logic changes, that kinda sounds like it might be worse for Pig overall, I like the buff they gave box logic a while back. I think that part works pretty much perfectly right now, I don't see the downsides to it at all- what's the issue you'd be trying to fix there?

    Plus, as I mentioned, I think Pig should move faster while crouched. She already can't attack without either standing up or charging a telegraphed dash, so I don't see why she shouldn't be allowed to move around the map at normal speed while crouched.

  • HeroLives
    HeroLives Member Posts: 3,233
    edited April 2025

    no real nerfs, why? Bc someone has to check these kitted out 4mans.

    I do have a buff list if I HAVE TO PICK ONLY THREE:

    Hag - teleport time, and maybe a little something in ms. As far as add ons you’ll have to consult the mains.

    Trapper- idk something with the traps to add variety or basekit amount , again anything else consult with them.

    Pig- that lunge needs a little work in turning radius , and again with anything else consult with them

    These are just things I think from the survivor perspective from my chase times and tile playing with them overall , and could use some love because some survivor reason, I will not elaborate.

    Let em up, they’re good sports and I enjoy my games with them. They try really hard not to tunnel or play wickedly most of the time, they mostly try not to bully the weaker parts of the survivor role. I feel good to put a confident vote in them first, and don’t feel like I would regret backing them up.

    Edited to say I’m not shaming tunneling, I’m just saying it’s easier to tell what needs work when they aren’t constantly taking half chases because they’re playing tiles more. So it’s easier to tell where they feel weaker on my end because I have more interaction.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,371

    I know it was a joke comment, but damn that made me laugh way too much

  • Langweilig
    Langweilig Member Posts: 3,149

    You were right by saying I want to increase head pops, which is basically my reason behind everything and no I don’t think it would be something bad to make them stronger. Only thing they’d need to fix is following a survivor around.

    I don’t know why you ask about the first suggestion since 10 seconds less trap timer gives survivors less time → increase head pop chances.

    Huntress lullaby working with boxes would make those skill checks silent or make the sound play later, which makes survivors miss more often and therefore combined with those two addons, which I want to merge, survivors would have to mend first or get injured easier. In the end survivors who mess those skill checks up would die more likely. If I’m not wrong missing skill checks resets your progress on boxes.

    The box logic changes I’m suggesting would be either hit or miss. It allows to have 4 survivors with 4 searches or 4 survivors with 1 search. I like the luck component more than the rng behind it.

    I’d be fine with crouching faster, but if it comes with a trap nerf again. No thank you!!! Her identity are the tarps, making them just slowdown and her another dash anti loop killer is boring. It was already a huge disappointment that they removed the box auras.

    A nerf against screaming builds I would suggest is, that the traps progress decays over time instead of resetting it to cero.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 957

    Buff:

    1. Trapper
    2. Nemesis
    3. Ghost Face

    Nerf:

    1. Blight
    2. Nurse
    3. Ghoul
  • jesterkind
    jesterkind Member Posts: 9,607

    RBTs aren't meant to be giving reliable kills, and nor should they be, that'd be miserable to play against. The purpose of the RBTs is to force survivors to spend time running between boxes to avoid that death- that tradeoff doesn't work if they can slow the game down tremendously and potentially die for it.

    The RBTs are her identity, and that identity is slowdown, not kills that avoid the hook mechanic. Her slowdown is completely unparalleled, it's her biggest strength- which is why it's better than the search logic was equalised a little, because previously, all four survivors getting their traps off on the first search basically neutered her biggest strength.

    The purpose of buffing her movement speed would be to make her more stealthy, though, to be clear. I don't want to lean too hard into Ambush either, we need more killers whose strengths aren't some kind of dash or projectile.

  • Langweilig
    Langweilig Member Posts: 3,149
    edited April 2025

    I don’t agree with her traps purpose only being for slowdown. What you have to keep in mind is, that this slowdown only works if her traps are lethal. Make them only slowdown and they won’t work as that anymore. Those buffs would not even make her much stronger regardless. Everytime I play against pig, I have at least 40% of the time left after I removed them even with 4 searches. I would even say that she should get those 10 seconds less timer for a very simple and obvious reason: Maps are smaller. This nerfs her traps a lot and survivors get off their traps a lot faster.

    Let’s just agree to disagree on this point.

  • RaSavage42
    RaSavage42 Member Posts: 5,731

    I don't have an issue with Ruleset #2 being basekit…. but also decreasing the Death Timer by 10 seconds may be a bit much (if they were added at the same time)

    Merging the box Addons does make sense but I would also say to rework the Trap debuff addons on top of that (Rusty Attechments, Slow Release Toxin, and Utility Blades)

    Plus the crouching time could be instant (just like Ghostface)

  • ImWinston
    ImWinston Member Posts: 658
    edited April 2025

    nerf: Blight , Singularity, Victor (omg this child)… nurse is an other planet, no in dbd 🤣

    buff: trapper & sadako

  • XDgamer018
    XDgamer018 Member Posts: 723

    for vecna i think it would just be best to remove mage hand and give him something else in return. its one of those things you cant make strong bc it would be easily op but also cant nerf or it wil be usefull. (would also be nice if vecna could remove the survivors magic items) (or they deplete on a timer) to make it so survivors have to reopen chests to gain them back. Making it so the chance of a survivor getting a mimic or a d20 would also be higher