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How would yall nerf/buff/balance these characters?

KingOfDoom55
KingOfDoom55 Member Posts: 329
edited July 19 in Feedback and Suggestions

I already said how I would, and even with valid changes like fixing weskers hit boxes or reworking acid blood addon so its not useless, people still disagree/downvoted without giving their opinion, except for a select few, so Instead, let's hear YOUR ideas

Characters in question:

Knight

Dredge

Wesker

Xenomorph

Demogorgon

Sadako

Springtrap

Ghoul

Blight

Huntress

Legion

Nemesis

Post edited by KingOfDoom55 on
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Comments

  • Langweilig
    Langweilig Member Posts: 3,135

    Ghoul

    • Reduce leap injury attack range from 14 to 10-8 meters.
    • Increase leap range to 16 meters.
    • Decrease the time you have to start another leap from 5 to 4-3seconds.
    • Reduce time to mend when affected by his mark.
    • Reduce minimum required distance to start a leap.
    • Reduce hitscan hitbox.
    • Reduce the time survivors can‘t move when affected by kidnap tech.

    This should make him a bit more skillful, give more counterplay and make him less clunky to use.

  • Langweilig
    Langweilig Member Posts: 3,135

    Dredge

    • Being in a locker counts as searching a locker for perks like ultimate weapon and darkness revealed.
    • Whenever a gen gets completed 5 random locks open up.
  • Unknown
    edited July 19
    This content has been removed.
  • Langweilig
    Langweilig Member Posts: 3,135

    Sadako is a bit longer and if you want I would like to hear about each part what is good/bad, because I want to post this as discussion some time in the future.

    Chase/flicker buffs

    • Her Lullaby is no longer directional.
    • She keeps her loss of collision undetectable for the lingering flickering duration (,which is 4 seconds without the mirror addon). (New, well water basekit)
    • She flickers for 4 seconds after crawling out of a TV. (new)
    • She keeps flickering while breaking pallets and vaulting windows.

    Teleport/TV/chase buffs

    • Removing TV auras or make it so they are hidden when carrying a tape.
    • Increase the tape insertion, grabbing and the speed for turning off TVs to 1,5 seconds. (grabbing and delivering a tape is 1 second, turning off TVs is 0,5 seconds)

    Condemned lock in buff

    • On the second hook all condemned stacks get locked in. A nice quality of live that doesn’t change much.

    Condemned changes

    • Tapes grant one stack of condemned for every 30 seconds you hold them. The timer is paused when she is within 18 meters of you or when you are in chase. After these conditions are no longer met the timer stays paused for 6 additional seconds.
    • Hooking a survivor with a tape grants one condemned stack to all other survivors. (Ring drawing basekit)
    • You only spread Condemned around the TV you projected to, but every 50 seconds every survivor receives one condemned stack globally. Each survivor has their own timer that gets paused by being in chase or being hooked.

    Addon changes

    Chase addons

    🔴 Iri videotape (rework) - for map traversal and chasing with TVs

    Sadako can teleport to a turned off TV, which doesn‘t spread condemned 📺. Add a cool flickering effect to the turned off TV when she crawls out of it. (New)

    TVs stay turned off 50-100 (was 20)% longer. [This has the advantage of no TV auras if they are not removes basekit]

    🔵Telephone (made blue)

    Survivors suffer from a -7% (was -3%) hindered Status Effect for 3 seconds, when Manifesting within 7 meters of them.

    Reduces the required time to manifest and demanifest by 0.2 seconds (to 1.3 seconds). (new)

    🟣 Tape editing deck - for jumpscaring people

    All Survivors start the Trial with a tape and have to bring it to the furthest TV.

    Survivors who are in a 3 meter radius to an active TV get twice as many stacks of condemned and are revealed by killer instinct. (new)

    🟣 VCR

    Causes all TVs to make sounds when using projection.

    Generators near an active TV start regressing again when you project somewhere. (New)

    🟢 Sea-soaked cloth (rework)

    Hitting a survivor within 8 seconds after manifesting turns back on the last 2 TVs turned off. (Nerfed version of old iri tape)

    🟢 Well stone - for the early game

    At the start of a match she crawls out of a TV next to a survivor and the TVs are not on a 30s long cooldown. (new)

    Reduces the time it takes for TVs to turn back on by -7 seconds (was only after manifesting).

    ⚪️ Newspaper (merged with reikos watch)

    Increases the duration of your full Invisibility after Manifesting and while being demanifasted by +33 %.

    🟢Reikos watch (rework) (meme addon)

    The haste from protection gets turned into hindered and given to survivors and the killer for the duration of the speed when someone is within 16 meters of the TV you projected to.

    Condemned addons

    🟣Ring drawing (rework and made purple)

    Condemned Survivors spread their Condemnation to other Survivors, who complete a Healing action on an injured Survivor. (revert)

    Hooking a survivor with tape, grants all other survivors one stack of condemned. (If it doesn‘t become basekit)

    🔵Well water (rework)

    Every time a generator gets completed every survivor receives a stack of condemned. (New)

    ⚪️ Cabin sign (rework)

    Hitting a survivor breaks their tape. (New)

    Hit and run addon

    🟢Yoichis fishing net

    Survivors with 2 stacks get mangled (new), with 4 stacks blindness and with 6 stacks hemorrhage (new).

    Stealth Adoons

    🔵Rickety pinwheel

    Survivors suffer from the silence (was oblivious) and fog status effect when within 12 (was 8) meters of a turned on TV and within 3 (was 0)meters of a turned off TV. This effect lingers for 1-2 seconds after leaving its radius (new).

    New status effect: Silence

    You become deaf and don't hear anything (the lullaby). The visual heartbeat deactivates.

    New status effect: Fog

    There is a (white) wall of fog which blocks your view and auras outside of a 24 meter radius.

    🟢 Clump of hair

    Reduces the threshold for full Invisibility while Demanifested to 14 (was 18) meters and the invisibility lingers for 0.5 seconds (new).

  • UndeddJester
    UndeddJester Member Posts: 4,971

    I think a key part of defining a change for a character is to first decide exactly what is wrong with that character.

    There are multiple ways you could Buff/Nerf many characters, but what is more important really is defining the problem and thus what the actual goal of any changes would be.

    For example to pick Wesker out of your list, what problem with Wesker are we trying to fix? Is it that he's buggy? In which case, yes absolutely his bugs should be fixed... however if he needs an actual.buff/nerf, what about his design exactly needs to be fixed? It matters because from my perspective, design wise Wesker is fine. Decent strength at all levels of play, relatively easy to understand and get into but a high skill ceiling to master.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    Wesker main problem is that he can still sometimes grab people when dashing from other side of pallets when they get dropped or when survivors are not near the dash or in other words, just out of reach but still gets grabbed somehow, and I feel like his infection is pretty underwhelming for the amount of time to wait for someone to fully get infected just for 4% hindered, bc survivors, like, 80% of total matches I've played & witnessed as wesker & survivor, people barely get fully infected, bc they get rid of it before hand or doesn't seem to care enough to get rid of it, bc other than insta carry, there's really no benefit for it, maybe a slight buff to the infection rate process or make the infection do something else could make it better & more needed tk get rid of it as a survivor or hope that survivors get fully infected for the Killer, bc it gets reduced to 1% when hooked, but yeah I agree, he's mostly balanced but his passive infection is not... worth the trouble at all, and could use a very slight buff or perhaps a different use instead, but the hit boxes still need a fix/reduce, from both a killer who uses wesker & a Survivor who went against wesker many times

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329
    edited July 20

    @Langweilig

    Man you really thought this through! These changes would be a big rework for her and im all for it!!

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,935

    I think Legion, Dredge, Wesker, Xenomorph, Huntress, Nemesis don't need any changes…

    Blight: make him lose some tokens when he destroys the pallet

    You forgot Nurse: she can't see survivor auras while charing blink

    Ghoul: can't cancel during his first leap

  • Valimure
    Valimure Member Posts: 244

    As a Dredge main, all I need are:

    1. Additional locker spawns near generators if there aren't any there.
    2. Reverse the mechanic forcing him to spawn into locked lockers; if any in a set are unlocked, he goes to that one instead.

    It takes .2 seconds for survivors to completely neuter his power which is extremely outdated with the killers we have on the roster now. If I use the power and incur the full recharge time to emerge from a locked locker, it's already enough additional slowdown for me to just bust every other lock in the vicinity without being potentially neutered again if I need to teleport there in the future.

  • UndeddJester
    UndeddJester Member Posts: 4,971
    edited July 21

    The 1% off hook change was a good change, because the problem you had before was, Wesker players could (and would) just return to hook every time and tunnel. If the Wesker was not very good and the survivor was able to run them for any decent length of time, their infection would build and then hit them with the 8% hindered, basically ensuring Wesker could catch them pretty much for free. This made it so the pressure Wesker could maintain was boring and unfair... because getting a heal off and removing the infection were things you often just could not do fast enough to prevent a damned if you do, damned if your don't situation for survivors.

    I will admit, I didnt understand why his hinder was reduced from 8% to 4%. 8% seems a reasonable deterrent to not removing infection, especially gievn it takes longer off hook... that time difference kinda gives credence to it being the stronger 8% if survivors ignore it. The nerf to his tunneling capabilities (via waiting out infection) was already a good change that did the job it needed to... the additional hindered nerf wasn't really necessary.

    However, in the same breathe, a good Wesker never has to rely on the Hindered anyway. Survivors still have to remove the infection because the threat of it is more the instant pick up instead of the slow, so it does mostly work the same as the passive slowdown/info tool it did before... just not the giga tunnel tool it used to be.

  • KingOfDoom55
    KingOfDoom55 Member Posts: 329

    Fair enough, never thought of it this way tbh, but I still think the hit boxes should be fixed bc it is somewhat an issue still

  • UndeddJester
    UndeddJester Member Posts: 4,971

    100% with you there 😁😁😁

    Sometimes those collisions are absurd... both for hits and misses 😶

    Not sure it's lag or not though... probably need some real Wesker experts to wade in.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,738

    nemesis: once per match, call in an umbrella air crate that deploys a one time use Rocket Launcher at a supply crate. insane arc like Springtrap axe, heavily slows your walk to a crawl, but anything caught in the blast goes down and anything breakable explodes.

    it's not meant to be practical. sometimes it's about sending a message