http://dbd.game/killswitch
Killer Adjustments - Setup
Laying my cards on the table before I start to give a frame of reference. I mainly play killers (209hrs/1023games vs 7/44 with survivor according to behaviour stats) but I don't have a specific main among them. Playing through a variety has made me acutely aware of differences in effectiveness. I have the following ideas for the adjustment of various killers to improve their performance. In this post, I will focus on set-up killers. Let's start with the O.G. Trapper.
The Trapper
-Slow start to matches due to having to place traps at the beginning and throughout play and lack of any additional tools for chase or finding survivors makes him considerably weaker than many. This isn't to say you can't do well but it more often feels like you have to rely on Survivor's blunders to win rather than having any direct impact.
- Increase the carrying capacity for traps
- Remaining traps on the map start active creating some threat from the beginning. I would also add a sound cue for survivors when they spawn to indicate they are against a trapper and the immediate threat from the random traps.
- Increase the hit detection area for traps on sprinting survivors. This makes traps more effective for chases while still allowing the survivor to bypass or deactivate during normal movement.
The Hag
-Teleporting feels like your walking through mud and often you don't get the hit on trap trigger. There is a counterplay to her traps by erasing them but survivors will typically just trigger them and run as it is more efficient way to counter them. If you teleport, you are still some distance away and as a 4.4 speed, unlikely to gain any benefit. The Hag seems effective only against inexperienced survivors.
- Persistent traps. Rather than being erased on trigger, they only disappear when erased through interaction or the killer uses the teleport.
- Hindering traps. Teleport is good but with her slower speed and no other abilities to aid in chase or loops, I believe hindering survivors while in and for a brief period after leaving the trap would open more possibilities for trap use when combined with persistence.
The Ghostface
-Not a trap killer but requires a setup period before power has any effect. The first issue I have with this character is the difference in effectiveness for reveal and stalk that 3rd person and 1st person create. You can be revealed by characters who are in no way visible on your screen and cannot be stalked. The bigger issue revolves around effectiveness of using his power. Stalk to expose a survivor and get a one hit down, sounds good at first but the setup time often offsets the benefit of one hit downs. It often feels like other killers could get two hits in the time it takes to fully stalk and land one making proper use of his power no more effective than a basic M1 killer.
- Exposed players don't see the red stain. Time exposed is reduced. Playtests would need to be thorough to find the right balance. This gives him an advantage in outplaying the survivor while not directly interfering with their evasion. Right now you can shroud to gain the same benefit but since other players can reveal you, it often gets disabled too quickly to be useful.
- Drop-sheath knife (haste on full expose) could be base kit or hindering the specific exposed survivor may be more appropriate. This will improve his lethality without drastically changing his play.
The Shape
-With some of the changes he's undergone he's not terrible but similar to Ghostface, has unimpressive reward for the amount of setup. When using tombstone, the instant kill mechanic doesn't seem fun for most survivors since one unlucky moment ends in 3 hooks states with one hit. I think we can all appreciate the jumpscare Myers but this is mostly a meme run and not a serious threat due to the slow movement speed.
- While canonically he doesn't teleport, I think adding something similar to the cenobite teleporting to the cube where he gets ported to a place nearby but not directly on them would be a good feature to add (only able to be used when not being viewed). The slow deliberate stalk and then suddenly appearing near the target when they are frantically running that is seen in films would be hard to replicate otherwise (the other option being a very high haste bonus when not being viewed but this feels like it would be awkward all around).
- I have mixed feelings about tombstone Myers. On the one hand, the added stalk time does give the survivors more uncontested progress as a counterbalance but since players don't know they are playing this variant until the first death it can be frustrating. Perhaps adding an indicator for survivors to know when the stalk is resulting in one hit kills could ramp intensity without feeling unfair.
The Oni
-When a match starts he doesn't have access to his power until he wounds a with a regular M1 and collects enough blood. When downing players with his power, there is no blood drop meaning he basically resets to having a setup phase unless you ensure that an injured survivor is left to run around dropping blood orbs. He tends to be a killer that has to snowball to be effective and players hiding out his power effectively makes him pretty weak. He's fun to play but I feel some slight tweaks could be made to reduce the period of time he is ineffective at the beginning.
- Starts at 50% power when match begins getting into power sooner without effecting normal mechanics too heavily.
- A group of blood orbs drops on power hit. Not enough to keep him in power constantly, but perhaps 20-30% charge.
These are some ideas to improve characters that I feel have good designs but may be a little behind the curve in terms of potency in normal play. I obviously don't have the experience of some of these 1k+ hour killer players nor do I have much first hand experience as survivor but I feel like these suggestions could improve the gameplay of the listed killers.
Comments
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Since i main myers and know his lore due to being a huge fan of movies and movie script.
I think he should get a passive power mobility wise to move really fast speeds while he is not LOS and nearby.
Then undetectable in tier 2 either during stalking but if he is in chase it will drain the tier 2 power while stalking.
Iri wise i dont personally use his tier 3 at all due to how weak it is in comparison to ghostface and other killers
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I proposed the teleport since I think it would be easier to implement and gain the effect for consistently. I fully agree that a fast movement when not being observed would be far more lore accurate and force the player to outmaneuver survivors making a higher skill floor. My concern is the mechanics of fast move when unobserved being clunky to implement. Would you need a reveal mechanic like Ghostface to break the move bonus or will it potentially just randomly cut off without you knowing why. If you have a reveal mechanic, the animation would have to be adjusted or I suspect it would look awkward to run in a walking animation. I do appreciate the input as a fan of the franchise.
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Yea teleport would be way more viable sadly a lot of peeps here will say they dont want it to be anything similar to jason ft13 game where he turns into weird smokey blob.
I also made a post about what i suspect the new changes will be for michael since im not sure if u heard of it from their AMA and stream they confirmed they are coming this year.
In short i suspect he will probably get his iris reworked or removed, they will make his tier 1 and 2 better and more rewarding in modern dbd.
i also suspected that with certain addons maybe vanity mirror he will gain undetectable while stalking and such while not breaking LOS.
This should make him really lethal as a stealth killer similar to how he was when he launched first since back then dbd was not this evolved as it is now with looping and chases.
So that and also maybe base speed increase from tier 1 2 3 together.
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DbD killers tend to fall into two categories:
Easy to pick up, but weak at higher levels
Hard to pick up, but strong at higher levels.
BHVR used to have 'difficulty categories' for the killers that kind of indicated these levels. Some people don't like this design, others do, and some think its just an inevitable part of asym.
Trapper is an easy to pick up killer and, as you say, mistakes are more on the survivors part. If you made Trapper viable at more experienced levels, he would be an absolute monster against beginners.
-An example of this is your idea of increasing the area of the traps you suggest. Where to put the traps is one of the types of skill expression Trapper players should learn over time, this would jump over that.
Oni is on the other side of the coin, he's quite strong in the hands of an experienced Oni player. If you improved him to make him stronger for newer killers, he'd be far too powerful in the hands of experienced players.
Hag - I don't have too many thoughts on Hag, other than that she probably vaults the most on people's tier lists because some people have her in D and others high A.
Ghostface -
Stalk to expose a survivor and get a one hit down, sounds good at first but the setup time often offsets the benefit of one hit downs. -GF's first chase is very important. An early stalk and down puts him in a great position, while if the survivors run out the first stalk he's way behind. It's a risk reward inherent to his character.It often feels like other killers could get two hits in the time it takes to fully stalk and land one making proper use of his power no more effective than a basic M1 killer.- You don't have to always commit to the stalk, you can get stalks 99ed on multiple survivors and then pop them later in the match.Post edited by crogers271 on1 -
While it is true that some killers are easier to learn than others due to complexity of the power, this doesn't always align as suggested. Huntress is an easy to learn killer but far deadlier than a trapper in most situations. I could go off on balance and asymmetrical game play but I'll leave that alone for now.
An example of this is your idea of increasing the area of the traps you suggest. Where to put the traps is one of the types of skill expression Trapper players should learn over time, this would jump over that.
I understand where you're coming from but I suspect you are overrating the impact of this suggestion. This is a design shift to counter a minor but very annoying aspect. If you trap a narrow corridor, the trap will not actually block a survivor if they are aware of the trap's position but due to the larger model of the killer, the trapper's trap will trap the trapper allowing the survivor an easy escape. You can't stack traps in a way to counter this so it means they have reduced value in places that should be all but guaranteed. The change recommended would force the survivor to slow when approaching such a trap giving the trap some use against highly aware players by creating an opportunity for a hit in chase while only having the traps be slightly more effective against the oblivious any other time.
Oni is on the other side of the coin, he's quite strong in the hands of an experienced Oni player. If you improved him to make him stronger for newer killers, he'd be far too powerful in the hands of experienced players.
Oni can be very strong in the hands of an experienced player but that strength comes in the form of knowing how and when to utilize the ability and typically only truly manifests if able to get multiple downs in a single power use. The suggestion is to allow that skill to manifest earlier in a match without making it more potent. When you speak of experienced players, it is important to remember that it is relative to the competition. An experienced oni will absolutely destroy new players but quite often a Trapper will as well. If we are concerned about adjusting power levels for newer players to not feel completely overwhelmed, that is a separate issue (one I could get behind) that could have something akin to MMOs where there is a bonus applied to new players until they reach a certain checkpoint. Perhaps a perk or item that is only usable by players with less than a certain number of hours.
GF's first chase is very important. An early stalk and down puts him in a great position, while if the survivors run out the first stalk he's way behind. It's a risk reward inherent to his character.
You don't have to always commit to the stalk, you can get stalks 99ed on multiple survivors and then pop them later in the match.
While these are absolutely correct observations on the killer and 99ing is a useful technique, I must still insist that the reward is underwhelming for the required setup. Even with an early game stalk and down putting him in a good position, this isn't any better than other killers getting an early down. I've seen many killers without an expose mechanic get a two tap and have a hook within the first 30 secs of game. The 99% stalk is the most common way to use his ability to get quick successive downs and create a high pressure on the survivors but he doesn't do well at maintaining that pressure. With the current rate of gen completion and number of sprint based exhaustion perks, the Ghostface just feels outclassed, an opinion that seems widely held based on many low rankings for him on tier lists. I'm guessing you are a Ghostface player, so I'm curious what kinda stats you see from normal play since tier list are always going to be biased. Is there something you believe could elevate him to a more consistent experience without sacrificing his unique playstyle?
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