Nerf S tiers already, please.
Just a heads up this is a long post. I'm not against an idea that Killer should be powerful becouse well, they should be. It's a 4v1 game afterall. However as someone who plays midtiers imo S tiers and sub-S tiers take it too far and i would attribute the recent awful changes like extended hook timers, creation of overtuned survivor perk (eg. shoulder the burden, resurgence), pallet density update and continous mistreatment of killer meta or this current ptb etc etc to the simple fact that they exist and developers need to give survivors a chance to win against them. At the cost of Killer role in general.
But instead of only complaining I would like to discuss my ways of changing S tiers and sub-S tiers, with the ladder ones being discussed in quick succession since they aren't as bad as S tiers and they do stick to fundementals of the game much closely but they do have their own issues.
My goal is tone them down while not making them miserable to play or play against.
S tier killers being Nurse, Blight and Billy, sub-S tiers being Twins, Ghoul, Singualrity, Dracula and Krasue in this order imo.
Nurse-I think the biggest issue with her is that she really doesn't need to predict your movement half the time with her cooldowns, ability to see auras, how proportioned her blinks are and that she doesn't really care about DS or any stun in the first place. CHANGES:
Extended each blink cooldown by 0.75s;
Decreased the second blink range from 12m to 10.5m;
Increased the first blink range from 20 to 21.5m;
Added the blindess status effect whenever she charges her blink;
Any stun resets her token count. The tokens start recharging after recovering from the stun.
Blight- ahhhh the golden boy of dbd. There are many issues with Blight. Big hitbox making so getting hit in the open is almost guaranteed; he doesn't really care about pallets since he can dash immediately after breaking one if his power is full or near full; becouse of how his first dash is as quick as the rest of them a lot of the time he can just react to survivors for example chaining tiles, his cooldown is low being at max 10sec. He's still 115 btw with many good add-ons on top of this. I thought about him a lot and making him 110 while keeping his power relatively the same is probably the best course of action. CHANGES:
Blight is now 110 killer with a 32m TR;
Added the same token reset mechanic as Ghoul, removing up to 2 tokens upon breaking a pallet;
Extended each token cooldown by 0.35s (going from 2s to 2.25 for each token, max 10s cooldown to 11.75s cooldown);
Shredded Notes add-on- Reduces the Recharge time per Power Token by -0.25s (was -0.33s);
First dash in now 7.5m/s (from 9.2m/s) with a 4s duration (from 3s);
Last dash is now 10m/s (from 9.2m/s);
Slight adjustment of hitbox (so that crouch tech doesn't apply but the hitbox is smaller so the killer player has to be more precise).
Billy- I think base-kit Billy is mostly balanced. He is suffering from lack of interesting add-ons and playing without turn speed rate feels kinda bad. But then we have Iridescent Engravings that make Billy into an F1 car, this add-on is ridiculous and i wonder why it still hasn't been nerfed. CHANGES:
Iridescent Engravings- Increases your Movement speed during a Chainsaw Sprint by +10% (from 20%), increases the charge time by -8% (from 12%);
Increased the turn speed by 20%. Add-ons like Spiked Boots are changed accordingly;
Decreased the charge rate of Overdrive while revving the chainsaw from 1.5charge/s to 1charge/s (20 charges being the requirement to fill Overdrive on live servers);
Adjustment of hitbox (so the crouch tech doesn't apply).
Twins- It's hard for me to say much since I've played maybe less than 10 games as Twins so I am not gonna go into numbers and please take everything with a grain of salt. Transition into Charlotte should be smoother, Victor when charging should be moving slightly faster while his overall movement speed is slower. You could also give Victor a token system as well where he has 2 tokens to prevent 4 man slugging. Victor works like he does now, 1 token is consumed when injuring a survivor. If Victor has only 1 token remaining he will leech onto a survivor that he put in the dying state giving Charlotte out of chase haste effect to quickly get to that survivor. Killer can recall the Victor after 35sec or get him by picking the leeched survivor. Tokens are recovered once Victor respawns in Charlotte.
Ghoul- i think he is mostly fine, just needs mostly number tweaks. He now slow downs to 3.68m/s for 1sec in charge-cancellation and for 1.25s when cancelling his leap; a louder noise notification plays when power is refilled, starting and letting go of m2; charge-cancellation cool-down is now 2.5s (from 1), maximum distance of the leap is 12m (from 14m).
Singularity- removal of the blindness add-on, Denied Requisition Formand add-on's second effect should be removed; sligthly reduced overclock duration to 5.2s (from 5.7s).
Dracula- last Dracula changes were kinda bad, here's what I would do. Revert the movement speed nerf for Hellfire while reducing its range to 8m; cancelling Hellfire puts it into a 2sec cooldown. Bat form should be quieter on Killer side and its movement speed is now 5m/s (from 6m/s, so slightly slower than Wraith) + an add-on pass.
Krasue- HEAD FORM: replaced the ability of gliding over pallets with breaking them, reduced movement speed to 4.6m/s (from 4.8); slight reduction of hitbox; Headlong Flight is disabled for 1.75sec after recovering from injuring a survivor; wind-up of the attack is now 0.45sec (from 0.35). MASHROOMS- it takes now 15sec to get rid of the infection (from 20sec). HUMAN FORM projectile recharge cooldown is now 4sec (from 2.3); transition into HUMAN FORM is now 1.85s (from 2.2).
Comments
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I'm not sure I agree with the changes proposed but I do think they need toned down to around Wesker's level for the health of the game
-1 -
Wants S Tiers nerfed but mostly lists high A tiers. You can expect a nerf to these killers when gens aren't flying anymore and there aren't a ######### ton of pallets, cus that's way more unbalanced than the already chance based system of what killer you face.
Post edited by CompetitifDBD on2 -
The pallets are at least going to be changed Mandy confirmed, just not this next release, so there is good news at least and if we give good feedback, maybe they'll give us better bonuses to fresh hook incentives
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I saw Singularity as a "sub S-tier" an instantly stopped reading, don't attempt to partake in balance discussion if you don't know the power levels of killers.
2 -
Dracula's hellfire has been getting the most unjust nerfs I've seen from every killer since Pig. Everyone agrees Wolf Form is Dracula's strongest form, yet Hellfire keeps getting nerfed for it. 10 seconds of cooldown for missing is already really bad, adding 2 more seconds because you dared to zone with the power is even crazier.
2 -
Here is a simpler solution:
Nurse
- Add the blindness status when charging a blink - That's all she needs.
Blight
- Rush tokens gets depleted upon breaking a pallet - Gives the survivor a little more time to get to a safer spot before the Blight can perform another Rush.
Hillbilly
- No changes needed.
Twins
- Needs a full rework to be brutally honest. Both in terms of bugfixing, and making their kit less reliant on slugging.
Ghoul
- Slightly increase the "fatigue" window when canceling a leap.
Singularity
- Remove the auto-aim. That's all.
Dracula
- Give Wolf Form a slightly longer recovery time when using the pounces, since missing them is very lenient, meaning that he can almost instantly use M1 when missing, and still guarantee a hit. Funnily enough, you get punished more for HITTING the pounce, due to the howling animation.
Krasue
- Allow pallet-breaking in head form
- Increase the window in between transformation from Body Form to Head Form, to when the Krasue is allowed to M1.
- Remove HugTech™ (sliding).
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Yeah I like these changes I feel they would be a great place to start, I can't say I know enough about Krasue though to comment on those.
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I hope. this PTB has been a nightmare for balance and for basically no bug fixes
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I think Billy only needs an addon pass, But I don't think engravings needs a nerf. This is what i would do
Tuned Carburetor -
- Disables Overdrive
- Increases charge time by 20%
Ragged Engine -
- Getting Stunned by a pallet increases your charge time for 20 seconds (Mothers Helpers)
Light Weight Chains -
Increases chainsaw miss movement speed by .16 m/s (2 m/s)
-1 -
Nerf not needed. Matchmaking needs fix first.
The only killers on that list that really need nerfs but only SLIGHTLY is blight hillbilly and nurse.
If bhvr made the matchmaking correct and every killer got matched with their skill i think there'd be a lot less complaints because these killers are actually hard to play. For every 4k5 slug hillbilly you see, you'll see several mediocre hillbillies who cant do a basic curve. For every 2000 winstreak blight, there's probably 500 who can't actually use his power in most loops to get hits. Likewise for nurses who miss 3 blink cycles before getting a hit. Survivors should be winning against these players easily. At that level the simpler killers become better than these skill expressive killers.
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If only i had said that all these terrible changes are caused by S tiers' existance.
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