If you could choose a buff/nerf for the other side, what would you choose?
I've seen a lot of people complaining about each role and what they feel like needs to be buffed/nerfed for the game to be more enjoyable. A lot of players on both sides do not consider newer players when asking for things to be improved nor have they played the other side.
So please answer the following only if you have played the other side (I'm talking about more than once). Do provide holistic answers to account for new players, not just what you think would be good for your matches. Keep in mind new players are not at the same skill level as you.
Survivor Mains: What is one buff, and one nerf you would add to Killers?
Killer Mains: What is one buff, and one nerf you would add to Survivors?
Please provide an answer for both a buff and a nerf. We all know survivors want tunneling/slugging nerfed and killers want gen speeds and perks nerfed. Do not answer with 'Nothing' - you came to the forum to discuss the game, so discuss. If you can provide long-winded comments and discussions as to why your side deserves a buff, then you can provide a one sentence answer for the opposite side.
Answers
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I play both sides, and I can give answers for both.
Survivor:
Buff: An in-game chat wheel, that is easily accessible for both PC and console players. This will GREATLY help solo queue players, who can't co-ordinate with their team. - Similar to how pings work in games like PUBG and Counter-StrikeNerf: Reduce the strength of repair focused perks, and toolboxes. It is kinda crazy how you can do a generator in 30 seconds solo, with the right setup.
Killer:
Buff: Base-kit slowdown for unique hooking (10% regression or 10 second block on the gen with most progress) - This could also scale with the relative strength of the killer (mobility-based for example), so that a fast killer like Ghoul or Blight does not get the same effect as Trapper.Nerf: Tone down the strength of the stronger killers, to somewhere around the level of Wesker (who is a good benchmark of a decently strong, but fair to verse killer). Alternatively, removing or delaying the notification for unhooking will help a lot with combating tunneling.
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Surv : The strongest exhaustion perks (sprint burst - lithe) should have a longer cooldown. It's not normal to use a sprint burst twice in a chase (I'm especially referring to the combo with Vigil).
Killers: The aura reading perks are a bit too strong on certain killers (Nurse - Huntress). There should be some sort of cooldown so as not to chain the perks too much.
- Buffs for both roles. The endgame perks need to be stronger (including NOED and Adrenaline). I use a perk slot that I can ONLY use in the endgame; it should be truly amazing (my opinion).
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id probably gut exhaustion perks for survivor and aura perks for killer. give survivors Distortion back and smoke bombs. id also give killers OG pain resonance.
I like strong killers, but not omnipotent ones. survivors need good tools but sitting on Finesse and Lithe doesn't strike me as fascinating gameplay. I think by making killers have to make more hard reads, there's be less need for exhaustion so you can actually survive in the immediate vicinity of Ghoul or enraged Oni and not immediately explode.
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I've been thinking about my answers because I play both roles, and I think having to narrow everything down to just one suggestion is a fun challenge. I'm gonna cheat a little because some of these things can't be done with one single change, but they are one thing to address in each case.
For survivor, it's fairly easy.
The buff I'd suggest is the ability to see your teammate's perks while you're actively playing, using the match details screen. Excellent info for decision making in solo queue that doesn't require your teammates to all be on the same wavelength like a ping system, which would be very nice to see.
I think something like this is coming down the line? BHVR mentioned something about it being in the lobby but that would be a terrible idea.The nerf I'd suggest is very simple, rework toolboxes to no longer give repair speed. I don't know what exactly it should be replaced by, but toolboxes are the single, sole, exclusive problem with gen speed in the entire game right now- with a really minor exception for maybe One-Two-Three-Four and Bardic Inspiration being potentially as busted in SWF, but I'm not sure about that one.
Genrushing as a problem disappears overnight with this change.For killer, I was really unsure about the buff in particular, because buffing just one killer seems like a wasted opportunity but it's difficult to think of good changes for the whole cast that won't unfairly help the top tiers.
The nerf is simple though: Tunnelling. Through some mechanism, address the balance issue at the core of tunnelling so leveraging a much easier chase to get someone out of the match early is no longer a thing. Self explanatory.
The buff, as I said, was difficult, because you can't just flat buff the killer role without making the top tiers even better. What I settled on instead is a good accessibility/QoL feature: Some way of getting visual indication for the sound of generators being actively repaired would be awesome for the hard-of-hearing among us, and frankly even I with only kinda bad hearing would benefit too.
Footsteps would be ideal too but that might be a bit more difficult to implement fairly, I think.-1 -
I think these are great, well-rounded answers. Only two things out of this that I can see being an issue:
- Chat wheel for console players would be incredibly difficult mid-trial. You'd have to navigate the keyboard just to type something out that may result in you getting downed by the killer or you'd be hiding in a locker just to type. However, I think this is a great idea for the lobby for people to coordinate with others before a match.
- The killer buff, I feel, would be complained about quite a bit even with a prerequisite of a unique hook. It could also be detrimental to the match with aura perks, DMS or Grim. Now if the buff was causing all survivors to scream after a unique hook, then I think that would go down easier for the survivors since it's not impacting objectives and still gives the killer an advantage.
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I agree with the Vigil combo needing a nerf. It makes it especially tough for non-chase killers or those with no reach.
I don't think they should nerf aura perks BUT if BHVR categorized each of the perks and limited it to one aura perk per loadout, then I think it would be better. That way Killers can't chain, and they keep the benefits/duration of the perk. This could also be applied to survivors as well making it fair. It would also force people to play more strategically with their builds.
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Regarding the chat/player ping wheel. It has pre-made text or icons on a radial wheel
Like this example from Counter-Strike 2. You just hit the corresponding button, and mouse over the command or response you want to use. It works in a similar way on controller, where you just use the right thumbstick to select your action. You can open the wheel and select your action, while moving.
A super-intuitive and helpful way of communicating with your team, if you don't have a mic.This idea could translate well into DBD, with commands/responses like these:
The killer is coming
Let's do this generator
They have a Hex perk
I will take chase.
Understood!
I brought a Hatch offering (main/shack)
Found an item (ping the chest for the type of item)
The killer is close to my hook2 -
For Killer remove slow down stacking
For survivor remove exhaustions
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Ill Add 2 of each side one a Buff and another a Nerf.
Killer:
I Would Buff Gen Defense so it doesn't require you so much to get value and Buff how fast you break Pallets depending on the killer you are.
I Would Nerf Blight so hes not as strong
Survivor:
I would Buff by adding the insta chat back to help solo Q communicate with there team without being in a swf
For a nerf I would give Sabotaging hooks has a limit and it consumes the Tool box on usage so it help eliminate Sabotaging Squads to help suppress Slugging in a way that its not needed to counter Sabotaging Squads. And allow The killer to still hook a survivor if someones blocking the hook
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I currently fine with game on both sides on average. The only real issue is MMR, because there is where most problems are coming from and I'm glad that devs finally realised it right before ruin the game in its core.
I really hate extremes like 4 slowdown hardcore tunneling Nurse/Blight/Ghoul or swf with 20+ funny pictures with funny effects, but this is, once again, MMR problem. These people should just play against each other.
There could be many QoL/small buffs on both sides, but the only thing should get nerf here and now is Syringe, and thankfully, it lives its last day.1 -
As a killer mostly player, the buff I would give the survivors is ability to see your teammates loadouts pre-game and like others have said comms in game. Ideally that's text chat and/or voice chat but seems like chat wheel is more popular, and probably more likely to be used too, so a chat wheel with even just general statements would be the biggest realistic buff to give soloq. However, if you meant a buff as in an actual in-game buff, then I would restore the scrapped latest iteration of elusive without collision.
For a nerf, i would nerf these two perks resurgence and conviction, but since its only one nerf, it's gonna be resurgence.
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So please answer the following only ifyou have played the other side (I'm talking about more than once).I think that's probably everyone. I find it hard to believe there are that many people who own a video game where they only play half of the available content exclusively.
I'm going to try and keep mine to more minor things:
Killers (going to avoid the idea of buffs/nerfs to individual killers)
Buff: The survivor on hook should not see their AFC meter until it hits 50%, then it is shown to the survivor and the team. I think this would help stealth killers set up around hooks.
Nerf: Hide the unhook notification
Survivors
Buff: Others have said chat wheel, so I'll go with different aura colors for different purposes. So you could show a hooked survivor in a different color if they have deliverance, or if you're injured show a survivor with bonuses to heal.
Nerf: Vigil is probably the obvious one, toolboxes could be standardized.
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id agree except on the wesker part as (imo) hes already outdated due to the current map design of dbd with pallets and clutter everywhere making his power basically useless half the time. I would like to see more killers in line of dracula or ghouls (raw power not traversal)
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Yes! This I could get behind. Do you think the increase in coordination would cause trials to be more difficult for the killer? Because this would essentially make random teams into SWF teams and then it comes down to skill. I think killers profit the most from uncoordinated teams
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Survivor Buff: Ability to see ALL active perks/effects on your teammates in the trial. E.g. see Sprint Burst or Lithe when triggered, see Deliverance when enabled on hook, see Decisive when activated on unhook, Soul Survivor only activates when last alive, etc.
Survivor Nerf: Nerf Commodius Toolbox to 24 charges. Delete Worn Out Tools and Engineers Toolbox.
Killer Buff: Corrupt Intervention basekit, or a similar mechanic where there is a small buffer or mini game Survivors have to complete before starting work on gens.
Killer Nerf: Strong regression perks altered to deactivate when a player dies and/or gain bonuses for unique hooks/lose bonuses if hooking the last hooked Survivor.
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for survivors all gen progression perks get nerfed into the ground and the survivors cannot enhance gen speed beyond the base values
buff smoke grenades have unlimited charges with ptb level power
killer every unique hook gives mapwide 75% TOTAL regression to all gens
previous nerf
nerf nurse ghoul krasue blight get nerfed
current nerf gen regression perks cannot stack
Post edited by terumisan on-1 -
Survivor Buff: Basekit Kindred
Nerf: Everyone in a SWF has to bring identical perk loadouts.
Killer Buff: Basekit Shattered Hope
Nerf: Every aura read notifies the survivor that their aura is being read
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- Survivor BUFFS: Faster unhook speed with the ability to move immediately after the hook bar is filled up so a killer cannot just tap you with no protections twice (I'm talking about where you just stand there for almost 2 seconds, staring at each other and it also protects against range killers too.)
- Voice Comms for all survivors with proximity (Add permanent mute function for each survivor so if you get a survivor who annoys you and then you mute them, you'll never hear them again even if you get them again in a match then you can actually balance the game for SWFs so both sides are happy to a certain extent.)
- Killer BUFFS: Faster pick-up (make flashlights slightly faster to compensate).
- Faster hooking and movement afterwards (every second counts and the ability to move instead of staring at a survivor for a whole 1.5 seconds after would be amazing).
- Faster base gen kicking speed and pallet breaking speed by a little. It would help alleviate the need to constantly worry about the clock. I would say maybe .5 seconds shorter? Not a super buff but I would take .5 off of the perk that does the same thing so you don't have to constantly run perks to help. (Basically, .5 faster action speed for everything that they normally do but doesn't really affect survivors.)
- MAYBE base kit Lethal Pursuer but only 1.5 seconds just to see where everyone is so you can choose which gens should be protected and that would help with gen speeds at the start of the match.
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