If you don't like the top tier killers, the new survey is your chance to provide that feedback
I recommend everyone puts their honest opinions on how awfully balanced the top tiers are.
Or better yet you can say which low tier killers are awfully balanced too <3
Let's let them know how dumb Blight/Nurse or whoever else are, coz I'm personally sick of them.
If you disagree that's fine, you can also say how much you like them too I believe.
Comments
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Nurse is already unplayable because of the rubber-banding bug that drastically worsened after the recent update, but yeah, let's nerf all the killers to the Pig's level, and also buff SWF while we are at it, we really need to make survivors wait in the queue for 45 minutes, like in the good ol' days.
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They are lucky I didn't get Ghoul as an option…
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Same here. Would have written a 10 page essay.
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Who said they need nerfed to pigs level lmao, Weskers level of mobility is where I want them all to be at, I feel he is the right amount of powerful for a mobility killer.
Bugs shouldn't be a factor when it comes to balance.5 -
Wesker's mobility is lacking if the survivors play mathematically right (prerun and predrop everything). You need mobility that will get you a hit like ghoul blight or even clown tbh. Wesker's dash doesnt let him travel from gen to gen, gives him a big cooldown at the end so survivor gets distance anyway, and your only chase power also goes on cooldown. It's not bad mobility when you're camping since you can zoom back to the hook, but otherwise it's not very good for moving around the map and hit and run purposes.
In my opinion new vecna's mobility is the ideal level or krasue's mobility because misusing them can be punishing and leave you without any mobility for a significant amount of time, but at the same time you are flexible to use it for chasing, traveling the map, or countering prerunning.
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Wesker can close distance, I never feel he can't keep up with me easily but I also don't feel he is unshakeable.
New vecna is a poor gauge for balance rn, he has barely been out a month, so please let's not use him as a standard. Most people despise him.
Wesker has performed well and people still love him years on from his release, they also love playing against him. Especially if the new Hug tech being more accessible isn't a bug, I love playing against good Weskers.10 -
Most people despise him.
Source? I have seen mixed opinions. Maybe you do, but i would really like you to prove to me that most people despise vecna. Do you have stats or is it just your perception? Perhaps these "most people" who despise vecna should adapt and get good at playing against him before coming up with opinions about his balance, since he has barely been out a month.
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I wish they'd make questions about how awfully balanced Survivor is too, but as usual, just another Survivor catering survey
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Wesker's power is mathematically not great at mobility.
Weskers movement speed during the bound is 14 m/s the first one lasts 0.5 seconds, the second one lasts 1 second. That means he travels 21 meters in 1.5 seconds. However, do do that he has to:
Charge up the power for 1.5 seconds, lowering movement speed to 3.68 m/s, then afterwards enter cooldown for 3 seconds where he moves at 2.76 m/s.
This means that for a total of 0.5 + 1.5 + 1.5 + 3 seconds, he moves 34.8 meters. which is 6.5 seconds. If he just walked at 4.6 for 6.5 seconds, he would gain 29.9 meters.
So using his power gains him 4.9 meters of distance. Keep in mind that a full killer lunge from not moving is about 6 meters. So he gains less than a lunge.
So, yes he gains some distance. But not really so much distance that it is worth not having his power for the next 6-12 seconds (takes 6 seconds to gain one charge back). Its better to just run toward the survivor and use your power in the chase.
Nurse is also similar, people sometimes thing she's a mobility killer, but her power is actually quite horrible for map traversal especially when you lose access to your power on a killer that basically requires the power to land a hit.
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As a killer main, I used the survey as a chance to express my frustrations with certain killers. Blight and Nurse are OP and borderline uncounterable on most maps, but I wanted to address issues with killers like The Twins, as I do really enjoy the character, but they're unfortunately so buggy that they're borderline unplayable. They'd be so much more fun if Victor didn't occasionally just bounce off of survivors for literally no apparent reason.
Though I do absolutely agree that Blight and Nurse need at least some minor nerfs (e.g. make it so that after using any amount of rushes as Blight, it takes as long as regenerating 5 tokens to go back up to max, similarly to how Ghoul regenerates his leaps. I also don't think it would be too crazy to reduce the amount of rushes available from 5 to 4).
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Did anyone?
All the killers I got were ones I never see, feels like they intentionally avoided Ghoul imo.
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Sadly the only high tier killer i saw in my survey was Dracula and i have no major issues with him. Really odd that we can't chose from all killers in the roster.
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Wesker's power is indeed bad for mobility. Its counter intuitive due to the burst of speed you get with the dashes but when factoring the slowdown on recovery/charge up its not that good for map traversal. But I do think its well balanced for chase.
Otz showcased how little time you save using it for map traversal in this video.
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Think its a "game is horribly balanced" angle. Like obviously you can't fully balance an Asymm but you can definitely close the gap between killers in some ways. High tiers do definitely need tuning but low tiers need MORE than tuning. They need literal game mechanic changes outside the killer to make them feel decent against survivors that are competent.
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I just went ahead and mentioned him anyway. Hurray for essay boxes.
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I got Ghoul as an option twice.
Needless to say that I didn't hold back my opinion on him11 -
Survivors always advocating for killer nerfs but they never ask themselves why do players pick these killers? The answer is clear and unless you play both roles extensively, you won't get to understand the reasons.
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You can put here numbers even majorite of devs dont have a clue but people will still act oblivious and hate you like always.
I call it many times that his dashes are trash as mobility, so many things with 11 seconds cooldown and huge slowdown to travel just 21 meters if there aren objects and you can dash straight (which is like 50% times maybe on open maps) if you put in AI or count it on paper with speed of 4,6 m/s you will make these 21 meters in 4,57 seconds thats almost 5 seconds and you have both of your dashes to cut survvior off or from another loop but only wise people know that and more oblivious in this matter just hate it.
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to be fair they did ask a question regarding how unbalanced SWF is. They could have gone more in-depth with this one but they did mention it atleast which suggest they are aware that SWF may have an impact of things.
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Like I know it's not as good for mobility, but that's why I'm saying it should be there. DBD is too fast with the mobility killers, much like how people playing the low tier think gens are going too quick (which is conditioned by the high-tiers rn, aiming DBD to be played like it is when they are in play is unhealthy). I don't care if it's "not by much" honestly, he feels just right to go against.
That said, I also find Dracula/OG Vecna style powers for traversal are fine too, where they are designed for only tavelling, or Sadako/Springtrap etc. It's specifically powers which double as anti loop as well as mobility, which are way too powerful in their current state.
The charge time doesn't really matter much coz in loops, the survivor is stopping to read what he is gonna do, it's plenty warning to react to what he is gonna do and then he starts charging which is then fast.
Nurse yes you are right but she can also clip through floors and walls, cutting travel time down massively on certain maps.0 -
Wesker is ass RN.
He could be perfect if he was not plagued by bugs.0 -
How is Blight or Ghoul zooming across the map and then using their power in chase different from Vecna/Drac flying across the map and then using multiple anti-loop abilities in chase? Just because they use a different button after flying? Like I'd say Blight/Ghoul are stronger but not by a lot. I just don't understand the distinction.
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I went on to ask if onryo could be reworked to not cause condemned from teleporting, but make it more of a natural occurance like everytime a generator is done people get 1 or 2 locked in stacks or people are hit holding tapes or from out of steslth get 1 or 2 unlocked stacks until hooked etc, removing the need to spam and making her more of a mobility stealth killer with a passive chance to get instakills in the endgame. Also the removal of her luluby as it makes no sense for a stealth killer to have a 2nd terror radius with no dash, no expose, nor instant hits while in stealth, the least lethal form of stealth.
And xeno having the gameplay be either entirely killer sided or survivor sided rounds based on turret placement, could rework the killer to not involve turrets or a tail attack but be more about ambushing people with stealth, maybe even a pounce grabbing bite or something. Just something different as rarely anyone plays xeno even tho he is technically strong, but don't enjoy the added stress of dealing with swf planted safe zones, and most solo que survivors feel there is no counter if noone placed turrets during their chase.
And lastly Dracula, not to say he needs buffs or anything but to make note of how useless his 2 iri addons and Cube of zoe are. So i proposed making the shield cause the gates to block if someone gets hit by the pillars in gate, as 95% of the time people get through them one way or another and nothing happens even tho u used ur addon slot for the whole game for a little light show on the way out, which gives a 10% chance of actually getting 1 down while near enough to pickup. The iri ring could just widen the hellfire pillars to make them easier to hit with which is its current purpose alredy but the curving of the hellfire pillars is either not noticeable or not even usefull. (If ur going to hit with it than ull hit with it, the curving doesnt improve your chances). And lastly for cube of zoe instead of pillars spawning around you and never hitting anyone even if u were on top of them in bat form, make them spawn around all generators so you may actualy get 1 or 2 hits per generator maybe even a down, or they all get avoided like usual, still a higher chance of getting value.
And one other thing i put at the end was to make 3 kills feel like an official win, even for adepts. 4th kill being optional bloodpoints, as it may cut down some numbers on tunneling / slugging for 4k if the killer wasnt pressured into absolutely destroying the whole team including making sure noone gets the hatch - just to win while any survivor simply has to leave their team behind and go out a door or hatch to feel like they still won.
Post edited by ShanoaLegendaryPlz on-2 -
Because its a power that can hurt people and break pallets/versus a power that is literally just going to a certain point with warning, then chase begins after.
If you can't dinstinct that, you're unaware lol-2 -
I was lucky enough to have ghoul as a option for one of mine 😂
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I didn't get any of the S tier killers as an option in any of the three questions, so I included my thoughts in the additional comments box at the end of the survey.
Basically, I think tier lists aren't the be all, end all of determining killer strength. There are a lot of different factors that can make the strongest killers feel weaker and the weakest killers can still do very well if circumstances line up right. However, there is still a general consensus of who the best killers are (Nurse, Blight, Ghoul, Dracula etc.) and who the worst killers are (Trapper, Skull Merchant, Ghost Face etc.).
With that in mind, I think the S tier killers should all receive some nerfs to take them down to the level of the strength the current A tiers have, and the C and D tier killers should be buffed up to around the current B tier killers. This is probably never going to happen because it would take an incredible amount of work, but if it were to come, it would be for the better in the long run. Having a much smaller gap between the best and worst killers would make balancing other areas of the game (map sizes, number of pallets that can spawn, perk strength etc.) much easier.
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I agree with the general idea you're putting forward, I do feel the games map design and perk design will become a lot easier when the more obnoxiously stronger killers are grounded more.
Right now I think them starting with the way too powerful wouldn't be a monumental task, if they want a casual survivor playerbase, they need to go.0
