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Killer Tweaks Feedback

Balrog
Balrog Mod, Co-ordinator Posts: 866
edited April 7 in 9.6.0 PTB Feedback

Please leave your Killer Tweaks feedback here. Thank you!

Post edited by Balrog on
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Comments

  • not_Queef
    not_Queef Member Posts: 967

    Give Bubba Lopro Chains 👌

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,900

    While it is less severe as last time for a ghostface buff, I still feel i need to bring this design issue your team keeps doing.

    Let's use ghostie as an example from the lsst time y'all buffed him. He is incredibly weak. To try to buff him, you make some of his addons PARTIALY bssekit, and then you nerf those addons. Here is the issue - he is so weak, that he really needs his stealth cooldown and stalking speed sped up. Because of this, thats why just about everyone ran matchbook and philly. The problem is that by making those addons partially basekit, his key needs are actually less than what players could achieve before when using the addons. End result? People STILL had to use matchbook and philly to maintain the original levels of those two key elements. This pretty much invalidates the entire point of the buff - peole still ended up running matchbook and philly.

    For example, let's say a killer really needs Power A at level 10, and the killer has Power A 5 by default. Players would equip and addon that gives +5 power. That results with Power 10. Now the devs buff the killer basekit to Power 6, but they reduce the addon to +4. Sounds like a buff, but the end result is that with the basekit, you only get Power 6, so players STILL have to use the addon to get to Power 10 which eliminates the entire point of the buff.

    Granted, this issue is less severe on this PTB (ghostie is only missing out on one second if they don't use the matchbook, and philly is entirely untouched), but the point remains. You keep making "buffs" that have no actual effect on killers who truly rely on certain cooldowns. If you make them partially basekit, players are WEAKER than they were before if they rely only on the basekit and dont continue to use the addons...so what's the point?

    That being said, I am really sad to not see dropnleg knife sheath not becoming basekit. How was this missed? It has been requested by the community for well over a year. Ghostie is a joke in chase. At least reward him taking time to stalk by empowering his chases a bit if using his stalk mechanic.

  • MrMori
    MrMori Member Posts: 1,945
    edited April 7

    Blight basekit changes are great, but I'm disappointed you didn't look at his addons. Some of them could easily be toned down as well, especially Blighted Crow and Rat. He's somewhat reliant on those two addons on some tiles, but at the same time they also remove a great deal of counterplay against a good Blight on other tiles. I think you should make these addons a flat 3% and 2% on every rush, not scaling per rush, so the fastest he can rush extra with these addons would be 5%. Again, he should have the same speed on the first and the rush, not ramping up. Or just rework them altogether. I just think him being 25% faster on his 5th rush is far too strong.

    If against all odds Blight turns out to be too weak without the Crow and Rat addons, which I don't think he will be, he could get 2% or 3% basekit faster per rush instead, but I would just nerf the addons and see what happens. Blight has plenty of other good addons to pick from and a very solid basekit without them anyway.

    Skull Merchant changes are neat, but why not give her the 6s of undetectable back for placing a drone? It's good that she gets 8s undetectable for recalling a drone, but the 6s undetectable for placing was more convenient for most players, and she's weak enough that it's okay for her to have undetectable on both placing and recalling a drone. She could also have slightly faster fadeout on her undetectable, right now it has a very long fadeout and isn't very reliable. That and better drone targeting, it can be surprisingly hard to select and rotate the specific drone you want, especially with a few drones spread around the map near your cursor close to the one you want to rotate.

    Doctor could easily get another 0.05 or even 0.1 off his Shock Therapy attack delay, putting him at 0.7 or even 0.65 delay basekit. He's still heavily reliant on Discipline addons to actually beat good players in loops with his power, and is severely hurt by the pallet density changes. If it turns out to be too oppressive with 0.65 delay or so, you could remove 0.05 from his Discipline addons to counteract the buff a bit when stacked with the addons.

    Changes to the rest of the killers are welcome as well. I'm very much looking forward to seeing what you do to tone Nurse down next. I hope you look at aura reading, that she simply can't see survivor auras from the moment she begins charging power till the moment she's completely out of it. Even hearing people through walls while blinking is something I think makes he counterplay too limited and makes her less reliant on predictions and guesswork in my opinion… But that's for another time.

  • HolyDarky
    HolyDarky Member Posts: 1,437

    The Dredge buff is welcome but not the one he needs the most: Dredge has currently a 10 second cooldown on his power whenever he uses it and that is way too long (for comparision; Blight has the same cooldown when using all of his rushes). Therefore, he relies on the Ottomarian Writing add-on that reduces his cooldown to 8 seconds. The buff he needs the most is a shorter cooldown on his power. In my opinion, he should have at least 7 second cooldown on his power by default. In an ideal world, there would be a cooldown different between teleporting back to Remnant and how often you teleport from locker to locker (e.g. one Locker-teleport has 4 second cooldown, two 6 second cooldown, and three eight second cooldown, and then the Remnant cooldown could be reduced to 6 seconds) but I think that would be too much for you.

    Otherwise, he needs different buffs like coming out of locked lockers slightly faster, reducing the points you need to trigger Nightfall, or getting more Nightfall points for hooking survivors. He also needs some add-on changes since both iridecent addons are useless/unhealthy, some add-ons could become one, and other stuff. But currently, he needs a shorter cooldown, so he no longer relies on one add-on. I also cannot understand why you understood that Springtrap's 10 second cooldown on a success Axe-hit is too long and needs to be shorter but for Dredge it is okay to have such a long cooldown, especially when he needs to use it for both: Teleport and Anti-loop.

    So, please reduce his base-kit cooldown a little bit to make him more smooth and nicer to play.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,337

    Dredge not loosing distance should help a bit.
    Unknown, Animatronic and Wesker have decent buffs.

    Demogorgon, better than nothing but his stealth is not big deal with how loud he is.
    Ghost face, Bubba, Doctor won't really change much for them.

    Skully has to be a joke.

  • TheGoon224
    TheGoon224 Member Posts: 506
    edited April 7

    Merchant has New HUD elements and honestly, this is cool and all, but I was kind of hoping for some quality of life changes to like reducing the targeting sensitivity of drones so you don’t accidentally rotate/recall the wrong drone, or just maybe give her one or two extra drones to help with larger maps that she can’t really cover?

  • Langweilig
    Langweilig Member Posts: 3,235

    These changes/buffs are such nothing Burgers except for blight.

    Ghost face needs more than a shorter cooldown. Please give him 2% haste while in power. I loved 2vs8 ghost face because of the faster movement speed. Or buff him in other ways but just a shorter cooldown won‘t make him any better and the addon that gives him a 2seconds shorter cooldown should be reworked as it isn‘t needed anymore.

    Doctor will feel the exact same. Please let his illusions run around and do stuff to deceive aurvivors.

    Demo still has trash addons and needs an addon pass. Aside from that the changes are very welcome.

    Dredge was buffed in the most boring way possible. My only pain point when playing him is locker rng and that you are stuck in lockers for ages when they are locked. I would love if some locks (5) would open up whenever a gen gets completed.

  • mousemallow
    mousemallow Member Posts: 2

    I mean these Ghostface buffs are completely inconsequential, and for a killer who has been so bad for so long, it is honestly pretty insulting to have gotten our hopes up for a change to Ghostface only for it to be essentially meaningless. I get the point is to try and free up his addon slot but it's not going to, and even if it does, it's still so minor. Okay now if you are a matchbook user you're 1 second faster than before, if not, you're 2 seconds faster than before? I mean in a patch where someone as good as Wesker is getting 3 solid buffs (which I agree with, btw) it feels like GF has yet again drawn the short end of the stick. I mean he's in contention for worst Killer with Trapper ever since Merchant was last buffed, and is only better if neither are allowed addons. Especially if you guys are going through with showing who the killer is in the pause menu next to team perks (the notes don't really clarify this, if someone could LMK) this is going to hit GF the hardest. Every other stealth killer at least has something to fall back on or is exposed fast like Pig or Sadako with their boxes and tvs, or Wraith and his bell. If GF is spotted early it becomes 10x harder, and now he's spotted instantly at the start by hitting pause? And all we have to show for it is 2 seconds of cooldown? If that is the case, he will be the worst killer essentially unquestionably. I hate to be that guy but Ghostface actually needs something to help him catch anyone. That's why drop-leg is his best addon by far, and it's actually baffling why if we were gonna do the whole "make half an addon basekit" thing again why it couldn't at least be that one. Why don't we actually buff his power itself. Give him the haste he has in 2v8. Honestly, he has some decent addons that never get picked because he doesn't have room for them. Detailed Routine is really nice. So is the Address Book. You could always half incorporate those into his power. Other addons like perfume and pen are so worthless just let him have them base fully and give them new effects entirely. Would it really be that bad? Is it because new players struggle against stealth killers? Is that why Ghostface is seemingly doomed to be bad? If that's why I would at least understand a little bit. He hasn't gotten anything decent since he got that entire addon overhaul, and since then the game has left him behind even further than he was left behind back then. I just don't understand how in such a good patch with almost entirely beneficial changes that I support entirely, it seems like such a fan favorite killer has drawn the short end of the stick AGAIN and it's a real shame nothing is ever actually done to improve him meaningfully. I know he'll never be like an A/S tier killer, he's pure M1 and countered by having eyes. To make him that strong would take a core change to the power that would make him too different and he might risk losing the unique playstyle that makes him really cool, but we could at least try not leaving him bottom 1/2 with Trapper for years.

  • mousemallow
    mousemallow Member Posts: 2

    No, definitely not Cinch Straps. Being able to turn off your power manually when you want by intentionally missing is a niche but in the right situation really really important thing to be able to do (and how often are you missing anyways?). That would be a definite nerf. Cinch Straps is his only addon that's strictly negative in most games.

  • BongoBoys
    BongoBoys Member Posts: 1,046
    edited April 7

    Okay Blight Nerfs are Perfect changes.

    However on the other killers the only good buff you gave to a Killer is Demogorgon the rest these "Buffs" are so miniscule they don't change the killers strength at all.

    Please Add in the feedback section each 8 separate Killer posts and pin them so you can get proper feedback about them.

  • BongoBoys
    BongoBoys Member Posts: 1,046
    edited April 7

    Agreed the problem wasn't the Battery drain the problem was nobody is going to waste time on Cameras or use doors just to teleport or Springtraps reveal his Aura for a short time. Theres too much Risk not enough reward

  • ControllerFeedback
    ControllerFeedback Member Posts: 692

    Doctor/Bubba/Ghostface change are effectively nothing. Skull Merchant's change is nothing, if not detrimental and confusing to look at for new players (Unknown's multiple power icon thing is horrendous to look at, we don't need icons for literally every aspect of a power, please stop).

    The rest of the changes are good. Nothing super amazing (Dredge's is probably the standout oddly enough), but nice. Would've liked to see a camere turn rate adjustment for Wesker but I'm not gonna complain about the changes he did get.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,788

    The Skull Merchant “changes” feel like a slap in the face. I’m thankful for anything she gets due to her poor state for such a long time, but to slap her under “Killer Buffs” for some power visuals is disappointing.

  • Brokenbones
    Brokenbones Member Posts: 5,698
    edited April 7

    This ^^^^

    While you can argue the utility of the door teleport on the survivor side (Really good survivors who know that the Killer's busy can really benefit), the camera reveal is something almost nobody uses unless it's either endgame or they just finished an important objective and want to for fun.

    Unfortunately, there is basically no reason to use the cameras at this point - Springtrap's undetectable just isn't scary enough to warrant it + one of his most popular addons completely removes it in favour of information which is usually way more useful.

    I'm not saying Springtrap should just remain undetectable until someone spots him on a camera, but THAT is a change that would make survivors actually engage with the mechanic and it's kind of sad that it'd have to be that oppressive for it to be worth doing.

  • Emeal
    Emeal Member Posts: 6,865

    Its funny how we can sit here and say that, but BHVR seems to either not able to due to stats or something or more future plans.
    One day I would love to be at the BHVR dbd balance discussion table so I could know whats really going on, please god one day.

    I dont see a reason to even check it out if there are not changes on there which I think will have any meaningful effects.

    I also think it has something to do with why the counter play is standing in front of a door and not IN the office.
    and not INSIDE the office like it is in the games.

    SO it means that design about the power, makes it so that the counterplay cannot be meaningful because good players could abuse it, therefore the counterplay has to be weak. But if the counterplay is weak nobody needs to use it.

    I just think that makes Springtrap half rotten if BHVR is being held back by by itself in an evil loop.
    What we are seeing here is a problem caused by a design choice in the past, most likely because it was TOO dangerous to be in the office. So the counterplay had to change and then that in turn became weaker.

    I think the best choice would be put the camera man survivor in the office again and make the counterplay better.
    Otherwise I think we will get a series of long updates of BHVR trying different things that we just squint our eyes at trying to make the counterplay matter.

    Balrog, can I have a 15min meeting with the Balance Squad I want to make a case that will cost BHVR atleast 3 months of work.

  • Jspect
    Jspect Member Posts: 161

    The Animatronic changes are good on the killer side, but the survivors aren't getting nearly enough. Percentage tweaks wont get them using it. I'm not exactly sure how I'd fix it, so I can't really comment on that. But I can suggest changes on the Killer side.

    image.png

    These reductions just need to be bigger. I still feel punished for trying risky stuff, I'm still incentivised to just hold

    image.png

    The addon nerf is also completely unnecessary, I hate the current precedent where we buff killer basekits and nerf their addons.

    (please, stop doing this.)

    ———————

    The recall time for missing your axe should be 5 seconds basekit, and the addon should remain unchanged.

    Since you also have to account for the 1.5 seconds it takes to actually recall the axe itself,
    the total cooldown would be 6.5 seconds basekit, and 5.5 seconds with the addon. (which is a tangible difference)

    This would make his pacing feel soo much better

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,361

    springtraps battery life is ok it'll come up I'm sure but truth be told as springtraps biggest fan on the survivor end id have preferred slightly longer camera reach.

  • ShadyEmma
    ShadyEmma Member Posts: 9

    Definitely could have gone further with the changes to Doctor, Ghostface, Cannibal, and Unknown.

    I personally would make Doctors Delay like 0.7s

    Increase Cannibals duration for charges by a bit in addition to the speed increase.

    Decrease Ghostfaces base cooldown to atleast 12s and keep the matchbook addon 2s.

    Unknown likely could have even gone down to 6s cooldown as well.

    I also recommend decreasing Dredges daytime teleport cooldown to 8 but dont nerf the addon below 1.5s.

    I feel like, ESPECIALLY SINCE ITS THE PTB, you could have been way more experimental and daring with the number changes and toned them down after the fact but a majority of these feel underwhelming for what the characters need.

  • Rickprado
    Rickprado Member Posts: 1,044

    Unknown could have a 5s cooldown with a 11s Weakened time. He wouldn't be too oppressive and could be strong at the same time.

  • BongoBoys
    BongoBoys Member Posts: 1,046

    Make Doctor move speed while Charging Shock therapy 4.0ms it's currently 3.0ms

  • Kupega
    Kupega Member Posts: 124

    unfortuantely they probably won't stop the basekit add-on + add-on nerf which is just infuritating

  • Kupega
    Kupega Member Posts: 124

    especially after they stressed before that the PTB was for Testing and not final decisions (even though a lot of disliked changes get through somehow), they never seem to test out creativity with a lot of changes recently, albeit if they are focusing on an actually effective QoL plan then they have a decent reason for it

  • Anti051
    Anti051 Member Posts: 932

    Concerning Ghostface,

    The leaning mechanic brush up was a good thing, but the kit remains archaic and in need of more serious help than a 1 second cooldown transfer from an addon that already wasn't great.

    Based on over 12k accumulated hours and the flow of modern DbD, I can contribute 20 ideas to improve effectiveness and utility for the Ghostface kit without destroying his identity. I'm aware that seeing all these ideas applied isn't realistic, but seeing a few of them would be grand.

    Base Kit Alterations:

    • After 3 successful marked stabs, gain the ability to throw the knife once (one-shot down if target is exposed).
    • While crouched and in Night Shroud, the Ghostface will not trigger chase.
    • While Night Shroud is active and not in chase, increase movement speed by 10%.
    • Accrued stalk points do not drop off on injury. (All accrued stalk points drop off when put into the dying state)
    • All reveal progress is instantly lost when technically losing sight of the Ghost Face while Night Shroud is active (Current time to reveal is 1.5 seconds).
    • Add slight speed burst, stun recovery and pallet break speed bonus when revealed.
    • Make directional indicators more accurate when in the process of being revealed.
    • Cut cooldown of Night Shroud in half on a successful marked stab.
    • While Night Shroud is active, if a survivor is 'stalkable,' their hud portrait will animate to indicate they can be stalked.
    • Make effects of current 'Chewed Pen' and 'Lasting Cologne' base kit (Increases reveal time for dying/hooked survivors to 3 seconds).
    • Make current effects of 'Headline Cut-Outs' base kit (+40% movement speed while stalking holding M2).

    Addon Alterations:

    • Chewed Pen: Marked targets become blind for the duration of the mark.
    • Lasting Cologne: For 80 seconds, survivors injured while Night Shroud is active take 1 second longer to reveal the Ghost Face and leave scratch marks that last for an additional 5 seconds.
    • Headline Cut-Outs: Increase time required to reveal the Ghost Face by 0.5 seconds.
    • Cinch Straps: Night Shroud remains active after successful 'Silent Stab' scoring events (putting survivors into the dying state or missing a basic attack ends Night Shroud).
    • Marked Map: After performing the damage generator function, survivors within 10 meters of the affected generator will have their locations revealed upon the next interaction with the affected generator (no scream, no aura, just the bubble).
    • Victim's Detailed Routine: (In addition to the current effect) Generators being repaired by marked survivors will be highlighted in yellow and marked survivors receiving or performing healing will have their locations revealed.
    • Night Vision Monocular: (In addition to the current effect) When the Ghostface is revealed, the auras of all survivors within 10 meters of the revealing survivor are shown for 5 seconds.
    • Telephoto Lens: (In addition to the current effect) stalking has no range limit.
    • Olsen's Journal: When revealed, reduce amount of stalk required to expose the revealing survivor by 25% (resets when the survivor becomes marked or is downed).
  • NotJared
    NotJared Member Posts: 780
    • I think the changes to Mastermind's Loose Crank are going to make it instantly the most meta addon for the Killer. Loose Crank is very oppressive as it is on PTB, I think it could stand the TINIEST reduction in speed.
    • I do see the potential for Dredge being able to M2 faking making it possible for dredge to create lose/lose scenarios (damned if you stay, damned if you leave), but I'm not worried about it just yet.
    • Unknown changes, amazing!
    • The Animatronic changes entirely miss the mark on encouraging Survivors using Doors, I elaborate on that Here
  • HolyDarky
    HolyDarky Member Posts: 1,437

    About the other Killers (Dredge one is here)

    Unknown: The buffs to Unknown are good but it would be much better to put the cooldown to flat 6seconds because he still has to hit survivors twice and to get rid of the weakend status effect is very easy. The nerf to the lingering is also good but should be 0.6seconds to reduce the awkward situations where survivors get rid of the weakned status effect behind a wall or when Unknown teleports away. I would also love to see a cooldown reduction on his teleport from 25 to 20 seconds because his mobility is not the greatest one - it's similar to DnD Vecna where you can use it for a little bit of map mobility but you can use it to "spawn right on the point where you want like Dracula, Blight, or Ghoul can do. A slightly bigger UVX explosion area would also be nice because the current area is very tight. Lastly, he needs the ability to look down, so survivors cannot sit infront of him and there is nothing he can do - even ST Vecna can counter this, so why not Unknown too? Otherwise, he needs an addon update because he has many useless or weak addons that nobody uses.

    Ghost Face: Ghost Face needs a lot more than a simple cooldown reduction and even that reduction is too little. His power is very weak and should be at least 12 seconds. He should also get the Drop-Leg Knife Sheath addon half basekit to get a little bit of catch-up mobility when a survivor is fully stalked.

    Cannibal: Also a good buff but - similar to Demogorgon - an add-on pass is necessary as well as a built-in-anti-face-camp mechanic where he cannot use his chainsaw right next to a hooked survivor. This feature is also long overdue (same goes for Pyramid Head, Billy, or Dracula)

    Demogorgon: Good buffs and the next step needs to be an add-on rework that gives him more variety for his Shred instead of his portals.

    Mastermind: Perfect buffs and long over due. I would also like to see a rework or nerf to his Iridecent Uruboros Vial since this addon is way too strong (provides a Lethal Pursuer, little bit of slowdown, forcing survivors to get rid of their Sprays faster, and once fully infected, he can instadown survivors in two different ways) and has no downside. I don't understand why such as strong addon is in the same game like Unknown's Captured By the Dark addon that is much weaker due to how weak his status effect is and the big downside it has. Otherwise, he also needs some buffs or reworks to his addons.

    The Animatronic: Good buffs overall. However, the buff to the securty cameras is not really something that encourage survivors to use them more often. The feature itself is fine, it's more like that survivors don't really understand them and the value they give.

    Skull Merchant: Nice but she needs so much more

    Blight: Good nerfs and long overdue

    Nurse: Good start but she needs to get the Blindness status effect whenever she uses her blink. This would be the final change she needs to be more fairer in terms of balance.

    Overall, it's nice to see some buffs for some killers but many of these buffs are a bit sad. We had two patches without any QoL changes and now a few that feel like nothing. Dredge, Unknown, or Ghost Face waited a very long time for some buffs and then that is all they get? You did a survey a few months ago where you asked us what killers need which buff, nerf, or change and it cannot be the case that this is all you got for these killers :/

  • OneShape
    OneShape Member Posts: 35

    • Doctor: Way too minor, why even spend the time coding, much less testing, it? You could have just pushed this out without puting it in the patch notes and I doubt anyone would have noticed. This is 0.05 seconds. Very often a difference in ping is more impactful than this.
    • Cannibal: This one is small but nice, especially since haste Bubba is worse now with deminishing returns, but damn when you announced Bubba changes I was hoping for more. This is such a minor buff.
    • Ghostface: Same as Bubba. It will helpful occasionally but with Ghostface being so bad, I hoped for more when buffs where announced. This will not come up most games, the value it gets you is extremely limited.
    • Demogorgon: Pretty good changes, I like it.
    • Dredge: I don't play enough Dredge to comment, this could matter for those zoning plays, but overall idk.
    • Mastermind: Also pretty nice and impactful changes for a killer who has been slowly falling more and more behind over the years.
    • Unknown: Pretty good overall, especially the lower reveal linger, but still too little in my opinion.
    • Animatronic: The buffs aren't bad, but no Survivor was thinking "damn, I want to use the door cams, but the battery drain is too high." You could probably remove the cameras and most people would not notice. Not saying you should, but nobody wants to use the cameras and these changes do not make them more attractive to use.
  • glitchy_man
    glitchy_man Unconfirmed, Member Posts: 1
    edited April 8

    The springtrap changes

    The changes are nice and all but there are somethings that can be improved on for 1 the axe cooldowns are nice but the axe in the environment cooldown is not really that noticeable and the axe in a survivor is nice but it could be adjusted a little bit so change it to something like.

    (axe embedded in environment cooldown to 5 second instead of 6 seconds, and axe in survivor cooldown to 7 or 6 seconds instead of 8 seconds. and rework the menu add-on to something like gens with in 32 meters of a axe grab will explode and lose 5% flat gen progress and start regressing).

    now about him using his doors I know you didn't do anything about him using his doors but this is something he needs he travel speed through the doors is a little bit slow so reduce travel time to something like.

    (travel time to 2.5 seconds was 3 seconds and maybe when he comes out of the door he gains 8% haste for 7 or 10 seconds and rework the streamers add-on to what Idk at the minute).

    the door travel change is something he also needs but if you are not going to do the door changes in this up coming patch than at lest do the axe number changes.

    and if you want people to use the cameras you have to give them a reason to use them like I've seen other people suggest this kind of idea which is not a bad idea so if you want people to start using the cameras more do something like this.

    (with in 30 or 40 seconds of the trail springtrap will gain undetectable until he is reviled with the cameras and once he's 10 seconds aura revile on the cameras is gone he has to wait the 30 or 40 seconds timer before he can gain the unlimited undetectable again and if he uses the doors before the 30 or 40 seconds he will just gain the normal 20 seconds of undetectable and if survivors revel him on the cameras before he gains he's unlimited undetectable it will not reset the time it takes for him to gain they have to wait for him to have it before they can reset it).

    this being a thing would one make people have to use the cameras more which is what you wanted to try to do and two it would bring in a bit of that FNAF gameplay cause you are suppose to use the cameras agents the animatronics to find where they are and so they don't get the jump on you/ catch you off guard so if you really want people to use the cameras more you need to add something like this cause that will give them a reason to use them more.

    doing some losing less battery changes and getting aura reading on him will not do it.

    (edited message about the streamers rework streamers add-on makes it so you gain your unlimited undetectable 50% or 30% quicker or rework streamers to increase the time it takes for someone to revel you on the cameras by 2 or 3 seconds and this part is optional on it reduces the amount of time your aura is reviled from 10 seconds to 7 seconds).

    Post edited by glitchy_man on
  • CakeIsTheRoad
    CakeIsTheRoad Member Posts: 70
    edited April 8

    Yeah but couldn't we just get a switch button to turn the NS off when we want, like Myers has now? Having an addon being the thing that lets you decide when to be in power and when not to is kinda dumb when you think of it. I see no reason to keep the addon as an addon. Just give him the addon basekit & add a power toggle. Easy fix.

    I'd just rather not lose the NS when the Aim-Assist decides that the Hay-Bale to the left of a Survivor is my real target when the survivor is LITERALLY right there.

    In the same vein, wouldn't you want to be able to hit a button and turn-off NS without wasting the time of a missed-hit animation?

    Post edited by CakeIsTheRoad on
  • whirlwind931123
    whirlwind931123 Member Posts: 61

    The buffs for most of the killers are so minor they change practically nothing.

  • Ghastlyy
    Ghastlyy Member Posts: 1

    Although I don't have much of an opinion with the other killers, I heavily wanna focus on The Ghost Face. The slightly shorter Night Shroud cooldown is a step in the right direction, but there's more that needs to happen for him. And judging by the comments I've read, it's nice to know I'm not alone in this.

    (This is just my take on it, but do as you wish if there's any changes needed.)

    The Ghost Face:

    Night Shroud: When in Night Shroud, his movement speed has increased to 4.8 m/s (was 3.6 m/s).

    Cooldown: Causing a basic attack or revealed by an un-exposed survivor, Night Shroud cooldown has been decreased to 12 seconds (was 15 seconds).

    After fully stalking a survivor: Ghost Face gains 10% haste movement speed for 5 seconds (Making "Drop Leg Knife-Sheath" as a Base Kit rather being an addon.)

    The Ghost Face's add-ons:

    • Walleye's Matchbook (Common)
      • Decreases Night Shroud recovery time by 2 seconds (was 3 seconds).

    This nerf is fine, BUT ONLY if his Night Shroud cooldown was set at 12 seconds instead of 15 seconds. (If not, please revert it back to 3 seconds.)

    I will say though, fixing the reveal mechanics has made leaning a lot better! In my opinion, setting to reveal Ghost Face at 18 meters instead of 32 meters is wonderful.

    (Side note: The camera animation is bugged, and because it's bugged, the leaning mechanic makes it feel very wonky and awkward. As well as the chasing animation when he finds the obsession. Also, once the trial ends, Ghost Face's tendrils or other cosmetics don't animate at all, they're very stiff.)

    I know the developers have stated that the buffs for the killers that were mentioned in the PTB are only slight tweaks. But as mentioned, a slightly shorter cooldown is a good start, but it's still not enough to make him enjoyable to play as. And continues to make him one of the weakest killers in the game.

  • serious
    serious Member Posts: 34

    “The Dredge” doesn’t need a direct buff to its power.

    The Dredge has the ability to teleport through lockers, but the effectiveness of this ability varies greatly depending on the map.

    What the developers should address is not buffing the power itself, but rather improving locker distribution across maps, so they are placed more evenly than they are now.

  • DeGroot
    DeGroot Member Posts: 3
    edited April 8

    The buff to Dredge's movement speed while holding remnant is exceptionally useful and helps Dredges from losing ground when a survivor decides to disengage from the loop after they hear the remnant get placed. I think the decision to make it 4.0 was probably the smartest move, as 4.2 or higher doesn't encourage you to place your remnant properly to cut off survivors disengaging from loops. It allows for bad Dredges to do well against bad Survivors, and for good Dredges to still learn ideal remnant locations without needlessly punishing them. It also encourages the Dredge player to hold a remnant for longer around a loop, as patience is the key to snagging surprise hits.

    While we're on the topic of Dredge, there are a few things I would like to see implemented, or at least discussed:

    1. A moderate-to-heavy overhaul on Dredge's addons. Right now, addons separate into three categories: Must-bring(Ottomerian Writing, Field Recorder, Boat Key, Malthinker's Skull, Haddie's Calendar), respectable sidegrades for certain matchups(Follower's Cowl, Caffeine Tablets, Iri Plank, Lavalier Mic, Broken Doll), and garbage(Sacrificial Dagger, Tilling blade, Destroyed Pillow, Roof Shingle, Air Freshener, War Helmet, the brown plank addon, Worry Stone, Burnt Letters). Mortar and Pestle is so bad it's basically worthless as an addon. I'd heavily encourage tweaking the numbers on Roof Shingle, the brown Plank addon, and Burnt Letters, as well as a rework of Mortar and Pestle, War Helmet, and Iri Dagger at the very least. There's potential there for a Mint Rag-like addon, as well as maybe some more play with the Blindness status effect, especially during nightfall.
    2. There are still a few maps in rotation that are absolute nightmares to play on due to locker RNG. A few that spring to mind immediately include Eyrie of Crows, Badham, all of Coldwind, and RPD(Specifically the outdoor segment where a generator always spawns on RPD East, that one's basically a free generator against Dredge.) Basically, any map with generators in the middle of nowhere are absolute hell for Dredge, and it can be real damned frustrating when they're in the rotation.
    3. Make the three locker search perks work when entering(And honestly exiting) a locker - Iron Maiden would be sacrificing a perk slot purely to fight back against locker counterplay, and both Darkness Revealed and Ultimate Weapon already work as pseudo-Lavalier-Microphone perks when entering or exiting lockers.
    4. Ottomerian Writing has become a staple in any half-competent Dredge's addons. Much like Call to Arms on Knight, this addon is of such great importance to Dredge that it should be given serious consideration to become partial or full basekit. Simply put, those two seconds post-teleport can be the difference between winning and losing against competent Survivors, which as we know are in no short supply against M1 killers such as our favorite Murder Turkey.

    Overall, if this is the only tweak we get in 9.6, Dredge is all the better for it. I am going to miss my pwyf/rapid build, though…

    Post edited by DeGroot on
  • XombieJoker
    XombieJoker Member Posts: 108
    edited April 8

    Blight - Fine changes, too many people are over-estimating how 'weaker' these changes make Blight. Although I'm thinking maybe breaking a pallet should reduce token count by -3 of max count because of how fast he moves during a Rush but that's just my take.

    Nurse - I'm fine with Nurse as she is as I feel she has a good amount of counterplay and it's good that her add-on Heavy Panting is getting nerfed.

    Doctor - Is this even a buff? I would've thought maybe he would slow down less while charging Shock Therapy OR the effect of preventing dropping pallets or vaulting windows would last a little longer.

    Cannibal - again I would've thought there would be some more small buffs like a slightly faster charge rate of the Chainsaw Sweep or slightly faster token recovery time. Getting his Beast Marks add-on without the downside for free is fine, but I would've thought his Beast Marks (down to 1%) and Knife Scratches (down to 0.5%) get nerfed in compensation for the base kit buff.

    Ghostface - nothing too big but I would like Ghostface to get a similar effect to the Unknown where when he ducks into cover, the lingering detection survivors have on him disappears sooner.

    Demogorgon - the Shred speed was a minor buff and the turn rate buff is nice to make better corrections mid-Shred, but increasing the Undetectable effect after traversing to a portal is not quite a buff with Demogorgon stomping his footsies around. Maybe we can utilize a status effect that is LITERALLY only on 1 add-on, 1 perk, and 1 item…. Deafen. After the map wide roar, have all survivors suffer Deafen for 10 seconds, or just soften his stomping while Undetectable.

    Dredge - a nice quality of life buff but again was expecting a little more like slightly less cooldown on daytime teleporting or injured survivors charge Nightfall slightly faster. He still needs some changes because he is HEAVILY reliant on the map.

    Mastermind - good changes but kinda funny how amongst all the killers being buffed in this PTB, he was the strongest of them and got the better buffs.

    Skull Merchant - no changes but the addition of icons for parts of her power makes me feel a rework is on the horizon.

    Unknown - changes sound good but I don't play Unknown (the bouncing projectile annoys me).

    Animatronic - good changes but I don't think there's ANY incentive that isn't negative to the killer that can be introduced to encourage the survivors to use the cameras/doors more often. No one wants to risk getting caught in the security room.