http://dbd.game/killswitch
Killer Tweaks Feedback
Comments
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4.0 remnant is just gonna be used as a zoning tool and make the killer boring to play
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I'd make lopro on Bubba basekit. If you destroy pallet you retain sweep but damage for one health state.
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A Unique idea however let's discuss the balance about this. For this idea to be fleshed out he would need a larger terror radius then normal around 32-40 meters.
For the gradual decrease in terror radius it would Translate into 1 meter reduced every 1 second.
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For ghostface, i really feel the buff is not that good at all, if even noticeable. SImply increasing the ghostface's base speed whilst in night shroud would be a much better alternative, providing map pressure and an incentive to maintain stealth at all points. Taking into account it stil has a long cooldown and can be taken out of you via line of sight, and a version of it already exists in the 2v8 fearmonger class, i'm confident it would be balanced.
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The blight nerfes are perfectly fine, but the buffs to weaker killers are so small that most of them do nothing. I personally feel like the Unknown changes need to be better. The uvx cooldown should be reduced to 6 seconds and the Weakened Survivor vision linger duration needs to just become a flat 0. I still think it's really dumb that survivors don't even have to look at them to cleanse their weakened.
The "buff" to doctor is so bad it's funny. It does absolutely nothing.
I feel so bad for Ghostface mains. Out of all the changes Ghostface needs a shorter cooldown is not on the top of the list. Why does he still not get basekit haste when he fully stalks someone?
All in all I feel the bight changes are really good and the other changes do literally nothing.
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Hello BHVR, I am KMD, a Dredge main with hundreds of hours and almost six thousand Nightfall downs on record, as well as considered "The Dredge Guy" by a chunk of the DBD community. Here is my feedback to your changes to my Killer.
- Increased movement speed while charging Reign of Darkness to 4 m/s (was 3.8m/s).
This is the change that basically every hardcore Dredge player wanted since this Killer came out, and after having hands on experience with it, this is brilliant. The higher movement speed increases its lethality a ton in chase and makes its counterplay less overwhelming. Dredge has been successfully "un-5 gen chase-ified". It also forces Survivors to realize that "just hold W" has way more nuance behind it, making it necessary to use audio and LoS as a tool. ✅
Now, unfortunately, this is the only change included in this patch, however I believe and hope you want to do more for the Killer included in this patch, so I decided to share the things my character needs to get implemented in the future.
ABSOLUTE NECESSITIES FOR THE CHARACTER TO BE SUSTAINABLE. MUST HAVE FOR THIS PATCH'S LIVE RELEASE, BUGFIXES OR NEAR FUTURE:
- Increase overall Nightfall gain or half its requirement (this includes Malthinker's Skull implementation to basekit and rework).
Nightfall is a great tool in the hands of a Dredge player that knows what they are doing, but does not consistently enough to provide value more than half of the match tops. Either increasing all Nightfall gain sources' values or halfing the Nightfall requirement from 300 to 150 charges would help mitigate that weakness of the character, and make it more of a threat against players that are comfortable with facing Dredge in Daytime.
- Ottomarian Writing basekit and reworked.
The Ottomarian Writing (-2 seconds from Daytime Reign of Darkness cool-down) has been bottlenecking Dredge's add-on department since it came out. Playing the character without it is playing a 4 times worse version of the Killer. This change is NECESSARY to improve the experience in playing this Killer for new and committed players.
- 22-25 m/s Daytime teleport speed (if you choose 25 m/s, remove the movement speed bonus from Boat Key and add a new one).
Dredge's biggest enemy right now are big and/or long maps that cause its teleport to take way too long. This would reduce its map dependency a lot.
ABSOLUTE NECESSITIES TO WORK ON RIGHT AFTER TWEAKS:
- Add-On Pass.
Dredge has one of the worst add-on catalogues in the game. It can only run four of them to be competitively viable (Ottomarian Writing (always takes first slot no matter what), Field Recorder, Malthinker's Skull, Haddie's Calendar), while its very rare add-ons have undertuned, but salvagable designs. However it has an overwhelming amount of add-ons that need to just be basekit and given completely new effects, and is an owner to one of the worst designed add-ons in the game, Mortar and Pestle, which is an outright detriment.
- Nightfall accessibility rework.
The Dredge is one of the least accessible Killers in the game to due to its overwhelming SFX and VFX. I am not educated enough to speak on this, I'd highly recommend asking your accessibility consultants for help.
- Lockers as Killer Props.
Making it so Lockers are consistently spawning near Generators would finally solve Dredge's map dependency issue forever in terms of Locker spawns.
- Picking up a Survivor pauses Nightfall progress.
If The First, a way stronger Killer, can have this global effect pause mechanic, there is no reason to not give it to Dredge.
THINGS TO WORK ON THAT ARE NOT HIGH PRIORITY:
- Token based cool-down. Remnant takes 2 tokens, teleport takes one. Daytime is 4 seconds per token, Nightfall is one second per token, breaking a pallet removes a token.
This would not only give Dredge more mobility, but it would also allow it to either have a shorter cool-down for its Remnant after using one, OR use a follow up teleport with the remaining token to cut the distance.
- Allow returning to Remnant when in a locker, but not during a locker teleport.
The last part is CRUCIAL to prevent lowering of its skill floor too much during chases, as it would allow for quick erasure of mistakes.
OPTIONAL CHANGES:
- 24 meter Terror Radius.
This would lower the amount of time Survivors have to run away from a Dredge if it does not have a locker near a place it wants to go to, lowering map dependency.
- Temporal (for example, 5 second long) lunge increase after exiting a Locker.
This would make going for mid-chase Locker plays more rewarding, while still allowing Survivors to use resources close by to protect themselves from an ambitious play.
Thank you for taking time to read this, I appreciate you!
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Springtraps buff Is not going to promote more camera usage cause the benefits aren't worth the time lose.
Ghostface needs way more buffs then just a lower cooldown. Cmon you guys know that already.
Doctor and Dredge are.. Fine, but could probably use more.
Unknown is mostly fine.
Rest are really good actually, especially demo
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I kept numbers out of my comments, to keep it as vague as possible in terms of any specifics.
Personally, i don't think all that you suggested is needed, if the gradual decrease is something that when not gaining it through door travel, would just slowly occurs over time.
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Ah well then it's best to keep it vague since you don't care about the balance
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I mean, it's not that i don't care about the balance, it's just that i know without being able to actually test any balance changes in practice/in-game, any talks related to balance doesn't really hold much water outside of speculation talk, theory crafting and what sounds good on paper.
It's why i rather just give the idea itself, while leaving the balancing aspects for bhvr to figure out instead.
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The animatronics changes are a good start for the most parts but nowhere near to enough to help him feel any better to play, increase his power level, nor be enough to make survivors use doors.
#1.) Getting survivors to use doors: first thing first they need to feel a lot more impactful to use so when springtrap is revealed he should be unable to teleport using the doors, next the mark duration should be increased a bit to 15s, as well as the reveal range being increased to 24m, the battery per camera reduced a bit further to 5%, and the battery reboot time decreased to 30s
#2.) To keep the doors from becoming too strong the time to reveal springtrap should be increased to 5s, the battery consumption upon survivor teleport should be increased to 25%.
#3.) And for some buffs to improve the feel of the axe a bit and give the aoe more of purpose is decrease the windup for the axe down to 0.9s and remove the grace period as it feels bad for it to seem like you can throw when you cant, reduce the recall duration a bit to 1.3s, make the aoe effect when embedded in the environment linger until recalled, increase range of aoe to 12m this should overall make his axe feel better to use during some chases and give the aoe more of a purpose.
#4.) Some small buffs to the doors for springtrap nothing crazy change the enter door time to 1.5s and teleport to 2.5s, as well as make his undetectable footsteps when exiting a bit quieter.
#5.) Final basekit change increase his spee to always be 4.6 m/s no reason he shouldn't be plenty of other characters like unknown and artist are able to have this its not great design to be encouraged to get rid of your power just to be able to chase well.
#6.) Finally for add-on changes: change iridescent remnant to trigger upon exiting a door rather than during teleport, loot bag should be made to linger for 5s after downing someone, chica's bib could be buffed a bit to 10s, foxy's hook will need to reduce aoe back down to its pre buffed range to prevent it from being detrimental, rework Freddy's hat to increase max throw range to 18m as its currently useless,make the effects of office phone linger for 20s, decrease the effect of party hat to 150%, streamers needs to be reworked maybe something like increasing the time it takes survivors to use doors, and greasy paper plate can be increased a bit to 25% this should vastly improve add-on variety as well as hopefully taking into account all the proposed changes and preventing unintentional issues.
Please please please at least consider the buffs to the axe and doors as those are the most important ones but I feel these changes could make sprintrap much more viable and more fun to play as and against.
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Ok
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Hello! Just to preface this, I've been a Ghostface player since he released (he was actually the reason I came back to DBD after a brief hiatus in 2018!) and I've been fairly consistently playing DBD since 2016 minus 2 or 3 several month long breaks over the years. Ghostface is easily my most played Killer, with almost 100 hours logged on him specifically. He makes up ~10% of the total Killer games I've played with 550 total matches played with an 83% kill rate and a 8.77 hook average with Ghostface specifically according to the official stats page. I am also in the top 100 for Ghostface Marked Downs on Steam according to third party stat tracking websites. (#69 currently according to tricky.lol, yes, I am bisexual slenderman)
With that out of the way, I just want to dive right into my thoughts on the change you're proposing. Don't get me wrong, it's a good change! Net positive changes for Ghostface, who I would argue is easily in the top 3 worst Killers in the game at the moment after the reveal change, is always welcome. But I've seen this trend again and again from you guys over the years and I really feel the need to hammer it home because it's something you guys clearly don't understand.
Ghostface's problem, at least since 7.0.0, has not been his Night Shroud cooldown or his time to mark Survivors (although that was a nice change) or his terror radius being too big. In fact, since 7.0.0 you've been straying as far away as you can from changing things about Ghostface that would actually address his major pain points. Which, in case it wasn't clear what those are, is the following:
- Ghostface cannot consistently down even just decent Survivors who are Marked without the combined use of Drop-Leg Knife Sheath and Play With Your Food. (Especially after the pallet density update)
- Ghostface cannot easily traverse the map and stay stealthy at the same time, often times meaning he will have to sacrifice time efficiency or his ability to surprise Survivors when looking to find another chase after hooking a Survivor.
- His complete lack of information in his kit, basically giving him nothing to work with whilst still requiring him to run chase perks AND gen regression perks makes him feel extremely limited in the kinds of builds he can run.
- And finally, his complete inability to deal with coordinated teams that can essentially completely deny his ability to use Night Shroud at all stages of the game, basically reducing him down to 'Guy With Knife Who Can Crouch Sometimes, I Guess.'
Looking at these, I realize these are very hard problems to try and solve with number tweaks alone. Which in case it wasn't clear, I'm not expecting a major change to come through in the single week you guys have to make changes to this patch for you ship it off for certification. But in all honesty, I really think Ghostface should be on your docket to receive a sizeable update (basically similar in scope to Trickster's recent update. if not a bit bigger considering he's going to need a fair amount more help than Trickster did) to give him a an additional passive or ability to his existing kit (which every Ghostface main wants to retain his existing kit because he has one of the most unique playstyles in the game and its not explicitly an unhealthy design) and push him into being even remotely on par with other mid tier or even some other low tier Killers.
So, that all being said and clarified, what do I think should change regarding this update specifically? Well, considering this is the first change Ghostface has received in over a year, I think its important to, at the very least, address some of the no-brainer, easy to implement requests from the Ghostface community to help him feel a bit better to play from a basekit perspective in the modern DBD landscape. These are the tweaks I am proposing you guys work on adding that can easily be done for either this patch's release or one of its subsequent hotfixes:
- Movement speed whilst Night Shroud is active is increased to 5.0m/s (was 4.6m/s)
This has been, by far, the most requested change from the Ghostface community since he was added to 2v8 simply because this character is basically completely unplayable without Drop-Leg Knife Sheath and Play With Your Food combined when playing against people who have even a moderate amount of experience playing against Ghostface. This would reduce his reliance on external haste effects, whilst also retaining his existing playstyle (and making him a bit more consistent overall and helping ease his pain of traversing the map currently) moving through this addition of the new diminishing returns system for haste effects. And its important to change his movespeed itself and not just make it a haste effect, this way he can still fully synergize and capitalize off of Play With Your Food until a proper update can be done where he can be fully waned off of external haste effects entirely. (At which time, Play With Your Food can finally be reworked and a long-time problematic perk can be crossed off the list of problems to tackle. But if its reworked before he receives a proper update, this Killer essentially ceases to function until he gets said update.)
- Increased movement speed whilst stalking by 40%, with Headline Cutouts reduced or reworked to compensate
Generally just a very nice QOL change for Ghostface that would make him feel a lot better when performing more advanced techs like stalking to lose collision and move through Survivors trying to bodyblock for a Marked Survivor, as well as just generally enabling him to duck in and out of cover whilst stalking quicker and easier.
- Increased movement speed whilst crouched to 4.6m/s (was 3.8m/s)
Ghostface being slower whilst crouched made sense when he came out considering stealth killers in general used to be a lot stronger because the game was a lot slower paced and we didn't have such a great variety of A tier killers to pick from back then. These days, Ghostface moving so slow whilst crouched really disincentivizes the playstyle that most Ghostface mains enjoy (staying stealthy and stalking from cheeky angles). It's hard to be stealthy when you move slower crouched than the Survivor's run speed, not to mention crouch movement speed being so slow really neuters any anti-loop potential he could have over semi-tall loops that he could crouch under and try and mindgame the Survivor around at. Fun fact: did you know Ghostface has a unique scoring event for downing a Marked Survivor when you swing from being crouched? I didn't until a couple years ago! Which honestly, should tell you all you need to know about the sad state of Ghostface's crouch. I mean if Pig can even get 4m/s whilst crouched and she can get an entire dash (which is quite good now with addons) out of it, why can't Ghostface at the very least just move at his normal move speed?
- Telephoto Lens changed to inflict 90 seconds of Blindness instead of 60 seconds of Oblivious
I would hope this one is pretty self-explanatory. Why would a stealth killer literally ever need to inflict Oblivious when he's Undetectable for most of his chases and for 90% total of the match?
- Hooked and dying Survivors can no longer reveal the Ghostface from Night Shroud (or tentatively until this can be implemented, if this would take a little longer than you have for the live release, make Chewed Pen and Lasting Perfume basekit until this can be done)
All hooked and dying Survivors being able to reveal Ghostface does is severely limit his options for any given scenario basically. With how prevalent anti-slug perks like Boon: Exponential, WGLF, Unbreakable, and Conviction are now, on top of the anti-camp mechanic being implemented a couple years ago now, there's no reason why hooked and dying Survivors would ever need to reveal Ghostface. If he's slugging, then more than likely he's not going to win because he's not good at slugging on normal maps and ever since map offerings were reduced to 20%, he can no longer guaranteed get an indoor map like Lery's or Hawkins. And if he's camping, not only is this a gigantic gamble on his part that may not even pay off at all if the Survivor on the hook is communicating with their teammates via voice chat and telling them to stay away from the hook, but also eventually the Survivor will be able to unhook themselves if he's standing close enough to be in reveal range anyway. All these mechanics do now is enable the bots to reveal him through walls and across the entire map when they are downed or hooked and take away options from an already pretty terrible Killer by today's standards.
- Night Vision Monocular changed to Mark Survivors who reveal you for 30 seconds.
Pretty self-explanatory. This add-on is already a VASTLY worse version of the next add-on we're going to talk about, so there's no reason to keep it as-is. Please make sure it Marks the Survivor and not Exposes them so its not affected by effects like Vigil.
- Victim's Detailed Routine changed to inflict Exhausted for 30 seconds (was 5)
Not only does this add-on only work if the Survivor doesn't see you while you're stalking them (which isn't always possible to avoid, mind you) but it also grants such a pathetic amount of Exhaustion that it might as well not even exist as long as Vigil is allowed to still affect Exhaustion considering nobody who actually wants to win runs Exhaustion perks without Vigil anymore. These perks are already a death sentence for Ghostface's chances of getting more than 1 or 2 kills under the majority of circumstances, I really don't think the add-on specifically designed to give him an answer to getting pre-ran by Sprint Burst should be this bad when Vecna's Staff of Withering add-on already inflicts 30 seconds of Exhaustion for hitting the easiest projectile in the game that's also invisible. And he has actual anti-loop on top of that!
- Walleye's Matchbook is kept at 3 seconds
- Ghost Face Caught on Tape is made basekit and the add-on is reworked into a new effect.
I realize this change for the Ghost Face Caught on Tape specifically might be a lot to implement in this patch specifically, but I whole heartedly believe this add-on should've been made basekit several years ago. This is the final point I really want to drive home about these Night Shroud cooldown changes you guys keep doing. You could genuinely make Ghostface's Night Shroud cooldown 5 seconds every time and it wouldn't move him a single spot up on the tier list at all because its not one of his major problems. He could be in Night Shroud all day, every day and it wouldn't change the fact that he cannot close out chases without haste because he is just a man with a knife once he marks somebody. And considering that Demogorgon is also receiving an iridescent add-on basekit this patch, I see absolutely no reason why the same can't be done for Ghostface, a Killer that is significantly weaker than Demogorgon.
Now, speaking specifically to things I want to see long-term for Ghostface (aka changes I really want to see past this patch given more development time):
- New passive ability that rewards Ghostface for remaining stealthy (This would be part of the big update I mentioned earlier, similar in concept to Trickster's style system but not as flashy, obviously.)
I've done a full write-up for what I have in mind in particular for this Ghostface update that I plan to release on the subreddit and here on the forums soon-ish, but basically the gist would be a passive ability that rewards him more and more for staying in Night Shroud for longer and longer by progressively adding lunge attack range and vault speed per 10 seconds he spends in Night Shroud basically. And obviously, his add-ons would be changed to reflect that. If anybody would like a peek at the write-up before I polish it up and nail down some final details and fix some grammatical errors/inconsistencies, feel free to get ahold of me and ask me for a link to the Google Doc.
- Complete add-on pass
Basically every add-on he has that isn't either of his iridescents, Drop-Leg Knife Sheath, Driver's License, and Victim's Detailed Routine need completely new effects because they're all basically worthless and never even considered currently. Minus Olsen's Wallet sometimes but I think its more of a 'noob trap' add-on, personally.
- If possible, separating leaning from collision with the environment and making it a set of unique keybinds for Ghostface to lean left and right respectively
This way he's not reliant on this game's progressively worse and worse level geometry and collision to lean, and we can just buff his base stalk speed up to a little under what the current leaning rate is to compensate.
- Maximum stalk range increased to 80 meters (was 40 meters)
There's just no reason why I should ever be limited on stalking a Survivor, especially when Myers is the dedicated close-range stalker now. In the rare scenario where I am even able to be in a position to see someone from that far, just let me stalk them, man.
I appreciate all the work you guys do for DBD and it really seems like you're trying to get back on the straight and narrow this year after a, let's be frank, disastrous 2025. So I highly encourage you to work with the community on these changes and help get these low tier Killers the buffs they deserve. Thank you for taking the time to read this, I appreciate you and be safe <3
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Ghostface: needs some add-ons to be basekit even if halved.
Dredge: would be cool if he got buffed in teleport power.0 -
If you really want to tackle problematic things this update you should probably do some Ghoul changes too lol like remove the awful animation lock from the first hit.
If you want it to feel less like a "Free hit" maybe make it not work on endurance and also work from a shorter range, coz the bs hits through pallets etc which read awful still happen.-3 -
My feedback is primarily for Wesker, but I'll start with my condensed feedback for all other Killers tweaked in this PTB.
Ghostface - It doesn't solve his main issue, which is the fact that he is incentivized to use lean stalking (which is great), but collision on the majority of maps is atrocious. Lean stalking is such a fun mechanic and makes him nothing like Myers, but it is rage inducing to have to constantly dip your camera and fail to be able to lean off of an object to get your stalking bonus. These buffs feel short sighted and like I will still feel like I should run the same required add-ons.
Doctor - Doctor will always be bottle necked, because his discipline add-ons exist. Rework what those add-ons do, then you can give him better overall buffs, so he's not forced to always run the same thing. This buff was noticeable, but feels like he got basically nothing, because your hands are tied due to Disc add-ons.
Demo - The changes are a little silly game play wise, but I don't hate them. I tested it in customs vs bots a lot, but it's very hard to tell how the turning speed after Shred will feel on live servers. I think it's a positive change, but it will most likely lead to a lot of "linger-esque" feeling hits, so we'll have to see how it actually plays out.
Unknown - HUGE change in the right direction. While there are definitely more things that Unknown needs, these two changes are things that Unknown has needed for so long. Specifically the linger duration. If you're willing to consider one more HUGE change that will make Unknown players happy for a long time - Survivors should not be able to remove weakened while Unknown is carrying a survivor. Getting weakened on a good survivor can be quite a challenge. Having that removed, because you're carrying a survivor to hook feels terrible and removes so much pressure.
Animatronic - I feel like I should start by saying, you will not incentivize using the doors with these tweaks to battery consumption. The truth is, the danger is not worth the risk. If you want to incentivize door use, make being caught within the doors 1 health state, not a full down. Yes this removes the free downs, but you almost never get those anyway, because nobody uses the doors. You'd get WAY MORE single health states giving you free pressure if you change this, because people will use doors more and take the risk.
If you're going to go with battery consumption as someone on the spectrum I am begging you to please tone down the reveal sound for this killer. It's actually physically painful for me whenever I hear Springtrap get revealed, because of the frequency it hits. It's way too loud and sharp. It's actually the main reason I don't play him, because it hurts.
As for the changes related to chase, these are great, but you should have reworked his add-ons after giving him this. People will continue to permanently run Restaurant Menu, because it was already the best add-on and now it still is on top of him being better by default.
Access Panel buff is a nice little surprise!
Cannibal - I'm very torn on this change. I don't mind Bubba being faster, but you guys made his collision so thoughtless in his last update that you've kinda turned Bubba into very stale game play. When versing him there used to be a back and forth dance if you were versing a good Bubba on "can I make it around this without getting downed, because I can hug so tightly, or will Bubba catch me". That dance no longer exists and it's just "I run to pallet, and I insta drop it", because not only is Bubba faster (especially after this change), but he doesn't even have to think about collision. He definitely needed a buff to his collision when you guys gave it to him, but it should have been HALF of what was done, so he could keep getting QoL updates like this without deleting skill expression and back and forth game play. This update just basically doubled down on, "look now you only need 1 engraving to go super fast and you can run chili, etc. and you WILL die at every tile unless you just instantly give me pallet." I say this as someone that enjoyed playing Bubba. I just vacuum pallets now, because there is no chance of them outplaying me at all, even if they're aware of collision. They're forced to play in a very linear way.
Blight - I versed a good Blight on PTB and this change really didn't cause him strife, he easily 4k'd at 2 gens. He's still S Tier. So, you didn't over nerf him, but people will play in a much more boring and safe way as Blight because of this. I can't really complain, because anything to make it harder for him to 4k is better, but I don't know if this is the solution you were hoping for.
Nurse - THANK YOU FOR NERFING THIS ADD-ON IT HAS BEEN IN MY TOP 5 MOST HATED ADD-ONS FOR SO LONG
Dredge - I didn't test Dredge, but I can only assume these changes will lead to less mind games with Remnant and more of simply walking you down with it. I won't comment on my opinions for Dredge, because overall the killer is an accessibility issue for me during nightfall, so I can't be completely impartial with my feedback.
I think I covered all of the non-Wesker changes, but I will say that I think number tweaks like Dredge Remnant, etc are not PTB worthy. You guys could do a hot fix for those monthly, and roll them back a week later if they don't work out. If you're overly worried, you could even have a separate queue for tests before they go live and give people double BP to use that queue and get plenty of testing in for them. If you aren't given insanely negative feedback during the week in that queue, then they go to main queue. I think things like reworking Wesker infection, or complete add-on pass are fit for a PTB, but number tweaks that are as small as some of these are could be tested on live servers more frequently and would make for an overall happier community.
Let's move on to WeskerFirst, let me start off by saying, I'm very happy you guys are looking at Wesker and while I do feel he needs much more love, you guys seem to always ignore his main issue - which is an issue for many other killers in the game, Ghostface being one of them.
Collision
Collision is and always will be his biggest issue. The maps - especially Nostromo (don't get me started on my hatred for that map) need to seriously be looked at, so he doesn't get stuck on a pebble.
The removal of "jumping" off hills that was added just before these tweaks was unneeded, since you can't even toss/grab survivors off hills and you ruined a small bit of knowledge that gives Wesker much needed mobility.
Now that I've made all of that known, let me move more in depth to the tweaks you DID give him.
- Greatly needed, but I didn't get to test it like I'd have liked since the queue time was 45 minutes on PTB. I got 3 matches in before I felt bad for my chat having to play words on stream, so I could have survivors that pushed through the match as quickly as possible, since most of us didn't have our perks.
- I will still feel required to run leather gloves, because his recharge is tied to infection
- The fact that Wesker still hasn't been given Nurse token recharge is one of his biggest issues. The fact that I can be 98% done charging 2nd bound, and use one bound to attempt to hit someone, then have to go entirely through double recharge is mind numbing. Please consider looking at this.
- Chain Bound window was GREATLY needed. I don't enjoy running Egg, because I think it leads to really stale game play for both sides. Ages to zone, because the window is huge, takes forever to start recharging, and I just don't like it. This increase was JUST enough to allow him to avoid letting a survivor hug the tiniest bit of terrible collision and block him using his power. A+ change, he doesn't need more than that base-kit for his window, so thank you for not going crazy with it.
- Loose Crank: Every Wesker main knows that this add-on has literally done NOTHING since Wesker's live release. I ran it on PTB to see if I could notice the change and for the first time I finally felt like I could feel SOMETHING, but it's still not enough to be worth running. I think you could safely push this to 20%, but I wish I could have tested it.
- Egg (Gold): Here's my issue with this change. Again, I hate Egg. I rarely run it, but if I am running it - there is only ONE REASON I run it. It's not for the chain bound window increase, it's for hidden secondary effect that Egg gives you. If you don't play a lot of Wesker, let me lay that out for you. When using Egg, you get a velocity boost between 1st and 2nd bound. That boost alone makes tiles 90% more playable. Not the window increase - the velocity shooting you FURTHER with your bound. This nerf to the add-on is obviously needed with the increase to chain bound window base-kit, but losing that velocity is REALLY painful.
- If I could have any adjustment to these two add-ons, it'd be to do exactly what you're doing to Egg, but for Loose Crank, make the effect the increased velocity from Egg instead of movement speed between first and second bound. I feel like that's what you're TRYING to do, but the percentage that Loose Crank is at does not hit that same velocity that Egg does. I am begging you, try to match that and these add-on changes are perfect.
Suggested buffs/tweaks for future patches that he REALLY needs.
- 32m Terror Radius - He is not a mobility killer like Billy, Kaneki, Blight, stop treating him like he is. This change single-handedly would help him more than most things you could give him. Pre-running vs him is such an issue and with pallet density the only thing you can do is never remove Brutal Strength. Before someone complains after reading this - here is a link to my previous forum post from when the 40m TR was first expanded. It shows my direct comparison of mobility killers and the value they get with using their power for mobility in comparison to Wesker. There is a huge difference. I haven't updated this video for Kaneki, but I promise it is literally just as ridiculous in comparison.
- Revert jumping off hills - many other killers are able to use their power DOWN elevation. I am not asking you to let me throw or carry survivors off a hill, but I should not be forced to slowly slide down a hill if I use my power and now I can't even use it to make distance if a survivor is right in front of a hill or uses balanced landing off of one.
- Token Recharge system like Nurse - if I don't use it, stop taking it from me.
- Remove power c/d being tied directly to infected survivors - you've already changed things like this for other killers, i.e Singularity Overclock. If you want you could give him a significant buff while all 4 are infected, or if someone is full infected, but having it scale just leads to him feeling terrible if the survivors play ultra safe and pre-run / pre-drop vs him avoiding infection. It actively punishes him for trying to use his power and makes it feel like you can never catch up, so you're M1 killer with dash on certain maps.
- Rework infection - I've given my opinion on how you should do this before (you can look at my old post history). It's basically useless now and it was his passive slow down before. The amount of games I'm in now where people just ignore it and sit on gens is crazy. I don't want it to be what it was before, because it constantly punished a survivor for having a good chase, but it should be changed to a different debuff that they want to get rid of, so I get my passive slow down. Feel free to look at my older post for ideas on what you could do. Don't just blindly buff it back to old hinder amount, etc. it's boring for both sides.
- Add-On overhaul - the majority of Wesker's add-ons are absolutely useless and the add-ons that aren't feel mandatory most of the time. The fact that the majority of Wesker's best add-ons are brown says a lot. Most of his Yellow add-ons are fine, but could get buffs. If you'd like some quick ideas for reworking/tweaking his add-ons (literally just off the top of my head, here is how I'd tweak or rework all of his add-ons below).
BROWN:
All add-ons are fine, if you wanted to be silly you could adjust R.P.D. Shoulder Walkie to increase the 2nd bound by 30%, but not necessary, all brown add-ons can be left alone.
GREEN
Bullhorn: Increase duration, try 45-60.
Chalice (Gold): Fine as is
Lion Medallion: Mostly fine, you could go extra silly with it and do what you did with Chalice and make it 50%, but it's not necessary
Loose Crank: Just as I said above, make it the CURRENT velocity boost that Egg gives on live servers
Leather Gloves: full rework and adjust his recovery to account for it. Right now it feels mandatory to run and I feel you guys are trying to move away from this. Make it like the Myers forever entwined add-on change, but for slams. You recover from survivor slam and toss them on your shoulder faster. Right now it is always better for recovery to throw a survivor, not slam and this would change that without being broken.
BLUE
Egg (Gold): Nerf the window duration as you already have, but make sure the velocity it gives is moved to Loose Crank
Maiden Medallion: Why are we so strict with this when Blindness isn't a crazy status effect. Make this an anti-windows of opportunity add-on. "Survivor suffers from the Blindness status Effect" while infected. Incentivize spraying against Wesker, because people ignore it right now. It doesn't need a duration and isn't so strong it requires being max infection.
Portable Safe: What is this obsession with giving Hemorrhage ONLY on add-ons? They arrive DOA, because they're useless. You do one of two things with this add-on.
A) A power hit applies Hemorrhage and Mangled for 60 seconds
B) A power hit gives Hemorrhage until fully healed and makes blood puddles appear the way they do if running Bloodhound or playing Victor.
Red Herb: This add-on is completely useless. It needs an entire rework. It's shocking how much people already ignore infection and just slam gens. I'd say make it proc Killer Instinct when they hit full infection and double chest opening time while fully infected. This way if they ignore spraying, I get info and a possible one hit down, but if they go to cleanse after popping a gen, I have a chance of intercepting them for being greedy.
Video Conference Device: This add-on used to be the easy tunneling add-on and with the change to infection it's basically useless now. I think it was unhealthy before, but no longer has a use. You could change it to keep the -30% on infection timer, but being hooked only resets infection to 25%, not 1%, so it still doesn't make tunneling crazy easy, but keeps infection a threat to not be ignored.
PURPLE
Dark Sunglasses: Incentivize cleansing more. You have two options for this add-on, one for playing it safe and one for being creative.
A) If you want to play it safe, make it 30 seconds.
B) If you want to be creative, it's a purple add-on and I honestly think after seeing the love you gave Pyramid Head/Myers add-on changes, you'd be willing to consider a re-work. If I had any choice it'd be like Trail of Torment for Wesker. If a survivor postpones cleansing to push gens and actually goes Critical (crazy hard to do after the previous infection nerfs), give Wesker undetectable UNTIL THEY AREN'T MAX INFECTION ANYMORE.
Helicopter Stick: This add-on is mostly fine, but you could also add in aura reading if they go max infection. People ignore cleansing way too much right now. 8s Aura after cleansing infection, 8s aura if you ignore your infection and go critical - this way the add-on gets value against every kind of survivor and double value on someone that slams gens to ignore the infection until they feel like caring about it.
Uroboros Virus: You have two options for this add-on.
A) Change this to all survivor auras revealed for 4 seconds if a survivor hits critical infection. Again, it is extremely hard to go max infection after his previous rework, you have to intentionally ignore it.
B) If you want less punishment for the team due to one survivor, you could make it "Upon downing a survivor with your power, all other survivors within your Terror Radius scream revealing their position"
Green Herb: Another add-on that needs a complete re-work. It's absolutely useless and nobody uses it unless they just started playing Wesker. Something akin to Unknown's Game Cartridge / Fire Up would be lovely and incentivize using power. Per infected survivor an increase in action speed bonus for kicking pallets/gens/basic vault/pickup+drop survivors, etc. Values would have to be tested, but could start with just trying Fire-Up %, since it wouldn't be as strong as Fire-Up, because 1 you'll almost never have all 4 infected and 2, there are only 4 survivors, not 5 (like gens).
IRIDESCENT
Iridescent Uroboros Vial: All survivors start infected, when at critical infection, the survivor gives killer instinct, and can be isnta downed with a throw or a slam via power. For every 30 seconds a critically infected survivor doesn't cleanse, killer instinct will activate again. Remove exposed timer - Remove exposed - just make it so they can't slow vault something to force M1 when using a power for the down and give information so they're punished for not cleansing.
Lab Photo: In its current state this add-on is uninteractive and just leads to people playing Wesker as M1 killer with power that breaks pallets. My suggestion? While any survivor is at critical infection and for 30 seconds after cleansing a critical infection, Wesker receives his 3rd Dash from 2v8. If you want to add a map-wide sound to alert the team that Wesker has 3 dashes now, you can, but incentivize cleansing, or pay the price for it.
If you made it through all of my feedback, I appreciate it! I haven't wrote a feedback post in a long time, because I felt like they never got the attention needed, but I'm hopeful with recent changes that you guys are more willing to read thought out feedback.
2 -
Wesker
This is the killer I have the most amount feedback for since he's the one I am the most familiar with in terms of killers that were updated this PTB. The suggestions listed below are basically the same as my wesker suggestion post
BUT with a bit of a touch-up and also with the PTB changes taken into account.
Having said that, let's start with my proposed change to his spray cans:
- [NEW] Infected survivors can see the auras of survivors holding a Spray Can.
This change is meant to encourage teamwork by giving needed info of their teammates whereabouts to infected survivors.
- [CHANGE] Missed Bound cooldown decreased to 2.5 seconds. (from 2.7 seconds)
- [CHANGE] Ending Chain Bound Window cooldown decreased to 2.5 seconds. (from 2.7 seconds)
- [CHANGE] Letting survivors go off of ledges cooldown decreased to 2 seconds. (from 2.7 seconds)
The fatigue cooldowns feel really nice on PTB but I still think that lowering them a tiny bit more (except for his successful attack cooldown) would be perfect for Wesker.
- [CHANGE] Reduced Virulent Bound's charge time to 1.35 seconds. (from 1.5 seconds)
- [CHANGE] Increased the Chain Bound Window to 3 seconds. (from 2.5 seconds)
- [NEW] The Mastermind can now manually cancel the Chain Bound Window (Similar to The Ghoul).
After playing a fair amount of 2v8 matches as Wesker, I can confidently say that one of the most noticeable aspects shifting back to his current 4v1 iteration (aside from 3 dashes) is his wind up speed. This change would feel incredibly good for pre-existing Wesker players while keeping counterplay relatively the same on the survivor side.
Also, the buff to his Chain Bound Window is quite welcome, but I'd rather have an add-on (egg in this instance) be implemented fully basekit and then fully reworked rather than it getting implemented partially basekit and igetting nerfed in return. And in case Wesker players would want a shorter chain bound window, adding a cancel prompt like Ghoul would solve this issue.
- [NEW] Virulent Bound token recharge progression is preserved if The Mastermind uses a bound token before the next one is fully recharged. (akin to Nurse and Bubba's token recharge)
- [CHANGE] Virulent Bound tokens start recharging during The Mastermind's Smash Out (Slam) duration instead of after its completion.
The two top changes are heavily requested by dedicated Wesker players as 3/4 of a Virulent Bound token recharge being fully wasted for wanting to use a 1st Bound early is quite frustrating. Additionally, Slams should be further improved to be more in line with Throws when it comes to token recharge.
- [CHANGE] Decreased Environmental Collision for Virulent Bound to 10 cm. (was 20 cm)
- [NEW] Very short obstacles are ignored during a Virulent Bound.
- [NEW] Virulent Bound Extension (Slams and Throws) now use a seperate collision detection compared to The Mastermind's environmental collision detection while dashing, making them more consistent.
- [NEW] The Mastermind no longer abruptly stops at ledges while using Virulent Bound.
All of these changes are meant to make his collision less clunky compared to other dash killers, while still retaining a level of consistency.
The Mastermind's Add-Ons:
Loose Crank (Uncommon)
- [CHANGE] Increases movement speed between the first and second Virulent Bounds by 20%. (was 15%)
Buffing Loose Crank on the PTB was much-needed but the effect is somewhat still negligeable in some situations, I think upping it by 5% further would make the add-on's viability perfect without it becoming too problematic.
Egg (Gold) [Rare]
- [NEW] Increases Bound distance by 15%.
- [NEW] Increases Virulent Bound's charge time by 15%.
Lab Photo (Iridescent)
- [CHANGE] Decreased Bound Breakable Cooldown movement speed to 0.92 m/s. (from 1.84 m/s)
Iridescent Uroboros Vial (Iridescent)
- [NEW] Increases Virulent Bound tokens by 1.
- [NEW] Increases Virulent Bound's charge time by 12%.
- [NEW] Decreases Subsequent Bounds distance by 12%.
R.P.D. Shoulder Walkie (Common)
- [CHANGE] Increases the subsequent Virulent Bound by 30%. (was 20%)
Jewel Beetle (Common)
- [NEW] Decreases the distance at which Survivors are thrown by 50%. (this doesn't replace the pre-existing effect)
As Beetle grew to be more of a problematic Add-On by heavily cutting down chase times for skilled Wesker players, I thought the best way to combat this issue while keeping the main "meme" aspect of this Add-On was by adding an extra downside to it.
Green Herb (Very Rare)
- [CHANGE] Increases the rate of Infection when grabbing a Survivor during a Virulent Bound to 50 charges. (was 26 charges)
- [NEW] Decreases the Infection passive gain rate by 70%. (from 0.8 c/s to 0.24 c/s)
Uroboros Virus (Very Rare)
- [NEW] Survivors reaching full infection are revealed by Killer Instinct for 7 seconds.
Dark Sunglasses (Very Rare)
- [CHANGE] When a Survivor is fully infected with the Uroboros Infection, gain the Undetectable status effect for 45 seconds. (was 20 seconds)
Maiden Medallion (Rare)
- [NEW] Survivors that use the First Aid Spray suffer from the Exhausted status effect for 25 seconds.
Portable Safe (Rare)
- [NEW] Survivors injured by Virulent Bound suffer from the Mangled and Hemorrhage status effect for 70 seconds
Unknown
His PTB changes are a GREAT step forward although I'd like more done to him.
- [CHANGE] Terror Radius reduced to 24 meters. (was 32 meters)
- [CHANGE] Decreased default Hallucination spawn time to 30 seconds. (was 45 seconds)
- [CHANGE] Increased Weakened timer to 11 seconds. (was 10 seconds)
- [CHANGE] The Unknown can now look all the way down while aiming UVX.
- [NEW] The Unknown is undetectable for 10 seconds after using a Hallucination.
And an add-on pass on top of this since he desperately needs one.
Springtrap
I'm satisfied with his PTB changes, but again, more can be done:
Most changes that I want for him can be found here.
3 -
Hello!
I want to leave my feedback about my lovely Wesker. It is my main killer.
- Bring back to us flying Wesker. I don't know why you did this to him, really... It's was a part of gameplay. It was a way to catch surviver from above like an eagle!
- Allow him to cancel his power without extra delay between 1st and 2nd charges of Virulent Bound.
- Increase base Chane Bound Window of Virulent Bound to 3.0 - 3.2 and just rework his gold egg.
- Allow to the Mastermind to keep progress charge of token, when you use Virulent Bound. If I see my 1.5-1.7 tokens I will wait for 2 full tokens. It will stop me from using the killer's power immediately.
- Finnaly add to his add-on "Portable Safe" status effect "Mangled". Or at least to other add-on.
- Don't touch the iri add-on "lab's photo". I use it every Trial and this add-on don't make me m1 killer. Yes, if you allow to Wesker to vault and destroy the pallet as it Legion doing, it will be perfect, but it will not stop me to use this add-on.
- Collision, collision is everywhere!! Even if you didn't see something, Wesker will bump. It is a problem not only Nostromo map...
- There is no need to rework his add-ons. Wesker is an example of killer without trash add-ons
Peace, love, uwubowos <3
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Springtrap Feedback:
The cameras need to almost be mandatory like Pinheads box so Survivors won't ignore it.
Let's give Springtrap 30 seconds of Undetectable and make the Aura reveal last 15 seconds. (Live is 20 and 10). Let's also maybe make his doors disabled so he can't travel through them when is Aura is visible.
Make Survivors actually play Five nights at Freddy's
0 -
The Blight shouldn' have access to his power at the start of the trial
-5 -
I'm just uncertain as to what feedback can meaningfully be offered to changes this minor. Blight got quite a change yes, and nurse got a well-needed add-on nerf, but the rest is so slight and minor in adjustment that they could have gone live and no one would have noticed for the most part. I would understand being hesitant about overcooking a buff, but it's going to the PTB for a reason.
I tried Doctor, by example, and just do not feel a difference. I trust there is one, but it's just not tangible.1 -
For springtrap: whenever he throws an axe there is an 3 or 4 seconds pause that you cannot attack so instead it should be at least 2 or even 1.5 seconds
0 -
10 year old game and devs are still scared to make most of the killer roster actually viable. Is it not even a slight bit embarrassing when you release changes like these?
Just complete nothingness. It's been like 10 years guys, the time to actually do big swinging changes that affect something on a larger scale, passed like 5 years ago can we catch up a bit here?
Like what feedback do you want other than "All of it sucks!" you could put basically all of these changes into the game right now, and no one would be able to tell the difference outside of the slower blight. None of these killers are moving any tiers from these changes.
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