Wanted Buffs or Nerfs?

TropesDaMan
TropesDaMan Member Posts: 1,017

If you could buff and nerf anything in the game, be it killer or perks. what are you choosing, now im sure some people will argue in this chat, i must say this is where people can share their opinions on what needs to be fixed. reading peoples opinions and discussions is a big hit for me in this community and im intrigued

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Comments

  • pidgeon
    pidgeon Member Posts: 635

    | | 5 Killer Buffs | |

    Hag - Increased lunge out of teleport

    Sadako - Increased time for survivors to insert and remove tapes (currently instant)

    Pyramid Head - 2m increase to power length (10m total)

    Knight - Allow other guards to break things whilst one is on patrol or in chase

    Skully - Rework

    | | 5 Killer Nerfs | |

    Krasue - Nerf Chicken Head (The only reason why she's still in A tier)

    Twins - Longer pounce charge time

    Nurse - Injuring a survivor depletes you to 0 tokens | Remove Jenners & Campbells last breath

    Billy - Nerf Iridecent Engravings (Only reason he's In S tier)

    Spirit - Remove recharge rate add-ons (Having a guaranteed hit every 10 seconds shouldn't exist)

  • esarraf
    esarraf Member Posts: 354

    Nerf nurse by making her like Myers where she's a 110% movement speed stealth killer who 'stalks' survivors before she can activate her power where she has all the exact same stats as she does now. This would keep her identity and give counterplay to survivors to some extent as well as open up many more builds as she does not need to rely entirely on her power to down someone.

    I'd buff trapper by making Iri stone partially basekit but the reset time is 100 seconds. Not super powerful as that's a long time but still would make him a lot better. Likewise I'd make him start with all his traps but also change it so that traps around basement are disarmed when someone is hooked there because… well basement trapper is kinda dumb and only potentially beatable by a 4 man swf.

  • AGM
    AGM Member Posts: 951
    • General Killer Buff - Powers are immune from Diminishing Returns
    • Buff Hag - Increase most of her power's numbers and add-on pass.
    • Buff Doctor - Increase movement speed while charging Shock Therapy
    • Freddy - QoL: Buffer input to switch from pallets to snares and back.
    • Ghostface - Addition of some kind of map traversal mechanic
    • Demogorgon - If you've placed all your portals, your next portal is recycled from the oldest portal. Add-on pass. Giga buff portal place speed
    • Deathslinger - Add a quick time event when a survivor is hit with a spear that, if successful, boosts your next reload's reload speed. Add-on pass. 28m terror radius.
    • Nemesis - Add-on pass.
    • Cenobite - Add-on pass.
    • Skull Merchant - Please buff her if you won't rework her. Add-on pass.
    • Chucky - Add-on pass.

    Every patch, I want to see them take at least 10 perks that see very little use from each side and buff or rework them.

  • Moodyy
    Moodyy Member Posts: 195

    I dont think Billy's engravings needs a nerf or is in S tier (Top of A tier IMO). I wish they gave him a new set of addons so billy players can use different varieties instead of Doom + Boots .

  • pidgeon
    pidgeon Member Posts: 635

    With engravings you can use chainsaw on pretty much anything with zero punishment whatsoever, I only play billy with engravings and it is genuinely so insane. I agree with the rest though.

  • Abbzy
    Abbzy Member Posts: 3,880

    You are way slower but you have speed with engravings so its not so free plus going for saw with bigger space takes some serious skill.

    Billy is perfect and i dont think engravings need nerf so much more like his other addons need some new effects or something so people dont run only 3-4 addons from all he has (engravings,both boots and lopro which is almost gone due to its nerfs today even when its good addon).

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,943
    edited June 12

    unknown should have 16m terror radius

    I wouldn't mind a slight addon pass for cenobite I'm just kinda bored of what i got i felt let down by getting just another aura addon(not like i used original pain anyway)

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 4,073

    I love this idea, it would really help them be a jumpscare killer

    But I'm really liking the idea of the Silent Shadow perk on them.

  • pidgeon
    pidgeon Member Posts: 635

    Unknown cannot have a terror radius lower than 24-28m as I'm pretty sure if it was any shorter you wouldn't know when you'd get hit by the UVX making his power extremely unfun to play against.

  • Blueberry
    Blueberry Member Posts: 14,608

    Perks. On both sides. Most perks on both sides are severely undertuned.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,943

    as it is, Unknown is forced to run stealth perks or terror radius reduction because his kit doesn't work with a standard TR because you just pre run him and it makes shots quite difficult. I refuse to play him without his own undetectable perk or monitor. And I don't wanna run monitor they really ruined that perk

  • Zakon05
    Zakon05 Member Posts: 578

    Survivor Perks:

    • Vigil (does way too much, ruins a lot of status effect centric killer builds, buffs Sprint Burst which doesn't need a buff)
    • Resurgence (Punishes the killer for hooking and then walking away from the hook, neither of which are things which should be disincentivized)
    • Sprint Burst (I'm not really sure what I'd do to it, but it's the best exhaustion perk by far and leads to really unengaging gameplay)
    • Hyperfocus or Stake Out (These perks on their own are fine, together they're a problem. Either Hyperfocus needs to trigger off of something other than great skill checks, or Stake Out needs to give a different benefit than guaranteed great skill checks)

    Killer Perks:

    • Pain Resonance/Dead Man's Switch (the main problem I have with this is that it disproportionately affects new and solo queue players, who either don't know to pre-let go of gens or can't warn their allies. Easy fix, just remove the scream from Pain Res, it doesn't even do anything anymore except specifically trigger DMS since they removed showing the survivor's location)
    • Coulrophobia (the perk that enables the slug-only playstyle, basically only gets used for that. Wouldn't be a problem if not for the slug-only playstyle, but since it enables it and it is miserable to play against, it sadly needs to go for the same reason Knock Out had to get reworked)
    • Forced Hesitation (this perk is only ever used for people who plan to make tunneling and slugging their main win condition. It has no other purpose, just an unhealthy perk)
    • Dissolution (another absolutely dreadful perk to play against, used to not be a problem until they started adding killers who can injure so easily like Ghoul and Krasue while still being strong killers)

    Special Mention

    • Hex: Two Can Play/Blast Mine/Flashbang. (TO BE CLEAR, I'm not asking for nerfs to these perks, just a general mention in regards to the blind effect in this game and how I have seen photosensitive people complain about it. While killers can protect themselves with Lightborn, survivors have no protection. All three of these perks cause a sudden flash of bright light in the player's face. They really need an accessibility option to make the blind effect a screen darkening one in general so that photosensitive killers don't have to run Lightborn and photosensitive survivors don't need to worry about being flashed with bright light with no warning anymore)
  • pidgeon
    pidgeon Member Posts: 635
    edited June 13

    As long as the killer you play has a 32m terror radius you still get the old values iirc

    edit: never mind dont read that either way monitor is still great in most cases

  • cogsturning
    cogsturning Member Posts: 4,097

    Infectious Fright is just as big if not a bigger offeneder with the slugging issue than Coulrophobia. They both need changes

    I use Forced Hesitation with Weave and Frankin's to get reads and hits on people near downs. It's an anti-sabo perk for me, not a tunneling and slugging perk.

  • Angy_Quentin
    Angy_Quentin Member Posts: 362

    What i would buff:

    • soloq information perks
    • cuck merchant 💀
    • the possible vertical FOV angle of every killer

    What i would nerf:

    • popular slowdown perks
    • the ugabuga tentacle fethishist
    • deep wound mend duration
  • Feather
    Feather Member Posts: 196
    edited June 13

    Trapper and Nurse:

    https://forums.bhvr.com/dead-by-daylight/discussion/468258/killer-adjustments-i-want-to-see-mainly-trapper-nurse-vigil-victims#latest

    Medkits, Toolboxes, Flashlights 5 addon rework:

    https://forums.bhvr.com/dead-by-daylight/discussion/468348/medkits-toolboxes-and-flashlight-should-get-map-and-key-treatment#latest

  • Zakon05
    Zakon05 Member Posts: 578
    edited June 13

    I don't really think Infectious is as big a deal as Coulrophobia when it comes to the slug-only playstyle.

    Yes, Infectious Fright does incentivize slugging, but only regular slugging. You know, Oni trying to get more than one down with his power, Leatherface going for chain hits, finding out if people with flashlights are nearby. That kind of thing.

    In slug-only, it's just an information perk, since you can't use any info perks that come from hooking people.

    Coulrophobia is the real culprit. Since it slows down healing significantly which makes it hard to get the slugs up off of the ground. You basically have to let the slug recover on their own before going in to pick them up. This is what makes the playstyle so effective and frustrating to play against. It even blunts WGLF's effectiveness, which is one of the best anti-slug perks. And it happens to synergize with killers with large terror radiuses like Blight and Ghoul, who also happen to be the best at doing this.

  • wesker_shades
    wesker_shades Member Posts: 186

    Survivor perks:
    Buff:

    • Self-Care - Pretty useless and detrimental to bring in the current form, especiallly if there are any anti-heal perks in play.
      Decreased healing speed penalty from 65% to 50%
    • Decisive Strike - Against certain killers, this perk does absolutely nothing.
      Increase stun duration to 5 seconds, in addition to making the survivor Elusive for 20 seconds.
    • Spine Chill - 6.1.0 completely destroyed the perk, and it has never really seen any use since then.
      Rework: If the killer looks, and moves in your direction when you are 32 meters or more away from them, you see their aura for 4 seconds, and you become Elusive any time you see the killer's aura.
    • (Both) Invocations - Detrimental, and is a huge time-sink if you decide to do them.
      Decrease the time requirement to 45 seconds (down from 60 seconds), and exposes you for 180 seconds after performing the ritual (instead of leaving you permanently broken)
      Expose is just as risky as being broken, but does not drop blood orbs for Oni.
    • Cut Loose - Super niche, and awkward to use.
      Increase duration window to 10 seconds (up from 6 seconds), and decrease the cooldown to 20 seconds.
      thanks @sizzlingmario4 for the idea.

    Nerf:

    • Vigil - Turbo-busted in the current form.
      Needs to be split into two different perks, where one perk reduces Exhaustion only, and the other reduces status effects.
      Intensity needs to be brought down to 40% from 66%
    • Sprint Burst - Quite the problematic perk, especially for 4.4 killers to deal with.
      Remove the Exhaustion component from the perk, and instead give it a cooldown of 90 seconds, so that it cannot be used together with Vigil.
      QOL change: Does not activate automatically when running, and you have to use the Active Ability button instead.

    Killer perks:
    Buff:

    • Bloodhound - Hardly ever sees any use.
      Added a Haemorrhage effect on basic attacks, so that tracking becomes better (i.e. increased bleeding frequency)
    • Hex: Two Can Play - Pretty bad in its current form, especially for a Hex perk.
      Increase the blindness duration on survivors to 2.5 seconds (up from 1.5 seconds)
    • Septic Touch - Also pretty bad.
      Make the range map-wide, so that it is actually useful on every killer.
    • Help Wanted - Got hit hard from Diminishing Returns.
      Increase the duration to 90 seconds, and increase the strength to 40%

    Nerf/rework:

    • Nowhere to Hide
      Locks the aura read radius to the affected generator instead of the killer.
      Range decreased to 16 meters, down from 24 meters.
      Aura read duration increased to 10 seconds (up from 5)
    • Scourge Hook: Pain Resonance - Highly overused, and stale at this point in time.
      Reworked to cursing the generator with the most progress, where upon completion, the survivor(s) who complete it are inflicted with Deep Wounds, and gain the Broken status effect for 40 seconds.
      Multiple generators can be cursed at the same time, based on progress when afflicted.
    • Turn Back The Clock
      No longer works in killer powers. Sorry to all of you Ghoul and Blight mains.
      Now has a cooldown of 60 seconds before it can be used again.
    • Dead Man's Switch
      Rework: When a generator is completed, the next generator that gets to at least 60% completion will explode, inflicting an injured or a deep wound state to any survivor working on it, or standing within an 8 meter radius.
      The affected generator will lose all progress made up to that point, and the perk is permanently deactivated for the remainder of the trial.
    • Pop Goes The Weasel
      Rework: After kicking a generator, this generator will become Compromised.
      When the Compromised generator is completed, it pops, and all Survivors within 16 meters of it will become Incapacitated and Oblivious for 30 seconds.
      Increase confetti by 100%

    Killers:

    • Nurse
      Permanent debuff: Cannot see survivor auras.
    • Ghoul
      Increase fatigue from canceling leaps to 3 seconds (to fully eliminate cancel-tech)
      Remove the animation of locking the survivor in place when landing a sucessful Kagune Strike
    • Wesker
      Killswitched until ALL bugs are fixed.
      Any "tech" looked at carefully.
    • Blight
      Tone down Crow and Rat (or rather rework them)
  • zonkednb
    zonkednb Member Posts: 621
    edited June 13

    Killer buff:
    Might test some patience with this one - restore some of Krasue's former vault speed in head form, but remove the AoE auto-aim aspect of her leeches when impacting a surface. A fully unassisted, telegraphed skill shot would allow for head form to be oppressive again, because if head form is even in play, Krasue has already made a decent play.

    Killer nerf:
    Everyone is saying Nurse. I've said before I don't want her to become reliant on standard chase. Instead, I want the intended play against her to be full stealth. No aura reads. Possiby a stealth related unique killer item for survivors to sacrifice gen time to acquire. Keep her a different flavour from everyone else, while making a game against a Nurse that measure their blinks correctly not feel lost from the loading screen.

    Survivor Perk Nerf:
    Vigil is ridiculous. Possibly the largest amount of guaranteed free value from a single perk in the entire game. It's so insanely bloated. Make it conditional, either by needing to be crouched/idle for 2s for it to activate, making it require you to be healthy, or giving it an action cost.

    Survivor Perk Buff:
    Autodiadact is so close to being a good perk, and in some games it pays off so well, but it being as inconsistent as it is make it gambling. I like a perk that rewards you for focusing on a playstyle and I like a perk that snowballs. Give it increased skill check chance, or one guanteed skill check at 90% heal progress as compensation if you get none while healing.

    Killer Perk Nerf:
    Noed. It's a little better when bugged and you know its active before the killer gets a down, but ultimately I just think this perk is garbage design from a bygone era. Old =/= acceptable. Make it a token system based on how many hooks per game, with each swing taking a token away. When at 0 tokens, no more exposed. Still a hex so can be cleared early.

    Killer Perk Buff:
    Thanataphobia is in my top 10 killer perks rn because I'm enjoying playing drive-by axe ST with stacked anti-heal. It's a nice complement to that. I understand that the reason it isn't stronger is due to killers like Plague/Legion.

    A kill shouldn't provide permanent passive slowdown but this perk straight up dies once you kill one. Make it so the 12% bonus applies if all alive survivors are hooked/injured. Indirect buff to Plague/Legion sure but it's not like they're the strongest killers in the game rn.

    Post edited by zonkednb on
  • Mazoobi
    Mazoobi Member Posts: 1,658
    edited June 13

    Coulrophobia should only affect survivors healing from the injured state. This makes the perk a lot healthier while keeping its identity.

  • KerJuice
    KerJuice Member Posts: 2,126
    edited June 13

    Revert the following perks back to their original/intended release (all buffs): pain res, ruin, undying, NOED, Off the Record, DS, WGLF, Lucky Break, Distortion, Sloppy Butcher.

    Revert Chucky, Trickster, and Blight back to release (buffs).

    Revert having endurance and haste for survivors off hook.

    Revert smoke grenades to original release.

    Buff Territorial Imperative to aura reading once inside shack period, not just basement. If perk is equipped, a map with basement in shack must be selected.

    Revert all maps, keys, and add-ons back prior to last rework.

    Remove negatives from Calm Spirit, Iron Will, and Medkits.

    iIncrease map offerings to 45% chance of success for selection.

  • VommyMommy73
    VommyMommy73 Member Posts: 6

    Make survivors start with headtraps that aren't affected by add-ons, while allowing Amanda to have her 4 to use throughout the match (the ones she has affected by her add-ons). Drop the timer to 2 minutes and rework tamper timer to not affect the death time. Have the end game collapse activate traps, and split her grease and workshop add-ons into a classic BHVR buff providing incentive to bring add-ons that affect her main power while still leaving room to improve her chase.

    This aligns very well lore wise considering she is gonna rig the match by bringing her own traps, as-well as players starting in a jigsaw trap. (Also buff her perks)

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 2,285

    Id give chucky his manual scamper back just make it a slightly longer animation

  • Thirteen
    Thirteen Member Posts: 17

    Survivor perk nerfs:

    -Deliverance disables on endgame.

    -Wicked disables on endgame.

    -Shoulder the Burden no longer inflicts Exposed, but instead injures you and inflicts Broken (akin to For The People)

  • Scream_Queen865
    Scream_Queen865 Member Posts: 118

    Perk... Breakdown. It's my only perk that's always on. IDK why they nerfed it. No way killers were running into it so much for it to be a problem. I wished they'd revert it back to 3 minutes. Or spread the hooks out more. It's ridiculous on some maps. You don't want to fix tunneling? That's fine but let me break my hook for 3 min. Good grief.

  • jesterkind
    jesterkind Member Posts: 9,978

    Wouldn't a lot of those be nerfs, not buffs?

    OTR, WGLF, and Lucky Break have all basically only been buffed since release, exempting the duration nerf for OTR and the speed nerf for WGLF. The release iterations of those perks were all missing key components - OTR didn't have Endurance or scratch mark blocking, WGLF only increased BP gain on release, and Lucky Break didn't block scratch marks + couldn't be recovered on release - and even only partial reversions would be walking back buffs for the most part.

    Trickster and Blight were also much worse on release. Especially Trickster- Blight's release was before my time but I do remember Trickster's release and he was godawful.

    Some of these I do see the reasoning, but I'm curious if I'm missing something on the ones I mentioned.

  • JordaJ6
    JordaJ6 Member Posts: 34

    Trickster 4.6. Artist and Unknown (the other multihit projectile killers) are 4.6. Why make the one that needs sustained LOS 4.4-abusable.


    I did just make a long forum post about this so I’m not gonna log another tome in this nice person’s post. Please don’t shred me for not having all the nuanced and think about both sides reasons here. I promise they’re in my other post lmao.

  • Wezqu
    Wezqu Member Posts: 2,276

    Pig's ambush scream should start the same time she starts moving not when she is loading it.

  • esarraf
    esarraf Member Posts: 354

    Blight would actually be a massive nerf if I recall correctly he could not break pallets when he was rushing. So… yeah it's make him actually quite weak.

  • Langweilig
    Langweilig Member Posts: 3,259

    Sprintburst → 60 seconds of exhaustion

    Sadako: Remove TV auras, give tapes passive condemned back, only one TV spreads condemned, hooking one survivor gives all other survivors 1 stack condemned, pallet stun immunity lingers for 0.5 seconds, undetectable for her flicker duration, original iri videotape basekit, addon pass

    Myers dash nerf

  • Thirteen
    Thirteen Member Posts: 17

    Sadoko buff:

    Condemned survivors become Exposed, being unable to simply remove it mid chase by pathing to the yellow TV and placing the tape during your wipe animation.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017
  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    why the hell did these just send

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    im sorry what

  • Rick1998
    Rick1998 Member Posts: 571

    nerf vigil and buff ghost notes .
    nerf STB and buff self care .
    deli no longer works in endgame .
    Nerf thrill and buff rapid brutality

    Nerf infectious and buff thana

  • pidgeon
    pidgeon Member Posts: 635

    Iri engravings on hillbilly increases the speed of his chainsaw allowing him to be able to outplay any loop.

  • TropesDaMan
    TropesDaMan Member Posts: 1,017

    yeah i managed to figure it out but im confused as to why they just sent when i sent this days ago

  • Star99er
    Star99er Member Posts: 1,565

    Reduce the movement penalty upon teleporting with the Hag from 1 to .7 seconds. Nerf Rusty Shackle by reducing the number of traps you can have from 10 to 8, and buff a few of her other add ons.