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When are buffs coming to killers?
Out of interest, i was wondering when the dev team think would be a good time to start buffing killers? not a hate post, just genuinely curious.
Comments
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I doubt anytime soon. It'd be nice to see some of the weaker killers become viable at higher ranks and give the game some much needed variety in the trials but to quote the Devs they 'Don't make Killers to be Viable'.
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Overall? Probably a long time from now after dedicated servers. Reworked endgame could be big.
I have faith in Freddy/Legion stuff coming in the next couple of major updates (Before June ends) since McLean keeps saying those 2 are coming.
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I don't know at this point. I had faith in the devs but they just release either killers that cannot compete what-so-ever past rank 15 (plague and clown) or they just buff survivor stuff way too much.
I feel at this point they give the killers the bare minimum to keep playing and thats it, idk. ill keep playing, hope for the best as usual i guess
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Clown ain't bad he's a pretty decent killer, there's no way he is wraith tier
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Wraith tier? Stuck at 15? Nah I've gone past 10 with wraith easy.
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Yeah, wraith can go past 15, but he is still not good or viable.
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They have to do something about SWF too though. It's so ridiculous now, especially after MoM was released. 4 survivors with some combination of MoM, Adrenaline, BT, Unbreakable, etc. just can't work. Because right now, I either have to learn Nurse which I don't like, dodge SWF lobbies which is not cool, or just actively hate the experience pretty much every game at my current rank. I work full time and have obligations outside of that. I'm good enough to reach borderline red ranks, but I'm just not going to gain the skill to deal with good SWF on mid tier killers. I would think BHVR would want there to be a solution for players like myself.
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Yeah I'm not saying he's terrible (you can do well with just about any killer) its just his power is useless I feel it hinders him more than helps a bit like Freddy, clown has a really usefull ability
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Swf is the problem tbh
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6/12/18
Decreased the Wraith flashlight uncloak stun time from 4 seconds to 3 seconds
Removed the ability to drop a pallet and rapidly cross the zone, what is often referred to as the pallet vacuum. With this change, a survivor will always stay on the same side of the pallet when triggering the interaction.
7/24/18
Adjusted the Killer pick up (Pick up Survivor from ground) time to 3 seconds, down from 4.3 seconds
Exhaustion no longer recovers while running.
Wraith uncloaking: Adjusted the timing of the smoke effect (and its audio) for the Wraith's uncloaking to avoid giving away his position earlier than intended
Sloppy Butcher: Added the Mangled Status Effect. 25% increased healing time after being hit in addition to the bleed. Mangled status effects do not stack.
Bitter Murmur: When a generator is completed, survivors within 16m of that generator will have their aura shown for 5 seconds, when the last generator is powered all survivor auras are shown for 5/7/10 seconds.
Trapper: Changed trap setting time to have a 0.5 open phase, and 0.5 exit phase, previously it had been 1 second each. These times cannot be modified with add-ons. The mid phase animation has been reduced to 1.5 seconds, this can be modified using add-ons.Disarm time is set to 2.5 seconds instead of 1.5 seconds. Increased loud noise indicator range for trap disarm from 48m to 10000000m. Sabotaged bear traps will respawn after 180 seconds, similar to the hook regeneration. The regeneration time can be modified with the Oily Coil add-on and with the perk Hangman's Trick. Bloody Coil: Complete rework: When a Survivor disarms or sabotages a bear trap the Survivor is injured. Survivors are not put into the dying state when sabotaging or disarming a Bloody Coil, they can only be injured from healthy. Trapper Bag: Allows the transportation of 2 extra bear traps (up from 1).
Hag: Changed trap setting time to have a 0.5 open phase, and 0.7 exit phase, previously it had been 1 second each. These times cannot be modified with add-ons. Increased the trap teleport range to 40 meters from 32 meters The mid phase animation has been reduced to 1 second, this can be modified using add-ons. Revisited all of the Hag's add-ons. We removed all the negative effects on the add-ons, giving the Hag the bit of a buff that she needs.
The Shape: Changed Myers carry speed in Tier I. Now he will carry Survivors at the same speed as Tier II and III (3.68 m/s) Myers tier 1 speed buff from 90% (of 4.6 m/s) which means he currently moves at 4.14 m/s to 91.4% for 4.2 m/s
9/18/18
Killers with a 4.4 m/s move speed (The Hag, The Huntress and The Spirit) now lunge at the same speed as other killers.
Fractured Cowshed: Removed the possibility of the long-chase window to spawn. Improved the safety of the short window close to the basement. Modified the outside debris near the basement to remove a dead-end. Adjusted totem placement.
The Wraith: After successfully uncloaking, the wraith gains a burst of speed for 1 second, similar to the effect from the Windstorm add-ons. These add-ons have been redesigned. Movement speed while uncloaking has been adjusted. The uncloak exit animation, which lasts 0.3 seconds after finishing uncloaking, can now be cancelled by attacking or interacting with objects. Time required to burn the Wraith out of cloak with a flashlight increased from 1.5 to 2 seconds. The Blind Warrior add-ons, which previously granted further light burn protection, have been redesigned. +lots of add on changes
10/16/18
Time to hook a survivor reduced from 2 seconds to 1.5 seconds. The hooking animation has been updated.
The Spirit's phasing audio has been adjusted: Survivors within the Spirit Husk's terror radius will not hear the phasing sound. Survivors outside the Spirit Husk's terror radius can hear the Spirit's phasing sound, but will not be able to determine its direction. Survivors will no longer be able to hear the Spirit's breathing while she is phasing.
Adjusted the footstep audio for the stealthier and smaller Killers (The Hag, The Nightmare, The Pig, The Shape, The Spirit and The Wraith)
Reworked the flashlight blind effect that the Killer experiences in first person view (no longer a blindingly pure white-screen effect). New VFX are also applicable for Survivors being blinded with a firecracker item.
To give killers the ability to extend the game length through regular gameplay and without increasing generator times, the base time to heal is being increased. Increased the base heal time from 12 seconds to 16 seconds
Hex: No One Escapes Death: Survivors now suffer from the Exposed Status Effect at all levels. Movement increase bonus changed from +3%/4%/4% to +2%/3%/4%.
Make Your Choice: Changed the unhook range to 32 meters at all levels. The exposed effect now lasts for 40/50/60 seconds. Perk will stay dimmed in the HUD until at least 32 meters away from the hooked player.
1/8/19
Surveillance: Increased audible repair sounds by a distance by 8 meters. Any regressing generators will be highlighted by a white aura. If regression on a generator is interrupted, it will be highlighted by a yellow aura for 8/12/16 seconds.
Legion: Manually ending Frenzy no longer depletes the remainder of your Power gauge. Reduced the intensity of the blurred VFX during Frenzy.
Pig: Adjusted the Combat Straps add-on in accordance to the crouch duration change, decreased value from 1 second to 0.3 seconds. Changed the Terror Radius fade time for when crouching / uncrouching to fade out/in ~4 seconds, down from 6.6 seconds. Decreased the base crouch and uncrouch duration from 2 seconds to 1.3 seconds.
Added extra hooks spawning spots around certain buildings to improve hook distribution.
Totem placement improvements: Recent upgrades to the totem interaction method allows the level design team to place the totems closer to other objects and as such, totem placement and hiding spots will be continuously improved starting with this update.
3/6/19
Barbecue and Chilli: Auras are revealed from 40 metres for all tiers of the perk instead of 52/46/40 metres.
Distressing: All tiers award 100% bonus Bloodpoints.
Hex: Devour Hope: The perk grants 3/4/5% speed boost with 2 tokens, Exposed status applied at 3 tokens, and Kills are available at 5 tokens.
Hex: Ruin: All tiers affect all Survivors and apply a penalty of 3/4/5% regression on a good skill checks.
Fire Up had it's values increased after testing in the PTB. Value increased up from 2/2.5/3% up to 3/3.5/4% for a new maximum of 15/17.5/20%.
This is not everything by a large measure either. That is just skimming through patch notes from the last year. By any objective measure, killers have been getting buffs regularly. Life has continually been getting better for killers overall and their wants and needs aren't being ignored.
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That's not type of changes people want to see on killers in term of buffs. What they want to see is more skill oriented buffs that make "bad killers" become good killers through time and practice.
So for example, it is very well known that Doctor and Freddy are worst killers in dead by daylight,
If for example, skill checks didn't wake people up during Freddy's power, he could capitalize multiple survivors and everyone would have to find another player to wake them up. He might then not be a total laughing stock of the game but he won't be nurse-level either.
Doctor is another meme killer that a lot of low rank players tends to hate because of skill-checks, but in higher level of play, most doctors value his shocks as predicted reads for when a survival will vault/use a pallet, The issue of course is that Treatment lowers his movement speed during chases and the time required to switch modes+shock time and poor range cripple his ability to anti-loop, so if they reduce his switch mode cast time and removed drawback of his range add-on's, doctor could effectively outplay survivors instead of being an active sonar for survivors.
these are just some examples for how they could improve bad killers into some average killers that probably hold their own.
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I see killers at high ranks 4k all the time. I don't know why people think you need Billy/Nurse to get kills; anyone can get them. Clown shuts down any looping with bottles & Bamboozle, slowing them down as well. Plague can make you Broken in a matter of seconds if you keep vomiting. Not every survivor is an expert at this game.
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No. Some patches don't contain Killer buffs
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Then how come some of the great killer mains like Zubat 4K almost every game?
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It’s also the killers job to provide them with something else to do though (injuring and hooking for healing and saves). I’ve seen killers complain when survivors don’t loot chests, which is the stupidest thing ever. If the killer sucks, what else are survivors supposed to do? If there was more of a bonus and a counter for totems, more people would do them.
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You didn’t get the memo. It’s “unfair” to compare everyone else to people like Scott and Zubat, because they’ve dedicated their lives to playing killer. /s
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Have you seen how some of his survivors play? I would be getting 4ks if played against them.
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There should be a bonus blood point modifier for the less popular killers every week or so. Tired of seeing Hillbillies with the same boring perks.
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What’s your rank then. Because that shouldn’t happen against competent survivors.
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@DudeDelicious competent survivors leave gens when they hear a heart beat. So this will not entirely work.
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The only universal killer buff needed is that killers should be viable WITHOUT add ons. It really galls me when biased survivor mains who probably play dirty with friends are all “ugh killers don’t need buffs just use these really rare and expensive add ons loser.”
It actually kind of annoys me how I regularly play with no items and survive just fine, but as killer you definitely feel the pain without add ons.
That said, Plague and Freddy need buffs.
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You're actually the first person I've seen to say Doctor is tied for worst Killer in the game.
You're not supposed to chase in Treatment mode. Switching modes also does not take 2.5 seconds (the duration of the shock stun). At longer/safe loops, you should just try to get the Survivor drop the pallet ASAP. Windows and unsafe loops become extremely dangerous against him (if they weren't already dangerous). You also need to know how to time your shocks correctly, especially if you're running a shock range add-on. While Madness 3 might not slow the game down for a long time, the time for a Survivor to find a safe location and Snap Out of It can be enough for you to down another Survivor. If the first Survivor was injured, then you'll have an injured Survivor running around looking for help or that Survivor will have to heal themselves with a medkit, Self-Care, or both, buying you even more time.
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I doubt we'll see any individual killer touch ups until they finish the Freddy and Legion rework.
Once that's done we're probably going to get Bubba and then maybe Amanda getting touch ups
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Thats the point though. They have put in the time, practiced, and have obtained the skills to be epic on every killer. They have shown that all killers are viable.. Its only the players skill that is the downfall
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I know, I was being sarcastic.
”it’s impossible to play with someone like Trapper at high rank!” Meanwhile the streamer EntityLeftHand plays nothing but Trapper at rank 1.
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The amount of survivor-memes in this thread is hilarious.
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ill be fair here:
killers received a ton of buffs in the latest patches.
the problem is, that the individual killers need buffs, because there are a few who are growing really strong atm (top tier killers like billy or nurse).
also, a coordinated SWF group will still easily take down any killer that is not a god level nurse, while solo players have a harsher time.
i am all for killer buffs, but i dont want the game to be as broken as it has been in "the dark days of DbD", just the other way around.
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Which rank? They'll just repair generators everytime you go away. Unless you down someone you're just wasting time and giving survivors free repair time.
If you just run around between gens and kicking them, they'll just repair that generator right after you kicking it. It doesnt even do anything unless you camp the generator and then every other gens gets repaired.
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Killers have been getting buffs since 2.0...
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Thing is, ive seen people say Killers have gotten a lot of buffs and even listed a few of them over the past year or so. The thing is, a lot of these "buffs" are just things that should be been there from the get-go. or theyre adjustments after theyve been nerfed massively. not only this, but in comparison to survivor buffs or survivor sided patches, these compensate to very little. Granted killer QOL has been improved and its good. But in the current meta of the game, gen rushing is a very real thing. especially as MoM and other perks extend chases massively and the devs arent adding second objectives.
As no second objectives are being added, killers need buffs to compensate. Otherwise the vast majority of matches post rank 15 will end in 5 or so minutes for every killer that isnt hillbilly or nurse
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Oh, sorry mate.. Its hard to tell with sarcasm and text sometimes for me.. I see it now though haha :)
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Using those two words in the same sentence usually summons the bloodhounds of this community.
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Except depip squad doesn't count because people don't play like that, right?
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exactly dude, its ridiculous how people say "depip squad don't count" because theyre pro survivors who know what theyre doing, but then say "you should play like "x" streamer who plays "x" killer" even though they play literally all day every day.
just sounds a bit bias imo
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Only 3 killers are good without addons, Billy, Huntress, and Nurse. The rest feel clunky without them. And yes that includes Spirit, because almost everyone uses a form of recovery speed, because 15 seconds is insanely long.
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The so called "de-pip squad" was like a year ago. There have been so many changes to the game that the same experiment would not have the same results. The very metric of what would cause a killer to pip or de-pip has changed several times since then. This isn't evidence of anything.
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I would include micheal in there, as even without add ons, he is very good (myers main btw).
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I get past 10 with Trapper and I'm so color blind I can't see scratch marks and several maps are basically a blended mess so I can't see generator auras. Yet I can take one of the crappiest killers deep into purple ranks regularly with this current system.
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killers don't need buffs lmao
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Yes they do. A good team can finish all gens regardless of ruin in about 4-5 minutes. A good survivor can get chased for minutes no matter how good the killer plays and mindgames. How is a killer supposed to get 12 hooks under these circumstances? Watch some korean devotion 10+ players and you will see just how wrong your comment is.
I notice it all the time. People go down like nothing yet the gens pop so quickly they almost make it out of the gates just because they can press one button. The devs need to make gen repair longer - period. I will main Hillbilly till they add some time to the gens.
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Hopefully soon, survivors control the game right now
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Your right, there have been changes since then. Perks such as prove thyself have recieved buffs so that gen repairs are quicker (and the base time for gen repairs has been unchanged since then). More perks have been introduced into the game to allow survivors to last even longer in chases, wasting the killers time even more (e.g. mettle of man that was recently introduced).
Maps have been getting bigger, meaning both terror radius perks for killers become less affective and killers themselves have to travel further to guard generators. (e.g. ormond resort and family residence).
Bugs that plague the game (and don't recieve fixes for long periods of time) are still in the game such as the double pallet spawns reappearing on such maps like wretched shop amoungst others.
and although killers have recieved some brief buffs and quality of life changes as well its nothing compared to this.
So yeah, ill agree with you actually and say the game has changed a lot since the de-pip squad for survivors... its got even easier.
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Well you could have been nicer with your phrasing and choice of words but I think I’d have to agree with difficulty difference when you’re a ruby.
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I chose not to be.
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Yes they do, at red ranks, if you aren't using a nurse, hillbilly, or spirit, 75% of the time you will lose as most know how to do gens under ruin, can run around killers for ages, and riddled with swf. Tru3 even called the wraith with coxcombed clapper and the ghost- soot, a mid teir killer. Pretty much that low teir killers are underpowered, and some mid teir killers needs certain perks and add ons to be viable at red ranks.
Just so you know eventually people who play killer, wont play any other killers except nurse, hillbilly, and spirit. Which won't add variety to the game. I'm really starting to think about playing and learning the nurse again.
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Even then Spirit takes a lot of time to down someone, she’s extremely map dependent, big maps and falls, small maps and she destroys. Billy can snowball and doesn’t have a CD, Nurse is ass on console.
Even then, they still can’t apply pressure without having to build it.
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Huh I didn't know spirit was map dependent, but either way she is more viable at red ranks than a myers.
They can apply more pressure than the current mid teir and low tier killers.
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Yeah let's keep buffing killer and nerfing survivor to the ground, or you guys can actually get good at the game? Just a suggestion.
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