http://dbd.game/killswitch
What is viable killer to you?
Some people think it is a killer that can win at red rank consistently when learned but is it that simple? I think getting 4k doesn't mean anything if survivor didn't try to win for example. There are too many variables.
How does it work according to you?
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When base kit alone can compete within red ranks and survivors are not messing around. If you play a perfect game and still lose, that's not viable.
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When I can play a killer at purple and red ranks without add-ons higher than yellow or add-ons period. Also when I can play a killer without having to sweat against the survivors.
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Being able to play a killer at high purple/red ranks without constantly screaming because you need to play an absolutely perfect game with zero margin of error (and will probably still lose on a non viable killer), and also having a killer that is actually capable of a 4K if they do play really well against top tier survivors and a useful power that actually delays survivors/helps create pressure/helps the killer at base (less addon dependency as using green rarity and higher isn’t exactly sustainable)
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Most killers seem to reject the idea that a match should be judged based on the number of killers. Getting that to sink-in with non-killers has been a problem for three years now.
When asking about 'viable' in terms of a character though or a feature, we're really talking about what the word 'viable' means. @DemonDaddy 's response is basically an attempt at doing this.
Unfortuantely it depends on everyone else agreeing on what is meant by 'playing a perfect game' and this is more ambigious for a killer than a survivor, because decisions a killer has to make are often catch-22. Our decisions don't mean we're were correct as often as they just mean we guessed.
So if being forced to guess is the root of the problem, then I'd say any killer that makes guess-work necessary is NOT viable.
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Killer player skill > Survivor players skill = Killer win
Killer player skill < Survivor players skill = Survivors win
and.......................
the killer ability should work.
In games, Im always the guy with the traps.
But in DbD, I cant play Trapper.
Because his ability is boring and its not a real trap.
He should have multiple traps and Survivors should be trapped forever until a teammate help them.
In the current Status, the traps are more like toys.
His power is rly weak, compared to what he could be.
But killer player still win some games.
This is kinda dumb.
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One thing I would like to point out regarding this. Is that (from a practical standpoint not a definitional standpoint) in order for a Killer to be viable they need a LOT going for them.
Nurse's teleport means she can:
Get around the map quickly, ignore defenses and close gaps nearly instantaneously
Billies chainsaw:
Also get's around the map quickly, breaks pallets quickly and with less of an FoV shift and is an instant down
Hag:
Tracks areas, lets you instantly get a free hit usually, has mindgame potential, and lets you get around the map quickly
Spirit:
Provides free gen pressure (survivors gen tap when she's using her power), allows for a ton of survivor mindgames, closes a gap quickly, lets her get around the map quickly and can get gen grabs with addons.
Basically all of the Viable Killers have both fast map traversal and at least 2 other things going for them in a chase.
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In my opinion:
1- Map control
2- Anti-looping
3- Perks/addons dependency
4- Maps dependency
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Imo, a killer that I can consistently 2k with, getting a 3 or 4K every match isn’t fun for me and doesn’t feel balanced imo.
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@NuclearBurrito On release, Trapper was the only killer whom did not gain any speed-speed from his special, as both Billy and Wraith did. This is when I first identified in my mind that the game had features for 'snow-balling' at one end and 'rubber-banding' at the other.
All the starting killers could apply map-pressure but did so in a different way. Wraith found people who tried hiding and Billy caught up to people who tried running: both were designed to snow-ball, they were effective early-game. Trapper was different in that his map-pressure didn't come into play until later; it was retro-grade. He would rubber-band into a better position after a long delay. At that point, Billy would have taken out all the runners but struggle to find survivors who were hiders and Wraith would have the opposite problem; how to catch those with original Sprint-Burst on a 20-second cooldown. Trapper could capitalise on any weakness as long as he had time.
The direction of the game when the focus shifted to extended chases, more detection for killers and 2nd-chances for survivors hurt the rubber-banding killers hard as they became starved for time. It didn't help solo survivors either, who need to depend on stealth more because even if they know how to extend chases, they can't trust that the others are doing the gens.
I see this with the Freddy re-work; he's clearly a rubber-band killer being changed to a possible snow-balling killer.
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What about loops which are not mindgameable or windows? What about m1 killers without spirit fury and enduring. How far "being smart" can take them against competent 4man?
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The things you're trying to separate are the same: if a killer is not playing according to their resources, they have neither fundamentals or judgement. They are different for each killer; no one should play a Trapper like a Billy or a Nurse like Myers.
How viable a killer is can not be separated from the environment they exist in, it can however be separated from the player in control, which is what killers talk about when complaining of the low skill-ceiling on most killers.
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A killer who can do multiple things very well. Hag is the best example of this. Her traps provide insane map pressure, mind games and gap closing. A bad example is Plague, her power is just bad, lol.
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viable means that they can consistently get at least 2 kills every game, but killer mains are too power hungry to have that conversation yet, so theyll say if its not a 4k its not even a win
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Generally speaking a killer to be viable needs to have a balance a strong suit and a weak suit. For example huntress can hit at range. However, she is slower, but, in a group she is lethal. However, a killer to be viable for me at least needs to be able to pace the game out and get kills as quickly as gens can pop. Ie Nurse/Billy. However, they cannot have too much pressure and does not have a weakness (Nurse) because that is not fair nor balanced either. (For those that say nurse takes skill. You are liars)
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The devs say their goal is for Killers to get 2 kills a game on average. That seems to artificially limit them, though, so I'd recommend aiming for 2-3.
BP is how you rank, but BP per game caps at 8k per category, so you're punished for playing a good Trapper, or anyone else prone to maxing a category. I heard Doctor is great for farming, but he's staying in the trash tiers with caps so low.
With conditions like that, you basically have to evaluate viability by kill potential, and then we're trapped in the realm of Nurse, Billy, and Spirit. They're the only Killers who can circumvent the standard movement limitations, although we'll see if Freddy joins them.
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Doctor is better than Legion though. He can stop loops and get free hits like Clown.
Speaking of Clown, when will he get reworked? Heard he has a lot of bugs and the fact that Freddy with snares is basically him but better.
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Can combat the genrush if played well without NEEDING slow-down-progress gear.
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Any killer that can end chases quickly/almost instantly when played optimally is viable in my book.
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@Captain_Doomsday ######### are you talking about? Ranking is based off of your emblems? BP is exclusively used for progression.
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Typically, a viable killer is able to end chases quickly.
Ending chases is crucial in terms of having better control of the match.
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https://dennisreep.nl/dbd/killers/ Well, here's where I got my tiers from. Says you're right, but I don't know how Legion factors in. Looks like Leatherface would be the next to get attention, especially being pay-only DLC, but hopefully there's a satisfying patch for Clown's problems. Maybe swapping a bugged mechanic for something a little stronger.
And being denied BP because some people have farmed before is still an unjust punishment. I legitimately don't care about pips, and in fact would stay low if I could to avoid the toxicity of higher ranks. I want to progress my character.
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I don't look at tier lists because they are what you expect. Doctor can be great: He has base slugging, ability to stop loops, slow game down (especially 3 gen). Howevs, this is only on paper; actual results vary a lot. You have to be very good at Doctor to utilize him in every big opportunity.
Clown's bottles are better than Freddy's snares because they have a larger radius, but since Clown doesn't have map pressure, can't snowball, and has to reload, Freddy is better than him even with snares.
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When the killer is able to either finish chases quickly or put the midgame on lockdown (like Legion can when used correctly), then they're viable.
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That is what I am doing but gens still go fast either way sometimes. Some killers are too slow.
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I need to be able to tape my keyboard to my face and bash my mouse with said keyboard till I pass out, my kitten should then be able to prod my head for ez4k.
Because /balance.
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If you don't have anything normal to say please don't post.
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Killer that if played by decent player you feel you can't afford to disrepect at any point of the trial.
Billy - instadown, very reliable one.
Nurse - You're not stealthing? Adorable.
Trapper - Constant trap paranoia.
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