My complete feedback of Dead by Daylight (Killer edition)
I play both killers and survivors in rank 1, and have been playing the game on multiple platforms for many years now, so this is not a beginner's complaint package, so please do not think of me as someone who doesn't know what he is talking about. Having said that, here's what I think is wrong with some of the killers in dbd and how they could be improved. Remember, this is not one way path how things should be improved, but simply my own personal opinion based on my own personal gameplay experience over the months and years. Feel free to disagree and present your side of the argument/point/idea. Apologizes in advance if I come across as ignorant in some points or even agressive...
But first, Mori:
- Mori should not exist at all. Killers should be able to finish off the last survivor as a basic ability as that's the point when the match is over, the killer has won, let him celebrate with a gory kill. When you give things like mori that can kill anyone after a single hook, it basically just renders the match unwinnable for the survivors and gives them no reason to even try when put against a decent player who knows what he is doing. Many people disconnect or go farm totems and try to just get points instead of objectives because of this offering. It is a broken offering that breaks the fun factor of the game. Any killer (including me) with a sense of pride in their hunt do not find joy using this offering, it's basically made for killers who get enjoyment from bullying survivors.
- Michel Myers ability to stalk and enter 1 shot mode for the rest of the game, especially with the ability to kill without hooking a single time. Never in my life have I played this addon and thought it is fun or fair in any shape or form. Don't even try to tell me that it's fair just because it takes time to reach that stage. I play the killer in rank 1, I know for a fact there's nothing fair about this ability. It's the single most disgusting thing in this entire game and rarely do I see the survivors being able to escape me when I use it. Just like mori, it grants undeserved victory.
- Huntress 1 shot hatchet is not far from Myers. Who thought that a single shot projectile that travels fast with a ridiculous hitbox that favors Killer's latency would be fun or fair to anyone. Anyone with a bit of practice can land the throw, so carrying 1-2 hatchets is barely an inconvenience. and what huntresses often do is close the gap between them and the survivor by threatening to throw it just so that they can get even more easier shot. They know for a fact that the survivor has to respect the projectile and try to avoid it before the throw so the gap gets narrowed till there is nothing they can do about it. Not to mention if the huntress is able to just surprise the survivor due to her singing that ignores audio direction. Good luck running away the hatchet at that point. Pallets and windows are no escape against the hatchet. Huntresses who use this addon completely ignore their basic attack and just one shot survivors before they can even begin a good chase. Simply just remove this addon, it serves no good purpose in the game.
- Hillbilly is able to travel great distances in a very short amount of time. That is his core concept, which is good. He is able to apply pressure across the map. But the fact that he can also down survivors instantly with his chainsaw after a short charge time is a bit of a overkill. Granted, this requires a certain level of skill to pull off in high rank games, as survivors know how to read the killer. But I don't think it is well adjusted in its current state. Perhaps increasing the charge time before activating the chainsaw or taking away addons that can reduce the charge time could be a key to balance this killer. If you ask me, I would just make it so that Hillbilly's movement speed is greatly reduced while charging his chainsaw. This would make it so that hillbilly needs to rely more on his basic attacks and save the chainsaw for rare occassions, which sadly is the exact opposite how he is currently played.
- Nurse can ignore windows and pallets. She can catch you no matter where you go and the only way you can outrun the Nurse is by playing very good hide and seek or mind-game during her teleports. But of course, that is the way she was designed to be played against, so what's my point here exactly? Well, this is going to take away a lot of points from my credibility in this entire post, I know, but I have to express my opinion on her. In my honest opinion, DBD is not a game that was designed to work with killers that can teleport the way the Nurse does. I know that Nurse is one of the original killers, but dbd never began as a well executed game to begin with. It took time to shape into what it is today. Just because she was there from the very beginning, doesn't make her untouchable. My problem with the Nurse is that she is exclusively designed for high skill players. Not only that, but her playstyle changes the entire core concept of how Survivors need to run away from killers. Her constant need to teleport and then suffer a penalty for it also isn't screaming fun to my ear when I play her, it rather feels quite annoying to repeat this process again and again during a single match. What I would love to see is a complete rework that would take a different approach in a way she hunts survivors. She needs to be brought back to the main roster of all the other killers who have to respect the laws of physics where windows and pallets are once again obstacles she has to face. This way order and balance can be restored to her playstyle from which both low and high rank players can enjoy.
- Leatherface is one of those killers a survivor can run away from fairly easily. Just beacuse he can 1 shot survivors, doesn't instantly mean he is unfair. There are a lot of decent and good players who can run away from his chainsaw the entire game without ever getting downed by it. Unlike Hillbilly, if you can create distance from him, he can not close that distance simply by charging at you with his chainsaw, it is best for him to switch targets. This is good, I like that he is designed in this way - strong up close, doesn't perform well from a distance. However, the sad fact is that because the way he handles his chainsaw, he is that one and only killer in the entie game no one wants to risk a basement rescue against. Even without the basement, he also can just face camp any hook on the map without fear because he knows there's absolutely nothing the entire team can do to save the survivor if the killer is determined to play dirty. With other killers in the game, survivors can at least force a trade rescue and hope that the rescued can make enough distance to escape, but not with leatherface. What I suggest is that simply take away his ability to chainsaw multiple survivors with a single charge, and when he does hit a survivor with his chainsaw, make him locked in a chainsaw animation where he saws the downed survivor for like 2 seconds before he can move again. This way people would be more willing to risk a rescue from basement and hooks where Leather face patrols or face camps. It would also make Leatherface players think twice when they want to play dirty simpy becasue it would no longer be a guaranteed kill.
- The pig is actually pretty well designed killer. I would only make a small change of pausing the trap timer on survivors who are interacting with the puzzle box while trying to free themselves of the trap.
- Freddy is an interesting killer with many abilities and a lot of potential that far too many freddy players fail to see in him. He has huntress' terror radius ignored-audio-direction when in dream world. He can deny pallet loops with his blood puddles. He can use the puddles as traps to alert him of where survivors move. He can teleport to generators. And if switched to dream pallets instead of blood puddles, he can end chases before they even get started. I like to think that despite his overwhelming arsenal of abilities, he is still a well-balanced killer that the survivors have a fair chance against. There is however couple things I would fix about him. I don't think Freddy should be able to teleport to a generator that has been completed during his channeling. If the gen gets fixed while he is trying to teleport to that generator, the teleport should be canceled instead. Also, since freddy can deny pallet loops with his blood puddles, make the blood puddles a bit weaker by reducing the time their effect last on survivors. Also, does the blood puddle have to alert the killer of survivor's location? Wouldn't it be better that the killer only gets alerted of their location if they stand within his terror radius during that moment.
- The clown needs a little rework, in my opinion. Just throwing bottles to slow enemies isn't what I expect from a clown, nor does it feel that particulary fun to play, but if you are going that road with him, then wouldn't it be more exciting to play him if he would be able to switch between different bottles that have different effects on survivors. One could slow, one could blind the terror radius, one could work as a flashbang like when blinded by flashlight, things of this nature. How they would work in practice is left for design, this is just a quick idea ball to throw to get some imagination flowing. Every killer seems to have something special to their playstyle except the clown.wds
- Legion's frenzy should not be able to show the heartbeat of survivors who hide in lockers. Other than that, great killer.
- Doctor is perhaps one of the more annoying killers to deal with, simply because he is given everything on a silver platter after his small rework. Now he can blast on a very wide range spreading insanity and revealing survivors who try to hide from him. Skill checks pop all across the screen going left and right. He can deny windows, pallets, pallet looping, unhooking, gates, healing, etc. his sanity level 3 prevents healing, and also exiting through hatch (at least last time I checked). Insanity brings illusions of him which he can use as his second eyes to see where people are. Also fake pallets. The insanity gives the survivor illusion that he is being chased by the killer or that the killer is nearby when he is not. That's a lot of abilities to give for a single killer. Yet, it doesn't make him overpowered, it simply makes him very annoying to deal with. Giving him a blast radius that can expose any survivors in the vicinity is extremely generous ability to give for any killer. It pretty much currently serves as a cheap free card to check whether people are near the area or not that gives the doctor more information than he deserves considering all the other abilities he has on top of it. My suggestion is, either reduce the blast radius, or make the channeling of it last a lot longer which gives a clear auditory warning to nearby survivors to give them a chance to run away from it. But to tell you the truth, I would just go ahead and replace it with something completely else.
- Trapper needs to be able to carry at least 2 traps without addons. This should be clear as day, but for some reason he has remained with a single trap, having to sacrifice an addon slot to carry more. Don't get me wrong, he is not a weak killer in my eyes, as his potential lies in the end game, and ending chases surprisingly quickly when placing the traps smartly is what makes him terrifying to run away from. Hardly anyone carries perks that reveal the location of his traps.
That is everything I have on Killers. Any killer that was not mentioned here is just my way of saying they have nothing wrong with them worth to fix, at least in my opinion. For those who actually took the time to read even 1/3 of the entire post, thank you for your time and interest. I hope you can add your opinion on different matters here and create interesting conversations ^^
Comments