To improve balance

There must be greater skill-play.

More specifically, in killers.

Trapper: Allow him to frisbee set traps, not far, but enough to be able to throw it over a pallet.

Wraith: Allow for attacks out of cloak with a 6-second stun if the attack is missed. Making his growling louder.

Hillbilly: Change the speed curve from the chainsaw to allow full turning control during the first 0.5 seconds rather than dividing the turn-speed reduction. To make curving more consistent and less reliant on mouse hardware.

Nurse: She's good as is.

Myers: Increase base movement speed 120% T2/T3, reduce T3 Time. to 30 seconds, extend the time by 10 seconds for every successful hit. Survivors know how much evil has been absorbed off of themselves and their teammates (the hud update is delayed.)

Hag: Reduce the number of traps, allow her to return to where she Teleport from with 4 seconds of Teleporting. Allow her to channel for 4 seconds to Teleport to any untriggered trap within range. Trappes cannot be placed within 12 meters of hooked survivors.

Doctor: Reduce base movement speed to 110%, Madness will cause skillchecks to occur when performing all-actions, in cases where the action does not have a progress bar, the survivor will self-inflict on health state of damage if the skill check is failed.

Huntress: She's alright as is.

Fred Boi: Bring back 100% of his old power, let him TP between lockers (60-second cooldown), and survivors automatically fall asleep when within 16 meters of open Exit Gates or open Hatch.

Letherdaddy: He gains a 15% speed boost for 10 seconds after hooking a survivor.

Ms. Piggy: Increase her speed while ambushing. Make Rule Set No. 2 base kit. RBT's now activate on unhooking, rather than generator finish. RBT timer is slowed by 50% during the EGC. Attempting to leave through the hatch with an activated RBT will trigger it. Survivors with activated RBT's gaIn 1 hit of the enduring effect to reduce the viability of tunneling (this does not put them into bleed out, and take priority over perks.)

Clown: Power named changed to Afterpiece Alchemist, Antidote does not invigorate survivors anymore and lasts for 10 seconds (it will still cure effects.). New bottle: Laughing gas: Causes survivors who enter it to laugh uncontrollably, the effects 5 seconds after leaving it, the reduces the survivors turning rate and increase visual distortion and physical slowing effects of the Afterpiece Tonic.

Spirit: The spirit flickers in and out of view while channeling her phase walk. This allows for her and the survivor to get glimpses of each other. Phase lunge has reduced turning control.

Legen: Movement speed is reduced to 105%, Feral Fezeny works the same except it doesn't place them into deep wound, and cannot put survivors into the dying state. Now you need a friend to queue with. 1 Additional exit gate is generated with the trial. (Perks global perks can affect both of you, addons increase base states like lunge distance, movement etc.)

Plague: Sick survivors will go into the dying state should they fail a skill check while broken.

Ghost Face: Fix his hitbox. The speed and duration of his lunge are increased while stealthed.

Demi: His lunge is now a channel, when fully channeled, he does it (you can feather it like chainsaws). The lunge distance is increased,

Oni: He is no longer slowed while absorbing blood. Bloodfury activates automatically once the gage power is full and is always moving with demon dash. He retains full movement control during this (strafing and running backward at 195%.) All attacks during this time are demon dash strikes (the over swing that he does now during demon dash when attacking.)

Dedslinger: Max range is increased to 36 meters, movement speed is increased to 115%. The death slinger now holds 3 shells on his person, which must be replenished at lockers (both a reload and replenish.). The speargun's duribilty charges are now 175 (75% more time to break chain).

gtg ill do pyrmiad head nad twins in a bit

Comments

  • Trapper: Does not feel like it fits with the character or the game at all

    Wraith: A nerf to wraith. Really lmao

    Billy: ######### with people's muscle memory for no reason isnt a good idea

    Nurse: Yeah I agree she is good as is

    Myer: 120% during tier 2 feels weird and do you really need to make tier 3 even worse than it already is compared to Oni

    Hag: Yeah maybe you cant put them on hooks but other than that she is pretty fine. Remove the flashlight BS though.

    Doctor: That is one of the worst ideas I have heard. Imagine getting downed because baby dweet cant hit a skillcheck. Also in 99% of games this is a flat out nerf to him since skill checks are stupid easy to hit.

    Huntress: Same as nurse she is in a decent spot but remove iri head

    Freddy: Teleporting between lockers sounds janky at best, going to sleep near exit gates and hatch is so useless. Old freddy was awful and they would need to buff him if they are bringing that power back

    Leatherface: He is in a decent spot balance wise and its not like thise change discourages hook camping

    Pig: So you give survivors a 3rd healthstate by putting a trap on them. Sounds like she would be even worse even if you do buff the hambush.

    Clown: Laughing gas sounds intresting yet unfun to go against. Having 3 bottle would be pretty clunky so maybe just replace antidote with laughing gass

    Spirit: Sounds great I think while phasing her husk should move but like every second it just appears in a new spot. Turning rate while lunging sounds intresting and skillful but htey should make it much faster and with a different hitbox like blight since I think it would be stupid easy to juke.

    Legion: Twins is an example of why this is a terrible idea and as an almost exclusively solo player having an entire killer just locker from me would be awful.

    Plague: Once again nobody has missed a skillcheck since like 2 days after the game release

    Ghostface: Great idea I also think if you grab/down while you are in stealth it should recover instantly if it was a grab/marked survivor and like 50% if they were just injured or you have devour or noed or something

    Demo: Doesnt need a change really aside from his addons. This just seems like a nerf to a fairly mediocore killer.

    Oni: I thought the whole point of this thread was adding more skill to killers this just removes all of the skill from oni lol

    Deathslinger: He is infuriating enough to go against with monitor having that ######### but even worse basekit would be a nightmare.

  • Nurse: Fix her bugs. Then she's good.

  • @Friendly_Blendette said:

    Trapper: Does not feel like it fits with the character or the game at all

    Wraith: A nerf to wraith. Really lmao

    Billy: ######### with people's muscle memory for no reason isnt a good idea

    Nurse: Yeah I agree she is good as is

    Myer: 120% during tier 2 feels weird and do you really need to make tier 3 even worse than it already is compared to Oni

    Hag: Yeah maybe you cant put them on hooks but other than that she is pretty fine. Remove the flashlight BS though.

    Doctor: That is one of the worst ideas I have heard. Imagine getting downed because baby dweet cant hit a skillcheck. Also in 99% of games this is a flat out nerf to him since skill checks are stupid easy to hit.

    Huntress: Same as nurse she is in a decent spot but remove iri head

    Freddy: Teleporting between lockers sounds janky at best, going to sleep near exit gates and hatch is so useless. Old freddy was awful and they would need to buff him if they are bringing that power back

    Leatherface: He is in a decent spot balance wise and its not like thise change discourages hook camping

    Pig: So you give survivors a 3rd healthstate by putting a trap on them. Sounds like she would be even worse even if you do buff the hambush.

    Clown: Laughing gas sounds intresting yet unfun to go against. Having 3 bottle would be pretty clunky so maybe just replace antidote with laughing gass

    Spirit: Sounds great I think while phasing her husk should move but like every second it just appears in a new spot. Turning rate while lunging sounds intresting and skillful but htey should make it much faster and with a different hitbox like blight since I think it would be stupid easy to juke.

    Legion: Twins is an example of why this is a terrible idea and as an almost exclusively solo player having an entire killer just locker from me would be awful.

    Plague: Once again nobody has missed a skillcheck since like 2 days after the game release

    Ghostface: Great idea I also think if you grab/down while you are in stealth it should recover instantly if it was a grab/marked survivor and like 50% if they were just injured or you have devour or noed or something

    Demo: Doesnt need a change really aside from his addons. This just seems like a nerf to a fairly mediocore killer.

    Oni: I thought the whole point of this thread was adding more skill to killers this just removes all of the skill from oni lol

    Deathslinger: He is infuriating enough to go against with monitor having that ######### but even worse basekit would be a nightmare.

    I'm pretty sure you missread as many of my ideas as possible.

    Wraith being able to lunge out of his invisibility is a massive buff, making it so missing it punishes him makes it skill reliant.

    Making it actually full-turning control rather than the janky workaround would make curving more available to newer players.

    Killer's require map pressure to be viable, and with MMR coming if it's actually good, the only thing survivors will see is Nurse and Spirit. Buffing Myer's to have increased mobility for map pressure is the only way to give him more omnipresence without completely reworking his power. More speed (map control) for less power (reducing the potency of T3.)

    Doctor, when affected by madness, any skillcheck you as a survivor fail will damage you. Not any of your teammates (how does that even work) And with the fact the doctor ######### with skillchecks, making failing them more punishing, and having more of them at inconvenient times; such as when vaulting a window or dropping a pallet. Making his power far more lethal, and technical infinitely ranged. So reducing his MS is fair compensation.

    Teleport between lockers sound jacky at best? Theroticly, the devs could recycle the animation he uses when teleporting to gens. If it's old Freddy, having survivors fall asleep (so they can be damage :O) near exit gates and the hatch stops one of the original problems he had, which was that survivor downed at the exit gate's could still crawl out if the other survivors healed them, stopping Freddy form picking them up and forcing him to put them into the Dream State.

    Pig's was to buff the RBT's, then pull some of her tunneling power, and place it into her lunge, making her able to go further with it, faster.

    Clown's buff was a joke. Making the antidote better, and giving him more options in the chase to increase his skill ceiling with another bottle that makes the tonic better and making survivor turning slower.

    Legion is a group of teenagers, they'd get their ######### kicked by any David, Tapp, or any of the survivors with fighting experience. Having 2 killers that are weaker than the rest individually, but strong as a group first with their lore, and makes their gameplay extremely unique, and being able to queue with a friend increases the likelihood of survivors who don't normally play killer, to jump onto it with a friend (reducing queue times and toxicity.)

    For plague, adding more danger to not cleaning (because if you ######### up once, you go down) makes it more likely that they'll cleanse.

    Oni's power is among the strongest in the game while active, making it so that missing the power is more costly means the player must be better in order to do better. To composite for the harder-to-hit power, he gets to be very zoomy for the power duration, so during his power, (which notifies everyone when it's active.) he's is an unstoppable juggernaut with extreme amounts of map pressure. Having the power activate immediately once reaching full forces the Oni player to pay more attention to how much blood he's consuming.

    Deathsliger having 115% movement means he'd have a 32-meter terror radius. Less ammo = more precise shots. Longer range = more shots that could be dodge or chains broken via obstetrical. Though I will make one change, and that's the project accelerates out of the barrel, thus it's slower at closer range, and faster nearing its max.


  • @Weeb_H_Toast said:

    There must be greater skill-play.

    More specifically, in killers.

    Trapper: Allow him to frisbee set traps, not far, but enough to be able to throw it over a pallet.

    Wraith: Allow for attacks out of cloak with a 6-second stun if the attack is missed. Making his growling louder.

    Hillbilly: Change the speed curve from the chainsaw to allow full turning control during the first 0.5 seconds rather than dividing the turn-speed reduction. To make curving more consistent and less reliant on mouse hardware.

    Nurse: She's good as is.

    Myers: Increase base movement speed 120% T2/T3, reduce T3 Time. to 30 seconds, extend the time by 10 seconds for every successful hit. Survivors know how much evil has been absorbed off of themselves and their teammates (the hud update is delayed.)

    Hag: Reduce the number of traps, allow her to return to where she Teleport from with 4 seconds of Teleporting. Allow her to channel for 4 seconds to Teleport to any untriggered trap within range. Trappes cannot be placed within 12 meters of hooked survivors.

    Doctor: Reduce base movement speed to 110%, Madness will cause skillchecks to occur when performing all-actions, in cases where the action does not have a progress bar, the survivor will self-inflict on health state of damage if the skill check is failed.

    Huntress: She's alright as is.

    Fred Boi: Bring back 100% of his old power, let him TP between lockers (60-second cooldown), and survivors automatically fall asleep when within 16 meters of open Exit Gates or open Hatch.

    Letherdaddy: He gains a 15% speed boost for 10 seconds after hooking a survivor.

    Ms. Piggy: Increase her speed while ambushing. Make Rule Set No. 2 base kit. RBT's now activate on unhooking, rather than generator finish. RBT timer is slowed by 50% during the EGC. Attempting to leave through the hatch with an activated RBT will trigger it. Survivors with activated RBT's gaIn 1 hit of the enduring effect to reduce the viability of tunneling (this does not put them into bleed out, and take priority over perks.)

    Clown: Power named changed to Afterpiece Alchemist, Antidote does not invigorate survivors anymore and lasts for 10 seconds (it will still cure effects.). New bottle: Laughing gas: Causes survivors who enter it to laugh uncontrollably, the effects 5 seconds after leaving it, the reduces the survivors turning rate and increase visual distortion and physical slowing effects of the Afterpiece Tonic.

    Spirit: The spirit flickers in and out of view while channeling her phase walk. This allows for her and the survivor to get glimpses of each other. Phase lunge has reduced turning control.

    Legen: Movement speed is reduced to 105%, Feral Fezeny works the same except it doesn't place them into deep wound, and cannot put survivors into the dying state. Now you need a friend to queue with. 1 Additional exit gate is generated with the trial. (Perks global perks can affect both of you, addons increase base states like lunge distance, movement etc.)

    Plague: Sick survivors will go into the dying state should they fail a skill check while broken.

    Ghost Face: Fix his hitbox. The speed and duration of his lunge are increased while stealthed.

    Demi: His lunge is now a channel, when fully channeled, he does it (you can feather it like chainsaws). The lunge distance is increased,

    Oni: He is no longer slowed while absorbing blood. Bloodfury activates automatically once the gage power is full and is always moving with demon dash. He retains full movement control during this (strafing and running backward at 195%.) All attacks during this time are demon dash strikes (the over swing that he does now during demon dash when attacking.)

    Dedslinger: Max range is increased to 36 meters, movement speed is increased to 115%. The death slinger now holds 3 shells on his person, which must be replenished at lockers (both a reload and replenish.). The speargun's duribilty charges are now 175 (75% more time to break chain).

    gtg ill do pyrmiad head nad twins in a bit

    Trapper's change would just mean they'd throw traps at Survivors to instadown them.

    Wraith's change is unnecessary because they can already make crazy plays with their super-lunge after uncloaking. And no, hitting an M1 is not "skill based", even below average Killers can easily go entire matches without missing a single M1. That stun could be 5 years long and it really wouldn't matter too much.

    Myers' aren't much better. A 120% Killer is IMHO a bad can of worms to open, the T3 timer change just limits his snowballing potential unnecessarily, and I don't think Survivors need to/should be able to keep track of Evil levels.

    Hag's changes would make her much more oppressive and capable of area lockdowns, even if she had less traps to work with overall and can't place them near hooks.

    Doctor's idea is TERRIBLE, 110% is a huge nerf to his overall consistency in exchange for... Skillcheck gimmicks? Terrible idea, this kind of stuff shouldn't be reliant on Survivors failing Skillchecks, it should be reliant on Killer performance.

    I understand missing Old Freddy, and I want BHVR to try the idea of a high information, bad chaser Killer again. But Old Freddy's "if you're asleep and outside my TR, I've got perfect aura reading on you" design was not the right way to do it.

    LF's changes are unnecessary, but harmless, I guess?

    Pig's are bad. Increased ambush speed is well-intentioned, but I don't think it'd change much as the audio cues are the real issue with her ambushing. You say you're trying to buff RBTs, but I don't really see it. The only serious buff to them is the activation upon unhook, but IMO it's a bad idea, it discourages Survivor counterplay, totally removes most of RBT's incentives to get Survivors off gens (which is the whole reason Pig uses them in the first place) and also creates more potential for guarenteed death RBT scenarios, which are supposed to be impossible in a perfect Pig design.

    Clown's are also bad. Making the Antidote not affect Survivors doesn't change anything for good Clown players, and giving him a THIRD bottle to throw and manage... Seriously, I don't get why you'd say the current Clown rework was a "joke", but then submit that giving him a third bottle type would be the right move.

    Legion would be utterly busted. Facecamp half the Survivor team at the same time, or 3-gen camp like never before! Also, on a player satisfaction note, chasing Survivors at 105% is painful even if Feral Frenzy's there to get the first hit in, and I'm pretty sure moving at 105% means many infinite loops are possible even in today's maps.

    Plague is another skillcheck gimmick that isn't really ideal. Half decent Survivors practically never fail them.

    Demo... Why? He can already hold the charge, why implement feathering? Hell, I strongly disagree with this as Demo being able to hold and release Shred at will, especially with Rat Liver, is part of his bread and butter for what makes him subtly unique at looping.

    Oni really, really doesn't need these kind of major balance adjustments, he's already quite strong but not unfair. Allowing him to move at 195% during Demon Dash with ZERO movement restrictions is completely incomprehensible in how OP it would be.

    Finally for Deathslinger, you really should've specified that you're changing his TR to 32, as just saying he'd be at 115 does not inherently imply that. Anyway, I don't think it's a necessary buff, giving his chains 75% more durability makes them effectively unbreakable for decent Deathslinger players, and a range increase on top of this is nuts. I'm okay with buffing DS as I think he's undeniably weaker than Huntress, but I really don't think this'd be the right way to go about it, as it not only makes him more generic but also lowers Survivor counterplay (on a Killer that many Survivors feel has too little counterplay already) by making the chains have more health.



    Don't take this feedback personally, you're spitballing so many large, gamechanging reworks that the majority of them being bad ideas is to be expected.

  • @Lexilogo said:

    https://forum.deadbydaylight.com/en/discussion/235853/to-improve-balance

    Trapper's change would just mean they'd throw traps at Survivors to instadown them.

    Wraith's change is unnecessary because they can already make crazy plays with their super-lunge after uncloaking. And no, hitting an M1 is not "skill based", even below average Killers can easily go entire matches without missing a single M1. That stun could be 5 years long and it really wouldn't matter too much.

    Myers' aren't much better. A 120% Killer is IMHO a bad can of worms to open, the T3 timer change just limits his snowballing potential unnecessarily, and I don't think Survivors need to/should be able to keep track of Evil levels.

    Hag's changes would make her much more oppressive and capable of area lockdowns, even if she had less traps to work with overall and can't place them near hooks.

    Doctor's idea is TERRIBLE, 110% is a huge nerf to his overall consistency in exchange for... Skillcheck gimmicks? Terrible idea, this kind of stuff shouldn't be reliant on Survivors failing Skillchecks, it should be reliant on Killer performance.

    I understand missing Old Freddy, and I want BHVR to try the idea of a high information, bad chaser Killer again. But Old Freddy's "if you're asleep and outside my TR, I've got perfect aura reading on you" design was not the right way to do it.

    LF's changes are unnecessary, but harmless, I guess?

    Pig's are bad. Increased ambush speed is well-intentioned, but I don't think it'd change much as the audio cues are the real issue with her ambushing. You say you're trying to buff RBTs, but I don't really see it. The only serious buff to them is the activation upon unhook, but IMO it's a bad idea, it discourages Survivor counterplay, totally removes most of RBT's incentives to get Survivors off gens (which is the whole reason Pig uses them in the first place) and also creates more potential for guarenteed death RBT scenarios, which are supposed to be impossible in a perfect Pig design.

    Clown's are also bad. Making the Antidote not affect Survivors doesn't change anything for good Clown players, and giving him a THIRD bottle to throw and manage... Seriously, I don't get why you'd say the current Clown rework was a "joke", but then submit that giving him a third bottle type would be the right move.

    Legion would be utterly busted. Facecamp half the Survivor team at the same time, or 3-gen camp like never before! Also, on a player satisfaction note, chasing Survivors at 105% is painful even if Feral Frenzy's there to get the first hit in, and I'm pretty sure moving at 105% means many infinite loops are possible even in today's maps.

    Plague is another skillcheck gimmick that isn't really ideal. Half decent Survivors practically never fail them.

    Demo... Why? He can already hold the charge, why implement feathering? Hell, I strongly disagree with this as Demo being able to hold and release Shred at will, especially with Rat Liver, is part of his bread and butter for what makes him subtly unique at looping.

    Oni really, really doesn't need these kind of major balance adjustments, he's already quite strong but not unfair. Allowing him to move at 195% during Demon Dash with ZERO movement restrictions is completely incomprehensible in how OP it would be.

    Finally for Deathslinger, you really should've specified that you're changing his TR to 32, as just saying he'd be at 115 does not inherently imply that. Anyway, I don't think it's a necessary buff, giving his chains 75% more durability makes them effectively unbreakable for decent Deathslinger players, and a range increase on top of this is nuts. I'm okay with buffing DS as I think he's undeniably weaker than Huntress, but I really don't think this'd be the right way to go about it, as it not only makes him more generic but also lowers Survivor counterplay (on a Killer that many Survivors feel has too little counterplay already) by making the chains have more health.

    Don't take this feedback personally, you're spitballing so many large, gamechanging reworks that the majority of them being bad ideas is to be expected.

    Ok, please, suggest ways to increase the skill ceiling of every killer, or an individual killer if you have ideas.

    Deathsligner change was designed to incentivize long-shots, making it possible to dodge them, and making his gameplay more impactful for dealing with survivors doing actions while barely out of range. The increased chain durability could start reduced (90 charges within 18-meter impact, to a maximum of 175 at the tip of 36 meters, doubled max range, only 75% more charges, making such shots feasibly to actually damage reel in survivors at if the sight-line to them is clear.

  • no, these don't seem thought out at all and many of them are buffs that are too strong while others are unnecessary nerfs.

    Instead of actually trying to think of something balanced this seems as if you just thought to increase the power of the killer without thinking if it's fair/balanced and some of them like leatherface getting movement speed after a hook just doesn't make sense.

    edit: Also skill checks are a joke they only punish new players so those don't affect anything in regards to real balance.

  • this game is already balanced enough, its just that most smurfheads main one side which leads them into thinking that the other side has it way better than their side.

  • @AChaoticKiller said:

    no, these don't seem thought out at all and many of them are buffs that are too strong while others are unnecessary nerfs.

    Instead of actually trying to think of something balanced this seems as if you just thought to increase the power of the killer without thinking if it's fair/balanced and some of them like leatherface getting movement speed after a hook just doesn't make sense.

    edit: Also skill checks are a joke they only punish new players so those don't affect anything in regards to real balance.

    @swager21 said:

    this game is already balanced enough, its just that most smurfheads main one side which leads them into thinking that the other side has it way better than their side.

    just you 2 wait for MMR, if you're top tier, you'll only ever see spirit and nurse

  • I don't mean to be rude but...

    Lmaooo what is this