Some Killer Tweaks For Balance Purposes

  • Hag: No more camera yank and a second delay before teleporting. Can't place under hooks like Trapper.
  • Spirit: Some type of tell where she is in phase mode.
  • Freddy: Just remove his slow-down add-ons. Not fun to go against that plus slow-down perks.
  • Huntress: Just make it only 1 Iridescent hatchet with trump so it can't be used with Infantry belt.
  • Myers: Increase the amount of stalk for insta-mori but allow multiple survivor stalks to compensate.
  • Nurse: Remove her fatigue reducing add-ons.
  • Legion: More speed for his FF so he can ACTUALLY do something to more than 1 survivor.
  • Plague: Make is so Corrupt slowly builds over time and becomes triggerable if someone doesn't cleanse.
  • Gunslinger: Remove his reload add-ons and increase his reload timer by 2 seconds.
  • Trapper: Give him 2 traps by default and resin coloration uncommon automatically.
  • Wraith: He's being changed.
  • Doctor: Doesn't seem that bad so far.
  • Bubba: Make his chainsaw overheat much faster when near a hook and revving.
  • Ghostface: Make it faster to break him out if he's not behind cover and just standing in the open.
  • Demo: Give him Rat Liver by default.
  • Oni: Allow him to power up solely from his power overtime since it only gets to 99%. Also, give him slightly more turning.
  • PH: Make him slow down and have the same pause as the Huntress after she cancels a hatchet charge. Current one is so miniscule that you can still get a free M1 if you butt-ride someone and don't use the power.
  • Blight: Give him slightly better turning and a little bit more speed.
  • Billy: Less overheat while using it past 3 seconds.
  • Twins: Don't allow Victor to be controlled until 3 seconds after heartbeat is triggered near hook. Prevents hook camping. Allow Victor to be thrown much faster if near a hooked player.

These are my balance changes to make these killers better/fairer to play against.

Comments

  • For Forever Freddy, how about add on "does not stack with other effects"? Won't remove things like Pop from the equation but will stop Thanatophobia or or similar effects. Alternatively, give it a downside like "Survivors automatically wake up after so much time" or otherwise make waking up easier to do.

    Also, can't Myers already stalk multiple Survivors if they're in one place?

  • @Zeidoktor said:

    For Forever Freddy, how about add on "does not stack with other effects"? Won't remove things like Pop from the equation but will stop Thanatophobia or or similar effects. Alternatively, give it a downside like "Survivors automatically wake up after so much time" or otherwise make waking up easier to do.

    Also, can't Myers already stalk multiple Survivors if they're in one place?

    @Zeidoktor That would work and no. He USED to be able to do that when he was first released but was deemed too strong by the community so now he doesn't get an increase in stalk from multiple survivors. Only the main survivor in your sight is actually getting the full stalk.

  • I think making deathslinger's reload take 4.75 s is pretty extreme considering that he doesn't do anything but excel in chases. The man already loses generators really quickly because, though it's really hard (impossible at some distances) to dodge, it's slow to down because of his chase>shoot>reel>m1>reload>chase>shoot>reel>down>hook>reload cycle. without some buff, he's dead.

  • @WeenieDog said:

    I think making deathslinger's reload take 4.75 s is pretty extreme considering that he doesn't do anything but excel in chases. The man already loses generators really quickly because, though it's really hard (impossible at some distances) to dodge, it's slow to down because of his chase>shoot>reel>m1>reload>chase>shoot>reel>down>hook>reload cycle. without some buff, he's dead.

    @WeenieDog Even Huntress has to completely ignore a survivor and wander off a pretty good distance when out of hatchets giving a good survivor some time for reprieve and to get on a gen. Gunslinger can just stare at you while you're at a pallet and keep reloading until he hits you. THAT isn't fun. It took me a long time to figure out WHY I hated going against a Gunslinger. I learned that the slowdown isn't enough since if he decides to reload at a pallet, you can't make the distance to another. You need some type of distance between you and him. Having a Gunslinger literally reloading 20 times at the same pallet until he hits you is the most aggravating thing in gaming. If Huntress could just stare at you while reloading her hatchets in front of you after 5 misses, people would lose their #########.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050712#Comment_2050712

    @WeenieDog Even Huntress has to completely ignore a survivor and wander off a pretty good distance when out of hatchets giving a good survivor some time for reprieve and to get on a gen. Gunslinger can just stare at you while you're at a pallet and keep reloading until he hits you. THAT isn't fun. It took me a long time to figure out WHY I hated going against a Gunslinger. I learned that the slowdown isn't enough since if he decides to reload at a pallet, you can't make the distance to another. You need some type of distance between you and him. Having a Gunslinger literally reloading 20 times at the same pallet until he hits you is the most aggravating thing in gaming. If Huntress could just stare at you while reloading her hatchets in front of you after 5 misses, people would lose their #########.

    But hatchets offer more value than a harpoon hit and they also have a pseudo save the best for last effect for quick downs at point blank. The loop thing is something that all ranged killers can do and, tbh, it makes me wonder if ranged killers really belong in this game. Autohaven in particular has loops that you get hit regardless if it's huntress/deathslinger. If you crouch, they walk around, weapon hiked and hit you. If you run, they let it go and hit you over it.

    I get it sucks to be downed by someone you think shouldn't deserve it, but I have to ask how long did it take for them to down you? and how did no gens get done? I do think deathslinger needs to be changed a bit, a nerf here a buff there, but sometimes it comes off like some people want 1v1 counterplay that works near 100% of the time. He's simply not good enough to give a flat nerf.

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2050719#Comment_2050719

    But hatchets offer more value than a harpoon hit and they also have a pseudo save the best for last effect for quick downs at point blank. The loop thing is something that all ranged killers can do and, tbh, it makes me wonder if ranged killers really belong in this game. Autohaven in particular has loops that you get hit regardless if it's huntress/deathslinger. If you crouch, they walk around, weapon hiked and hit you. If you run, they let it go and hit you over it.

    I get it sucks to be downed by someone you think shouldn't deserve it, but I have to ask how long did it take for them to down you? and how did no gens get done? I do think deathslinger needs to be changed a bit, a nerf here a buff there, but sometimes it comes off like some people want 1v1 counterplay that works near 100% of the time. He's simply not good enough to give a flat nerf.


    He has more utility. Lower terror radius and even cross hairs for an easier aim compared to Huntress so I still will have to say that Gunslinger is better in most situations.