How would you buff a weak killer

there is a good chunk of weak killers in the game hey maybe even mediocre killers might need a few buffs in someplace.

If you want to add a new mechanic go ahead as long as it's not Op or at least makes sense with the killer.

One other thing try to stray away from trapper because almost everyone knows he one the weakest, but you really want to buff him in some way feel free to share

Comments

  • Trapper has to start all traps on him. That would make him B-Tier.

  • Spirit can now see survivors while phasing, and phasing has unlimited duration. There - she might finally reach up to C tier.

  • @Northener1907 said:

    Trapper has to start all traps on him. That would make him B-Tier.

    that's a good one but I still feel he needs something else

  • I'd make trapper have three traps inventory basekit alongside a graphical update, so that the traps could be present on his belt and dangle alongside him.

  • @Altarf said:

    Spirit can now see survivors while phasing, and phasing has unlimited duration. There - she might finally reach up to C tier.

    idk mam i think she is just barely D+ tier with that buff

  • Buff demoto115 speed

  • Make all maps have 5 portals in random locations but all spawn apart from each other, a map wide audio cue would alert the survivors when in use.

    This would bridge the gap between the roster quite a bit

  • I'm cool with Clown's yellow bottles curing the purple status effect, but they shouldn't give survivors a speed boost. It's not like it's busted for Clown to be able to throw a 10% speed buff that survivors can't pick up; he can already throw a 15% speed nerf that doesn't affect him, which is more effective for the same purpose. Stacking them doesn't get him that much; he's already exceptionally powerful in 1v1s and doubling up just spends his bottles that much faster. Plus he can already do this, it just requires him to position the bottles with more care.

    Trapper needs to be able to hold at least 2 traps basekit, and should pick up traps at lockers instead of having to roam all over the map to collect his power. If traps must spawn randomly on maps, they should spawn already set.

    Pig should either have an improved crouching speed, or her roar should come further in the charging sequence so that survivors have less time to react to it. Between her boxes immediately signaling her presence, her low map pressure, and her announcing herself, Pig's stealth is very poor. I'd also like to see the return of her endgame plays, with survivors not being able to leave through the gates with a trap on their head, with the caveat that the EGC timer moves on its slowed-down speed when somebody is wearing a trap. It's not fair that she loses the bulk of her power once the gates are powered.

    Trickster's laceration shouldn't decay passively; other survivors should need to heal it. It should still be wiped when downed, though. He'd still need more work than this, I'm sure, but I haven't had a chance to play him and get a feel for what his exact weaknesses are.

  • Reduce Legion's bleedout timer to 5 seconds.

    Nerf Frank's Mixtape to compensate.

    You should not have enough time to open an exit gate or cleanse a totem while Deep Wounded.

  • Pig traps activate as soon as the survivor is healed from their dying state or unhooked.

    Her ambush while in chase is silent without audio cue and outside chase is the same.



    Myers gets a complete rework don't know how to fix him though. I would say either rework him into a complete stealth killer with jumpscare capability or into a snowballer like oni. Right now the mix of the two and having to tier up just hurts him early game and is too risky late game.

  • As Trapper main, if he has Yellow bag as basekit. It will be too easy for him to do 3 Gen strats (if he bring another bag add-on, while having a free add-on slot). So no, he doesnt need buff. He need QoL improved

    • Start with 1 trap, able to carry 2. Which is Brown bag is not redundant, start with 2 & carry 2.
    • Traps should be spawned away from the map boundary. This alone will save him at 1min in collecting traps.
    • Number of traps spawn should be in ratio with map size. ~1700m2 per trap (7 traps spawn in MotherDwelling ; 6 in Rottenfield ; 5 in Coal tower). I hate the RNG sometimes spawn only 4 traps.
    • Pls add some possible trap laying spot on Game, Hawkin, Lery...
  • Trapper can carry 2 traps at a time (up from 1)

    15 inactive traps spawn on the map (up from 5)