Which 3 killers need reworks the most?

Leave your answers down below, and I'll reply later with the reworks

Comments

  • Trapper

    Myers

    Legion

  • Trapper

    Trapper

    Trapper

    Please for the love of all that is good in the world, give the man a rework. He's literally the game's mascot and yet he's widely regarded as being quite bad. He needs some love.

  • @Yui_TheBeauty @robelt@RoboMojo @TheGannMan @VioletCrimes @psionic @OldHunterLight @RenRen

    TRAPPER

    • Increase starting number of traps and trap capacity to 3. Rework related add-ons:
    • Change Trapper Bag to increase starting number of traps and trap capacity by 1.
    • Change Trapper Sack to increase trap capacity by 1.
    • Change trap RNG to 5%, 10%, 20%, 30%, 50%, and 100% escape odds. This lowers the likelihood of escaping early on, but increases the likelihood of escaping before the 6th attempt.
    • Make trap colour dependent on the map (snow = white/grey, grass = green/brown, etc.). Change the darkening add-ons to increase this camouflage effect.
    • Increase rescue time to 5s. It’s unfair to allow survivors to escape so quickly.
    • Gain a 5% Haste effect while a survivor is caught in a trap. This will help make sure Trapper can get to survivors before they escape, or empower him in chase temporarily.
    • Allow Trapper to walk through his own traps while not carrying a survivor. This makes Dead Hard less overpowered against him.
  • @Yui_TheBeauty said:

    Legion

    Trickster

    Trapper

    This is the one.

  • @Yui_TheBeauty @TheGannMan @VioletCrimes @RenRen

    LEGION

    Buff Feral Frenzy:

    • Reduce Frenzy fatigue to 3 seconds.
    • Reduce Frenzy fatigue by 6% for each survivor Slashed in the Frenzy (max reduction of 24%). This will help a lot in chase and it rewards good play.
    • Increase Feral Frenzy duration to 12s and the recharge rate to 0.6c/s.
    • Increase Feral Frenzy movement speed to 5.5m/s. These last 2 changes will help with survivors spreading out more than ever.
    • Do not reduce Feral Frenzy charges when hitting a survivor with a Basic Attack.

    Rework their add-ons:

    • Change Frenzy fatigue add-ons to reduce Frenzy fatigue by 10, 20, and 30%. This effect should be multiplicative. For example, if Frenzy is reduced to 2.4s by Cold Dirt, then 2 Slashes would reduce it to 2.112s for that Frenzy.
    • Change the Frenzy duration add-ons to 10, 20 and 30%.
    • Buff the Ruler add-ons to 2 and 4s.
    • Buff the Blade add-ons to 2 and 4s.
    • Change Frank’s Mix Tape to increase movement speed by 0.6m/s during Frenzy.
    • Change Susie's Mix Tape to increase movement speed by 0.4m/s during Frenzy.
    • Change Never-Sleep Pills to show Pools of Blood and Scratch Marks during a Frenzy.
    • Change Stab Wounds Study to inflict Exhaustion on survivors for 30s when Slashed. It should be longer here than with other add-ons since Legion often leaves survivors immediately after Slashing them.
    • Buff Iridescent Button to also increase Vaulting speed (Pallets and Windows) by 20%.
    • Buff Fuming Mixtape to also show the Auras of all survivors working on generators or totems during a Frenzy.
  • Spirit - hated by many, buggy, just kind of a mess all around.

    Plague - who? Does anyone play her? She feels bad to play and bad to face.

    Twins - combination of the above, both hated by many and rarely played. Back to the drawing board with this one.

  • Trapper, Pig and Plague

  • @Yui_TheBeauty @VioletCrimes @RenRen

    TRICKSTER

    Rework Showstopper:

    • Make the Laceration Meter fill with 7 blades.
    • Increase blade capacity to 45 blades.
    • Increase Laceration Decay delay to 30s. This allows for better juggling of survivors, which helps with map pressure.
    • Change the blade capacity at which throwing movement speed reaches 3.68m/s to 20 blades.
    • Make Main Event an Active Ability that can be held onto.
    • Allow Trickster to exit the throwing state during Main Event, without cancelling Main Event.
    • Increase Main Event duration to 20s.
    • Increase Main Event activation charges to 35 blades.

    Buff his map pressure:

    • Increase base movement speed to 4.6m/s.
    • Give a 5% Haste effect when below 10 blades.
    • Like with Huntress, better locker spacing would help.

    Rework add-ons:

    • Change Diamond Cufflinks to reveal Survivors for a stackable 2s for each knife they are hit with.
    • Change Iridescent Photo Card to only expose survivors whose Laceration Meters are 1 Blade Hit away from the maximum.
    • Buff Death Throes Compilation to also reduce Laceration Meter capacity to 6 blades.
  • @psionic said:

    Trapper, Pig and Plague

    After my own heart with that Pig comment. One sec

  • @psionic @xenotimebong

    PLAGUE

    Buff her power a bit:

    • Increase Purge charging movement speed to 3.8m/s. Debuff related add-ons accordingly.
    • Show the infection meters to the Plague.
    • Allow survivors on the hook or in the Dying State to be fully infected by the Plague.
    • Make the starting corrupted Pool of Devotion spawn in the center of the map.

    Rework some add-ons:

    • Change Olibanum Incense to increase Vile Purge charging rate by 33%.
    • Buff the Corrupt Purge duration add-ons to 10, 20, and 30%.
    • Buff Worship Tablet to increase Vile Purge charging rate by 33%, and increase the movement speed bonus when holding Corrupt Purge to 0.4m/s as well.
    • Change Severed Toe to add 1 Pool of Devotion and increase Vile Purge effectiveness by 25%.
    • Remove the movement speed debuff from Iridescent Seal and only reduce Corrupt Purge duration by 10s.
  • Reworks or QoL changes?

    Because reworks I honestly think Myers is the one that needs a massive rework since his power is very outdated right now.

    QoL, I think trapper and pig need a good QoL change.

  • @xenotimebong

    SPIRIT

    • Make her appear intermittently (thus able to see survivors and vice versa) while phasing, with a short phasing sound. This should occur for 0.3s every 1.5s. The Husk should stay at the original location. This allows for more strategizing and counterplay on both sides
    • Make her phasing noise heard by survivors within the Husk's Terror Radius. There's no reason she should be able to mind-game a survivor just by standing still.
    • Remove passive phasing. It requires absolutely no skill to use and it messes with survivors when her Red Stain disappears.
    • Change the passive phasing add-ons to reduce successful attack cooldown by 10 and 20% for attacks during the post-Phase walk period.
    • Debuff Mother-Daughter Ring to a 30% increase in movement speed.
    • Fix duration add-ons so recharge rate isn't buffed as well
  • Depends on what you mean by rework.

    If you mean the Freddy kind then none and it shouldn't have happened in the first place.

    If you mean doctor or clown rework then maybe myers and pig.

    I feel people are a bit to trigger happy to be calling for reworks. Very few if any killer really needs it

  • @OldHunterLight said:

    Reworks or QoL changes?

    Because reworks I honestly think Myers is the one that needs a massive rework since his power is very outdated right now.

    QoL, I think trapper and pig need a good QoL change.

    Both. Whoever needs changes most.

  • @Sonzaishinai said:

    Depends on what you mean by rework.

    If you mean the Freddy kind then none and it shouldn't have happened in the first place.

    If you mean doctor or clown rework then maybe myers and pig.

    I feel people are a bit to trigger happy to be calling for reworks. Very few if any killer really needs it

    Whoever needs changes the most, period

  • @xenotimebong said:

    Spirit - hated by many, buggy, just kind of a mess all around.

    Plague - who? Does anyone play her? She feels bad to play and bad to face.

    Twins - combination of the above, both hated by many and rarely played. Back to the drawing board with this one.

    You and I must be playing completely different games if you think Plague feels bad to play as and against. Also I play her a ton.

  • Legion

    Trapper

    Trickster

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455746#Comment_2455746

    You and I must be playing completely different games if you think Plague feels bad to play as and against. Also I play her a ton.

    Probably just that wacky thing they call a difference of opinion.

  • @xenotimebong

    TWINS

    Reduce their ability to camp and slug:

    • Recall Victor automatically after hooking a survivor if he is within 16m of the hook. This prevents Victor from being left by the hook before hooking the survivor.
    • Change Pounce cooldown to 4s if Pouncing into an object.
    • Change regrowth time to 12s when crushed after a missed Lunge.
    • Do not cancel Crushing once it is started, even if the Pounce cooldown ends.

    Buff them in other ways:

    • Decrease Pounce hit cooldown without latching on to 3s. Killers shouldn’t be punished for playing well, and Victor can still easily be crushed after this if survivors run in pairs.
    • Decrease time to switch from Victor to Charlotte to 1s.
    • Allow Victor to be recalled at any time when he is idle
    • Prevent survivors from passing the halfway point at the Exit Gates when Victor is attached, and for 6s after he is removed.
    • Do not destroy Victor unless he is left idle on an obstacle taller than himself for more than 15s.
    • Allow Victor to slow vault a window. This makes certain buildings and loops more navigable while still not making Victor too strong at standard loops.
    • Permanently reveal the Twins' Auras to each other, even if Victor is latched on.

    Fix a couple issues:

    • Allow Victor to be unleashed and controlled by a hook if the hooked survivor is in the process of being taken by the Entity.
    • Reduce Victor’s Pounce hitbox for objects only. This will stop Victor from being blocked by seemingly nothing or by uneven surfaces.

    Rework their add-ons:

    • Make Rusted Needle apply Mangled.
    • Change Drop of Perfume to apply Oblivious to all survivors who interact with Victor (latched on, crushing, stunning, etc.) for 30s.
    • Increase Weighty Rattle to 30s.
    • Increase Toy Soldier to 8s.
    • Change Sewer Sludge to reduce Victor’s Pounce Charge requirement by 0.5s.
    • Increase Baby Teeth to 60s.
  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455746#Comment_2455746

    You and I must be playing completely different games if you think Plague feels bad to play as and against. Also I play her a ton.

    Some people struggle with her physics, and she sucks on console. Very underrated tho

  • Legion

    Myers

    Trapper

    Ive already posted what I would do if I were in charge of reworking these killers:

    If youre interested:

    Legion:

    @Shroompy said:

    Introduction

    So, with all these Legion posts going around recently I decided to try to give my shot at a rework, with it I want to address 3 main problems:

    -Legion having a problem catching up to survivors while in Frenzy

    -Survivors having no incentive to stay together

    -Feral Frenzy having no lethality

    So with these things in mind, lets begin shall we?

    Feral Frenzy Rework

    -Feral Frenzy starts deactivated

    -Feral Frenzy now has 90 charges at base

    -Feral Frenzy replenishes charges at 1 charge/s

    -Feral Frenzy replenishes .5 additional charges a second for every injured, dying or hooked survivor

    -Hitting a healthy survivor grants The Legion 15 charges (1/6 of their power)

    -Once Feral Frenzy is fully charged, press the primary power button to activate Feral Frenzy

    -Consume 6 charges/s while activated

    -Increase Feral Frenzy movement speed to 5.6m/s (140%) up from 5.2m/s (130%)

    -Hitting a survivor in Feral Frenzy applies the Deep Wound status effect to the survivor but does not injure them

    -Hitting a survivor in Feral Frenzy replenishes 45 charges (50%)

    -After successfully hitting a survivor in Feral Frenzy, receive Killer Instinct on every body within your terror radius that is not affected by Deep Wounds

    -After successfully hitting at least 2 survivors in Feral Frenzy, Blood Frenzy will become available

    -Blood Frenzy can only be activated while Feral Frenzy is activated

    -Hitting a survivor in Feral Frenzy while they're already affected by the Deep Wound status effect will immediately cancel The Legions power, sending them into fatigue and consume all charges

    -Deactivating Feral Frenzy saves the current amount of charges

    -Deactivating Feral Frenzy or Blood Frenzy by any means will send The Legion into a 4 second fatigue

    NEW ABILITY: BLOOD FRENZY

    // Blood Frenzy works very similarly to Feral Frenzy but this is where The Legion gets their lethality

    -While in Feral Frenzy and you've hit at least 2 survivors, press the secondary power button to activate Blood Frenzy

    -Once activated, a global audio cue will be played

    -Once activated, replenish all charges

    -Receive Killer Instinct on survivors affected by Deep Wounds, except for the last survivor you hit with Feral Frenzy

    -Hitting the last survivor you hit in Feral Frenzy while in Blood Frenzy will not damage the survivor but will instead immediately cancel your power and consume all charges

    -Hitting a survivor in Blood Frenzy deals 1 health state of damage and cleanses them of Deep Wounds

    -Hitting a survivor in Blood Frenzy will replenish 25% of charges

    -Attack cool down time increased in Blood Frenzy from 1 second to 2 seconds (This is to give survivors a little bit of time to run away)

    -Deactivating Blood Frenzy by any means will consume all charges and send The Legion into fatigue

    // The introduction of Blood Frenzy should make The Legion a lot more Lethal, this new lethality might incentivize survivors more to heal as The Legion will gain his power much slower (No survivors injured = 90 seconds, compared to 4 survivors injured = 30 seconds)

    DEEP WOUND CHANGES

    -Survivors can no longer Mend themselves and have to rely on others to Mend them

    -Bleed Out Timer increased to 90 seconds (up from 20 seconds)

    -Bleed Out timer will only pause if in a chase or if being mended

    -Deep Wounds now counts as a healing action. Meaning any perks, add ons, or items will affect it (Can heal Deep Wounds with a Med-kit or Self Care)

    // Survivors not being able to mend themselves forces them to find some one else to mend them, or use the alternative:

    New mechanic: patching stations

    -5 patching stations are scattered around the map and survivors affected by Deep Wounds will be able to see them with a white aura

    -Interacting with a patching station removes Deep Wounds and heals the survivor

    -Can only be used once

    //Patching stations are very powerful tools for survivors but have to be used carefully, as they only have 1 use

    Conclusion

    This rework aims to make The Legion a bit more interesting to play as and against, while also increasing his viability. Reworking The Legion while also keeping their identity is also quite difficult as they could easily become way too oppressive. There are a lot of restrictions I had to do and hopefully there isn't anything I'm missing (but if I am let me know <3)

    Well, let me know what you think!

    @Shroompy said:

    Introduction

    Many can agree that Myers isnt a really strong killer, his power is severly outdatted, he's only seen a few changes to his kit since his release in October of 2016.

    So, what exactly is the problem with him?

    - Has a very weak early game

    - Has no map mobility and doesnt have a strong enough power to compensate

    - Falls behind compared to the other tier up killers and stealth killers

    - Is no longer unique with some of the newer killers that have been released

    Compared to the other reworks Ive done, I wanted to make drastic changes to his kit while still keeping his playstyle and identity present.

    I also wanted to make all 3 Tiers unique from each other and all have their own benefits (yes this is a spoiler already, Myers can jump between all 3 tiers)

    With that out of the way, lets get to the changes.

    STALKING CHANGES

    - Can only stalk while in Tier 1 and Tier 3

    - Distance no longer matters while stalking, Myers will now stalk at the same rate no matter the distance

    - Stalk a survivor for the equivalent of 10 seconds to activate Tier 2

    - Stalk a survivor for the equivalent of 15 seconds to be able to activate Tier 3 (Can only build up stalk for Tier 3 if he's reached enough stalk to allow him to enter Tier 2)

    - Myers can now chose when he tiers up and no longer has to hold his stalk at 99%.

    - If Myers tiers up or tiers down, he can only do so again after 15 seconds

    tier 1 changes

    - Increased movement speed from 4.2m/s (105%) to 4.4m/s (110%)

    - Increased Terror Radius from 6m to 8m (This is just to make things consistent, so his TR doubles every time he tiers up)

    - Undetectable status effect only granted while stalking

    - Can now gain Bloodlust

    - Now has a normal lunge

    - While stalking in Tier 1, if Myers is close to his next tier up. The "stalk warning" sound will play for the survivor who's currently being stalked

    - Tap the secondary action key to enter Tier 2 (If has enough stalk to do so)

    - Hold the secondary action key to enter Tier 3 (If has enough stalk to do so)

    - Cannot Tier Up if a survivor is looking at him

    TIER 2 CHANGES

    - Removed the ability to stalk

    - Removed bonus vault speed while in Tier 2

    - Granted "Shadow Walk" ability

    - Tap the primary power button to enter "Shadow Walk"

    - Tap the secondary power button to return back to Tier 1

    NEW ABILITY: SHADOW WALK

    Shadow Walk is a new way for Myers to traverse around the map. Shadow Walk how ever has a few unique properties

    - Shadow Walk base movement speed: 5.6m/s (140%)

    - Shadow Walk grants you the Undetectable status effect and you are invisible to survivors

    - While in Shadow Walk, you leave behind a faint trail of black smoke only visible to survivors 16m away

    - Cannot enter Shadow Walk if within 8m of a survivor

    - Cannot enter Shadow Walk if a survivor has line of sight of you

    - Cannot interact with anything, stalk or attack during Shadow Walk.

    Shadow Walk is meant to be a mobility tool to get around the map and not necessarily a chase tool, the limitations is so it is not easily abused

    TIER 3 CHANGES

    - Now granted the ability to Stalk

    - While stalking, survivors within 24m of you are revealed with Killer Instinct

    - Bonus vault speed reduced from 30% to 15%

    - Destroy Breakable Walls, Pallets and Generators 15% faster

    - Recover from a successful hit 15% faster

    - Recover from any stun by 15%

    - Tier 3 has a duration of 60 seconds and cannot be cancelled early (like before)

    - Return back to Tier 1 when Tier 3 runs out.

    ANIMATION and misc CHANGES

    - Emit a global audio cue for every time you Tier Up or Down

    - While in Tier 3, Myers has new animations for destroying Breakable Walls, Pallets and Generators

    - While in Tier 3, Myers no longer grunts when stunned

    - While in Tier 3, Myers has new stun animations

    CONCLUSION

    I have way too much time on my hands, but hopefully you guys enjoyed this. This change aims to make Myers more thematic while boosting him a bit higher on the tier list.

    I had a lot of fun writing this and I aim to make more reworks in the future, take care :)

    @Shroompy said:

    INTRODUCTION

    Were back at it again with another killer rework, this is the 5th one Ive done so far and like the previous one with Myers, I aim to change a lot about the killer since his power is severly outdated, how ever I plan on keeping the killers identity.

    So, what exactly is the problem with Trapper?

    - Long set up time

    - No map pressure

    - Relies heavily on RNG

    One other thing I would like to clarify with this rework, is that Deep Wounds will work the same as it does with the Legion rework I wrote, which can be found here: https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework

    With that out of the way, lets get to the changes.

    GENERAL CHANGES

    - The Trapper is no longer restricted to only carrying 1 trap by default

    - The Trapper now has two modes, Bear Trap and Concentrina Wire

    - The Trapper can switch between these 2 modes by interacting with a Locker

    - Switching modes takes 4 seconds

    The basement

    - While playing as The Trapper, if there are multiple basement spawn locations for that map, both will spawn a Basement

    - At the back of The Basement there were be a portal, that only The Trapper can utilize.

    - Interacting with a portal

    - Coming out of a portal grants him the Undetectable status effect for 5 seconds at base

    Bear trap changes

    - Start with 6 Traps by default

    - Survivors who have escaped from a Bear Trap will suffer from the Hindered status effect for 10 seconds

    - Bear Trap Struggle mechanic works a little differently now, instead of having a maximum of 6 attempts and a chance to escape, survivors will be granted a skill check after 8 seconds of being trapped. After those 8 seconds they will be greeted with a very difficult skill check. If they successfully hit the skillcheck they will free themselves, if not then they will remain trapped and keep getting a skillcheck every 4 seconds which will become larger after every failed attempt until they eventually succeed it.

    - Survivors who have been free'd has to let the animation play out of them getting out of the Bear Trap (this is to avoid the survivor looking like theyre just sliding across the floor)

    - Traps can no longer be ignored by survivors using Dead Hard

    - Traps can no longer be seen by survivors using a Map

    NEW ABILITY: CONCENTRINA WIRE

    - Start with 4 Concentrina Wire Kits by default

    - Can set Concentrina Wire on Generators, Pallets, or Windows

    - A survivor interacting with an object that has Concentrina Wire over it will be affected by the Deep Wounds status effect.

    - If a survivor is already suffering from Deep Wounds, they will instead be damaged for 1 health state.

    - Concentrina Wire Setting Time: 3.5 seconds by default

    - Concentrina Wire Pick Up Time: 3.5 seconds

    - Concentrina Wire will disarm it self after 3 uses and automatically return to The Trappers inventory.

    PERK UPDATE: UNNERVING PRESENCE

    Your presence alone instils great fear

    Survivors inside your Terror Radius have increased odds of triggering Skill Checks by 15/20/25% and their success zones are reduced by 65/70/75%. Great Skill Checks can no longer be performed.

    Survivors who have been inside the killers Terror Radius for 30/25/20 seconds straight will scream and reveal their aura for 4 seconds

    CONCLUSION

    Well, thats the end of it. These changes would in theory bring our poster boy a little more in line with the newer killers. I also hope you like the little bonus perk update :)

    Well, thanks for reading <3


  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455770#Comment_2455770

    Probably just that wacky thing they call a difference of opinion.

    Ik I’m mainly just joking.

    @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455770#Comment_2455770

    Some people struggle with her physics, and she sucks on console. Very underrated tho

    Oh yeah didn’t think about console. I do love her though.

  • Legion one makes him weaker, Myers one sounds cool, Trapper I like. Always wanted him to have a secondary power. My Legion and Trapper reworks are posted here, I'll @ you for Myers

  • @TheGannMan @Shroompy @OldHunterLight @Sonzaishinai

    MYERS

    Buff Tier 1:

    • Reduce stalking required to reach Tier 2 to 4 Stalk Points.

    Buff Tier 2:

    • Increase Breaking and Damaging speeds by 10%.
    • Decrease Pallet stun duration by 10%.

    Buff Tier 3:

    • Increase Breaking and Damaging speeds by 20%.
    • Increase lunge duration by 10%.
    • Decrease Pallet stun duration by 20%.
    • Decrease attack cooldown by 10%.
    • Make Tier 3 an Active Ability so it cannot be accidentally activated.

    Simplify the range-based Stalk rate and make the meter updates more accurate:

    • 2-8m: 0.8 Stalk Points per second.
    • 8-16m: 0.65 Stalk Points per second.
    • 16-24m: 0.5 Stalk Points per second.
    • 24-32m: 0.35 Stalk Points per second.
    • 32-40m: 0.2 Stalk Points per second.
    • With these new rates, make sure the meter is updating accurately while Stalking instead of correcting it afterwards.

    Cap the Tombstone Piece at 1 kill, and make it increase stalking required to reach Tier III by another 15% the first time.

  • Trapper, Myers, Legion the three killers I considered F tier. They all suffer the moment survivors get good. And first two are outdated. Trapper is the worst killer without add-ons. Legion has no chase potential. And all need add-ons to make it.

  • Spirit

    Trickster

    Freddy

    Most other killers are fine with a few buffs, like making add-ons base. The above three, in my eyes, need serious changes. Spirit needs to have some sort of unique, measurable counter in a chase. Trickster needs to have a niche instead of just being a Huntress clone with all the good design, strength and fun gameplay of Huntress surgically removed.

    Freddy, meanwhile, is in a sorry state and should receive a third full rework, aiming to marry the Dream World aspects of old Freddy with the abilities of new Freddy. He is technically functional right now but nobody likes him, nobody plays him, there's nothing to learn with him, he's not even super strong anymore and a serious downgrade from the sheer uniqueness of old Freddy. Just the epitome of a boring killer - not "boring" as in "no, I've been downed because I refused to change my playstyle to match the killer, please nerf", but "boring" as in entirely uninteresting.

    He is quite literally just an M1 killer with stealth he doesn't have control over, an uninteresting and below-average anti-loop with no skill curve or different ways to use beyond just placing at one end of a loop, and a generator teleport. Freddy deserves better than mediocrity and uninterestingness.

  • Wraith, Spirit, Hag

  • @WishIcouldmain said:

    Trapper, Myers, Legion the three killers I considered F tier. They all suffer the moment survivors get good. And first two are outdated. Trapper is the worst killer without add-ons. Legion has no chase potential. And all need add-ons to make it.

    Good list. All reworks are already posted here

  • @miketheratguy said:

    Wraith, Spirit, Hag

    Wraith and Hag? Interesting. One sec

  • @Altarf said:

    Spirit

    Trickster

    Freddy

    Most other killers are fine with a few buffs, like making add-ons base. The above three, in my eyes, need serious changes. Spirit needs to have some sort of unique, measurable counter in a chase. Trickster needs to have a niche instead of just being a Huntress clone with all the good design, strength and fun gameplay of Huntress surgically removed.

    Freddy, meanwhile, is in a sorry state and should receive a third full rework, aiming to marry the Dream World aspects of old Freddy with the abilities of new Freddy. He is technically functional right now but nobody likes him, nobody plays him, there's nothing to learn with him, he's not even super strong anymore and a serious downgrade from the sheer uniqueness of old Freddy. Just the epitome of a boring killer - not "boring" as in "no, I've been downed because I refused to change my playstyle to match the killer, please nerf", but "boring" as in entirely uninteresting.

    He is quite literally just an M1 killer with stealth he doesn't have control over, an uninteresting and below-average anti-loop with no skill curve or different ways to use beyond just placing at one end of a loop, and a generator teleport. Freddy deserves better than mediocrity and uninterestingness.

    Spirit and Trickster are posted, Freddy coming up

  • The common thread I find between the three is that they have too much ability to be on you without sufficient warning or counterplay. That's how I feel, anyway.

    That's the simpler answer, I could go on but I and others have already said probably all there is to say, lol.

  • @psionic @Sonzaishinai @OldHunterLight

    PIG

    Buff the Ambush attack:

    • Increase Ambush duration to 2.5s. This makes it more useful at larger loops.
    • Allow movement in any direction at full speed while Ambushing. This allows for more moonwalking, which creates more mind-gaming potential.

    Buff her stealth ability:

    • Make the movement speed 3.8m/s while crouching.
    • Make stealth transition time 0.75s. The Terror Radius should still fade out over 5s. This will help with Ambushing as well. Debuff Combat Straps to 0.15s to go with this.
    • Delay the unsheathing sound until she has finished exiting stealth, as it destroys her ability to sneak up on survivors.

    Rework the Traps:

    • Make Traps activate as soon as they are placed, unless the Exit Gates are powered, in which case they should remain inactive. This prevents survivors from repairing generators with Traps on and makes them more useful in the late-game.
    • Allow the last survivor to escape through the Exit Gates with an active trap if all generators are not completed. Do not pause their timer. This gives them a fair chance to escape should Hatch get closed.
    • Make trap RNG similar to Trapper's: 10%, 20%, 50%, then 100% removal odds. This reduces the likelihood of getting Traps off early but increases the likelihood of it happening before the fourth Box, which will make them more consistent.
    • Make the Trap-Kill strategy fairer and require more skill:
      • Increase Trap timers by 15s, and buff Tampered Timer by 10s. This will debuff the Trap kill builds, and also give more time when Tampered Timer is not in play.
      • Allow Pig to see Trap timers. This allows for more strategic play around Traps.
      • Pause Trap timers if Pig is within 6m of a Jigsaw Box for more than 4s while not in chase or carrying a survivor. This will prevent Pig from camping or blocking a survivor’s last Box.

    Rework some add-ons:

    • Buff the Bag of Gears to a 20% increase in searching time.
    • Change the Gears add-ons to a 50% and 100% increase in Trap setting speed.
    • Change Utility Blades to reduce successful Ambush cooldown by 20%.
    • Status effect add-ons should be applied to an Ambush hit instead of to Traps. This will reward players who use the Ambush well, and no longer encourages tunneling. The Blindness add-on should last 60s, the Exhaustion add-on 15s, and the Mangled add-on until healed.
    • Replace Skill Check add-ons with a set of add-ons to increase crouched movement speed by 0.15m/s, 0.30m/s, and 0.45m/s.
    • Replace add-ons granting an extra Box with a set of add-ons to increase Ambush speed and duration by 0.15s and 0.3m/s, and 0.3s and 0.6m/s. Make the former an Uncommon add-on.
    • Make Last Will a Rare add-on.
    • Change the reduced Ambush charging time on Video Tape to a stealth transition time decrease of 0.15s, and the cooldown decrease for missed Ambushes to a 10% decrease in cooldown for successful Ambushes.
    • Change Shattered Syringe to 10% and apply it to successful Ambushes instead of misses.
    • Change Amanda’s Letter to show survivors’ Auras within 16m when crouching. Remove all debuffs from this add-on.
    • Change Amanda's Secret to show survivors' Auras within 12m when crouching and increase missed Ambush cooldown by 15%. Wraith has an add-on to do this while moving significantly faster, so there’s no reason for Pig’s version to be so much weaker or rarer, and this also gets rid of an add-on that encourages tunnelling.
    • Change Rules Set No. 2 to start the trial with an active Trap on the Obsession which does not subtract from the original 4 Traps, and reduce Trap removal odds to 8, 16, 40, and 100%.

    It would be pretty cool and far more realistic if the lion roar was changed to Amanda herself snarling, like the various versions you can hear in this video.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455848#Comment_2455848

    The common thread I find between the three is that they have too much ability to be on you without sufficient warning or counterplay. That's how I feel, anyway.

    That's the simpler answer, I could go on but I and others have already said probably all there is to say, lol.

    May be true for Hag, but that's Wraith's entire ability lol. He has no chase power

  • To be honest, you don't need to make that big a change for a hypothetical third Freddy rework. @GeneralV has a concept that is pretty much spot on for how you'd want to do it; old Freddy, but just adding Incapacitated to old Freddy's Dream Transition and adding new Freddy's generator teleport but with its cooldown working in reverse - the more survivors asleep, the slower it charges. This is to stop softlock situations where Freddy stops people from waking up by teleporting to gens near survivors auras.

    Old Freddy was underrated. He wasn't particularly strong, more around the C tier or so, but his main catch was that he had a completely unique style of gameplay, akin to Hag or Nurse. Many people couldn't (and didn't bother to) learn the kind of macro, ambushing playstyle of Freddy, so people labeled him the worst killer based on one of his major downsides. Like if people called Nurse bad because she moved slower than survivors.

  • Reworks: Spirit, Myers, and Legion

    Additional QOL changes could go to Trapper, Pig, and Ghostie

  • @Altarf @Sonzaishinai

    FREDDY

    Make him more fun:

    • Make Dream Pallets base-kit alongside Snares, and add a 15% Hindered effect in their Area of Effect for the same duration after leaving it as Snares.
      • Allow players to switch between them with a button (perhaps tapping the Power button?).
      • Make Snares replace Snares and Pallets replace Pallets.
    • Increase Dream Projection recovery time to 60s after teleporting. This will ensure players have to use this ability more strategically.
    • Change the cooldown reduction given to Dream Projection by sleeping survivors to 10%.
    • Gain a stack-able 5% action speed bonus to Breaking, Damaging, Dropping, Opening, Picking Up, and Vaulting for each sleeping survivor.

    Give a couple more buffs:

    • Make being woken up by another survivor up take 10s × the number of times the sleeping survivor has woken up.
    • Increase the base number of Dream Tokens to 10. Setting movement speed is already debuffed, and this allows for more set-up.

    Rework his add-ons:

    • Change Garden Rake and Prototype Claws to reduce successful attack cooldown by 7 and 15% when hitting a survivor who is Hindered by a Dream Snare or Pallet.
    • Change Paint Thinner to reveal survivors' Auras for 6s after interacting with Dream Snares or Pallets.
    • Buff Nancy's Sketch to 2.5%.
    • Buff Nancy's Masterpiece to 5%, and swap rarities with Pill Bottle.
    • Change the Rope and Swing Chains add-ons to add 2, 3, and 4 Dream Tokens. Change Classroom Photo to reveal survivors’ Auras within 12m of any generator being targeted by Dream Projection.
    • Change the Block add-ons to the following:
      • Inflict Blindness for 60s when interacting with Dream Snares and Pallets.
      • Inflict Mangled until healed (even if healthy, in which case it should affect them when they become injured) when interacting with Dream Snares and Pallets.
      • Add 4% Hindered to the Dream Snares and Pallets.
      • Add 8% Hindered to the Dream Snares and Pallets.
    • Change Red Paint Brush to make Dream Pallets appear to awake survivors from farther than 12m away, and start the trial with 4 Dream Pallets automatically placed throughout the map which do not count against the Dream Tokens.
    • Change Black Box to start the trial with all survivors asleep, and reduce sleep immunity and sleep timers by 25%.


  • Pig

    Legion

    Spirit

    1. Twins
    2. Trickster
    3. Nurse
  • @miketheratguy here's Hag, doubt you'll like it, but tbf as part of my whole rework guide I included voice comms for survivors, which hurts Hag a lot


    HAG

    Increase time required to destroy a trap with a flashlight to 1s.

    Rework rarer add-ons:

    • Change Scarred Hand to allow teleporting.
    • Change Granma’s Heart to put a Terror Radius of 16m on survivors who trigger a Trap for 20s.
    • Change Waterlogged Shoe to instead reduce teleporting range by 24m.
    • Change Mint Rag to allow the Hag to trigger any trap on the map at will, and make any survivor within 12m of a trap triggered this way scream, revealing their location. Remove the cooldown debuff.
    • Add an Oblivious effect for 60s to Disfigured Ear.
  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455850#Comment_2455850

    To be honest, you don't need to make that big a change for a hypothetical third Freddy rework. @GeneralV has a concept that is pretty much spot on for how you'd want to do it; old Freddy, but just adding Incapacitated to old Freddy's Dream Transition and adding new Freddy's generator teleport but with its cooldown working in reverse - the more survivors asleep, the slower it charges. This is to stop softlock situations where Freddy stops people from waking up by teleporting to gens near survivors auras.

    Old Freddy was underrated. He wasn't particularly strong, more around the C tier or so, but his main catch was that he had a completely unique style of gameplay, akin to Hag or Nurse. Many people couldn't (and didn't bother to) learn the kind of macro, ambushing playstyle of Freddy, so people labeled him the worst killer based on one of his major downsides. Like if people called Nurse bad because she moved slower than survivors.

    Check out the Freddy rework I posted here and let me know what you think

  • @Mister_xD said:

    1. Twins
    2. Trickster
    3. Nurse

    Twins and Trickster already posted, for Nurse I'd just nerf her add-ons a bit. I think her base-kit is fine

  • @Yords said:

    Pig

    Legion

    Spirit

    All 3 are posted here, lmk what you think!

  • @thefallenloser said:

    Reworks: Spirit, Myers, and Legion

    Additional QOL changes could go to Trapper, Pig, and Ghostie

    Each of those except Ghostie are posted. Lmk what you think, and I'll at you when I post Ghostie

  • @Tekno_Badger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2455787#Comment_2455787

    Legion one makes him weaker, Myers one sounds cool, Trapper I like. Always wanted him to have a secondary power. My Legion and Trapper reworks are posted here, I'll @ you for Myers

    Why do you think the Legion one makes him weaker?

    • Trapper
    • Hillbilly
    • Clown
  • I'll post my answer there to make things easier. In the meantime, lmk what you think of mine :)

  • @Aurelle said:

    • Trapper
    • Hillbilly
    • Clown

    Trapper posted, Hillbilly and Clown coming up

  • Trapper: Traps in lockers, able to carry 3 at a time without having to equip a bag. Injured survivors that step in traps go into the dying state if they escape/are rescued.

    Legion: 4 man version of Twins with all 4 characters of Legion with individualistic skill set, 1 being better at vaults, 1 faster movement speed, 1 with lower TR etc etc

    Ghostface: Landing hits whilst in NS doesn't cause NS to be broken. Carried/Slugged/Hooked survivors not able to break GF out of NS. Subsequently, NS recovery time increased for balance.

  • @thefallenloser

    GHOST FACE

    Buff his power:

    • Increase max stalking distance to 48m.
    • Increase power recovery duration to 20s, and automatically refill it when hitting a Marked survivor.
    • Make crouching gradually remove the Red Stain and shrink the Terror Radius to 16m over a period of 2s if Night Shroud is not active. This creates more mind-game and stealth potential.
    • Reduce the reveal range to 24m.

    Rework the reveal system, it’s far too inconsistent.

    Rework some add-ons:

    • Change the recovery add-ons to reduce recovery time by 8, 16, and 24%.
    • Change Victim’s Detailed Routine to reduce Night Shroud recovery time by 32%.
    • Remove debuff from Ghost Face Caught On Tape.
    • Remove the Terror Radius condition from Outdoor Security Camera.
  • 1.Myers

    2.Trickster

    3.Jeff

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