Which Killers Need Changes Next?

In my opinion:


Power Rework

-Nightmare (He needs another power rework, he's just so boring to play as and against.)


Major Changes

-Pig (Power is clunky, can be made smoother to play.)

-Shape (Similar to Pig, older power that can use some modernization.)

-Trickster (While I personally enjoy playing killer, he can be miserable to play against. I believe he should be a 115% killer with a base terror radius of 24 meters, however, he has to build up to his power similarly to The Oni. When he gets his power, imagine Main Event, only the speed and length are tweaked in order to compensate for the new charge requirements. Maybe, to keep in theme with his celebrity status, the power charges the more survivors give him attention. I also think he should be given something to assist when his Blade power is not available, not quite sure what he should be given, however something to assist with map pressure would be nice.)


Minor Changes

-Artist (Can be unfun to go against and to play, I feel that rewarding long distance shots would be nice. Maybe the farther the shot, the longer it takes to repel the birds, but if the shot is from a closer distance, it takes less time to repel.)

-Blight (Addons only, base kit doesn't need changes.)

-Executioner (Addons could use a pass, not a lot of variety or interesting choices besides the range and recharge modifiers.)

-Hag (Has some insane addons and crazy camping abilities, could be toned down to make survivor experience more enjoyable.)

-Hillbilly (Chainsaw overheat could be removed, the issue with old Billy was his addons, not his base kit. Now that instasaw Billy is gone, he does not need an overheat.)


NOTE: Twins are not listed due to devs. confirming that they're next to be receiving changes.

Comments

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905295#Comment_2905295

    I mean, his power is his already anti-loop. His bonus free ability to zone on top of that is equivilant to Spirit's old stand still "tech". Run to a loop, he puts his sword down and follows you until you either drop the pallet or you keep running into his goo or away from the loop to a dead zone. It's a win/win for the killer and a zero for the survivor. The canceling is not long enough, the twins got a harder nerf in that department.

    Should Demogorgon get nerfed aswell? He can zone as well if not better than PH

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905384#Comment_2905384

    Should Demogorgon get nerfed aswell? He can zone as well if not better than PH

    You have the ability to put a pallet down and he can't hit you through it so it's fine to me cause there is counterplay.

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905860#Comment_2905860

    You have the ability to put a pallet down and he can't hit you through it so it's fine to me cause there is counterplay.

    I don't think you've played as/against Demogorgon enough to understand how good his zoning is

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906688#Comment_2906688

    I don't think you've played as/against Demogorgon enough to understand how good his zoning is

    Oh he's good at zoning yes, if you think he needs a hard nerf in that area then by all means suggest it.

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906689#Comment_2906689

    Oh he's good at zoning yes, if you think he needs a hard nerf in that area then by all means suggest it.

    I don't think he needs a nerf to his zoning, neither does Pyramid Head, as his zoning is worse

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906692#Comment_2906692

    I don't think he needs a nerf to his zoning, neither does Pyramid Head, as his zoning is worse

    I disagree

  • Myers would be first on my list. I would remove the stalking cap and add something cool and thematic; like breaking pallets/walls faster the longer he maintains chase, or a speed burst just after he fully stalks someone, like they just did for GF. But rework the stalking mechanic in some meaningful way, it's outdated. And of course update his character model. On the new Haddonfield he looks like PS3 model in a PS5 game.

    Onryo: make teleporting sounds omnidirectional, make bloody fingernails basekit, kill all chase music when demanifested; maybe add some sort of transitional speed boost to help at loops. Or give her common add-ons that inflict hemorrhage and/or mangled on basic hits if there aren't going to be any chase buffs.

    PH: His add-ons need a lot of help

    Freddy: total overhaul; he's completely uninspiring, like he's almost not even really there.

    Pig: Too RNG dependent, not sure how to fix that, but it needs to be done.

  • Blight

    • set base speed to 4.4 m/s. Alchemist ring, recharge all charges when hitting a healthy survivor.
    • Crow and Rat reduce the speed increase by 50 percent.
    • Adrenaline vial, reduce speed bonus by 50 percent.

    With one of the strongest powers in the game, like all other powers that are strong, base speed is set to 4.4 m/s. The strongest add-ons have also been tuned. Still kept strong (which makes sense when we consider the basekit nerf) just not as strong

    Twins - changes already being done

    Onyro -

    • Returning a video tape increases condemned on all other survivors with 32 meters by 2.
    • Returning a video tape rounds condemned up rather than down
    • The add-on to see the yellow auras of turned off TVs set to base kit
    • The distance from where condemned is gained is increased from 16 m to 24 m

    The idea here is to build upon condemnation. Make it easier to build up condemned and a little bit harder to remove condemned. This will lead to survivors having to interact with the condemned status as it can be ignored entirely right now.

    Leatherface

    • chainsaw cannot be used within 8 meters of a hooked survivor. If used outside of 8 meters and brought within 8 meters of a hooked survivor, a non-damaging tantrum will trigger.
    • tantrum duration is reduced to the speed the add-on to reduce tantrum and the add-on will be reworked to have another affect

    Basically make leatherface more beginner friendly and prevent the chainsaw from being used to camp someone to death

    Amanda

    • Pig Dash increased by 25 percent
    • Amanda can grab off of generators while crouched

    Nurse

    • Attacks immediately after blinking are special attacks
    • Distance Add-ons go back to taking the regular amount of time to charge
    • Distance Add-ons distance increase is reduced by 25 percent
  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905262#Comment_2905262

    Yeah but it has gotten way quieter and less overwhelming than it was before. It was hard for me to ignore. Maybe some QoL adjustments for her are necessary right now but just know when I say I don’t think she needs a buff, it’s coming from a place in my heart that doesn’t want to go through that again like back before her nerf announced.

    Until it comes to MDR and DCB anyway and then its basically right back to where we started.

  • @skylerbound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2905295#Comment_2905295

    I mean, his power is his already anti-loop. His bonus free ability to zone on top of that is equivilant to Spirit's old stand still "tech". Run to a loop, he puts his sword down and follows you until you either drop the pallet or you keep running into his goo or away from the loop to a dead zone. It's a win/win for the killer and a zero for the survivor. The canceling is not long enough, the twins got a harder nerf in that department.

    I disagree when it comes to comparing old Spirit's standstill mechanic to Pyramid Head's anti-loop because as the mechanic implies you could literally get free hits by standing still as there was no tell if you were phasing or not. Pyramid Head is the opposite of this problem as you can see and hear when he is doing it. While it is true that they can follow you with the sword in the ground they can't do it indefinitely and actually getting anyone into Torment status will forever be harder than what the old standstill mechanic was.

  • Pig, Clown and Trapper need a ton of improvement.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2903287#Comment_2903287

    Poor Billy. The only thing that needed nerfed on him was insta-saw, but BHVR nuked him with changes that nobody asked for. Used to be my favorite killer and now I never play him.

    Billy became a rare sight. Many people stopped playing him. Which is a shame.

  • Artist is a BIG no from me.

    Reward range distance? You mean something that can be easy dodged by aware Survivors? No.

    Nerf close range (which is where her she shines the most). Hell no.

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