How Would You Buff Weaker Killers?

If you got the chance to change some of the weaker Killers, how would you do it?

Comments

  • I'd make Wraith able to walk through walls when cloaked.

    Hire me BHVR

  • By nerfing stronger killers so weaker killers feel less #########.

    • BHVR
  • @Jakojo said:

    I'd make Wraith able to walk through walls when cloaked.

    Hire me BHVR

    I've thought about that, it'd fit into his ghostly theme.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/779405#Comment_779405

    I've thought about that, it'd fit into his ghostly theme.

    It's been tossed around. It's something I'd like to see poor Philip have.

  • Add any addon that seems required to play the killer to their base kit.

  • @Jakojo said:

    https://forum.deadbydaylight.com/en/discussion/comment/779413#Comment_779413

    It's been tossed around. It's something I'd like to see poor Philip have.

    I certainly wouldn't mind it.

  • For Clown:

    -Remove clown's self slow down when throwing bottles.

    Makes his slow add-ons basekit so the gas can actually slow players at loops.

    -Give him vision trough his own smoke.

    -Remove the reload mechanic or speed up the speed at which he reloads.

    For Legion:

    -Revert the vault speed changes.

    -Increase frenzy movespeed

    -Remove the gauge requirement for Legion to use his power.

    - Give collision to Frenzy during the stun so you can bodyblock survivors. ( It last 4 seconds, it's enough to give them a headstart and makes you able to punish them if they position themselves badly).

    -Remove the power gauge loss after hitting someone with an M1 attack ( this mechanic honestly never made sense)

    -Makes the pin add-ons effect applies on the first frenzy hit.

    For Leatherface, the only change that comes to mind is to remove the slowdown while revving his chainsaw.

  • Clown : add Flask of Bleach in his base kit, decrease his reload time, 5 bottles base kit and maybe make his gas to force slow vaults on pallets too ( but that might be a little too powerful, so not sure ). Or flat out rework him.

    Legion : increase Frenzy speed and vault speed, rework Deep Wounds to be actually a threat for survivors and rework his add-ons. Or flat out rework him.

    Trapper : he starts the match with all his traps as base kit and survivors can't Dead Hard over his traps anymore.

    Cannibal : buff his base chainsaw speed and charge time and rework his add-ons. Or flat out rework him.

    Wraith : add green Windstorm in his base kit and make him less visible and/or make his sounds quieter while he is cloaked.

    Doctor : add Mouldy Electrode in his base kit and his Madness 2 should have more effects added without the need of add-ons. Or flat out rework him.

    Pig : increase her crouch speed, remove her Ambush roar or at least put it at the end of her Ambush and rework her add-ons.

    Myers : increase his base stalk speed and buff some his add-ons.

    Ghost Face : decrease his base cooldown from 30 to 25 seconds and buff some of his add-ons.

    Huntress : FIX THE [BAD WORD] MAPS.

    Demogorgon : increase his base teleport speed a little and buff some of his add-ons.

    Freddy : just buff his Blocks and Dresses add-ons, they are garbage.

  • @Jakojo said:

    I'd make Wraith able to walk through walls when cloaked.

    Hire me BHVR

    Hell no.

    I don't need a Nurse 2.0 that can wall hack.

  • @Marcus said:

    Clown : add Flask of Bleach in his base kit, decrease his reload time, 5 bottles base kit and maybe make his gas to force slow vaults on pallets too ( but that might be a little too powerful, so not sure ). Or flat out rework him.

    Legion : increase Frenzy speed and vault speed, rework Deep Wounds to be actually a threat for survivors and rework his add-ons. Or flat out rework him.

    Trapper : he starts the match with all his traps as base kit and survivors can't Dead Hard over his traps anymore.

    Cannibal : buff his base chainsaw speed and charge time and rework his add-ons. Or flat out rework him.

    Wraith : add green Windstorm in his base kit and make him less visible and/or make his sounds quieter while he is cloaked.

    Doctor : add Mouldy Electrode in his base kit and his Madness 2 should have more effects added without the need of add-ons. Or flat out rework him.

    Pig : increase her crouch speed, remove her Ambush roar or at least put it at the end of her Ambush and rework her add-ons.

    Myers : increase his base stalk speed and buff some his add-ons.

    Ghost Face : decrease his base cooldown from 30 to 25 seconds and buff some of his add-ons.

    Huntress : FIX THE [BAD WORD] MAPS.

    Demogorgon : increase his base teleport speed a little and buff some of his add-ons.

    Freddy : just buff his Blocks and Dresses add-ons, they are garbage.

    i agree for sure with ghostface and wraith !!! :)

  • Make the maps smaller, lessen the amount of pallets. Slow the gens a bit.

    Make ivory mori base kit with the restrictions of: all survivord have been hooked at least once and two or less gens left.

    Maybe doing all of that might be a bit overkill, but I'd like to see some of those changes implemented.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/779405#Comment_779405

    Hell no.

    I don't need a Nurse 2.0 that can wall hack.

    So then what would you do?

  • Not necessarily a weaker killer, but I'd make flashlights only temporarily disable Hag traps. It's super punishing if 1 or 2 survivors find flashlights, and a coordinated team on comms typically has someone with OoO dedicated to undoing her setup. She doesn't need that level of counterplay from an item survivors can find by chance.

  • There are no real weak killers in the game anymore. Everyone is at least A+ tier. Even wraith. Although the S+ tier killers are coming down from the top, nurse has been nerfed and spirit will most likely be next.

  • Wraith, addon to decrease if not remove shimmering while cloaked while not surpressing tr. Grab survivors off gens while cloaked. He can do everything else why not that?

    Piggy - traps activate when unhooked. Less roar when charging

    LF - Built in insidious and hooking a survivor anywhere teleports to basement. (Joking) Reduce charging slowdown and tantrum length. Chainsaw through pallets not ending chainsaw.

    Doc - remove switching modes and more variety of illusions

    Clown - replace reload with a recharge timer. Make secondary power to drink a bottle for short bursts of speed (someone elses idea i just liked it)

  • Pig

    • lessen the ambush roar/make it quieter/remove it
    • make Rule Set No. 2 basekit
    • completing a generator activates RBT, completing another should reduce the timer by 20%
    • the first jigsaw box searched should automatically be the wrong box, so they have to waste time searching for the next box instead of taking the trap off in 2 seconds
    • RBT should activate instantly if put on after the exit gates are powered

    Clown

    • increase bottle reload speed
    • allow him to see through the bottle smoke

    Plague

    • recieve points for breaking people

    Trapper

    • start with all his traps
    • buff wax brick


    I am a pig main and all the things i've listed would make her way better to play. her ability is supposed to slow the game down, but as it is right now it really doesn't.

  • Trapper needs to carry all of his traps on him from the start instead of having to go round picking them up.

    Doctor needs a slight range extension on his power and remove the switching modes. If you press the attack button the second after the mode is switched he'll still do the attack from the previous state

    Cannibal might need to be completely rebuilt to be buffed

  • I'm not going to count add on reworks because that can be a whole discussion for each killer itself.

    But I'll just go over a few baseline changes.


    Legion-

    * drop the fatigue time to 3 seconds

    * revert the prevention of seeing blood in frenzy

    * missed swings no longer deplete your bar but instead either just cancel out the power like you did it manually or if that's too strong cancel you out and reduce your current percentage by half.


    Piggy-

    * Allow Amanda to grab whilst crouched however not like ghostface this should work like the doctor's shock attack grab. Meaning you have to be directly behind a survivor and then charge up your ambush to grab. This gives the survivors decent reaction time but it's harder to notice than up pig simply uncrouching and trying to go for grab that way.

    * Increase crouch movement speed currently you move slower than nurse which is really not a good

    * Make base crouch time 1 second so when we use combat straps we can t-bag more effectively


    Trapper-

    * Give him the ability to hold two traps by default

    * Allow Trapper to set traps that are already placed on the floor without having to pick them up this just shaves some time off off your setup.

  • Oh! I have a thing for this

    @NuclearBurrito said:

    These changes are meant to go together:

    • Ambush now plays the roar during the attack rather than while charging
    • Crouching now takes 1 second
    • Couching speed now 4 M/S (up from 3.68)
    • Searching boxes takes 20 seconds
    • All boxes will have a different Key. Any 2 different keys will unlock the RBT. No RNG required.
    • If a generator is completed while a RBT is active it's timer loses 30 seconds. Thus if all 5 gens are popped back to back then someone with RBT will be guaranteed to die if they have no keys.
    • The Killer can see the RBT timer on the UI. They can already just count in order to get the information anyways so there is no point it trying to hide it.

    Addon Changes:

    • Combat Straps - Decreases time to crouch by 0.2 seconds (down from 0.3 due to the effect being base kit)
    • Razor Wires - Also increases Skill check difficulty
    • Jigsaws Annotated plan - Increase the number of jigsaw boxes by 2. Increases the number of required keys by 1.
    • Jigsaws Sketch - Increase the number of jigsaw boxes by 1. Increases the number of required keys by 1.
    • Amanda's Secret - Also grants 2 additional RBT's
    • Amanda's Letter - Reduces the Number of Reverse Bear Traps by 2. Reduces the Number of Jigsaw boxes by 2. Reduces the number of required Keys by 1.
    • Bag of Gears - Increases search time by 10% (down from 14%). (total of 2 seconds of extra search time up from 1.68)
    • Crate of Gears - Increases search time by 20% (down from 30%). (total of 4 seconds of extra search time up from 3.6)

    @NuclearBurrito said:

    All of these changes go together:

    • Shock Therapy now has a default range of 12
    • Shock Therapy now applies 25 madness points (down from 30)
    • The Shock field now applies 5 madness points per second at minimum distance (up from 2.5)
    • Madness 1 now requires 25 madness (up from 5)
    • Madness 2 now requires 50 madness (down from 55)
    • Madness 3 now requires 75 madness (down from 105)
    • Snap out of it now takes 15 seconds (down from 12)
    • After Snapping out of it the Survivor cannot be put into tier 3 again for 15 seconds. This will be indicated on their portrait by a clear circle blocking out the static surrounding them. They may still gain madness but it will cap at 74.

    First of all a little bit of an explanation behind how Madness works:

    Passively based off distance while in treatment mode the Survivors build up madness. They lose madness when not interacting with anything, crouching, or in a locker.

    In any case madness won't lower below the thresholds of each tier. This means that once a Survivor reaches madness 50 they will never go below 50 madness for the rest of the trial. This means that with these numbers the Doctor can simply shock a Survivor and doing so will always increase their madness by exactly one tier.

    This also means that his power is less for early game tracking immediately and more for stall and tracking throughout the game.

    For chases having faster and longer range shocks is also a godsend in a chase.

    The 15 second clause after snap out prevents easy abuse with an impossible to break 3 gen strategy. If 15 seconds is too much then it can easily be lowered.

    Addon Changes:

    • Moldy electrode - Increases shock stun duration by 0.2 seconds
    • Polished electrode - Increases shock stun duration by 0.3 seconds
    • High Stimulus Electrode - Increases shock stun duration by 0.5 seconds (all 3 of these are because the range was increased and further increasing it via addons could get out of hand)
    • Scrapped tape - Reworked, now Ultra rare: Survivors move 30% slower while stunned. Movement speed while in Treatment mode increased by 0.1 M/S. Movement speed in punishment mode decreased by 0.1 M/S (Doctor needs a second ultra rare)
    • Interview Tape - Now has a 25 meter range. (with the basekit range increase the drawback isn't really worth it. So increasing the benefit makes sense)

    @NuclearBurrito said:

    Disclaimer: This is NOT an attempt to restore legion's former niche (as much as I would love to make that work). This is simply an attempt to fix his balance issues so he isn't ######### tier. Thus unlike other suggestions I have made regarding Legion this is simply trying to make Legion as he is now into a good Killer such that it can actually be implemented. If you want to see how I'd fix old legion I have a seperate thread on that. Specifically this one:

    https://forum.deadbydaylight.com/en/discussion/74275/this-great-legion-idea-solves-his-problems-and-also-gives-him-power-and-enjoyment-to-play

    Now for the fix

    These changes are all meant to go together:

    • M1 attacks no longer drain Frenzy at all
    • Killers can see the deep wounds bar draining
    • Deep wounds prevents preforming channeled actions besides mending and unhooking
    • Frenzy moves at 5.4 M/S
    • Frenzy window vault speed is now 0.9 seconds and pallet vault speed is now 1.1 seconds.
    • Fatigue time is reduced by 0.5 seconds per Survivor hit in a single Frenzy (without DW).
    • Frenzy base fatigue time reduced to 3 seconds (thus the minimum fatigue is 1 second if you hit all 4)
    • Frenzy cooldown is reduced to 15 seconds

    M1 attack draining his power never made sense. Still doesn't

    Killer seeing DW means Legion is now better at tracking and it punishes not mending.

    Preventing channeled actions further punishes not mending.

    Increase Frenzy speed and vault speed means he's more likely to get chain hits. DW still is extremely unlikely to down and such this isn't problematic.

    Fatigue time being reduced by chain hits (default is still 4) means he has an actual method of downing Survivors. Hit them all and then M1 the last one with a very small to nonexistent fatigue for a relatively easy down.

    Addon changes:

    • Pins - The change about working on first hit happens
    • Friendship bracelet/Never sleep pills/Susie's Mixtape - Increase terror radius during Feral Frenzy by 4/6/8 meters (gives them more perk synergy)
    • Franks Mixtape - Hitting a Survivor with Deep Wounds inflicts Oblivious for 15 seconds
    • Fuming Mixtape - Also increases Frenzy Duration by 3 seconds
    • Julies Mixtape - Slightly increase Frenzy movement speed (+0.1 M/S)
    • Joes Mixtape/Cold dirt - Considerably/Tremendously the time required to refill the power gauge

    Pins are being changed anyways. No reason not to support this.

    KI addons now synergise better with perks related to this stuff

    Franks now causes DW to drain over time for a bit and gives it more utility, while also making sure it doesn't stack with itself due to the new Cold Dirt AND means it can effectively do more "damage" without being abusable (shortest time to down possible is 30 seconds which is longer than what you want)

    The fatigue addons needed to be change due to the new fatigue mechanic only working at specific values. Having addons effect them would make it much harder to balance, thus making them effect other things such as cooldowns and speed solves the issue.

    @NuclearBurrito said:

    All of these changes are meant to go together:

    • Stuns while invisible don't last longer than normal (but still kick you out of cloak)
    • Lightburn stun only lasts 2 seconds (down from 3)
    • While cloaked you move at 5.4 M/S (Up from 5.04 M/S)
    • While cloaked you preform break and vault actions 15% faster
    • The Wraith is completely invisable while cloaked to Survivors 16 or more meters away and has the shimmer when within 16 meters. Standing still decreases that range to 8 meters.
    • While uncloaking the Wraith doesn't ring the bell until 2 seconds into the animation

    @NuclearBurrito said:

    No not a full on rework. As fun as that sounds, it's not the best idea considering that he's always going to have a chainsaw.

    These changes all go together:

    • Change Bubba's MS to 92% up from 87.5% while charging his chainsaw. This is the same as Billy
    • Bubba no longer gets stunned when hitting a non-survivor object, he just keeps going anyways. This will go through pallets but he can still be stunned if it's dropped directly on top of him.
    • Movement speed during his rampage is increased to 125%
    • Charge time is increased to 2.35 seconds (up from 2.1 seconds) for reference Billy's is 2.5 seconds. Basically beasts marks is now basekit.
    • His rampage is changed to 3 seconds flat down from 3.26. This is a mostly side grade as it means if they jump through a window you aren't punished for as long. The distance he travels is the same as now with the speed increase

    Addon changes:

    • Chili/Award winning Chili - Moderately/Considerably (10/15%) increase the rampage duration. No longer effects object penalty because that's not a thing. (because these add-ons do nothing now)
    • Carburettor Tuning Guide - Now ultra rare. Values increased to match new rarity: Decreases the charge time by 20%, Decreases the cool-down by 20%, Reduces the sound range by 40% (because it's the wrong rarity now and he needs ultra rares)
    • Light chassis - Now ultra rare. Slightly increase your movement speed while charging your chainsaw (up to 95%) and you may now cancel the rampage at any time. (Object penalty no longer exists and he needs a 2nd ultra rare)
    • Depth Gauge Rake - Now very rare. Decrease the rampage duration by 10%. Each time you hit a survivor with your chainsaw extend the duration by 1 second. (Same as Light chassis minus the ultra rare part)

    @Yamaoka

    @NuclearBurrito said:

    These changes all go together:

    • The Trapper now has 5 traps (down from 6). All of which start in his inventory. He doesn't have to worry about going around the map finding them. He just has them immediately
    • It now takes 2 seconds to arm a trap down from 2.5
    • Trapper no longer gets caught in his own traps
    • Escaping a trap yourself now takes 6 seconds and doesn't care about the luck mechanic. Honestly can we just rework luck? This is the only Killer in the game that gets screwed over by an offering right now.
    • Using the secondary action key the trapper can now re-arm a trap without picking it up. This takes 1.5 seconds.
    • Traps are now 10% larger than now

    Addon changes:

    • Trapper Sack/Bag/Stitched Bag - Now grants the trapper 1/2/3 additional traps. For a total of 10 if you stack the Trapper Bag and Stitched Bag
    • Serrated Jaws - Now inflicts Mangled
    • Rusted Jaws - Now inflicts Broken for 45 seconds
    • Wax Brick - Increases Trap size by 10% (that is, 10% larger than the already increased trap size, and thus is more than 20% bigger than now). Doesn't effect escape odds because that's not a thing anymore
    • Fastening Tools - Now Tremendously increases rescue and escape times (up from considerably). Doesn't effect escape odds because that's not a thing anymore

    Should help a TON with the Trappers viability. His set up time in particular with not needing to find his traps first and a faster arming time.

    Making escaping more consistent means luck offerings don't screw him over for no reason.

    @NuclearBurrito said:

    All of these changes go together:

    • Clown is no longer slowed down when throwing his bottle
    • When in his gas the Clown moves 0.6 M/S faster (unlike with the Hindered effect this goes away immediately when exiting the gas)
    • Clown now moves at 2.7 M/S while reloading (up from 1.8)
    • Reloading takes 4 seconds (down from 5)

    His addons are fine.

    Unlike the Other Killers I've been doing fixes for Clown doesn't need that much, even if what I am proposing is big.

    MS in the gas means he can trade chase potential for map potential while roaming and gets far more chase potential out of his bottles due to it also speeding himself up by the same amount.

    Reloading being less punishing means he is more flexible

    Not being slowed down by bottle throws removes pointless downsides.


  • What if we make every killer Bubba/Legion tier then make every map as unsafe as Hawkins and Pre School? 🤔

    Basically just nerf everything on both roles :)

  • Trapper

    1. starts with ALL of his traps because there is no reason he shouldn't. Traps you can escape from at the expense of needing to spend a bunch of time getting them. There is a reason hes weak and there it is. Big maps? Dead.
    2. You don't stare at the ground when committing to the trap placement. Consider that a microbuff

    Wraith

    1. Actually make his cloak a power by increasing his movement and action speed while cloaked by a sizable amount. Its funny how all being cloaked really does is make survivors feel safer on the gens for LONGER so they get more done and then in most cases they still get a huge warning you're around.

    Leather

    1. Make his add ons not trash?
    2. Make it possible to hit competent survivors with the saw without the best add ons.

    Clown

    1. No slowdown when throwing tonic. That in itself is so stupid....DURR my power is to slow you down!!! Ill slow myself down too!!
  • Clown

    • Remove slowdown on bottle throws.
    • Direct hits douse survivors with the Afterpiece Tonic, causing them to leave a trail of gas for 1-2 seconds after leaving the cloud. Basically extending the slow duration.
    • The longer a survivor stays in the gas, the longer duration the slow will be.
    • Afterpiece Tonic by default inflicts 5 seconds of Exhaustion on survivors who're affected.

    Trapper

    • Trapper can now reset traps without having to pick them up first.
  • Trapper:

    No longer stands in his own traps

    Survivor can't levitate over them with Dead Hard

    Three traps by default, sacks add more

    All traps spawn in an armed state

    Can reset traps without picking them up

    Triggered traps no longer move slightly out of place

    Significantly longer disarm time (something akin to destroying Demogorgon's portals)

  • @Ghost_Potato said:

    Add any addon that seems required to play the killer to their base kit.

    100% this. Get rid of add-on reliance on certain killers. Add-ons should y’know add-on to a power, not be required to have an effective power.

  • @Laakeri said:

    By nerfing stronger killers so weaker killers feel less #########.

    • BHVR

    This is a terrible idea. You want everyone to be D tier so they can be bullied all day every day? no thanks.

  • Trapper- Tar Bottle as base alongside- mid tier set speed and high tier sabotage and disarm- start with all traps Xx

  • Of course. I deliberately put it out to the public for a reason.

    Though I would again like to point out that the legion fix specifically is solely geared towards fixing his balance issues and thus is not the best overall fix.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/780403#Comment_780403

    Of course. I deliberately put it out to the public for a reason.

    Though I would again like to point out that the legion fix specifically is solely geared towards fixing his balance issues and thus is not the best overall fix.

    got ya!

  • You're asking one of the most outspoken survivor main on this forum... Their answer would probably something like "killers don't need buffs they need nerfs" or something.


    That said, I think the biggest issue might be the maps and the gen rushing.

    The weakest killer all have a common issue; lack of map pressure and/or mobility.

    Two ways to address that across the board would be to either rework maps to allow killers to travel through them efficently, or add mandatory second objectives that will slow down gen progression so the killers don't require such map pressure to be good.

    It is a delicate thing though, because it would not take much to make killers way too strong and destroy the balance of the game, such as it is.

    Killers should feel like they always have a chance to get their kills, and survivors should feel like they always have a chance to escape. It is not easy to balance but adding depth and skill cap to this stale meta would be a step forward in my opinion.

  • @WolfPad06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/779544#Comment_779544

    You're asking one of the most outspoken survivor main on this forum... Their answer would probably something like "killers don't need buffs they need nerfs" or something.

    That said, I think the biggest issue might be the maps and the gen rushing.

    The weakest killer all have a common issue; lack of map pressure and/or mobility.

    Two ways to address that across the board would be to either rework maps to allow killers to travel through them efficently, or add mandatory second objectives that will slow down gen progression so the killers don't require such map pressure to be good.

    It is a delicate thing though, because it would not take much to make killers way too strong and destroy the balance of the game, such as it is.

    Killers should feel like they always have a chance to get their kills, and survivors should feel like they always have a chance to escape. It is not easy to balance but adding depth and skill cap to this stale meta would be a step forward in my opinion.

    Regardless of who they play, I still value their opinion and I wish to hear it.

  • I would buff wraith by giving him faster base speed while cloaked, at least 3-5% maybe even more. Even this buff could allow him to have better map control and use his ability more in chase to close the distances. He would still have PLENTY of counterplay.

    For trapper i would buff his traps overall. They should give survivors permanent debuff somehow. If survivor gets caught in trap he would suffer from decreased action speed, and slight movement speed nerf. This would allow trapper to benefit more from traps offensively, instead of just camping purposes defending the basement hook.

  • @Williamz said:

    There are no real weak killers in the game anymore. Everyone is at least A+ tier. Even wraith. Although the S+ tier killers are coming down from the top, nurse has been nerfed and spirit will most likely be next.

    Legion : do we not exist or something?

    Doc : hey at least you all can actually hurt people with your power and apply pressure

    Leatherface : at least you have your power at all times, mines taken away from me at vaults unless I time it perfectly

    Wraith : you get powers?