Adjatha
Adjatha
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They could just use everybody who complains about the Flashlight Change as an index of all the game's survivor trolls.
Then change it so killers who M1 people on the hook while no other survivors are nearby knock them off of the hook instead to round up all the killer trolls.
Then just mass-ban the lot of them.
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They promised to take a look at the Mid-Chapter. They never said WHICH mid-chapter, nor if that look would be any deeper than "ehhhhh looks fine to me."
They're depending on Call Of Brine to sell the character, since it's about the only good gen regression perk that didn't get nerfed (and they made the new overcharge depend on it to be useful, as well).
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A rare quality of life change to tamp down the obnoxious trolls. I'll take it.
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I will, as always, use every opportunity to stress:
Pyramid Head has The Worst selection of addons in the entire game.
It is ALSO worth noting that PH remains, to this day, The Most overhyped killer in the game. As the person above has helpfully pointed out: people THINK PH is some kind of Triple-S tier killer, despite the fact that nearly no one plays him, half of his power is 100% in the hands of the survivors, and the other half has the most number of advanced warnings and wind up of any damaging attack (slows the killer, makes a super loud auditory warning, throttles his left-right movement, broadcasts a red bean that precisely shows the survivors but not the killer where the wave will hit, and comes out in segments over time that the survivors can easily evade because it takes so long to go from the start to the end).
And his Add Ons will never get improved because of this. People pretend he's Nurse-tier, but PH is not now nor ever has been better than high B tier.
Every killer should have addons like Myers, who is the golden standard for Addon design. Multiple options that change his power in interesting, useful ways; a fair number that just objectively make his power better or pull away some of his personal weaknesses in a measurable way; AND potent combos you can use to achieve a tremendous power jump, on par with a survivor team all equipped with tricked-out items.
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A killer who passively changes skill checks into a different mini-game (think like, Among Us style mini game puzzles). And the further away from you he is, the harder the mini-game is, but he has a recharging power that inverts the difficulty-to-terror radius effect for awhile. And he gets stacking movement speed boost every time a survivor fails the game instead of the gen exploding (but loses some of the boost every time he downs somebody)
Skill checks are too easy and extremely boring. Somebody who changes the game would be great.
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Slugging is a gameplay element that is not great for one side, is kind of a little bit of an abuse of gameplay mechanics when relied upon, but has ample survivor options to counter it.
As opposed to, say, healthy survivors bombdiving hooks before the killer can even begin to move away, touching and dropping the hooked survivor over and over again to try to bait out a useless M1 hit instead of a grab. Which is a gameplay element that is not great for one side, is kind of a little bit of an abuse of gameplay mechanics when relied upon, but has no killer options to counter it. And even less so when the whole team crowds the hook because killers without insta-downs are completely, embarrassingly helpless.
And ONE of those issues is going to get 'fixed.' But not the one that has no counter already in the game.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3206069#Comment_3206069
Game would be a dull affair if killers could secure all their downs in under 90 seconds.
I much prefer devs find more engaging ways to drag out the objective (i.e. multi-part, multi-location objectives) than make survivors feel like every decision is a lose/lose and funnel them into quick chases to compete with gen times.
The simplicity of "Repair 5 gens to activate the gates" is great for learning the game, but a more elaborate--dare I say escape room-esque--system would make non-chase activities more stimulating, whilst buying more time for the killer. Escape Rooms typically have a countdown timer, but in this case the killer would serve as an organic timer.
The point is not that they need to be able to secure all their downs in 90 seconds.
The point is that, theoretically, a killer is being asked to hit each survivor twice three times each, for a total of 24 hits.
If it takes 90 seconds to hit a survivor, that's 36 minutes to accomplish all of that.
Nobody wants to play a single DbD match that takes over 30 minutes. Survivors should not be able to run killers that long. And every change, perk, buff, nerf, map rework, or hotfix that keeps survivors that elusive is just strengthening the "Just Camp And Tunnel" crowd.
It's literally a better game for BOTH sides if survivors lose chases faster AND inevitably. If there's any chance at all that you can run a killer for the entire game, people are going to camp and tunnel out the weakest party member.
And guess what? That's exactly what's happening in the game right now. The map reworks have been awful, the pallets are out of control, the perks just keep making things faster and faster, and mid-range killers keep getting nerfed to oblivion. It's a bad time. And it's all because it's become too hard to win a chase.
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3205964#Comment_3205964
Step 1: do the objective uninterrupted
Step 2: continue to do the objective uninterrupted
Step 3: ??? Stop doing objective and interact with killer ???
I understand how step 3 at least can be frustrating but steps 1 and 2 are neither bullying or 'gen rushing' they're just doing their objective while you apparently chase someone for around 90 seconds. I'd really recommend dropping chase if someone is running you for that long.
The fact that it is POSSIBLE to chase a survivor for 90 seconds and not down them is a failure of the game design.
People love to say "But Bloodlust," conveniently ignoring how easy it is to drop bloodlust. It legitimately is possible to run a killer around for 5 minutes without ever going down. I don't care what the skill levels are: no one survivor should be untouched by a killer for that long in a 1 v 4 game.
The core gameplay is borked, my dude. And quitting is the right move, because they just aren't interested in fixing it.
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Even if it doesn't, it's a massive over-reaction survivor buff that is being made specifically to counter an edge-case scenario that MIGHT happen as a result of the End Game Mori change - a change that nobody wanted, pleases nobody, and has as close to zero effect on actual gameplay as any aspect of the game.
It's basically twisting the game left right and center to try to deal with a problem that THEY MANUFACTURED, that nobody wanted, is super unlikely to actually happen, and can already be done right now.
They brought rabbits to Australia and to try to deal with all the rabbits, they're bringing a load of crocodiles to eat up all the rabbits. Like, how about you just don't bring rabbits? That's always been an option. It's a dumb change and it feels like it was snuck in by somebody who either doesn't actually have the best interest of the game at heart or doesn't actually understand what they're doing.
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Well, Killers did get T1 Brutal Strength and 1/4th of a better version of Save The Best For Last.
But Survivors got a massively better T3 Borrowed Time and are slated to get an infinitely better Unbreakable.
So, there's SOME degree of both sides getting perks basekit. It's just that the survivor ones are way, WAY better.
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@Aneurysm said:
45 mins should be max imo
https://forum.deadbydaylight.com/en/discussion/comment/3203929#Comment_3203929
How would a minimum timer work?
If all 5 gens get powered on in under 3-4 minutes, the doors just don't power up to be opened until the timer expires.
If all 4 survivors are downed/hooked in under 3-4 minutes, the first one gets up or off the hook instead.
In a perfect world, the game would be impossible for one side to win within 180 seconds, but BHVR is too busy breaking their own game with pointless, unasked-for changes to bother with that Big Picture stuff. A minimum would at least let both sides have a chance to do SOMETHING in the course of a match.
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If somebody is all too happy to DC at a moment's notice, the penalties are too soft. WAY too soft.
No game needs a subculture of "I'm more important than my team mates so I'm just going to quit because Me Me Me."
If you're the kind of person who sees nothing wrong with DCing out of games, you should be playing single-player games. DBD doesn't need you.
Bot games cannot come soon enough.
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A max timer would be good.
A min timer would also be good.
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What killer players wanted:
Earn your Mori through gameplay, building points by hitting healthy survivors, engaging in chases, and - as gens get finished - enjoy a sudden surge of power with the ability to kill off a player in the late game. Be rewarded for not tunneling or camping, and get some degree of defense against all the constant, hyper-fast healing available to survivors!
What killer players get:
If you've already won the game 100%, you automatically teleport to the middle of the map and execute the last guy down. But to discourage just slugging everybody to trigger this, we gave all survivors Super Unbreakable for free at every stage of the game. Never mind that you can already just slug everybody to win. If you slugged everybody AND killed one of them, it would (somehow) totally break the game! Oh, also your Mori offerings are now way less useful than brown BP offerings, despite their super expensive rarities. Also, your kill perks have been gutted too because R E A S O N S
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BHVR: "We noticed that kill rates are around 50/50, so we'll be rebalancing some core gameplay elements.
BHVR: gives survivors a massively superior version of Borrowed Time and killers 1/3rd of Brutal Strength + 1/4th of Save The Best For Last.
Survivors: pitch hissy fits, mass-disconnects, and throw games constantly.
BHVR: "Good News! Kill rates are now at around 60/40, right where we want them."
Survivors: continue to do what they've been doing.
BHVR: "So, we're going to give Survivors free, infinite Unbreakable. Also, Killer Moris are now one per game, and only on the last survivor, and only as a cherry on top, with zero actual gameplay ramifications."
Boy, I bet that 60/40 is going to stay consistent with sweeping, one-sided gameplay changes incoming!
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3202555#Comment_3202555
It doesn't stack with healing speed boosts, you're thinking of boon exponential
After being left on the ground for 45 seconds, Survivors will now gain the ability to pick themselves up without the need of any Perks. This time is affected by recovery speed effects.
Okay, fair enough. So THOSE two will give ya a 15 second bounce-back
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Yup. The only defense to Sabo Squads was slugging. And that's gone now.
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Oh, they're completely awful. It reads like a First Draft by somebody who had 20 seconds to come up with literally anything, with zero thought put into it.
The whole thing is just a Dog And Pony Show to distract from yet another base-kit survivor perk. And RIIIIIIGHT as they said the 60/40 ratio was where they wanted things to be. What a shock, the left hand doesn't know (or care) what the right is doing.
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As if the continual menace of Circle of Healing weren't enough.
Welcome to the Unplayable Club, Twins. You can take a seat between Freddy and Deathslinger.
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Which is where they said they WANTED the game to be at.
But now that Slugging's gone, that escape rate is gonna jump right back up.
Everybody loves rubberbands for goal posts, right?
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@Norhc said:
I dislike the fact that Devour Hope and Rancor got nerfed just because they thought we were not seeing Moris enough. Pretty pathetic, honestly.
That's a good point. Devour Hope was the last 'good' Hex perk.
This officially puts the last nail in the coffin. There is zero reason to run hexes, ever. Boons are infinitely better in every way.
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@GeneralChaos said:
https://forum.deadbydaylight.com/en/discussion/comment/3200507#Comment_3200507
I'm not sure I'd call it super-powered; you have to be slugged for 45 seconds before you can use it.
It's super powered in that you can use it infinitely. Also, it stacks with healing speed boosts, so if you have Unbreakable and Circle of Healing, you get up after 15 seconds.
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They SAID that they were working on a system where killers could 'earn their mori' through the course of the game, which I think most people thought would be some kind of build-up meter or something.
If this is it, then it's going to be quite disappointing. This is just a cherry on top of an already total-victory match.
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Killers get Tier 1 Brutal Strength basekit and survivors lose their minds.
Survivors get Tier 3 Borrowed Time WITH a bonus speed boost on top of it basekit: not enough!
So now Survivors get Unbreakable basekit, except it can be used infinitely instead of once per match.
Boy oh boy, can't wait to see what else is going to be baked in. Pretty crazy how often enough volume gets game changes, regardless of how it impacts the game itself.
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Killers get a stylish way to finish off a match that they already won.
Survivors, in compensation, got a super-powered version of one of their already most-taken, most-powerful perks as basekit that now can be used forever.
Oh, and all those Mori offerings? They're a minor BP boost IF you totally blow apart the game you burned it on. Or, presumably, you get nothing. So, they're basically worse than the bonus BP for chasing or whatever, despite costing WAY more BP to unlock.
Yeah, A BIT UNBALANCED would be one way to put it.
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So... Killers get a stylish way to finish out a game that they've already won and in compensation, Survivors get ANOTHER perk as a basekit ability?
Yeaaaaaaaah. Perfect balance as ever, Balance Team.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3198841#Comment_3198841
Oh yeah, I remember when that was the biggest topic of discussion.
"12 hooks is a win," "4 BBQ stacks is a win," "5 Stacks of Devour is a win," then the same for survivor side...
"Pipping is a win," "25k BP is a win," "4 WGLF stacks is a win."
Now we have "completing an archive is a win."
Outside of the discussions surrounding what BHVR should dictate as a win--the great Hooks vs Kills debate--I was never really convinced all these people actually considered these wins. They all sound more like silver-linings everyone sees to stay in good spirits despite what may have otherwise been a frustrating or undesirable game.
Maybe this big announcement they teased on Twitter will be another win condition! 🙃
Just make survivors respawn after a brief wait once they're 'dead,' except after all gens are finished. Then the killer gets credit for every survivor they 'killed' while survivors still get the chance to 'escape' as long as they don't die during end game.
And since 'killing' a survivor won't permanently remove them, now they can actually buff killer powers to be POWERFUL, feel great to control, and have major impacts on the game. You know, quality of play elements that make it feel like the game wants you to use your power instead of layering a half dozen self-nerfs to punish you for trying anything other than M1.
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@Wampirita said:
Any software used outside the main game to improve your gameplay is cheating. You're using another program to improve your results in said game.
Except for comms. THAT software used outside the main game to improve your gameplay is fine.
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Getting four stacks on BBQ was the ultimate "I didn't win, but at least I accomplished something, so I had fun anyway."
The fact that they removed it from the perk without making building the system into the game itself does a pretty good job of telling you how little the Balance Team actually plays killer.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196153#Comment_3196153
Everything other than the HUD update wasnt just a buff to SoloQ, it was just a buff to Survivor in general. None of what you mentioned only benefits SWF. Do they get more value out of some things? Absolutely, but literally ANY change made to Survivor will have a bigger impact on Solo Q (doesnt matter if its positive or negative) simply because of communication differences.
Yes, exactly. The GOAL of survivor changes is to lessen the gap between SWF and Solo. But every change they make gets applied equally to both play types, but perpetually benefits SWF more than Solo, which has the effect of actually WIDENING the gap between the two. Then, when kill rates go down because SWF has all these buffs, they buff killers, which makes the game WORSE for solo than it was before the survivor buffs!
It's literally an unwinnable race to the bottom, all because they refuse to give solo survivors bonuses that SWF does not benefit from.
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/3194906#Comment_3194906
nobody asked for billy to get nerfed, ever
Same as Deathslinger. Everybody who complains about either did so in retrospect, as if they'd been some tremendous, terrible burden to the game.
And now they're both dead. But at least Billy was a free character and you didn't waste your money buying him only to get him nerfed to uselessness a week later, like Slinger.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3196104#Comment_3196104
can you please list all these changes that help solo players that you mentioned?
Gosh, where to start...
Updated movement animations that remove all advance warning of the direction you're turning in, a feature that solo hardly uses but SWF get copious value out of to facilitate body-blocking, clone swapping, and spinning.
A player-by-player HUD element that shows how many times each survivor has been hooked, which SWF could communicate before but now don't have to waste their breath, while solo teammates generally just ignore.
Boon totems (Specifically CoH, but SWF actually gets significant use out of Shadowstep and Exponential)
Base-kit Borrowed Time, along with a massively improved actual Borrowed Time (which SWF can use on their designated rescue character) and an updated Dead Hard that is actually BETTER than it used to be if you're good at using it (which SWF can use on their designated looper).
Not to mention every single information perk, which gives the entire team info, instead of just the one solo player.
And let's not forget the changes to killers intended to make the game easier to Solo but just made things easier for SWF instead
Significant nerfs to the best killer regression perks, which made people stack ALL regression perks instead of just the one (a build that SWF trivially deals with, but Solo struggles on).
Significant nerfs to 'noob stomper' mid-tier killers like Freddy or Deathslinger that just end up making killer players switch to far superior Killers (that SWF can deal with but Solo can't).
Feels like I'm forgetting some, but you get the idea.
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I'd love for it to be bots, so that's probably not happening.
Moris would be interesting but they just had a big patch of 0.3 second speed increases for killers and third of a second has been so overwhelming for survivors, apparently, that I doubt killers are getting anything positive for a while.
My guess is that it's the 'tell other survivors what type of action you're doing' icons. That thing that's supposed to help soloQ but will just end up making SWF even easier instead, like every 'solo help' change that comes out.
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SPECIFIC killers need buffs.
(or, in more than a couple of cases, reverting wildly over-reaching nerfs that are now totally pointless because the perks that made them strong are dead)
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3195787#Comment_3195787
The thing that gets me about this is that people act like those week to month long bans won’t drive players away. Idk if killers think they’re the population that BHVR really needs, but survivor players spend more money. Way more money.
The game doesn't need the kind of player who DC's often enough to get to a theoretical month-long ban.
Self-important jerks who disconnect the moment the game turns against them for any reason drive more players away by simply ruining the experience for everyone else in the game. Far better to lose one person in that group of five than the four who actually wanted to play the full match. If they're going to act like they're the only player who matters in any match they join, they should be playing a one-player game.
It's also worth remembering that this ISN'T Survivor v. Killer. This is Jerk v. Everyone Else. More survivors suffer from the effects of their thoughtless teammate's disconnect than Killers do.
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@GentlemanFridge said:
https://twitter.com/DeadByBHVR/status/1571929618902401028?s=20&t=s_t9IRAWWJ6Q7FMbSbe9yA
What could it referring to? Bots?
Hopefully bots.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3195713#Comment_3195713
lmao, ######### people who don't have money am i right?
what a joke. let's not ever do that, k?
If you can't play a game without disconnecting, you probably shouldn't be playing that game, huh? There's so many others out there, off-line and on, that don't completely ruin everyone's experience if one player's power flicks off for an instant.
And if you can't afford a stable internet connection, you've got considerably bigger challenges to navigate than the ability to play a niche horror party game.
Man, it's always a pleasure to post "make the punishment for disconnects more severe" and seeing all the people who disconnect as a matter of course come out to shout down any attempt at punishing their fun little exploit.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195713#Comment_3195713
And you believe a weeklong ban is starting small, for lets say a random power outage during a thunderstorm?
I just assume that people with enough reading comprehension to navigate a forum would know what 'starting small' means.
The week-to-month would be that whole 'scales up super hard' part of the sentence you elected to ignore.
Looks like your favorite killer is the dreaded Straw Man
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3195710#Comment_3195710
I would love a black outline or backdrop so auras are unmistakable to be honest. Coldwind is so bright it legit hurts my eyes.
It's, like, the first lesson you learn in typesetting. It shouldn't be some grand, enigmatic mystery.
Don't forget: They DID go back and change how auras worked a year or two ago. They went in and changed it and tweaked it and all sorts of internal alterations and yet they completely missed fixing the "it vanishes into bright backgrounds" problem. And then they came out with like half a dozen new/reworked maps that just exacerbated the problem.
It really makes you wonder if anybody over there is actually playing Killer, ever.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3195693#Comment_3195693
And how do you propose that works, what is the difference between a rage DC and a regular DC, or an incidental DC?
Starts small, scales up super hard.
If you have a terrible computer or connection that knocks you out of the game through no fault of your own, you STILL shouldn't be playing DbD. Your bad set-up is ruining the game for four other players. Stick to solo games.
Also, you can just look for the standard "I Refuse To Let You Win" survivor moments, like the first time they get downed, right before they're picked up on their final hook state, or if they've been left on the ground for more than 5 seconds ever.
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The fact that they made scratch marks and auras for all-dark maps early in the game's history, then made super bright maps like Coldwind, Ormund, and Eyrie without changing the scratch marks or auras? A real toss up between a lack of understanding their own game or complete laziness.
"If it works for one, it should work for all!" says the MSPaint-level designers who haven't figured out how to put a black outline around their white text.
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@PyramidFootLicker said:
https://forum.deadbydaylight.com/en/discussion/comment/3195686#Comment_3195686
Not really mad about it since personally I keep the killer busy long enough for others to escape, again if they're not too altruistic others make it out but watching the hook timer deplete gets old pretty fast, especially since only being chased doesn't really give survivors much BP as well. Also camping and tunneling was a thing with old BBQ, I'm just noting that it definitely does feel worse after the perk changes.
Yeah, camping is a losing strategy for killers. All but one Survivor will always escape a killer who camps as long as the team is doing gens. But since chases take way too long, healing is almost instant, maps make escapes trivial, infinite loops make damage a rarity, and survivor perks give their team 36+ health states, it gets REAL old REAL fast. If people don't feel like climbing that mountain every single time, they're going to take the shortest path towards anything that can be perceived as a win: a single kill.
This USED to be one hook on each survivor. It encouraged spreading out, leaving the hook, and giving all survivors a chance to participate in every part of the game, resulting in more BP for both sides. And even when you get 4E games, getting that big BP payoff at the end was reward enough. Now? It's nothing. Who cares? Just sit there and zone out till the match is over or the sacrifice is done.
And yeah, tunneling and camping existed before. But it's WAY more common now. And that's almost entirely because of no BBQ BP.
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People who rage-DC should eat bans ranging from a week to a month. Anything less and they're just going to keep doing it, like they already are.
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Perks being disabled by the killer actually killing (or just downing) someone is also not a great trend.
What both of these sort of effects do is punish one side for doing well. The big difference is that survivor perks in the end game make it impossible for the killer to pose any threat at all if they stay on. Killer perks turning off in the early game simply stop the killer from building up any kind of momentum - it's still entirely possible for survivors to come back from it and win.
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You kill Barbeque and Chili and suddenly there's no reward for getting 1 hook on every survivor, so why not just kill off one guy as early as you can.
Almost as if that should've been moved to a a core gameplay mechanic instead of being deleted entirely.
If you're mad about increased tunneling and camping, you should be demanding the BBQ BP mechanic to come back.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3194927#Comment_3194927
If you can't keep up with 2 man swf then it's skill issue. They're just little better than solos they help teammates instead leaving them to die on hook.
Part of the point is that it's NOT a skill issue. It's a Killer issue. Why try to get good at a killer who's built or balanced wrong and plays like you're trying to steer a car with your buttcheeks? Why bother wearing weighted training clothes? Like half of the cast are objectively bad and any effort you put into getting good with them would be better spent getting good with one of the few killers whose powers actually deliver.
CAN you win with one hand tied behind your back? Maybe! But why should you have to?
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Myers' addons is what every killer ought to aspire to.
He has power jumps like Tombstone Piece that put him at a significant disadvantage in the early and mid-game, and only ever pay off by end game (and only if multiple survivors are all oblivious). He has options that massively change how his power plays (perma T1, perma T2) but which are fun to use and not game-breaking. He has addons that directly, MEASURABLY increase how good his power is. He has addons that help make his weaknesses less aggressive, if you just want to play normally. And nothing falls into the "recover from your power 0.001 seconds faster" camp that so many newer killers suffer from.
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"Killer-specific MMR" is the biggest crock around.
If your killer MMR is too low, it will just take a minute for the "bracket expansion system" to decide that they don't actually care about MMR afterall and match you with somebody way outside your range anyway.
And worst of all: your MMR for brand new killers you've never played before? Essentially starts at your highest level.
Never mind that killer-specific MMR was sold as "you don't have to get blasted apart trying to learn the power of a new killer, which should encourage people to try out characters they've never played before." That was just a flat-out lie. Want to try out a brand new killer? Congrats survivor team: you get a potato to clown on for 4-6 minutes.
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A quarter of the killers get nerfed to pointlessness (Freddy, Deathslinger, Spirit, Billy) or invalidated by hyper-strong survivor perks *cough COH cough* (Hag, Wraith, Oni). A quarter were never good in the first place and the microscopic buffs they got have done nothing to change that (Trapper, Clown, Sadako, Pig, Ghostface). Another quarter could be fine with minor tweaks but never get the attention they need and so they feel bad to play as and underperform at every level but the absolute highest, where players get way better results way easier with actually good killers (Twins, Pyramid Head, Dredge, Demo, Pinhead, Doctor).
And only the final quarter has any hope of actual success / are actually enjoyable to play.
Bad killers don't get balanced UP to make them appealing to play as. Or fun to play. Or even just attractive from an ideological standpoint. They get balanced DOWN to make the game more attractive to survivors. The fact that this frequently ends up removing the killer from gameplay is as obvious as it is reliable, but doesn't stop them from doing it again and again.
If you ask me, EVERY killer should have some kind of game-altering passive effect, like Doctor's Madness or Pinhead's Box. Then, they could just tweak the passive up or down as needed to balance the individual killers rather than trying to rework the whole power from the ground up and totally kill the character off in the process (see: Billy, Freddy, and Deathslinger in particular)
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Instructions unclear. More pig nerfs moved to next patch cycle instead of hotfix patched in immediately.