Tekno_Badger
Tekno_Badger
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NEMESIS
Buff the tentacle:
- Slightly widen the tentacle hitbox. It requires way too much precision for a game where survivors can wiggle and turn so much.
- Reduce missed tentacle attack cooldown to 2.25s.
- Reduce tentacle cooldown when hitting a zombie to 2s. They get in the way sometimes and this will help.
- Reduce the speed boost survivors get when initially contaminated by 75%.
- Prioritize hitting a survivor over breaking a Pallet when using his power. This will fix some of the attacks that seemingly go through survivors.
- Buff Tier 2:
- Allow multiple survivors to be hit with the tentacle attack.
- Buff Tier 3:
- Reduce the pallet-breaking duration with the tentacle to 2.3s in Tier 3.
- Allow the tentacle attack to break a Pallet and hit a survivor at the same time.
Rework the zombies:
- Allow zombies to slow-vault Windows.
- Increase movement speed to 2.5m/s. Debuff related add-ons.
- Make zombies lose collision with the survivor after an attack which removes a health state.
- Improve the AI:
- Make zombies go around objects. There’s so many times they just walk into walls and get stuck.
- Make them move towards survivors who are within a certain radius, even if they are not looking at them.
- Take pathing into account for prioritizing.
- This is not a catch-all list. Zombie AI needs a lot of work.
Still working on add-ons, lmk what you think
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Trapper and Pig already up, lmk what you think. Btw I agree, Trapper and Pig are my top 2
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2455739#Comment_2455739
Main three things I'd mention
I'd not increase rescue time to 5 seconds if you give Trapper Haste when someone gets caught in a trap. Additionally instead of giving Trapper haste when a survivor is within a Trap I'd simply give them a haste buff that has a duration the moment a survivor is caught. Because ultimately the RNG and rescue time could cause Trapper to be too strong in chase.
Additionally regarding walking on his own traps I wouldn't do that. Personally I'd just make it so that Dead Hard and any other perks cannot pass through a trap.
I reduced the Haste buff to 5%, which is just one PWYF stack and not very strong. I'd still take a killer with a chase power over a 120% movement killer with just a Basic Attack. Rescue time is already pretty short, which is why SWFs bully Trapper. It's unfair that his power can be eliminated in a matter of seconds. And the Dead Hard workaround is basically the same as what you are suggesting, but my way allows for more plays around Traps. Dead Hards can go through but so can Trapper
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2455895#Comment_2455895
but... her basekit is the entirety of the problem?
a killer who is able to ignore all game mechanics during chases isnt a fair or balanced killer whatsoever.
you know, at least Spirit (who is widely considered to be the second strongest) has to physically walk around the objects in her way and can get stunned out of her power - Nurse on the other hand just straight up goes through the wall and attacks immediately, there is absolutely nothing a Survivor can do against that other than hoping the Nurse screws up.
Nurse has one of the lowest kill rates in the game and is incredibly difficult to play. Even then, she still has counterplay as long as you break line-of-sight and trick her. I think her base-kit is okay, and the devs are never gonna give her a different power.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455976#Comment_2455976
Well it kind of fits the lore, The Legion seem to be a little cocky at times as seen in their perk descriptions. And also an add on shows that theyve researched stab wounds. Patching Stations would basically be their version of letting some one get back on their feet only to knock them straight down again
I mean I guess, but I like that their power doesn't have much Entity intervention. Keeps them more human. Either way, this could work, hard to say with its complexity, the numbers could need tweaking
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2455971#Comment_2455971
Well the main thing I'd ask is do you feel hook camping is an issue for Hag?
My bias is yes because the kit encourages hook camping more than being creative with some traps. I'd like for that dynamic to switch somehow.
It's definitely not fun, but she'd need buffs in other ways. Perhaps giving her better add-ons will help with that
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@miketheratguy said:
All I can say is that I don't recall ever having any issues with Wraith before the buff, which at first I wasn't even aware he'd been given, so either I and a bunch of people suddenly started underperforming against him all at once, or his buff is cheap and his defenders will find every excuse that exists to justify it.
https://forum.deadbydaylight.com/en/discussion/comment/2455723#Comment_2455723
He can get a free hit on a survivor, and then when that survivor runs away he can easily (and quickly) become invisible again, rush right back up to the survivor, uncloak and hit them again. "Speedy stealth" and "chase power" mean the same thing, especially when this ability is taken into consideration.
This is the stuff I just don't get. The evidence is right there but people are like "nah".
It's hard to get that 2nd hit with how long uncloaking takes. Survivors just have to camp pallets or drop them early. And that mega lunge isn't very strong at loops, it's even weaker than pig's ambush
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455943#Comment_2455943
I mean Feral Frenzy cant damage at all, all it can do is apply Deep Wounds.
Blood Frenzy how ever, will damage a survivor no matter what, and youre encouraged to apply Deep Wounds as much as possible while in Feral Frenzy to then get Killer Instinct while in Blood Frenzy
Ah, you'd have to attack twice in Blood Frenzy. Okay. The numbers would probably need some tweaking during a PTB, but it could work. Idk how to feel about Stations tho, they don't fit the lore at all.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2455952#Comment_2455952
Main thing for Hag is I feel that if you unhook a survivor nearby traps should be destroyed.
For Spirit there needs to be counterplay while they're phasing so you can more reliably read when they're using their power or not.
I'll check Trapper and Shape again however both of those killers I feel need a full on tune up on their kits.
I could definitely add that to Hag, and I did add some counterplay to Spirit.
For Hag: "When a survivor is unhooked, destroy traps within a 3m radius". Prevents camping but allows traps to remain at nearby loops
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Yeah, I could see how he'd be annoying, especially if going against survivors who haven't mastered looping. That's also why I suggested in my rework to debuff his cloaked movement from 6m/s to 5.6m/s
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WRAITH
Buff his chase power:
- Increase the duration of the speed boost after uncloaking to 1.5s.
- Increase Breaking, Damaging, Opening, and Vaulting action speeds by 20% while cloaked, and make this effect last for 5s after uncloaking. Debuff the Shadow Dance add-ons to 15 and 30%, but make them add to the bonus action speeds given after uncloaking as well.
- Make Bone Clapper base-kit, Wraith is far weaker without it.
- If necessary to balance out these buffs, debuff his cloaked movement speed to 140%.
Rework some add-ons:
- Change All Seeing - Spirit to be like the Blood version, except with an 18m range.
- Change the Clapper add-ons to increase the post-uncloak speed boost duration by 10 and 30%.
- Buff the Swift Hunt add-ons to increase uncloaking speed by 10, 20, and 30%.
- Buff the Windstorm add-ons to increase cloaked movement speed by 0.2, 0.4, and 0.6m/s.
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@Dustin said:
- The Trapper (The most)
- The Shape (Close tie but Trapper ultimately needs it being the poster boy for DBD)
- Tossup between The Hag and The Spirit simply because I feel like they both have unhealthy game mechanics present.
All 4 are posted here now, lmk what you think. For Hag, I honestly think survivors just need voice comms. There's a lot more counterplay to her when survivors are organized and can attack her web of traps
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HILLBILLY
Buff his chainsaw:
- Increase the Overheat limit to 120 charges and the heat dissipation to 4 c/s and 6 c/s after overheating.
- Reduce Chainsaw charge time to 2.25s.
- Reduce cooldown when ending a Chainsaw Sprint to 1.5s if the Sprint was 2s or more. This reduces the punishment for using Sprints for mobility.
- Reduce bump cooldown to 2.5s.
Rework his add-ons:
- Replace Big Buckle, and Black Grease with charging speed add-ons which reduce charging speed by 6 and 13%, without any debuffs associated with them.
- Remove the debuff from Tuned Carburettor.
- Remove the debuffs from the Engravings add-ons.
- Replace Mother’s Helpers with Pighouse Gloves, and add the Cannibal’s Light Chassis add-on.
- Increase Leafy Mash to 30s.
- Change Heavy Clutch and Off-Brand Motor Oil to reduce Chainsaw cooldown when breaking a Pallet by 10 and 20%.
- Change Apex Muffler to 16m.
Prioritize hitting a survivor over breaking a Pallet. This will fix some of the chainsaws that seemingly go through survivors.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455876#Comment_2455876
You're the person I was just discussing this with in the other thread, aren't you? :)
Were you the one who posted Wraith OP? I mentioned it briefly there
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455920#Comment_2455920
Feral Frenzy cant down, but Blood Frenzy can.
And keep in mind, a survivor can only mend themselves using a Patching Station, and thats a limited ressource.
Ah okay, just reword it that way then. I thought you meant Feral couldn't even injure them. This rework would also make them incredibly cruel against solo queuers
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455912#Comment_2455912
The number changes are nice but I wouldnt necessarilly call it a rework, I do believe Myers needs a little more than that since his power is REALLY outdatted
Again, this would be a start though
Yeah I know what you mean, just don't see the devs doing anything massive with him
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@SMitchell8 said:
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.
Interesting. I feel like survivors would hate Trapper even more if they were put in the Dying State by traps.
Legion sounds cool af, but having 4 killers on the map would be overpowered for area control, and that much code would ruin the game with BHVR's coding skills
I think that'd be okay for Ghostface, but I'd still prefer mine. More strategizing, a bit more skill ceiling
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@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!
Seems like a Legion with more slowdown due to the Stations. And if survivors don't get injured by Feral Frenzy, then he has even less lethality than before. Do you mean they can't be downed? Because that would make more sense
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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.
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@Aurelle said:
- Trapper
- Hillbilly
- Clown
Trapper posted, Hillbilly and Clown coming up
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2455798#Comment_2455798
Why do you think the Legion one makes him weaker?
I'll post my answer there to make things easier. In the meantime, lmk what you think of mine :)
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@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
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All 3 are posted here, lmk what you think!
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@Mister_xD said:
- Twins
- Trickster
- Nurse
Twins and Trickster already posted, for Nurse I'd just nerf her add-ons a bit. I think her base-kit is fine
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@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
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@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.
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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%.
- 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.
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@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
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@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.
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@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
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@miketheratguy said:
Wraith, Spirit, Hag
Wraith and Hag? Interesting. One sec
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@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
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2455794#Comment_2455794
i suggest, you put what you changed into the rework, cause alot of the perks it makes it seem like ur adding on. like "instead of beain broken all game..."
When they're formatted like a perk description instead of a bulleted list, the old perk isn't linked to that description at all. Sorry about that. Once the guide is finished there's gonna be an intro with that stuff
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@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.
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@Shroompy said:
Legion
Myers
Trapper
Ive already posted what I would do if I were in charge of reworking these killers:
If youre interested:
Legion:
https://forum.deadbydaylight.com/en/discussion/254830/my-attempt-at-a-legion-rework
https://forum.deadbydaylight.com/en/discussion/263373/my-attempt-at-a-myers-rework
https://forum.deadbydaylight.com/en/discussion/263634/my-attempt-at-a-trapper-rework
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
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2455694#Comment_2455694
ur making it so it takes longer for you to heal each time u pick urself up for an extra 15 percent on grunts of pain?
With No Mither currently, you are broken the entire game. This way, you start the game healthy, can be healed a couple times before it just takes way too long, and the killer won't recognize that you can pick yourself up. With current No Mither you just can't heal at all, so idk how this is a nerf
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@Elcopollo said:
I know it's the least important part of document, but somewhy it pinched me the wrong way.
"Getting rid of the lion roar in favour of Amanda herself snarling would be awesome"
This makes zero sense. Female squeal, heard at the end of some growl variations, already implies that it's her snarling. Aside from the fact that in real life people can perfectly replicate animal sounds, it's the Entity's Realm we're talking about - things do change and get twisted. Phillip turned into a ducking walking tree-like-creature here, Mandy making animal noises isn't anything unusual. Plus, in first movie similar sounds were present in the scenes of Adam's and Lawrence's abduction. Scenes didn't share the same growling, sounds were different (despite it being same movie), which implies that it wasn't a recording, but rather the abductor's intimidating growl/snarl. So not only it makes sense lore-wise and 'realistic'-wise, it's also an homage to movies. A~and in the video you attached yourself are sounds, which already are used in game.
That's the bone you're picking, out of everything I said...? Ok then. I want it to be her snarling, because that seems more realistic and immersive to me than a lion roar for a pig. She has some cool snarling soundbites, use them
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@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
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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.
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@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
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@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.
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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
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2455716#Comment_2455716
No, they're there as a way to slow down the game. Against competent survivors, NoEd would only give the killer one down/kill. You don't play this game enough if you think otherwise.
You absolutely don't deserve a win just for holding M1 for most of the match. Average survivors should have 2.5 gens done before the killer gets their first down. You only deserve to beat the killer when you exit the match, nothing more and nothing less. Completing gens is only half the battle. You deserve to die to NoEd if you and your team can't distract the killer long enough to cleanse bones.
You have to loop to be able to hold m1 that much lol. I'm done here
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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.
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@psionic said:
Trapper, Pig and Plague
After my own heart with that Pig comment. One sec
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@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.
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@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.
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@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.
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No, he's not OP, he has no chase power, just speedy stealth. And that combo has an iridescent in it
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In power, yes. In usage and enjoyment, no. Too many bad killers use it as a crutch to down and camp survivors to death after getting destroyed in the rest of the game.