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ad19970
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@xGodSendDeath said:
Definitely not two because I get entity displeased a majority of the times that I get two kills
That's a problem of the ranking and emblem system, not the game's balance.
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@Blueberry said:
I'd say 2 but that's before the gates are powered. Anything after the gates are powered to me doesn't count. First guy that gets hooked is getting face camped because he has nothing else to do since the doors are powered. Is that a kill because of balance? No, it's not. You get a bunch of kills at end game because of NOED. Were those because of balance? No, it was not. They all swarm the hook suiciding at end game. Are those kills because of balance? No, it was not.
The point is there are many, many scenarios after the gates get powered that give the killer kills that have nothing to do with balance or skill. This makes counting all kills very irrelevant in terms of measuring game balance.
You'd probably get a more accurate measure by looking at pips instead of kills. This is because the pip system would be taking into account things like 1st hook NOED kills rather than say someone you three hooked, which would reward you a lot more points. The pip system clearly has lots of flaws, but it is still much better than basing the balance on kills with the current system we have.
If the game was balanced around 2 kills before the gates get powered, than the game would only be balanced if the killer couldn't get any more kills once the gates have been powered, otherwise the average kill rate of matches would be above 2.
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Your team just got heavily outplayed. That doesn't mean the game is killer sided.
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The fact that this hasn't been adressed yet is pretty disappointing. I would like to know if the devs at least acknowledged that these bugs exist and that they are working on it? Because having these sound bugs happen again and again, and everytime it takes so long to fix them, that's pretty ridiculous.
Honestly, at this point, this game's sound is bugged more often than it isn't. Don't know any other game where that is the case.
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When I saw the title of this video, I was really expecting his tournament video where he loses as Spirit to be the featured video.
If you want to "prove" that second chance perks are a balance problem in this game, this video certainly isn't the answer. Pretty sure people have pointed out why though. Going by this video, survivors are severely underpowered in general because they need many second chance perks to even get 3 gens done.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1118231#Comment_1118231
So no fix to gen speeds, huge maps or killer problems? Simply balancing so survivors will have a more enjoyable experience? You should be a Dev.
A balance change like this doesn't exclude other balance changes in favor of the killer though. And no where did the OP say that. But it's not what this thread was about.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1117618#Comment_1117618
I figured the numbers were wrong, just wanted to make it clear that your first hook should impact you more than your second to help discourage tunneling.
Also would you be more in favor of your idea of it last a minute with higher value or lasting all game with a much lower value?
Not sure, but I think a stronger debuff only for a limited time would be better. I don't think many people would like to have a constant debuff to them applied during the entire rest of the game.
I personally think 15% would be fine, maybe 20%, but not more. Doing gens isn't the most entertaining thing, which is why the devs don't want to force survivors to have to sit on gens for too long.
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If anything, I think it would be good if survivors that get unhooked suffer an action speed debuff for like 60 or 80 seconds after they have been unhooked. It would slow down the game a little bit and would encourage the killer to not tunnel. However, I would suggest something like 15% maybe. They definitely shouldn't have a debuff for the entirety of the rest of the game, and the values you suggest are way too high in my opinion. 37.5% decreased action speed is just way too much.
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While I wouldn't mind if the killer shacks of older maps didn't get any breakable wall, or at least not between the vault and pallet, that's a weird reason to leave this game honestly.
Also, are you really complaining about the new map not having safe pallets like some of the older maps? Do you think killer players enjoy just running survivors around loops and then breaking pallets once dropped with no counterplay at all? Pallets are not supposed to be safe spots where, once the pallet is dropped, you are safe from the killer until the killer breaks the pallet.
The new map actually seems really balanced, the pallet loops on that map allow for mindgames, so that both survivor and killer have counterplay at those loops.
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I do think he will need some small buffs, but we'll have to see what they do with him. I read the idea of him breaking pallets if he drags a survivor to them with his hook, and then gets stunned shortly after that. I guess that would be a nice idea.
Honestly though, I think just increasing his movement speed to 115% would be the easiest buff to him, and would probably turn him into the next viable killer in the game.
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I fully agree. With how fast gens can be repaired, I think Hillbilly has exactly the power level any killer needs to have. Fantastic map pressure and the ability to insta down, but he can be looped which makes him balanced despite the gen times. More killers should be at his level.
I do think people are allowed to express their opinion, and are allowed to make threads about him being op. But I would argue he is one of the most balanced killers in the game right now. If the survivors objective time would ever be increased, he would need a nerf, but at the moment, he seems perfectly balanced to me.
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Lol I was wondering this too. Was scared this was something for any website I would visit.
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Pretty sure it does. Its really good on him because he can injure the obsession without losing stacks.
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Because you shouldn‘t pip every game. 2k being the average means 2k is a draw. Why should you pip with a draw as if you won that match?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1107697#Comment_1107697
okay, so two survivors, one being chased, one to "break" the chain, why not lunge and hit the dude blocking the chain? Then you have two injured survivors, it's a win win to me.
If played well though the survivors can potentially stop you as the Deathslinger from making any progress towards your objective while there is still one other survivor doing gens. In some situations where you really need a down as killer this could become really frustrating.
I personally really hope they fix this issue somehow, because if you manage to land a good shot on a survivor that is injured, it can be very frustrating if that down gets denied because other survivivors are blocking the survivor that you have hooked with your harpoon.
That and it just makes the killer a little less theatening.
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This would ruin Hillbilly and just further increase survivors queue times. I don't think this would be a good idea at all.
When going against an actual god tier Billy, it should also take god tier survivors to be able to have a fair chance of winning against the Hillbilly. And I'm pretty sure those survivors are still able to loop Billy long enough for their team mates to make good progress on gens.
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Really happy to see that two of the new killers perks might actually be really good. Gearhead in particular I can see becoming a meta perk, it looks like a really nice alternative to perks like Discordance, Surveillance, Thrilling Tremors or BBQ.
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@Skelemania said:
https://forum.deadbydaylight.com/en/discussion/comment/1104543#Comment_1104543
And like when watching Umbra play Huntress, a good killer will dominate. This new killer with a good player behind him will be scary.
Most likely, but that won't make him op. Huntress certainly isn't op.
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I really wouldn't call these changes a massive buff. Reverse skill checks will only affect survivors of lower rank, so I'm not really sure why they added these to his base kit, but madness not going down is a nice little buff, though nothing significant.
The changes to his addons are fantastic though, but again, I wouldn't say those are a massive buff. Pretty sure he won't need a nerf after these small buffs though.
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Are you sure the effects will work on madness tier 1? Didn't look like that to me.
But i am really happy about these changes to his addons. I'm just not sure if his base kit needed those reverse skill checks, since they will only affect survivors of lower rank.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1087391#Comment_1087391
Yeah people who experience a gamebreaking bug, have to quit otherwise the game literally wont end, and then they’re unhappy they get a timeout for it....THOSE are the entitled players
Never work in customer service my friend.
I'm curious, what gamebreaking bug that forces you to quit is currently in the game?
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/129393/why-is-there-so-little-killers-at-high-ranks
If you're looking for a serious answer, in regards to me personally, it's because I play Hillbilly and chainsaw hits only count as one chase, so I sometimes end games with bronze chaser or no emblem at all.
And you believe something like that is the main reason as to why survivor queue times are much longer than killer queue times? People saying it's because there are not enough killer players are not to be taken serious?
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@ClickyClicky said:
It’s objectively killer sided. The stats and data prove this.
I would even argue this game isn't as survivor sided as most people believe. But this argument is just so bad honestly. These stats are not representative of the game's actual balance.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1068069#Comment_1068069
Blood Lodge looks fine to me...what's the problem?
Too big, survivors have really good sight of the killer, and the map has so many safe pallets.
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Still enjoying the game a lot, I still think the game has a fair amount of killers that are fairly viable more or less, depending on the map of course.
Many maps still need some changes, some of them complete reworks, they need their size reduced a bit and need to get more mindgameable pallets. And weaker killers need some buffs for sure, like Clown or Legion. They would still suck even if maps became more balanced.
Survivor queue times are also not that great.
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Autoheaven maps are also some of the maps that need balance changes the most. Blood Lodge is a ridiculously unbalanced map, Wretched Shop needs one of the windows to get closed, and all the maps need a few more mindgameable pallets and less safe pallets, and perhaps have their size decreased a bit.
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@Waffleyumboy said:
Better alternative: add a second objective, maybe refueling gens using a gas canister which could add about 30 seconds per gen. To compensate, camping and tunneling could be eradicated by making it so hooking a survivor outside of the basement causes the entity to grasp that survivor and transport them to a random distant hook. Maps would probably need to be toned up in power for survivors and need special hooks in distant corners of the map so it's easier for the Entity to transport survivors. Perks and items would be modified to accommodate the addition of a non-generator objective.
The idea of having gas canister has been suggested a lot. And I do unerstand why. The problem I see is that an objective like that would be harder for solo survivors than for swf survivors, since they could always communicate with each other if one survivors finds a gas cannister. I guess revealing the aura of those canisters would help with that, but then how much extra objective time would they really add?
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@fleshbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1067479#Comment_1067479
Try holding M1 for that long after you had surgery on your wrist. I have to take frequent breaks when i play this. One of the reasons i picked up killer as well. I cant hold M1 all day or i will need a second surgery. They refuse to implement a toggle. I can understand why. Holding M1 is as simple as some games go for me till i am on the hook. Taking that away would make this game almost on autopilot
Hmm that certainly sucks, sorry to hear. It's a shame this game doesn't have more a more interesting main objective for survivors, but I can understand that the devs focus has always been in the interaction of survivors and killers.
I do feel like toggle could be an option though. I mean it wouldn't really be any more autopilot than holding M1 in my opinion, just holding one button doesn't require any more effort really.
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@bigthiccy said:
https://forum.deadbydaylight.com/en/discussion/comment/1067476#Comment_1067476
I shouldn't have to completely change whatever build I'm using just to use the meta perks to escape. The whole point of this game is to have fun and if I'm just stuck using a meta build to survive against a now somewhat overpowered killer, it's not fun.
I've been playing for months and old doctor wasnt as bad. I dread any game against doctor because it's so difficult to get out with my own build
I mean of course when going against actual viable killers that are being played by someone who is good with those killers, then meta perks are what you need in order to have just as much of a chance to win against the killer.
If killers are balanced around survivors with random perks that aren't meta, survivors that just use meta perks will become overpowered.
The solution here is to either nerf meta perks of killers and survivors, or to try and buff all the weaker non-meta perks.
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Addinng 60 secons to each gen woould just kill this game immediately. Nobody wants to hold M1 even longer than they have to now, and 60 seconds to each gen would make many killers so brokenly overpowered.
Giving swf survivors debuffs is also something I don't think should happen. The only way to balance solo and swf survivors is to give solo survivors all or at least most of the information that swf survivors receive with communication.
Chase and Altruism should not be rewarded more than objective, or you'll just end up with teams of which no one wants to do the objective because they can earn more bloodpoints by just running around the killer and waiting for unhook possibilities.
Also, nerfing survivors objective time will also require a nerf to tunneling and camping. Just decreasing Blood Point gain won't do the trick. Some people only care about kills, not about Bloodpoints, and they'll be encouraged to tunnel and camp more if objective time would be increased since survivors couldn't punish camping killers as much by rushing gens.
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@LetsPlayTogether said:
Slugging isnt outplaying survivors. Its outdoing basic game mechanics and just scummy play as killer. The only thing that needs to be fixed is that slugging shouldnt be possible like it actually is. Its not fun to lay on the ground half the game til a sweaty killer got his "will".
If slugging is a beneficial move on the killer's side when he downs a survivor, he has all the right to do so, and should do so. It's not a scummy playstyle. Especially with the fast gen times at the moment. I guess if the game ever received a second objective, then they would have to nerf slugging big time.
Unless of course you want to get rid of more and more killer players to extend survivor queue times. Then I guess nerfing slugging is the right thing to do at the moment.
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Another post regarding Doc?
The fact that his power is good in chases is a good thing. Killers need to be viable in order for enough people to play them. I guess it does take time to get used to how to waste enough time from him while in chase. But he's certainly not op. He is much stronger though, but I for one highly enjoy going against Doctor, and think they did a fantastic job with his rework. He can just end chases fast enough reliably, to keep up with generators. He has counterplay, no matter how safe a loop is. That's exactly what killers need.
To be fair everyone will have certain things that they find to be annoying in this game. No killer will please every player. I for one really don't enjoy going against Hag. But she is definitely not op in my opinion.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054558#Comment_1054558
Maybe they included bp offerings?
Even if they did, they didn't include any BP offerings or the perk 'We are going to Live Forever' for survivors. Comparing killer and survivor Bloodpoint gain by using the killers bloodpoint gain when they get a perfect 32k Bloodpoints, with 4 stacks of BBQ and a survivor Pudding or Bloody Streamer offering as an average, and then survivors Bloodpoint gain when not using any way to increase Bloodpoint gain, is not a fair comparison at all. Even more so when you consider that the average Bloodpoint gain of survivors definitely isn't 8-10k. At least for me it's 15-20k, and for killer it's probably around 25-30K. 32K Bloodpoints is the max, not the average.
Honestly saying killers average Bloodpoint gain is 100K and survivors average Bloopoint gain is 8-10K is just a hilarious misinformation.
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@Colton147 said:
Kill rates are above 50% at red ranks.
Are these new stats or still the stats from when Ruin wasn't nerfed yet?
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1052199#Comment_1052199
Do you mean by “optimal survivors” survivors that like sitting on gens? I’m not saying I blame them, it’s their only objective after all, but survivors simply no longer need to be organized or even good to win a game now. They just need to have enough brain capacity to do gens. Yesterday we completely smashed a killer but the funny thing was that my teammates were green and yellow ranks (I’m r1). They went down pretty fast too, it’s just that gens got done faster.
https://forum.deadbydaylight.com/en/discussion/comment/1052244#Comment_1052244
1) This is old data, from before the Ruin update.
2) This data does not include variables like bad matchmaking, suicides on hook, DCs, AFK players, people simply giving up, people giving a petty kill to the killer, etc etc.
With optimal survivors I meant survivor teams that are well organized and good in chases.
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I'm still enjoying this game a lot, both as killer and survivor. I don't feel like as a killer I lose because of one or two mistakes. Unless maybe I'm going against an insanely optimal team, and in that case, I feel like it's fair if I don't win when making a few mistakes.
I think the main problem of the game right now is that too many killers are just not strong enough to be viable at the moment, but I do feel like the game has a fair amount of viable killers nevertheless.
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@BigTimeGamer said:
its not the fact that it exists that people dislike it, it’s the killer being rewarded for failing their only objective
But their only objective is to hook and sacrifice survivors, not to protect the 5 gens.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1051533#Comment_1051533
+1 This.
You even get this with competent solos as well though.
You can have chases all <15 seconds and still lose just because gens are too fast. People like to say slug for pressure, but that's easier said than done when many maps are way too large to be able to properly pressure for most killers and you have x4 Unbreakables, BT's, DH and DS. All the x4 meta perks that get stacked are all second chance perks that block the killer from pressuring.
Just the freaking time it takes to walk from one side of the map to the other for most killers is half an entire gens time for ONE survivor. This isn't a new revelation though, people have posted the math for killer objectives compared to survivors ad nauseum on these forums already to no prevail.
I have never ever seen or experienced a match where all chases end within 15 seconds and survivors still manage to repair all generators. But I do get your point with big maps, some are simply too big for killers to apply enough map pressure. Though I'm pretty sure it does not take any killer 40 seconds to walk from one side of the map to the other side.
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@ScottJund said:
His actual power is pretty overpowered, but..he also doesn't always have it so.
I don't know man. He's hard to gauge.
I would argue it's his slugging potential that really makes him so strong. If the devs ever decide that he needs a nerf, I hope it's only a nerf to his slugging, without affecting him in any other way.
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I don't use it much at all, but I should use it more often. It's good on any killer that can make progress towards their objective without finding a survivor. So trap killers benefit from this perk a lot. Hag, Trapper and Demogorgon are very good with CI. Most killers simply need to hope to be able to find a survivor before the first 2 minutes end, if all survivors decide to not do gens.
I haven't used it yet on Doc, but since he can find survivors with his power, it should be particularly good on him.
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I'm curious, what do you think the shock therapy should be good for? Because denying pallets and vaults is exactly the point of Doctors power. It would be useless without that.
It's what makes Doctor good in chases, something killers need in order to be viable. He might actually be viable, but definitely not op. He's a well balanced killer.
We should be happy. The more viable killers, the better for both sides. It means more variety at red ranks and possibly shorter survivors queue times.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1050238#Comment_1050238
I would have to draw it out to fully explain so you can understand but I'll try and put it into words best I can. Depending on which side the window and pallet spawns you can actually cover both options if you shock diagonally according to which way a survivor runs. In a sense you as the doctor player have to make a read that the window has spawned there or if you want to negate that part of the guessing game you could run zantashin tactics and have knowledge of where everything is. But lets say you get the stronger version of the jungle gym with the window to the right and the pallet to the left, in this scenario doc is chasing you clockwise so he shocks you before you get to the pallet denying you of the pallet and proceeds to hit you upon reaching the window the only way you can guarantee not getting hit would be to run behind the shorter wall that has the pallet after getting shocked and dropping the pallet, Doctor is very complicated and as a former doc main I understand which pathing is best to take vs doc.
Yes you did a good job on epxlaining this, pretty sure I know what you mean. Are you sure that the shock lasts long enough to deny the pallet and then after the survivors runs to the window, to still deny that window as well? Because I always thought at that point the shock has weared off. But I might be wrong. I'll have to try it.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1050167#Comment_1050167
Doc can actually counter jungle gyms pretty efficiently if they aim their shock in a certain direction it can cover the window and pallet option causing the survivor to run the loop again and get a hit, he can continuously do this if the survivor doesn't take unique pathing.
Really? I guess it's hard to explain, but could you tell me in what direction exactly you have to aim to cover both the window and pallet? because the way i see it, as soon as you shock the survivor early enough to deny them the pallet or the vault, they'll be able to use the other one of the two since the shock has weared off at that point.
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I've noticed that structures with multiple loops close to each other can be good against Doc. Looping around just one pallet loop will most of the times allow him to get to you. But If you still have enough distance to Doc, you might have a small chance to reach a different loop that can buy you a bit more time, if that makes sense. This is dependent on the map and the map rng though, and in almost all cases pallet loops aren't that close to each other. In the Autohaeven maps for example though, a pallet loop is often surrounded by other loops without a pallet, and I think you can use these cleverly in order to at least waste more time and dodge Doctors shock therapy, and sometimes one pallet loop is actually right next to another pallet loop.
Jungle Jyms are very good against him in most cases, because he can't deny both the pallet and the window at the same time. If he denies the pallet, you'll most likely be able to use the vault and vice versa.
At loops that break line of sight, you can try and dodge his shock therapy as well, and try and mindgame him. It's hard to give an exact example though.
Dropping a pallet right before you get stunned is also a good counterplay. As long as you don't run to one pallet after the other and do this non stop, since that might lead you into wasting too many pallets. However, if you drop a pallet, you'll have more distance to him because now the pallet is extending both loops around the pallet into one loop. This can also help you reach another loop, especially if he tries to shock you. Again, very map dependent though.
Maybe also interesting to note is that smaller loops are possibly better than bigger ones against Doctor. Here's the thing, a good Doc will always stun you right before you are able to drop a pallet if you are looping him. He slows down a bit when he charges his shock therapy, which allows you to gain very small distance, but you can't throw down the pallet, which forces you to run another time around the pallet loop. Now you can imagine, the bigger the loop is, the more time Doc has to catch up to you while you are running around the loop before you get to the pallet again.
However, if loops are small enough, if he tries to shock you every time you approach the pallet, he will either not have enough time to catch up to you while you are running around the loop another time, or he simply won't be able to shock you fast enough after he shocked you once, to deny you the pallet again. I'm not sure, but I believe the car loops on the Badham maps are a good example. If a Doctor tries to shock a survivor whenever they approach the pallet while they are looping you around that loop, I think the Doctor will never actually be able to really catch up to you, since he's always losing a bit of distance while he is charging his shock therapy. So the distance he wins by denying the pallet and forcing you to run around the loop another time is lost whenever he charges his shock therapy again.
However, if loops are small enough for this to be the case, the loop will most likely be mindgameable, which of course gives Doctor counterplay as well. But trying to mindgame Doctor on those loops is probably still better for wasting his time than just running around big loops. Since your main goal as a survivor being chased is simply to waste as much time from Doctor as possible.
I hope this made sense, had a hard time explaining this last part in particular so if you don't understand it, I don't blame you. I've always sucked at explaining things.
One last tip though. I have often seen Doc's time their shock therapy so you can drop the pallet just in time. However, good Doctor players often predict this, and head to the side of the pallet that you are running to to drop it, and because you are then shocked, you can't vault back over the pallet, allowing the Doctor to hit you. In those cases, if you predict that the Doctor predicts that he won't be able to shock you early enough anymore, and you have the option to throw down the pallet, in that case it might be smart not to drop the pallet and just keep looping one of the loops surrounding the pallet instead. It's a tricky mindgame though, and since it's a mindgame, it won't always work out of course. And sure, shortly after that you might get hit because he is very strong in chases, but at least you've waisted a bit more time of him. Every second counts in this game.
I can't say for sure that all or any of these counterplays work reliably, and they are always dependent on the map, map rng and the loop you are looping the Doctor around. But it's the best I can do to try and give some examples of what I believe is counterplay to the Doctor. Doctor is very strong in chases though, the main goal is simply to waste as much time as possible to give your team mates enough time to make noticeable repair progress with generators.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1047133#Comment_1047133
I'm up for qte
Gotta fix that painful struggle phase first my fingers hurt
That struggle phase is so awful, I still don't quite get why it's still in the game. But for the reasons I stated in my otherpost, I think QTE's wouldn't be that good of an idea for the game. Unless they are pretty easy to pull off, and are just a way to make generators a bit more interesting. Then sure. But making the objective of survivors a challenge is not a good idea in my opinion, since otherwise new survivors will just lose every single match.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1047787#Comment_1047787
They don't need to be removed. What people "call" instasaw is not instasaw. It shortens the charge time to 1.5 seconds, and is still easily dodged. Unless you're right in front of the Hillbilly, literally touching them, then you were screwed whether he had those addons or not.
This is just a case of players not wanting to adapt. These are the same people who told killers to adapt when ruin was nerfed.
I wouldn't want them removed, just nerfed a bit. Though I donÄt really have a strong opinion on that matter, I can just see why people would want them nerfed a bit, since they are really powerful and Billy is already a strong killer at base.
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1047731#Comment_1047731
Instasaw doesn't exist anymore. It hasn't for over a year since Tinkerer was reworked.
Well whatever people call insta saw now. The two best charge addons of Billy stacked. I'm not going to argue over definitions now though, there's no reason to do that.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/1047133#Comment_1047133
I agree with you too, and as I mentioned it could be possible for secondary objectives if they completely reworked the whole game. Like they did with Death Garden. But, you got me with the maps, maps are a big issue for both sides. Even if they did rework the game, they still have to worry about what kind of map they have to deal with as well. Do you mind if I put your comment in my post?
That's true. I always wonder if a secondary objective would be healthy for the game, especially if the game would get a sort of rework, but I doubt they want to change their game this fundamental three years later. It's much better to find a solution that they can just implement into the game as it is now.
And sure, of course. I'd be happy.
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Doctor, Demogorgon, Huntress, and probably Oni as well.
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@grtf47 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046855#Comment_1046855
How can you see that his add ons need a nerf? Do you know how hard it is to get a flick? A good survivor can avoid the flick. His add one are the only way he can beat a good swf unless you apply some other tactics like proxy camping and tunneling which is okay. There is no need to touch his add ones because survivors can get beat by mind games which are only possible mostly with his add ons
By flick you mean curving? Because I feel like that's still possible even without the charge addons. I just feel like those at the very least can be a bit too good. Insta saw gives survivors very little time to react to his chainsaw, so I would say they could get a bit of a nerf. His basekit should stay the way it is now, though.