Hillbilly and Nurse balance suggestion
Problem: There is not enough variety of killers at higher levels of play as it is mostly dominated by Nurse and Hillbilly.
Causes: The core mechanics—while the initial learning curve
may be a hurdle—of these killers ultimately lead to more secure success over
using other killers*. As a result, they
are more streamlined and thus perceived as more viable against efficient SWF
*Nobody is saying that learning the initial mechanics to the killer is easy, but rather that once one is familiar with them, then the challenge of using the killer are negligible.
Intention: Level the tiers among the killers to encourage variety and create more necessity for strategic use for the killers’ abilities.
The diagram below is more or less the current tier list among killers such that the top represents killers that can effectively deal with SWF teams, or what some of you are confusing as the term, viability; while the bottom are the killers which seem the least effective. Nevertheless, I see the problem as the unbalance among killers themselves. So ideally I would like to change it towards the latter image where all of the killers exist on the same tier where the core mechanics are not what dictate the outcome of the game, but rather the killer’s skill.
Therefore the most important thing is making the necessary adjustments to move all the killers into the same tier and understand the reasoning behind it. We could technically choose to move all the killers ability to the red tier by nerfing the shit out of each one of them, which most of you snowflakes would endlessly cry over. Oddly enough, a lot of you argue that we should instead focus on boosting all the killers into the yellow tier. While yes, both of these are technically solutions, we have to concede at some point or another that making adjustments to twelve other killers is a lot more work than adjusting the top and bottom tier towards the middle since the difference between the green and blue tiers could probably just be solved with stat tweaking. This is my proposal for addressing the top tier of killers and how to make them into middle tier.
Before I go into each of these, I want you guys for a moment to suspend success of killers versus survivors as a whole, as I’m more interested in the relative success among the killers. I will say that the benefit of having all the killers on the same tier list is that it makes the task of balancing against survivors much easier since survivors have the same game play. Therefore if all the killers are struggling against survivors, then you just increase the time it takes to complete a generator or unlock a gate—something that gives killers more time to succeed at their objective.
Background: Hillbilly is a really strong killer, due to his sheer mobility and the chance to instantly down survivors with his chainsaw. While there is a bit of a learning curve to controlling his chainsaw, it gets easier with practice and you will eventually not have too many issues with directing him. However, he has a very convenient and effective strategy which is run up to the survivor close range and use his ability. This seems like a rather cheesy strategy mostly in relation to our precious Bubba boy. While technically Bubba boy can in fact down multiple people at once, his potency for his ability is usually limited to one survivor since most experienced survivors know at this point to generally stay clear of a chase. Therefore, the downing potential for both Hillbilly and Leatherface are effectively the same, the difference then being that Hillbilly has vastly superior mobility and is thus much more able to apply map pressure, defend gens, guard hooked survivors, monitor gates, etc.
Change: I argue that we can get rid of this close range strategy and force Hillbilly to aim his ability more so that downing a survivor doesn’t feel like an inevitability but more of a result of successfully reading what the survivor will do. I propose giving Hillbilly a requirement to cover 12 metres with his ability to instantly down a survivor into dying state, otherwise it puts a healthy survivor into injured state and an injured or deeply wounded survivor into a dying state. The novel effect is that Leatherface gets a distinctly close-range advantage over his chainsaw brother. I suggest 12 metres because it’s still fairly close enough to give a survivor anxiety about a Hillbilly reving up his chainsaw, but far enough for survivors to not feel completely helpless; furthermore, it rewards Hillbilly for successfully aiming their ability and reading where survivors are moving.
Background: Nurse is generally agreed to be the strongest killer in the game, and also has the highest learning curve. Similarly to Hillbilly, it takes a while to learn her basics, but once you have her figured out then using her ability generally becomes second nature. Typically speaking, once an experienced nurse sees a survivor, they will down them. She is essentially immune to the golden strategy that survivors covet so much, pallet looping. I think the core issue of her mechanics however is that the only real consequence to her ability is being fatigued. While this is a great first step, an experienced nurse is not going to have to adjust as much for failure to adequately use her blinks—they’re good as new the moment the fatigue wears off.
Change: I argue that Nurse blinks should be on a token system. The blinks ought to be base one, meaning that she will always have the capacity to blink at least one time once the fatigue wears off. A token would take time to recharge—let’s softly say 8 seconds to gain one token as this could be changed. This would then mean that a nurse with three blinks could initiate with three blinks, but would probably only be able to do two blinks if she spams her blink, and then eventually she will only be able to blink once if she continually spams it. This means then that the nurse would have to manage when she blinks order to correctly strategize the number of tokens available to her.
What I am not arguing: Hillbilly and Nurse are too OP! I am not concerned with how they fare against survivors since that is an ever-changing battle that is generally fixed with minor stat tweaks. I am more concerned with how they fare in comparison to other killers and I believe the problem is generally rooted in a lack of engagement for their abilities in some of the strategies that they use.
What I would like to see: Ultimately I can only argue from my own testimony and observe the aggregate experiences of others. I am certainly experienced at this game and while I don’t claim to be the best that there ever was, I can say that I can definitely do well. I know that rank is not a 1:1 correlation to skill, but for lack of other readily available metric, me quickly getting into high ranks is all I can truly offer in saying that I’m not a random survivor main that doesn’t know how to cope with Billy and Nurse. What I would like to see in order to either verify my suspicions regarding the killer tier list in practice versus a proposal is data showing the relative success of each killer; e.g. Hillbilly wins x% of games against survivors which escape y% of times in z-specific tier (there’s probably a better formula for gauging success, but this is to give a rough idea). I think also having a specific idea of what viability is among the community would also be ideal since it gives a clear goal of how to balance killers such that if a killer is getting 4K 75% among a majority of the players, then it means we know to tone them down, or they’re getting 0K 75% of the time, then give them boosts; i.e. I would like to hear viability expressed in terms of kill counts for a certain percent of games.