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Possible "Fix" For EVERY Killer in the Game



  • CaulDrohnCaulDrohn Member Posts: 552

    Trapper: Traps being opened at the start does not do much since they will be all over the place at random locations. It would be better to have them more cluttered in the center of the map so they could be picked up faster. Or give them all to the trapper at the start, so he can put them down, but after that can only carry one (or more with addons). But the simplest change/buff would be, give him two traps basekit. Thats the most important thing according to Trapper mains like Otz.

    Wraith: Totally agreed, built in Shadow Dance would really be nice.

    Hillbilly: Disabling IR just for a chainsaw is a nightmare implemention-vise and the opposite of consistence. You could argue IR should only trigger on M1, like so many other perks, but that wouldn't be a bill exclusive change. And I'd like to add, with the gutting of instadown / crack billy, the use of IR already took quite a blow. What else could be changed? Honestly don't know, maybe rework some of his addons again (greater cooling when being shined with a FL is still ridiculously weak).

    Nurse: Yep, bug fixes are fine.

    Hag: Don't think that would change much, campy hags will still put their traps near the hook. But apart from that its fine.

    Huntress: Hitboxes are wacky, yeah, but removing / changing Iri Heads is more urgent for me. Something like hatchets only insta downing when more than 15 meters away, that would be fine and reward skillful play.

    Myers: Since you would typically have to use both red addons to get Judith tombstone to use properly, all survs willl be significantly stalked util tier 3 procs. Yep you can insta mori someone not stalked with the piece, but that happens so rarely that it does not need to be changed. Whats more urgent would be his stalk. Myers cannot stalk multiple targets and the stalk gets weaker with distance. GF does not have this limitations. So I would propose, lift this restrictions for our Mikey boy.

    Doctor: Framerates on Console I guess? Bc. its fine for me on PC.

    Cannibal: I think he's in a really good spot now, no need to change anything. Maybe he shouldn't lose PWTF stacks with each swing, but since he does not need it anymore, it's a non-issue.

    Nightmare: Another change that would break consistency. If you want to get BT to work again, you would have to remove the oblivious effect from the dream state. But I think thats not favorable. Pig, GF, Wraith can also deny you the BT, and there isn't even anything you can do about it (at least for pig and Wraith). With freddy, run to the hook awake and do not run into Freddy, there you got your BT. I think I would change to add a bit more of skillful play, give the snares a short cooldown after placed, something like 5 seconds. This would render spamming the snares impossible, so the Freddy has to place them more strategically.

    Pig: Addon pass is needed yeah. But that wouldn't be a small, simple change. How about, play her roar sound when she starts running for the ambush attack, not when she starts channeling for it.

    Clown: As many proposed before, make him reload bottles one by one, depending on how long you hold. So it wouldn't take so long if you only want to reload 2 of your 4 bottles.

    Spirit: Not hearing sounds, wtf? How is she supposed to find ANYONE when they can just walk away then? That would just encourage to use standing still "mind game" even more, so lesser skill play than more. Bloodhound does not help either, bc Spirit cannot see blood trails unless she uses Fathers glasses. This change would not balance Spirit, it would totally gut her. I would argue that keeping the sound but removing the scratch marks is even more balanced, but still too much. We all want a tell that she is phasewalking, so that should be the way. But it shouldn't be noticable at the start, more like 2 seconds into the phasewalk, a light flicker or something like this.

    Legion: General shorter stun duration would be nice, shorter stun for hitting someone in deep wound woudl be similar, i guess. My idea would be not loosing frenzy after a miss. Imo it's perfectly fair if Legion loses only half of their frenzy meter if they miss a hit, so they could at most have two tries. If there's some traveling time, it's still just one.

    Plague: Like with Nurse, FIX HER BUGS! She's currently nearly unplayable, with survivors having no couching sounds whatsoever.

    GF: Yep, recovery should be considerably shorter, with the addons being adjusted as well.

    Demo: Yep, way less audio should be the way, most importantly his stomps, bc that totally contradicts his Undetectable status when emerging from a portal.

    Oni: The same issue as with billy, right? I can see that IR is really menacing with Oni. With Myers EW3 as well, by the way. IR only working for basic attacks would still heavily decrease its potential. I would suggest, survivors with effects that prevent loss of blood do not drop blood orbs anymore (so with No-mither or lucky break). Sure that would totally deny an Oni his power against 4 man no-mither, but that will never happen.

    DS: Change his fkn Terror radius, that thing is so messed up! Together with Monitor, he can spear you without you even hearing it, thats just pure bs. Or slightly decrease the aim speed and give a tiny audio cue for the survivors.

    Executioner: I think PH is in a fair spot, experienced players will hit with the trail. Better change would be to slightly lengthen his power cancel so he cannot imidiately hit you.

  • ClickyClickyClickyClicky Member Posts: 3,536

    lol no. If a survivor wants to run OoO to give their swf a huge advantage then 100% their aura should be revealed in a cage. It's karma.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    I think that Freddy's fine and BT is the only thing people tend to complain about is either Snare Spam or BT not working. Other than that, I would like a faster recharge in generator teleportation.

    Bubba's core design is an issue for me, but I also have no idea how to make it actually work without being frustrating for either side.

    Now as for Spirit, I did have this argument last night night with ToxicMyers, but here's the summary. Spirit's power in a chase is all about DENYING Survivors information, while she loses none of it. My first thought was to have her lose some of the information that she removes. An eye for an eye sort of trade with her power. Most people want a method of seeing where she is, or lessening the reduction in information.

    I did edit it after people told me that blood doesn't appear while phasing so that she gets that back. But yeah, my idea was based around having a trade-off, rather than weakening it's core strength.

  • GoodBoyKaruGoodBoyKaru Member Posts: 6,479

    Oh I thought I'd said, but apparently I forgot. Their aura can't be revealed by killer perks. If a survivor reveals their own aura it's fair game.

  • ClickyClickyClickyClicky Member Posts: 3,536

    While she loses none of it? lol she loses sight of everything, survivors, scratchmarks, blood, auras, everything while phasing.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    You keep scratch marks, and like I have said earlier audio tweaks are basically a 5th lerk aura reading with how accurate you can make it.

    Point is that a Spirit has WAY more to work with than a husk and a TR, a husk btw that COULD just be the Spirit standing still.

    I also never mentioned the sounds of flashlights or vaults. Just the survivors themselves, and I did add giving her blood in phase in exchange. READ THE DAMN EDIT.

  • CaulDrohnCaulDrohn Member Posts: 552

    Your edit said swap blood for sound and let fathers glasses give back sound. But isn't that even more powerful than her current basekit? With the current fathers glasses, there's no hiding whatsoever when you are injured against the spirit. Wouldn't your suggestion make it the same? Even when the blood would not been as bright as it is now with fathers glasses, killers could just equip bloodhound like you mentioned and get the same result. We would swap Stridor Spirit with Bloodhound Spirit, which is even more uncounterable than before.

    To supress your injured sound, you can equip Iron Will, but that does not fully counter Stridor Spirit, sure. But at least you have a hier tier perk which will help you against other killers as well. With a bloodhound Spirit, you do not even have good perk support to counter your bleeding. All there is are No-Mither (totally detrimental) and Lucky break (weak perk bc of max 3 minute use). Thats surely not a path we want to take ^^''.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    Well, I never claimed to be a balance expert. That is why I weave disclaimers into my threads.

    My idea was to take a power that seems about denying information to a logical extreme. It may have been too far, but my thoughts are also very strange after long shifts at work and a few drinks.

    Only other idea that I have is to make the survivor breathing sounds like Huntress' lullaby and not directionalised.

  • MrPenguinMrPenguin Member Posts: 883

    The legion change won't do much since they get a speed boost if you hit them in frenzy, I would make it so the stun is either shorter at base, or goes down for each survivor you hit in the frenzy if we want to focus on the stun.

    Legion has so many limitations, lifting some of them would be nice, like the gauge depletion on a normal hit or losing your whole bar if you miss. I would say you could even increase his speed in frenzy, right now if you run in a straight line away from him, you're most likely getting away unless he snuck up on you while you were really grouped.

  • RathoricRathoric Member Posts: 151

    Wraith - Generally think he just needs his addons looked at and make him harder to see while cloaked. His silent bell ultra rare could probably be moved to epic, Reappearance addon moved to green. New ultra rare to completely remove his shimmer, instantly re-cloaks upon hitting a survivor. The addon to increase action speed while cloaked should just be baseline.

    Maybe perk changes too,

    Bloodhound - Blood intensifies upon getting closer to survivor, reveal aura of survivor when standing in their blood for 2 seconds.

    Predator - Hitting a survivor with an M1 attack will cause oblivious for 20 seconds and the nearest crow to encircle them overhead for 20 seconds, cawing every 5 seconds revealing their aura and giving a notification.The survivor cannot see or hear the crow.

    Shadowborn - Field of view is increased, standing still for 4 seconds grants an infrared effect, it is immediately removed after moving.

    That's in line of the description of him being a tracker.

    Clown, Needs an addon update majorly. remove the reload mechanic, change it to recharge token mechanic like blight's rush token system, increase to 6 bottles passively, increase the gas area, survivor's suffer coughing after leaving the gas for 15 seconds. Clown get's a 4% speed increase stepping into his gas for 3 seconds, Clown able to see through his gas better.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    That line is exactly for comments like this designed only to insult me. Congrats for taking the bait.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    Nurse takes a stupid amount of time to become proficient in. Infectious Fright with instant-down powers needs to go. It just so happens that Billy AND ONI have the most use out of that power to go for a full 4-man slug.

    Not to mention the bugs. Notice how the change for Billy isn't involving his base kit. I'm a lot happier with his current kit than I was pre-overheat.

  • KingFrostKingFrost Member Posts: 1,857

    Here's my unsolicited opinion:

    First, give killers a new basekit ability. I'm not sure exactly what it should be. But killers could use a new ability at base to help with balance.

    As for changes to individual killers:

    -Let Trapper carry two traps at base. Also let him summon his traps from a distance, so he doesn't have to walk all the way across the map for his power. Could limit it by distance or only traps that are disabled.

    -Give Wraith Passive Invisibility. Reduce his reappearance time a little at base.

    -Billy is fine IMO

    -Fix Nurse's bugs.

    -Survivors should regain 'evil' to be stalked by completing actions like working on generators. Also speed him up just a tad in Tier 1.

    -Hag shouldn't be able to place traps so close to the hook. Otherwise, I think she's fine.

    -Doc is fine.

    -Huntress just needs Iri Hatchets changed.

    -Bubba is fine.

    -Freddy is fine.

    -Make Pig's dash attack last longer. She should be a little faster in stealth. Make her boxes affected by perks. Replace Tampered Timer with Tampered Key, which makes the box with the key always the last box searched (but increases the timer). Get rid of the add-ons that give status effects. Reduce her terror radius to 24 meters.

    -No more slowdown for Clown when he reloads. Make him quieter.

    -Give survivors audio cues about where Spirit is coming from. Doesn't have to be massive, but something detectable at least.

    -Shorten the stun. Basic Attacks no longer drain the Feral Frenzy gauge. Canceling the power no longer drains the whole gauge. Can use their ability even without it being full.

    -Plague is fine.

    -Shorten the time it takes for ghostface to recover his power.

    -For Demogorgon Make Rat Liver and Rat Tail base kit. Make him a little quieter.

    -Oni is fine.

    -Honestly not sure about Deathslinger.

    -For Pyramid Head, Kindred now works on cages. As does WGLF. In return, BBQ gets a stack (but no aura) and it also works with Make Your Choice. Also, BT should work with cages but NOT DS.

    -Increase the amount Blight can turn.

  • NursesBootieNursesBootie Member Posts: 2,159

    Your changes would probably let oni and Billy extinct, but other than that it's cool.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    Well, I was but I've covered that before. When you verse hundreds of them without different killers in-between, you grow to hate them.

    As for why I want it, if less people 4-man slugged at 4 or 5 generators left to complete, maybe the idea wouldn't form.

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    I dunno. But as soon as I hit purple for the first time (old Ruin era too.......) it was ALL HILLBILLIES. Occasionally you'd get a Myers, but it was a 95-4-1 sort of deal. 95% Hillbilly, 4% Myers, 1% literally anyone else.

    As for the team, it's solo-queue against rank 1 killers where the highest survivor is rank 3 against obvious PC sweats because console does not flick like that.

  • ReinamiReinami Member Posts: 1,148
    edited September 2020

    Trapper - No, that wouldn't help much, what would be better would be that he starts with 3 traps automatically and rework bag addons.

    Wraith - He just needs to have purple windstorm be base kit and to be completely invisible when more than 32 meters away (like freddy) with no shimmer

    Hillbilly - Billy is already trash now, he doesn't need more nerfs, plus this would be extremely inconsistent and make this perk very confusing. I'd say revert the heat mechanics and keep his addons as being nerfed, his biggest problem was always instasaw.

    Hag - Is fine really, shes weak in chase, as she should be and strong once she gets her first downs, shes like oni.

    Nurse - I agree, fix her bugs.

    Myers - Needs a couple of things, an addon pass. Buff tier 1 movement speed to 110%. Make his addons allow him to create a build that centers around each tier. For example scratched mirror for tier 1, create good addons for tier 2, and hes already got good ones for tier 3.

    Doctor - Is fine since his rework.

    Huntress - Is fine, hitboxes are a latency issue. Do an addon pass and fix/nerf iridecent heads.

    Cannibal - Is fine with his rework

    Freddy - Is fine, making perks be different for specific killers makes them confusing an inconsistent. Freddy does not have a terror radius for lullaby, that's how it works. Also hes like bottom of top tier at best

    Pig - Make combat straps base kit rework them. Fix the RNG for pig. Instead of having 4 traps that can randomly be removed from any box, make it so RNG is equalized. 1 trap is removed in first search, 1 trap is removed in second search, 1 trap from third and 1 trap from 4th. Addons that give a 5th box can be slightly reworked, addons that give more traps can have that trap be pure RNG. Then, mix up her traps so nobody knows what order it is in. This makes her less RNG and have a consistent number of box searches in a given game. Making it more fair for both sides. It sucks to be pig and have all your traps removed on the first try, just as it sucks as survivor to have all of them get removed on the last try.

    Clown - Needs some sort of secondary ability on gens. Maybe he traps gens when he kicks them (on some cooldown/charge system) so survivors start working on them it makes the gas come out giving them some kind of new debuff that prevents them from working on generators for a short time.

    Spirit - Removing her ability to hear survivors makes her power too weak. The best way to fix her is to make a nerf and a buff at the same time. Make it so, just like her passive phasing, she also phases when she uses her power, making it so like, every second, for .25 seconds, survivors can see her, but she can also see survivors. This makes it so you can have more mindgames rather than just a pure guess.

    Legion - Make it so every time a survivor is hits with his power while they have killer instinct reduces the stun duration from deactivating the power by some amount of time. Meaning if he hits all 4 survivors he basically gets a 1 second stun (probably a guaranteed down). He needs to be stronger in the 1v4 since his 1v1 is so weak.

    Plague - Is mostly fine, fix her bloodpoint gains and give her sickness a tier 2 effect that comes into play if they don't cleanse it after 1-2 minutes that makes them want to cleanse it.

    Ghostface - addon pass. Most if his addons are useless.

    Demogorgon - Fix his footsteps being so damn loud, buff his perks to be useful. Make him coming out of portals much quieter, make his undetectable last a bit longer, maybe like 6 seconds or so.

    Oni - Is fine, nerf his charge time addon again, stop trying to make a perk work differently for a specific killer, it makes the perk very confusing and is bad game design.

    Deathslinger - Is fine, hes strong in chase but has 0 map control, his chase is stronger than clown but clown needs buffs anyway.

    Executioner - Is fine, if they wanna nerf the canceling of the m2 then make the projectile must faster and unable to be reacted to as easily.

  • ReinamiReinami Member Posts: 1,148

    Making RS.2 base kit would be a nerf. It's a bad addon. If you are using the traps to try and kill people you are using them wrong, they remove someone from the game for 30 seconds to up to 2 minutes based on RNG. That is huge and you should be using them to keep survivors off of gens.

  • psionicpsionic Member Posts: 56
    edited September 2020

    The fix for Spirit is to downgrade Phase's speed.

  • EndstilleEndstille Member Posts: 2,246

    Your hate for billy is roflcopter, not even after his nerf and people leaving him cause he is garbage you demand further nerfs.

  • RakimSockemRakimSockem Member Posts: 1,251

    Deathslinger just needs a normal terror radius, and I'd be fine with him. It makes no sense to have someone who is just about as oppressive as a Huntress in chase (better in some cases), but they have the terror radius of Myers with a Dead Rabbit in tier 2

  • PigMainClaudettePigMainClaudette Member Posts: 3,842

    Good to see you too. Thanks for leaving out the part where it was for Oni too!

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