My suggested changes for each Killer… | Dead by Daylight



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Just a (relatively) brief video where I discuss my thoughts on what changes each Killer needs to be more balanced but mostly more fun and fair (as of update 6.3.0).

0:00:00 Intro & Overview
0:02:08 Trapper
0:05:47 Wraith
0:07:10 Hillbilly
0:10:09 Nurse
0:15:01 Huntress
0:16:39 Shape
0:19:21 Hag
0:21:49 Doctor
0:23:59 Cannibal
0:27:23 Nightmare
0:30:29 Pig
0:32:56 Clown
0:36:29 Spirit
0:38:57 Legion
0:40:54 Plague
0:43:49 Ghostface
0:45:41 Demogorgon
0:47:51 Oni
0:51:39 Deathslinger
0:53:24 Executioner
0:55:53 Blight
1:00:23 Twins
1:04:26 Trickster
1:08:43 Nemesis
1:16:22 Cenobite
1:21:30 Artist
1:23:57 Onryo
1:28:23 Dredge
1:32:17 Mastermind

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37 thoughts on “My suggested changes for each Killer… | Dead by Daylight”

  1. I agreed with pretty much everything u said except for Nemesis.
    Zombies should not exist at all, and to make up for it, he shouldn't need to reach tier 2 to break pallets with his power, therefore there should only be 2 tiers, bu it still takes him as much as it used to reach maximum power (current tier 3).

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  2. It hurts me that he forgot that myers is the only killer in the game that can run out of his power, i think it's unacceptable that over time you can't get stalk from survivors. Myers needs a full rework with add-ons period. It's also bad from marketing point of view, because he's a licensed character that is terribly underwhelming so people buying him feel ripped of.

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  3. I think Demo's portals are too cumbersome to use properly; you have to place them like traps but they have a fraction of the utility, as you can only teleport while standing on another portal and the teleport time takes a while. They should change how they work and allow tapping the key to instantly create a portal at Demo's feet that you can either use or leave there, that way portals can be placed while maintaining pressure, but you can't spam them for info because you still need to teleport between them to activate them.

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  4. I've always liked the idea of getting traps from lockers, but the problem with this is that it would make basement lockdown trapper even more potent, which is easily one of the least enjoyable killer playstyles to go against.

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  5. Imo, for the pig I've always felt Amanda's Letter should be some form of basekir but reduced to maybe like 8m or something so it encourages crouching more and the SAW like ambushing from the shadows but isn't too much

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  6. Interesting idea for doctor, make his fake doctors walk towards the survivor for a second, gives slightly better info (not that it was super necessary), but it helps make up a little bit of the chaotic atmosphere lost with reduced visual/sound intensity of t3

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  7. I also think that its dumb that trickster has a limited time to use his power. I mean almost all other killers get to use their ability whenever they want. Plague included because she has to activate the fountains. So why is trickster the only one that has like 10 seconds to use his ability. It makes no sense. They should switch it to 60 seconds instead. Or take away the timer but make the knives harder to control and make you more slower per each 2 seconds that you are in the main event. Or keep the event timer as it is but make you shoot 6-8 knives in a spread open pattern. So basically 1 going north, north east and so on. That would make the bouncing and the exploding knives more punishing. Just my opinion tho. I mean it sounds like an amazing idea to make him more unique. Or make him shoot 4 knives at once in a shotgun pattern but his event is shorter. Tell me what you think

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  8. Ngl I hate the idea that Nurse's blinks should be considered as M2, how about making second chained blinks consider as special attack while first blink attack consider as basic attack rewarding skilled players that know how to use nurse.
    Edit1: Surprised again that Otz didn't consider suggesting combining Pallet Freddy and snares into one power which would be pretty oppressive.

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  9. I 100% agree with Myers changes. One I would add would be that when they're doing something from afar, his stalk should be as fast as being relatively close because they are not focusing on you, but themselves. If they're moving, than distance should matter. But if they are working on something and (maybe like Ghostface) they don't see you, distance shouldn't matter.

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  10. 10:12 IMO, Nurse should not be able to recharge blinks during fatigue **unless they hit the blink attack**.

    This makes her a more surgical precision killer that rewards chaining good hits, but when the nurse inevitably misses (cause even good nurses do) they're punished with a loss of chase. As she is now, even if you blink and miss, you still recharge by the time fatigue ends so you don't care. Pause that recharge during fatigue and she can end up a lot more fair than she is now

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  11. For FREDDY :
    I think they should
    #combine both Snares & Fake pallets like Clown bottles . or reduce the punishment you getting when you trying to place a snare .

    #make him able to Teleport to completed gens " that would fix his no power bad end game and more fun mind games during chase .

    #And buff the dream world why it's just useless grey filter .

    #Reduce TP Cooldown or make the paint brush add-on Basekit .

    #Fake Hex totems .

    #Teleport faster to gens that not completed like dredge do with do with lockers .

    Downing a survivor who is in dream world should recharge your TP instantly .

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  12. 9:30 Hillbilly: one thing you didn't mention about Billy is that it's kinda hard to tell how close to fully charging your chainsaw you are unless you're looking right at the charge bar (and not at the survivor you're aiming for) OR you just have great muscle memory (which gets thrown off when you equip either of his speed addons).
    I think it would be a handy effect to have your FOV increase (up to let's say +10% FOV) as your chainsaw gets closer and closer to be fully charged, and decrease as you de-charge. Something that's more pronounced than the visually small charge bar. As a side effect it would also make it easier for Billy to see survivors that run into him to "FOV tech".
    Another change could be some visual or audio indication to display that short period at the start of a chainsaw sprint where Billy can turn very fast. Something like the screen tinting red for those ~0.5 seconds.

    Also, as a neat gameplay buff, I think it wouldn't be too crazy to give Billy's chainsaw a Lopro Chains effect, in which he continues sprinting through a breakable wall or pallet + an immediate short turning speed boost (like at the start of a sprint) + continuing the sprint at Full Chainsaw Damaging potential (instead of downgrading to only 1 health state) BUT he must have been sprinting for at least ~10m to activate this effect. (possibly also incurring something like +50% overheat by sprinting through a pallet this way)
    Most loops are <10m on their longest side (I think) but a skilled Billy could pull off some sick trickshots this way (or just run around the whole map clearing every dropped pallet in the map in one unbroken sprint). Imagine a trickshot like this: Shack pallet is just dropped and the survivor is hiding behind the palletside wall outside. Billy is standing on the outside of shack on the opposite side, he revs his chainsaw, steps a few feet back, sprints through the door, through the dropped pallet in the other doors, gets the turning boosts and whips around to face the survivor and lay into them. That's a shot that would put the Blight montages to bed.

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  13. Me personally, I’ve only had a few compla-Bitches for the last couple years.

    Franklin’s, noed, bubba.
    I hate that Franklin’s counters white ward and is so punishing for free. Either make me drop my item or prevent me from using it for a long time without it leaving me hand. Not this, oh you drop it and it’s also dying until you pick it up. Which you physically can’t in that moment regardless of what you do. I’d like it more if it made me drop it but that’s it OR I keep hold of my item but I can’t use it for like 2 whole minutes. That way I don’t get punished for bringing a brown medkit with no Add ons because it lost 3% of its charges and now I can’t get my only heal.

    Noed is fine, I never see it anymore anyway especially with the recent overall killer buffs so we good I guess.

    Bubba is that he is the only killer that is a 100% ganna get 1 kill even if your entire team play godlike. You literally cannot do anything against him if he camps hard enough. Especially when whoever he downs first after the last gen pops knows their game is over based on not the bubba’s skill but a simple decision not to go anywhere.

    I stand by Killers should, inalmost all cases,be getting one kill at least, but the reverse applies. Survivors who are godlike (more so as a team then solo) should be able to get a 4 man out. Just look at the hardcore series. Bubba’s universal truth is skill is not a factor in his skill floor.
    But Otz is campaigning for a change in pretty happy with so more power to him.

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  14. Don’t think that Myers tombstone shuld be changed, unique stuff make this game more fun(for me atleast).Ik that some ppl find tombstone kinda toxic, but its easily countered with just entering lockers and kinda easy to predict that he has it(very long to tier 3 if surv are solid).

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  15. I was thinking we should give trapper a murderous companion, let's call this companion a Blood Hound. It's a dog with the taste of blood, but the trapper doesn't have direct control of him unlike Victor.

    Trapper can see how exhausted his companion is based on the power meter, which depletes when he is active and regenerates during recovery. Trapper can call his companion back to recover whenever he is in a 40 meter range. Failing to recover him before he becomes exhausted will cause him to take a nap for 45 seconds, then after waking up, must be recovered before he can go on the attack. Blood Hound can be active for 90 seconds before he becomes exhausted, and takes him 45 seconds to recover from a depleted meter. When sent on attack mode, he will run in the direction the trapper is facing until he finds a scent or comes back after not finding a scent. If Blood Hound finds a scent, he will begin tracing it at 4m/s. Upon entering a chase with a survivor, his movement speed is increased to 4.4m/s and continues to follow the survivors trail. He can jump over windows, pallets, and can respect / mindgame pallets. However, if he gets stunned by one, he will automatically recover to his owner. If a survivor is caught by them, they will be pinned, immobilizing them, taking them 8 seconds to break free and injuring them in the process (then it recovers back to its owner). If they are already injured, survivors will not be able to defend themselves, putting them into the dying state. The Blood Hound will hover around the dying survivor until it becomes exhausted or is recovered back to its owner. Survivors can combat this smart feline by finding meat scattered around the map. While pinned, survivors have an opportunity to quickly use their succulent meat to avoid taking damage, even while injured, but will completely restore its stamina and permanently increase its movement speed by 1%. There are 8 meat peices scattered around the map.

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  16. I was thinking instead of a pacified effect for clown direct hits could just slowdown vaults for a second and/or you cant vault for the duration of the scream (which is basically pacified but a shorter one)

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