Dead by Daylight

Dead by Daylight

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Zynee May 17, 2024 @ 6:53pm
Why are licensed killers so weak? And why anti-loop killers are getting nerfs?
EDIT: (MAYBE IT WOULD BE BETTER FOR THEM IF YOU IF YOU WRITE YOUR OPINIONS.)

Why are licensed killers so weak?

We get excited every time a new chapter comes into the game. It always feels good to wonder how it will happen when a killer comes into the game. But after a while, this always turns into a disappointment for me, the biggest reason for this is that the killers are always weak. Yes, a strong killer can break the game, but I'm not talking about op power. At least I'm talking about the power you can win the killer when you play well. Of course, the game is unbalanced and a survivor side game, but there are still killers in the game who are strong and make you feel powerful, even if they are few. For example, Plague, Artist, Spirit (Everyone's A tier) Let's take a look at the killers one by one:

Myers: Myers is one of the most loved killers in the game because the character is really good and you owe it to him that DbD has grown so much today. As a default kit, Myers is one of the weakest killers in the game. Stalk always has a limit and loses its feature after that limit is over. That's why time is of the essence for this killer. If he has exhausted all the stalkers in the survivor, he is now an empty killer and is doomed to lose until the end of the game. There are some very nice things as add-ons. The Mirror add-on is my favorite and when you throw a closed map, you can really turn it into a horror game. There is also a kill add-on, although this add-on seems powerful, unfortunately it is costly and easily countered. When this add-on is purchased, you need to take the Unlimited III version with you and the survivors can easily counter this by not getting up from the closet, pallet or generator. How does Myers become good? Myers can become a stronger killer if they remove the stalk limit and change his add-ons. His base kit is always bad, maybe this will push him up a notch.

Leatherface: I play him really well. Rather than playing him straight, I play mind games with his saw. But it doesn't change anything if I play well, the casual game audience also plays these games. My wish is entirely for them. First of all, the changes in PTB were the changes I always wanted. Putting the most powerful add-ons into the base kit is a move that I have always found logical. My only concern is that when we install those add-ons, we will get more nerf, or I can't tell if it is the same or a buff. I think a slight buff would be enough.

Freddy: Freddy's potential is completely wasted. The dream world is perhaps one of the most atmospherically beautiful things in the game. Can we see? No, because the killer is weak to the core, including add-ons, I don't know what can be done, but unless this killer is completely redesigned, he will continue to be the worst killer. Rework is a must.

Saw: It has already received a nice buff recently. I think the red add-on that shows aura is enough to add to its base kit. It has the potential to slow down the game by putting a trap in the head of a completely m1 killer. It would be a sufficient update if only the red add-on was the base kit and that add-on had 4 traps instead of 2.
Last edited by Zynee; May 18, 2024 @ 3:56pm
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Showing 1-15 of 61 comments
Zynee May 17, 2024 @ 6:55pm 
Ghostface: I love Ghost Face mechanically and the buffs he received at the time were very good. I want some buffs like this. The only thing I don't like about this killer is that the counterplay is too simple, just look, and it annoys me. A killer whose personality turns off just by looking at you seems ridiculous to me. This needs to be changed. There should be a base kit in the add-on that gives 5% movement speed when Stalking.

Demogorgon: The demo is very fun to play, its teleportation speed and teleportation speed need to be increased, it has the slowest teleportation feature in the game and survivors can break it. It's okay to break it, but the killer slows down every time he puts it. Also, once you place all the teleports, you cannot add more teleport points because unfortunately, unlike other killers, the first teleport point you place not disappears when you place it. And invisible walls floating in the air overwhelm his potential.

Executioner: I don't see any right now. Because he is weak. It is not enough as a base-kit. Range add-ons must be base-kits, it is not playable without them anyway. For example, why doesn't a survivor taken from the cage stay broken for 60 seconds? Why isn't there such a add-on? Instead, it has ridiculous add-ons. Make the range add-ons a base-kit and recreate the other add-ons are 0

Nemesis: I have a great idea for Nemesis, but I have no idea how it would affect the game. If a survivor dies while infected, 1 more zombie is added to the game. I find it quite logical that for a killer who starts weak at the beginning of the game, his power increases towards the end of the game. And I think this would be a good way to integrate the lore into the game, and considering that 1 out of 2 zombies in the game is bugged, it would be a very good update.

Cenobite: The passive feature of the killer is very good, all I wants is to receive a notification with Killer Instinct to see the survivor where, while teleporting to the box. There is a bug in chaining with M2. If you are playing POV at the end, the screen changes completely and you cannot keep track.

Onyro: It is completely perfect right now. Maybe TVs may come faster, but for now it is one of those clays that should not be touched.

Wesker: He's totally fine, only things like hug tech and rebound tech should definitely not change, without those techs the killer will die. Maybe the radius of hitting objects can be reduced because you get stuck in ridiculous places. Like Leatherface and Hillbily

Alien: perhaps one of the killers I complain about the most. Because I waited for him for years and when he came he was strong but over time you killed him. In PTB, the queue was fast, and sometimes you could even enter the bug and catch it as if it were an stbfl 8 stack. Of course, it was a bug, but to fix it, you slowed down the killer's tail and it became a really boring killer to play. How to fix: Return the killer's PTB tail, but without the bug. After exiting the teleport, it becomes undetectible for a few seconds. When he misses his tail, he should recover immediately because if you miss, the survivor can escape to the other loop and this is a very severe punishment for a Killer with an anti-loop.
Zynee May 17, 2024 @ 6:55pm 
Chucky: Chucky was actually good until you killed him. Taking away his scamper trait completely kills him because he is a 4.4 killer and a killer designed solely on anti-loop. If you throw m2 in the loop without a scamper and slide off the pallet, you will never be able to hit the survivor because that survivor turns close to the loop and Chucky cannot turn back, so he will never hit. You are turning a 100% hit script into a 100% never-hit script. Which totally kills him. Nobody was complaining about this, including the people in Fog. I know why, 2-3 people on Twitter influence you and you say okay and change it. I wonder if you thought before taking away this killer's talent. Please don't touch Chucky. He's totally fine, being 4.4 is already a punishment for him because the maps have grown so much that he can't protect the gen, he can't loop because he's 4.4.

Vecna: At first I thought Vecna ​​was strong like everyone else, but later I realized that he is a very weak killer. add-ons are weak and unnecessary. Also, if we talk about its individual features, it is ridiculous that the magic hand lifts the pallet when it is overturned and the survivor can directly drop it. When he blocks the pallet while it is not used, we cannot catch up because Vecna ​​slows down and the survivor can go to the pallet again by making 1 loop. Also, it is not very difficult to get 7% movement speed from the chest, and on top of that, they gain things like invisibility, teleportation to another locker, and it's funny that they can use it over and over and over again as they heal. Skeletons are useless because they can crouch and dodge this, and vecna can never even take advantage of this crouching opportunity because it slows down every time. That's why the killer seems so empty and unnecessary that no one will play him.

My purpose in writing this article is entirely because of Chucky nerf because I don't want to see you kill licensed killers anymore, they can be as strong as unlicensed killers. Don't you think it would be better if the characters we love were strong?

And why anti-loop killers are getting nerfs?
Why do anti-loop killers get nerfed every time? Chucky and Alien are the flag bearers of this. and now Twins. Victor can now come back to us after 30 seconds, what a boring thought. Every time you use your feature, you stay in m1 for 30 seconds. why? It was very good to call Victor 5 seconds after sticking to Survivor. This alone makes it really powerful and playable. Again, you read it on Twitter and nerfed this killer again. But the people in that tweet don't know that 2 people can counter these situations by playing side by side or by entering a closet away from Charlotte, but they never try, they just complain. And you see these, get feedback and change them. Because you're not playing the game you made. I have been playing this game for a long time and I wish I could be in your company in this balancing work, then this game would be a very different and beautiful game. But if you continue to listen to the people on Twitter, I will say that maybe with luck the game will get better, but it will never get better because they only play Survivor. By the way, I play the game as 55% killer and 45% survivor.
bullet May 17, 2024 @ 7:02pm 
damn bro, I'm gonna wait for the movie..

jokes aside, most of your points are beacause this game is heavily aimed towards baby/new players, that's it... I'ts that simple
Oodanna May 17, 2024 @ 7:07pm 
im only gonna comment on ghostface and demo cuz theyre the only ones im gonna bother with, but why should ghostface move faster when stalking, thats like saying myers should move faster when stalking as well(especially when he can permanently 99% marks atm).

and demogorgon has some pretty damn nasty hex builds with devour hope as his portals take ages to destroy and reveal through killer instinct whoever is on it, and if u dont destroy it he can just teleport on you as you cleanse a hex, making it extremely difficult to break them.
Zelph May 17, 2024 @ 7:08pm 
They didn't really kill chucky? Also, pyramid IS good, he just sucks to play because his power is janky and his add on's are boring/bad.

Also, nemesis getting more zombies if a player dies while infected? You on crack? That is insanely strong, especially since a player is ALREADY dead! This would break him, and make tunneling WAY to strong on him.
Zynee May 17, 2024 @ 7:18pm 
Originally posted by Zelph:
They didn't really kill chucky? Also, pyramid IS good, he just sucks to play because his power is janky and his add on's are boring/bad.

Also, nemesis getting more zombies if a player dies while infected? You on crack? That is insanely strong, especially since a player is ALREADY dead! This would break him, and make tunneling WAY to strong on him.
Yes, nemesis will be very comfortable as an advantage, but it seems good for a killer who is so weak at the beginning of the game. It would be much better for a killer who cannot even hit at the beginning to become stronger as he improves his features in the game. Maybe Nemesis's last tier tentacle should deal damage instead of spawning these zombies. These are just things I randomly think about. If I worked for this company, I could somehow balance it by exchanging ideas
Last edited by Zynee; May 17, 2024 @ 7:20pm
Zynee May 17, 2024 @ 7:24pm 
Originally posted by Oodanna:
im only gonna comment on ghostface and demo cuz theyre the only ones im gonna bother with, but why should ghostface move faster when stalking, thats like saying myers should move faster when stalking as well(especially when he can permanently 99% marks atm).

and demogorgon has some pretty damn nasty hex builds with devour hope as his portals take ages to destroy and reveal through killer instinct whoever is on it, and if u dont destroy it he can just teleport on you as you cleanse a hex, making it extremely difficult to break them.
I can think of a balancing act like not doing it directly for the ghost face 99% of the time, just like with the trickster, if you don't keep paying attention to it with your trait it will slowly start to fade away after a while. a certain period of time. This also eliminates the 99 situation

I know the demogorgon hex build you mentioned, and there is no such build in the game right now. Because the add-ons purchased to protect the totems have been changed. It's been a few years since it changed.
CatInDaHat May 17, 2024 @ 7:30pm 
And the majority of these killers were actually quite good on release, but then received unnecessary nerfs after 3-6 months, when ppl bought it. Classic.
Zelph May 17, 2024 @ 7:33pm 
Originally posted by Zynee:
Originally posted by Zelph:
They didn't really kill chucky? Also, pyramid IS good, he just sucks to play because his power is janky and his add on's are boring/bad.

Also, nemesis getting more zombies if a player dies while infected? You on crack? That is insanely strong, especially since a player is ALREADY dead! This would break him, and make tunneling WAY to strong on him.
Yes, nemesis will be very comfortable as an advantage, but it seems good for a killer who is so weak at the beginning of the game. It would be much better for a killer who cannot even hit at the beginning to become stronger as he improves his features in the game. Maybe Nemesis's last tier tentacle should deal damage instead of spawning these zombies. These are just things I randomly think about. If I worked for this company, I could somehow balance it by exchanging ideas
Making end game busted because his early game is a little weak isn't a good idea. You balance his early game instead. The only possible change he really needs is if you aren't infected to not give them a speed boost.
Zynee May 17, 2024 @ 7:42pm 
Originally posted by Zelph:
Originally posted by Zynee:
Yes, nemesis will be very comfortable as an advantage, but it seems good for a killer who is so weak at the beginning of the game. It would be much better for a killer who cannot even hit at the beginning to become stronger as he improves his features in the game. Maybe Nemesis's last tier tentacle should deal damage instead of spawning these zombies. These are just things I randomly think about. If I worked for this company, I could somehow balance it by exchanging ideas
Making end game busted because his early game is a little weak isn't a good idea. You balance his early game instead. The only possible change he really needs is if you aren't infected to not give them a speed boost.
This is just an idea, it doesn't mean that mine is the best one anyway. My goal is to find the best for licensed killers by discussing here. 'Cause they're weak and the people who want to play them get upset
Zynee May 17, 2024 @ 7:48pm 
Originally posted by Gloom Cookie:
Originally posted by Zynee:
Why are licensed killers so weak?
We get excited every time a new chapter comes into the game. It always feels good to wonder how it will happen when a killer comes into the game. But after a while, this always turns into a disappointment for me, the biggest reason for this is that the killers are always weak. Yes, a strong killer can break the game, but I'm not talking about op power. At least I'm talking about the power you can win the killer when you play well. Of course, the game is unbalanced and a survivor side game, but there are still killers in the game who are strong and make you feel powerful, even if they are few. For example, Plague, Artist, Spirit (Everyone's A tier) Let's take a look at the killers one by one:

Myers: Myers is one of the most loved killers in the game because the character is really good and you owe it to him that DbD has grown so much today. As a default kit, Myers is one of the weakest killers in the game. Stalk always has a limit and loses its feature after that limit is over. That's why time is of the essence for this killer. If he has exhausted all the stalkers in the survivor, he is now an empty killer and is doomed to lose until the end of the game. There are some very nice things as add-ons. The Mirror add-on is my favorite and when you throw a closed map, you can really turn it into a horror game. There is also a kill add-on, although this add-on seems powerful, unfortunately it is costly and easily countered. When this add-on is purchased, you need to take the Unlimited III version with you and the survivors can easily counter this by not getting up from the closet, pallet or generator. How does Myers become good? Myers can become a stronger killer if they remove the stalk limit and change his add-ons. His base kit is always bad, maybe this will push him up a notch.

Leatherface: I play him really well. Rather than playing him straight, I play mind games with his saw. But it doesn't change anything if I play well, the casual game audience also plays these games. My wish is entirely for them. First of all, the changes in PTB were the changes I always wanted. Putting the most powerful add-ons into the base kit is a move that I have always found logical. My only concern is that when we install those add-ons, we will get more nerf, or I can't tell if it is the same or a buff. I think a slight buff would be enough.

Freddy: Freddy's potential is completely wasted. The dream world is perhaps one of the most atmospherically beautiful things in the game. Can we see? No, because the killer is weak to the core, including add-ons, I don't know what can be done, but unless this killer is completely redesigned, he will continue to be the worst killer. Rework is a must.

Saw: It has already received a nice buff recently. I think the red add-on that shows aura is enough to add to its base kit. It has the potential to slow down the game by putting a trap in the head of a completely m1 killer. It would be a sufficient update if only the red add-on was the base kit and that add-on had 4 traps instead of 2.

The game is balanced around mostly typical teams at typical hours played. If you play more than typical hours or a lot each month, then you will rise up and instead face the actual SWF teams, or better duo and solo player mixes.

At the start of the month as killer you are put against typical teams more frequenttly. But if you have played alot recently and have a higher MMR, you will see less of this. (e.g. the typical games). In typical games ,based on typical hours per month, I find the killer player is standardly OP. That includes all the licensed killers.

To play against SWF and especially the more serious ones, successfully, will require a totally different approach, to that necessary to play in typical day to day games. The later do not take much thought or effort. And this is why solo q typical games are awful. (Even before we talk about the camp and tunnel thing).
Maybe, but this is another topic. Here we are just talking about what licensed killers should be like. If you want, you can open a MMR topic, but please don't talk about MMR here. Only licensed killers
Last edited by Zynee; May 17, 2024 @ 7:49pm
a lot of licensed killers are just old and need a redesign but there's only so much the devs can do in this regard that makes sense.

and sometimes our perspectives about a killer's strength doesn't actually match up to reality. like most people think freddy, pig and myers are weak killers yet in the most recent released stats (february 2024) they were all in the top 10 in terms of overall kill rates; higher than nurse, spirit, wesker and blight.

and then you might say, "well they're not strong in high mmr or against good coordinated teams." but this accounts for a relatively small percent of the overall player base.
Zynee May 17, 2024 @ 8:01pm 
Originally posted by Gloom Cookie:
Originally posted by Zynee:
Maybe, but this is another topic. Here we are just talking about what licensed killers should be like. If you want, you can open a MMR topic, but please don't talk about MMR here. Only licensed killers

I think you miss my point. I am talking about what Licensed killers are like. And i am saying it varies from typical games to high MMR games.

I don't think they are weak, or any killer weak, at all, unless you play bad, or you are in high MMR. Since you have 2000 + hours, I assume you play alot and rise up the grind grade, and thus killer gets weaker as you go. But, the reason why the killers are set at the power they have in general, is because its based on the masses who play typical hours per week.

A major problem with this game, is that it is represented on line and on the forums, and discussed, as if it is game where everyone is playing it excessively. Most players play 50-100 hours in total and 3-5 hours per week at most.

If you are high MMR and if you play more than 10 hours per week, you are in the minority and the game is not based around you.

Winning at higher MMR with any killer is hard, because the opposition is much tougher.
But take any licensed killer into low MMR or typical MMR (something hardly ever talked about), and they will dominate. Pinhead is lethal ilow and normal MMR. So is Myers. Cannibals one down is game winning. But not in high MMR. Where the players know how to counter. Pinhead falls off a cliff in hgh MMR, because his box is easily countered for example.

High MMR and the rest of games are oranges and lemons.

Moreover, the stats simpyl don't bear out this argument. Sadako for example ,has long reigned as the actual high kill rate killer. Above all others. Why? Because she is actually a more balanced killer across the MMR. Other killers have more diverse stepped ability when facing low, typical or high MMR.

There is no such thing, as a good or bad killer, based on high MMR play only, other than specifically setting that as the terms of the discussion.

Okay I get what you mean but we're not covering watches mmr and stuff here. If you are looking for a place where you want these to be discussed, you can open your own discussion page, but please do not delve into these topics further. Because the purpose of the topic is completely distorted, the idea that killers cannot be balanced just because mmr is played at low or high levels is ridiculous. I want to see them at their best. Please do not extend the topic any further, if you want to tell which killers will be better and how, you can write, but please do not make comments such as mmr or time or I don't know which day of the month is better played. You're diverting the topic.
Zynee May 17, 2024 @ 8:07pm 
Originally posted by Oh deer:
a lot of licensed killers are just old and need a redesign but there's only so much the devs can do in this regard that makes sense.

and sometimes our perspectives about a killer's strength doesn't actually match up to reality. like most people think freddy, pig and myers are weak killers yet in the most recent released stats (february 2024) they were all in the top 10 in terms of overall kill rates; higher than nurse, spirit, wesker and blight.

and then you might say, "well they're not strong in high mmr or against good coordinated teams." but this accounts for a relatively small percent of the overall player base.

Unfortunately, I don't believe the statistics shared by dbd because according to them, Onyro had the most kills in his worst version and the nurse had the least kills. In a mid-range game, these killers may be working, but especially the ending of the Myers stalk seems ridiculous to me. I think the balance of statistics is broken here, a person who is new to the game directly chooses a licensed killer because that is his favorite killer and in this way, a newbie matches with a newbie and easily gets a kill and it is reflected in the statistics. Someone who knows the game a little will know how weak Freddy is.
Last edited by Zynee; May 17, 2024 @ 8:07pm
Donut May 17, 2024 @ 8:29pm 
i wouldn't mind if they actually buffed Executioner/Pyramid head.

Cage of atonement
being able to teleport survivors from the ground into a "hook" is neat in theory as it avoids flashbangs/flashlight saves, But in order for you to be able to teleport them you first have to inflict them with torment which 99% of survivors know you can just crouch and walk through it mid chase.... And even after all that they get teleported to a random cage across the map which results in them being unhooked and on top of that, Perks like Pop/pain res don't apply because your not "hooking" someone

If pyramid teleports a survivor to a cage, he saves what? 8 seconds and the ability for a secured hook

Meanwhile survivors still do gens/complete totems and get a "safe hook" since Pyramid is across the map from the caged survivor in which they can just heal off hook anyway

I dunno man, The trade just doesn't seem at all worth it to me. The only time i see the cage being a useful ability is when there's literally no hooks in the area or if your against a SWF or Bully squad and you know they are all running flashlights.

Rites of Judgement

Meh, With good addons like seal of Metatron or a full duration build you can make the power pretty good but otherwise its kinda niche, It doesn't slow/hurt them, It just gives you killers instinct which is alright but during a chase without specific addons will do nothing for you

Punishment of the damned

Hit or Miss ability honestly, It's good because you can punish survivors running certain narrow loops or if you know they are going to run a certain path, But between the sound queue of the sword and the delay between activation, It's pretty easy to just move out of the way, The amount of times i've been stuck in a loop and have been able to just side step it, its extremely unfortunate

Final Judgement
I'm sure its a great mori and would be a pretty nice to have but i've never seen it in person because for you to do the mori, you have to hook them twice and inflict them with torment which is difficult because most survivors already know that once your on last hook to avoid torment (alot easier than you think)

Meh killer who is Good with specific addons but ass without them
Last edited by Donut; May 17, 2024 @ 8:32pm
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Date Posted: May 17, 2024 @ 6:53pm
Posts: 61