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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.
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.
jokes aside, most of your points are beacause this game is heavily aimed towards baby/new players, that's it... I'ts that simple
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.
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.
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.
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.
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.
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.
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