for ghostface - they could make crouching when your power is on cooldown recharge it faster, and when you are in your power maybe make it take longer to kick you out of your power by like 1 or 2 seconds
blight? please remove that insane U turn legit you can get hit from the other side of the loop instantly with 0 counter play , it's so annoying and unfair
i like your crouching idea! i think that could be super viable since he is slower when crouching. i will say, it already is pretty difficult to get ghostface out of his power because it takes around 2 seconds to do, and if there are line-of-sight blockers, he can avoid getting taken out altogether. it's pretty easy for ghostface to avoid getting taken out unless he literally cloaks in front of a hooked or downed survivor, or cloaks out in the open instead of being calculated about it. i think that specific part doesnt need to change.
"make the knights guards weaker at chasing and better at their specific effect" *the carnifex and the assassin having effects specifically for chasing, and the jailer's whole job is finding survivors to chase* like seriously, how else are you supposed to use the guards besides chasing? it wouldnt be very useful to only use them for breaking stuff
It’s funny cause what kyto is asking for would actually make knight even more boring to verse cause 2 guards are about chasing the assassin and carni jailer would just be that defend dude.
you can tell kyto just fundamentally has 0 understanding of some of these killers lmfao idk why you'd make a video like this when half of the changes are kinda just sloppy nonsense
I thought he was genuinely trolling with some of these changes, some of them like pig and Freddy are understandable, but then you get to buffing nurse and removing anything unique about half the killers in the game. The other half is just making the most ambiguous suggestions like “make them faster pace somehow.” or “make him less spammy.”
The one about wraith and lightburn convinced me he had to be trolling. Just learn to counter it? like wtf it is litteraly uncounterable if their is no cover around you
I play singularity fairly regularly. I have two possible changes I would suggest. 1) Make the soma family photo base kit in some way. For me, overclock feels just a little to weak without this add on. It’s still good to force pallet drops or break pallets, but the speed from the addon is what really helps. 2) Make it a little easier for you to mark with the pods. I’m on controller. If I’m trying to place a pod and quickly mark a survivor, it’s hard to get the survivor in the middle of the reticle quickly enough to mark them. I’d say increase the area where you are able to shoot bio pods or teleport.
Make it so that an EMP must be used before the printer can create another one and make printers get consecutively slower the more it is used. They don't need to directly nerf EMPs they just need to make them less accessible. Everything else about Singularity is fine imo
I’m singularity main and honestly really bad ideas except the soma one yeah you could make it base kit but you have to nerf him but all singularity needs is placing biopods be more consistent the way it is now sometimes a pod won’t place but if soma does become base kit his 3 gen needs to be hard nerfed the way he is now it’s to easy to 3 gen, also about the controller part I play on controller just fine it just takes practice.
For Skull Merchant, I think survivors should be able to remove a lock on stack by disabling a drone. This could actively encourage them to interact with the drone instead of being in those situations where you got 2 stacks and there's nothing you can do about it.
6:31 for the nightmare change, the fake survivor thing sounds really cool. i think it'd make for a fun secondary teleport something like "you send out a fake copy of a survivor that runs in a straight line for 10 seconds, if the fake survivor sees a player, it screams. you can teleport to the fake survivor if it finds a real survivor" and the teleport animation would be freddy teleporting to them and slashing their back, and the survivor would fade into blood as they fall to the ground
Light burn on wraith is a big fat no for me chief that's definitely your hot take on this one bro! Light burn DOES NOT make wraith more fun, just makes him feel sub tier to play as.
Those do nothing against good Xenomorph players. I'm legitimately convinced anybody who suggests the turrets as a legitimate counter to Xenomorph is either terrible at playing him, and/or has never played against him.
For the Nemesis I'd say make being infected more of a detriment, a lot of survivors just stay infected so maybe add a hinderd effect to incentivize curing themselves
thats a good idea! in that case, there would need to be more vaccines on the map (like how wesker's power does this and each spray can has two charges). survivors dont vaccinate usually because theres a limited amount of vaccines and they dont want to be screwed in endgame.
Absolutely not, for one it would automatically win you chases as nemesis. It’s balanced on wesker because you can outplay his dash and in general the hindered takes hold after a time frame Nemesis giving you hindered off of just hitting you would be broken, cause your instantly infected with no time frame
Licker Tongue add on increases the hindered effect by such a small margin, but I don't think many Nemesis players use it... so I don't think adding more of a hindered effect basekit would be a bad thing as suggested by OP. @@SolidRazo
not hindered, but perhaps a minor version of Thanataphobia and Mangled. That would still stack with those perks/statuses. like, 5% decrease to healing and gen progression. A change for Tier 3 tentacle can just be it injures, even if the survivor isn't infected.
I completely agree with Pig. With Chucky in the game, he’s just a better version of her in every way with chase and stealth. At least, make her roar when she dashes, not before she dashes.
problem with the wekser thing - then animation for him putting away his tentacle is played when the killer is no longer able to use it, so if it played earlier from the survivors POV the killer would just be able to do a second dash while showing they were putting away the tentacle
2:46 making dredge’s teleport faster would be a terrible change. The amount of times ivd gotten a free hook from someone locking a locker while I’m teleporting to it is crazy.
I've always thought that Trapper should have, either as base kit or as an iri add-on if its too strong, all of his traps spawn in pre-armed. That way you don't have to go around picking up and setting down traps at the start of the match to have effectively have *any* power whatsoever. I don't think it'd be too strong or disincentivize manually placing traps, since the randomized spawn points they start with are generally kinda bad. You'd still _want_ to pick up and place traps for better, more hidden trap positioning, and as a survivor these auto-srt traps would be pretty obvious and easy to avoid. Admittedly it might be a pain to try to pick up your traps when they're all pre-armed, but honestly I've always thought the self-trapping thing was stupid to begin with, I say just remove it and let him pick up armed traps directly.
For pig i guess adding the ability to attack from crouching would be real nice, or ad add-on which makes trap down survivor but timer is 2 or 3 times shorter and you have much more traps
The problem with xeno is not the tail, it’s the addons that nerf turrets and make it super easy to break them. The counterplay is not juking him in loops like last 500 killers, it’s placing the turrets in good spots to burn them, and putting him into 50/50 situations where he either has to shoot the tail or go for a hit. (Greeding pallets is a great way to do this)
Honestly i like the idea of making tricksters iri that makes him faster base kit. Incentive to not miss and take careful shots, and have it basically be a "tempo" increase like he's feeling the rhythm and the bloodlust. Additionally make main event a reward for knives hit in a row rather than overall, either give him a temporary large speed boost, or a swing that insta downs or has a dash incorporated with it to close gaps. Replace the iri add on with an add on that allows missed knives to stick into walls and give him a "recall" bringing the knives back to him and hitting/applying laceration with a max of slightly over max laceration count allowing you to set up traps like a trickster. Or hell make that base kit, anything to make him more interesting.
Kyto you had some good ideas like with Freddy and Pyramid Head but you’re suggesting nerfing lower tier killers and buffing the Nurse and she doesn’t need ANY buffs or changes that benefit her bc she’s so broken as it is.
9:29 I'd like to see them revamp the trap spawn locations, and then start him with all traps open. Hearing them disarm random traps as the match starts gives you information on where they spawned to start chase as soon as possible, and being able to catch a survivor off guard who wasn't looking where they were going without doing anything, sounds satisfying and could lead to some downs you wouldn't expect.
For blight as a blight main i can completely understand your point of the hit boxes but I find the little techs of his kit the things that makes him special
I'd really like it if Dredge was more stealthy too. They should disable his loud ambient sounds for some time after he comes out of a locker along with his roar. He instead should get a loud roar when coming into close distance to survivors after a teleport, to increase the scare factor. There also shouldn't be a audio and visual cue when dredge tps to a locker or is in one. If a locker is just out of view from the gen you are working on, it should be something that can potentially scare you and not a mild inconvenience at best.
Most of the suggested changes are bad and survivor sided, others are reasonable but those are a minority. Like imagine wanting to remove traps near hooks from hag. She literally has NOTHING nowadays with all this bs endurance meta, plus u can't camp with her anymore. Half of the survivors I place in basement with her will unhook themselves while I put a couple of traps in basement/shack. She's terrible now. Srry I did't watch further than that.
Have you ever missed the tail attack from the Xenomorph? Holy shit it’s like you get frozen in time and can’t move as the survivor waves at you from a mile away. Please don’t nerf my girl anymore than she already has
For skull merchant I have one that's not a gameplay thing, but just a design choice. I think she would benefit a lot of voicelines to make her more charismatic and even if you don't like her playstyle, at least could be fun hearing a good impression of her that would give her more personality.
while i like this idea and definitely think it would improve her, the issue is that most survivors are so sick of her playstyle that they just dc or throw themselves at her to die as fast as possible, so they wouldnt even see these voicelines, really. no one wants to play against skull merchant because of her drones. the injure, the deep wound, the survivors being slowed, the skull merchant getting haste, AND the skull merchants stealth is just too many mechanics that make playing against her the most horrible experience imaginable, so survivors immediately want to go next.
I mean he allready can do that with trappers sack and it's a glass cannon playstyle because if they avoid the area you've thrown the entire match away.
It makes his kit a lot less RNG based when it should be based on skill but I think the it should keep the bags effect as well so you can’t pick up the traps you place
For Plague, I would suggest her being able to instantly break pallets ONCE per Fountain with her blood vomit, maybe she should also be able to set infectious traps on lockers that make survivors scream, just more stuff that makes her interact with the game mechanics, however also make it so that when Survivors get injured from full infection they still get a speed boost (even if a lesser one) and that Survivor perks that affect healing speed also increase how long it takes to get fully infected by indirect sources as Survivors have no way of knowing they're going against Plague before a match and she completely invalidates those perks
I agree with pretty much all of this except for a few things. Leatherface’s chainsaw should stop after hitting a survivor that just got unhooked but not if they dead hard. Then for xenomorph the turrets should also burn him out of his power quicker. Still a great video!
Your nemesis change is awful tbh. Of anything he needs a buff. Making his tier 1 weaker is really bad, just like myers its only a waste of time. Instead, they should make it that the survivors dont get a speed boost when getting infectedby the whip, only when gettong injured.
OK so, imo a change to the knight's ghost could be made where: 1. His assassin dude (no idea whats his name) is undetectable and also can be hidden in the lockers, so it's really like a stealthy character 2. His brute guy the big fella, does the same thing as always where he destroyed things faster. 3. The jailer can be the only ghost that can be placed near gens, to avoid the 3gen scenario and to play into his role as a jailor.
Ok, I get a lot of these changes would be bad, but this is HIS OPINION like a lot of people have nemesis and I like nemesis you can’t say he is a survivor main and act like you know who he is and call him a little kid, if he thinks something needs nerfed, his opinion he is just sharing his opinion doing absolutely nothing to anyone by just sharing his opinions.
The 2 Trapper changes would require a few changes to some add-ons, and I have a few ideas: • Bloody Coil: When a survivor fails a skill check while attempting to disarm a trap, the Bloody Coil activates Trapping the survivor's arm and injuring them. Trapped survivors can untrap themselves with 16% chance of success per attempt. (Stacks with slowdown when attempting to escape add-ons) • Trapper Sack: When carrying 5 or more Traps, the Trapper gains a 7% stackable Haste. • Trapper Bag: When Carrying 5 or more Traps, the Trapper gains a 4% stackable Haste. This would make it so trying to disarm a trap be more risky but with counter play since it requires you to be the one to make the mistake. The bag changes will make it so the Trapper will have a better chance to move around the map and reposition or chase survivors, in exchange for map control with his traps.
TL:DR- all changes are nerfs or irrelevant which is what i expect from a survivor main very bad. I was originally going to just post a joke saying you just said two changes for blight despite the fact the video says one change for the title. but as i watched more and nore of this video each change you would recommend would get worse and worse. All if bot majority of the changes are just nerfs or bad ideas that would do nothing ir make the killer have a bigger issue then before. Here is a list of the worst changes mentioned or ideas that would have been better. 1. Demogorgon. You cant add more stealth to this killer because he literally has thundering footsteps that are directional. If this is what you were referring to then thats cool but the main focus of this killer is the mobility and lethality he really doesn't need stealth and works better as a loud killer. A better change would to make rat tails base kit or change another useless affon to increase portal uses time. This would be a good quality of life upgrade. 2. Pyramid Head- now i will say the changes are terrible but rather the second part could easily be solved by just removing the notification when the survivor gets freed from the cage the killer doesn't need to know and they dont act as hooks so this would be better for the survivors (terrible i know) 3.ghost face- you didn't even give an idea just like say make crouch and standing the sane speed or even give aura reading when close to survivors completing an interaction only this would be interesting. 4.hag dont punish the killer by removing their abilities this makes playing killer not fun rather make it so that having traps close to the hooked survivor fill up the anti camp bar if to close this will give the survivor on the hook an option to escape while also giving the killer the freedom of their power. 5.knight do not do this change one because it doesn't make sense and two it would make the killers that play him use his grauds in your favorite way (3 genning) also the assassins specialties is chase so saying make the gruads worse at chaee but better at their personal abilities is backwards. A better change would to be give some leway with detection so if the gruads see one pixel of your body they wont immediately find you. (So add like a 0.5 delay.) 6.nemsis- what even? Like make zombies weaker and make tier one weaker? Why? Dont do that, thats bad. Just make it so that tier three injures and infectes at the same time. 7. Doctor/ freddy i just feel like this is an unreasonable change if it was implemented survivors would complain that fake things make them waste so much time that it's uncountable and killers would not like it cause they can't really feel the effects it has on the match it would be cooler if doctor had dome mobility like if survivors are at madness 3 he gets a speeed boost while chasing and freddy could have a quicker gen teleport by hitting awake survivors or if they made being asleep more punishing as a survivor like bit being able to see freddys red stain when not in chase. 8. Oni this change you suggested idc but i much rather would like the removal of the brain dead feature where if tou attempt to hit with your power and your close to a wall it will automatically hit the wall rather then allwiing you to continue to charge the power. This really sucks when i attempt to hit a survivor but i auto aim into an invisible wall 5 meters away from where im facing. 9. Oynro i dont have the sane issue as you so i would instead make it so that she can break things faster while demanifested or move through pallets and windows slowly. Your change isn't exactly bad it just wouldn't be necessary for me. 10. Honestly when it came to the pig im surprised you didn't suggest a nerf considering the fact that you suggested a nerf on nemesis which is a pretty balanced killer. But i do agree with this change make pig crouch speed faster and make the ambush faster as well good change. 11. Skull merchant in case you didn't know somehow the reason that people used skull merchant as a 3 gen tool was because her power had no real lethality and gave her more information instead. So you saying to make her power more information based would make her only viable as a 3 gen killer again (which is why with the knight i called 3 genning your favorite strategy.) This idea sounds like it came from someone who doesn't know what skull merchant does a better change would to make fisabling drones in chase easier like for example if you run under the drone as a survivor it will temporarily be disabled for 10 seconds while still being able to hack it to disable the drone for longer. 12. Spirit oh boy i cant wait to make this killer worse- kyto 13. Twins- again? Why must you nerf killers that are not needing nerfs. Literally only a few people play twin and they are a endangered species and you want to wipe them off the face of the earth. Here are 5 changes you could have said and i would just nod my head and be like ahh thats nice. 1. If victor hits a survivor that has endurance he cant be kicked. 2. When victor hits a survivor he has a 3 second cooldown but missing will result in a 4 second cooldown. 3. Survivors carrying victor sway left to right just like when they wiggle when carried by the killer. 4. Change the red pendulum addon so that when victor collides with a pallet he dies and the pallet breaks. 5. You can immediately return a stationary victor. Do you see how easy that is? THINK KYTO THINK. 14. wraith- "hey do you know that very annoying and outdated mechanic that made playing wraith agony?" Yeah lets vring that back but give no additional benefits so there is no upsides. 15. Xeno- kyot in 5 seconds ago "lets bring back a basically uncountable mechanic" kyto immediately after "hey lets remove a basically uncountable mechanic". Me "this guy is on them hard drugs". Final- artist is the worst killer in the game just remove her there is not a single good thing about her. That would be my change. If there is any misspellings my phone is like kytos changes so it just wont worj.
I agree with most of your comment, but: 1. Why are the Executioner changes 'terrible'? Everyone knows his add-ons are atrocious, and adding Endurance to his cages is a boring way to fix his tunneling prowess (I like your idea better) but it definitely doesn't deserve to be marked TERRIBLE. 2. I'm sorry, but there are way too many chase Killers in the game already and I'm tired of it. 3-genning is a problem with the map design, not a fault of specific Killers. You can 3-gen with any Killer if the map supports it. I dislike the Skull Merchant rework because now she's just ANOTHER chase Killer. Interesting and varied ideas for Killer powers shouldn't be discarded or changed just because they could support 3-genning. The damned map design should be changed! Knight and Skull Merchant both should stay (or in Skull Merchant's case, should've stayed) as map control Killers. 3. Why not make Tier 1 weaker for Nemesis as long as you make Tier 3 considerably stronger? It would make Nemesis a bit more of a dynamic Killer. Also the zombies' change was pretty justified.
Pinhead: put a pulsing message in the bottom of the screen: FIND AND SOLVE BOX TO STOP CHAIN HUNT when the box spawns. a little bar above the message shows how close to the box each survivor is in meters. it can be switched off and on at the lobby screen. prob solved for pub lobbies. Chucky - he needs to stop disappearing into tall grass, corn, and shoulder-high walls. it's completely ridiculous. and we thought Onryo was bad for this because of her height! O.o Clown - change the "intoxicated" screen distortion to a simple pink or yellow outline around your toon, or a pink/yellow ! above your head. you can toggle the "intoxicated" effect off/on in the menu. Legion - totally changing their play style like you said, AND making it "tag team" among all 4 characters during the match. so you actually play as all 4 characters every match, depending on certain triggers. it would also probably SERIOUSLY pump up their cosmetics sales. Nurse - for the love of GOD, let us blink through hills, rocks, and objects already. you're completely boned if you're in a chase near a hill. and a freakin rock shouldn't just create a dead zone. Spirit - you can't let them push you out of phase by touching her husk, because bully teams will hang around trolling her and pushing her out of phase constantly. Spirit was already nerfed really hard, leave Rin alone =/
I honestly disagree with a few but one that catches my eye is xeno, especially since its tail attack was nerfed already by giving an increased cooldown when you miss. And avoiding it isn’t too hard. 🤷🏻♂️ and lightburn is terrible… never suggest it please 🤦🏻
1:55 eu viajei nessa ideia, mas se liga: o sobrevivente, enquanto na fumaça rosa, sofreria lentidão e redução no FOV, apenas sugerindo a tontura do sobrevivente com uma nova animação. Para antecipar a recuperação de estabilidade, você será surpreendjdo por uma sequência de dois trios de skill checks. Elas iriam surgir consecutivamente em lados opostos do foco do grid.
7:32 amei pensar o quanto uma coisa tão simples resolveria o proboema da falta de informação: Faça que a animaçã da mão dela se retorcendo durante a manifestação também revelem um olho sendo fechado ou aberto, dependendo do sentido da manifestação. Ir até o fim do processo é obrigatório e remove a barra de progresso, similar a quebrar uma pallet
A fun idea I had for Trickster was that the knives can damage, but not down, similar to Plague, and that they'd rework many of his Add-ons to apply status effects upon applying enough laceration stacks. To go with it since he can M1 more now, I'd want his Main Event to let him do an extended lunge attack during it that ends it afterwards. This way you can either get your knives for the damage state, then if you get main event, you can activate it to get the lunge. This incentivizes the Trickerster player to swap from ranged to melee, and give players two instances of counterplay, looking behind them to directionally dodge knives when afar, and basic pallet game or dodging when M1. I think it would help prevent what people hate the most with Trickster which is just M2 spam for 2 health states after 1 health state + main event. The knives only able to damage the first health state would prevent this from happening as much, but may lead to people playing how they do against Legion where they just don't heal.
I really like the suggested Trapper buffs. Starting with all his traps would be absolutely huge; it would eliminate the early-game fetch quest aspect of setting up his power _and_ make it so that survivors wouldn't spawn next to a bear trap and thus immediately know to watch for traps. I also really like the idea of a trap-disarming skill check, ideally the same "difficult" skill check as DS/Overcharge/Oppression, that injures survivors if they miss it. It would mean needing to rework the Bloody Coils addon, but there are definitely a few decent ways to do that.
Deathslinger: either make him 24 meter terror radius or boost his speed to 4.6. It's crazy how BHVR tried to standartise this two things but forgor abt slinger Demo: make some sort of meter that indicates that your shred is ready. Like Wesker or Artist. Because I can't describe how many times I didn't wait enough and made M1 instead of the shred Dredge: make him go out of remnant faster, or make such add0ons. Resently Discoverd that after TP to remnant, there are small window when you can't attack. So if you mindgame pallets, survivors still have time to vault it after your TP. And make choosing locker better. It's so frustrating when I looking directly at locker, but game tp's me to locker on the side or behind the locker that I choose. Ghostface: I still think that rveal mechanics are broken. Some time ago I tried to reveal ghostface that was leaning by that really thin walls on garden of joy. And I could'nt do it even if I look directly at him. At the same time when I play ghostface I got revel by every rock on the map. Chucky: I don't know how but give him at least some skill expression. He's scamper is too cheap and result in guaranteed hits, S&D also the easiest dash to get hits, Playing him doesn't feel rewarding. He feels very easy to play and very easy to get good results. I'm saying this as killer player Huntress: Make hitboxes normal and not SPHERE SHAPED, lmao. So many times I got hit behind the corner it's not even funny. And her ability to hold hatchet forever, while you in the open, is also something else. So make her to be idk tired? of holding hatchet. Wesker: I think if Chuky can vault pallets and don't get his power canseled, than Wesker too can stil be in his power after vaulting. Nemesis: make differense between tiers more significant. Every tier add 1 meter to tentacle, Every tier make him faster while holding tentacle. Tier3 can damage generators like tier2 can break pallets. Overall make tiering up more significant. Nurse: either revor her power completely or delite her from the game. It's crayz how everyone cried abt Skull Merchant but okay with Nurse, who is the only killer who forse to entirely different kind of game, deny every main aspect of chases, and heve little to zero counterplay. Myers: nerf tombstone but buff his basekit. He is SOOOOo outdated it's hillarious Singularity: same as dredge. Make choosing pods better. When you in chase and acidentaly choose pod across the map instead of that right next to you.... Also make tree leaves loose collision or smth. Because it's so unfun when you cant tag survivor because some leaves get in the way. SM: like the Nurse. Either give her new pover or delite her from the game. Funny how she didn't get any better after first "rework"
I think for Nemi the zombies should grab you. Kinda like trapper the zombies can grab ahold of survivors and they will have to fight off the zombie to avoid going down or losing a health state. Creating an add on kinda like trapper where another survivor will have to help fight off the zombie
I would like a change to the Dredge which tempts survivors to actually enter lockers, since one of his coolest abilities in my opinion becomes mute since the only thing survivors do to lockers is lock them. Don't know what that temptation could be maybe makes nightfall end sooner or give an item that destroyes dredges remnant (from a distance), but just something. Editing: I also really really really want for the knight to not have to go into ghost form to order guards to do things. I got the killer excited to order his guards to break pellets for me so I can build spirtfury enduring, and not only do I have to wait like 3 seconds to order them they also don't count for spirit fury. I was quite sad when I found that out.
Xeno's tail doesnt have a wind up because then turrets would knock you out of your power every single time. The counter to Xeno's tail is smart use of the turrets to remove it entirety
A good Xenomorph will always, and I mean ALWAYS destroy the turret before they can be knocked out of their power. Even if the turrets could counter the Xenomorph, it's still a bad power design because it promotes gameplay for Survivors with no skill expression.
@@Burger19985Don't make the tail require charge-up, just increase the windup time by like .5 seconds, also completely remove drag tech. In exchange, increase Xenomorph's missed attack movement speed back to 2 m/s, along with some other small buffs. Xenomorph's 'teleport' is also not slow at all, lol. It's probably one of the strongest map traversing tools.
@@saadkamal5528 it is literally one of the slowest non just-run-fast-lmao traversal speeds though. sadako, freddy, dredge, hag(teleport at will addon exists) and demogorgon all have fast easy teleports a button away with only 1-2 animations to go through. while xeno has to: 1.go through a long animation to enter the tunnels 2.traverse the map at his increased speed hopefully not accidentally missing a turn and having to double back wasting a few precious seconds 3.enter a long exit animation that mapwide alerts survivors that your back by making turrets spark truly one of the "one of the strongest map traversing tools"
11:32 They always make the new characters and new perks overpowered so that everyone will buy them (pay to win) but then eventually those killers and perks get nerfed and replaced by the newest ones.
No, no and no. Do not remove the ability to 180 with Oni. The only thing that the Oni needs is to nerf some of his add-ons, since his base kit is already strong. If anything make it possible to flick on console too.
The 180s are one of the most frustrating thing to face as survivors. I love oni, but this part is just unfun and annoying. You just feel cheated when it happens
@@sava-sd9eb let me ask you. Do you even consider "cheating" the blight and Wesker hugtech? The Wesker bounce tech? Do you consider cheating the window tech? If yes, then your ideal state of the game is just boring. I don't know about you, but I do consider all tech from both sides a fun part of dbd. Everything that is hard and allows the player to show his skills and his dedication should absolutely be allowed. I have more than 5k in dbd and main Oni, trust me there are a lot of survivors that were able to dodge my flicks. The problem comes if you also add the speed add-ons. A tech should be strong, but not overpowered, in the Oni case if you use Oni with no add-ons then it's totally fine.
@@marcofooladi3052 Can't get mad at wesker's hug tech. The bounce tech is pretty fun for me to face and use, also pretty predictable most of the time. Blight's hug tech can be annoying, but I don't mind it too much and I use it myself. Idc about the windoe tech tbh. I also main Wesker/Oni/Blight, I don't play as much, so a bit rusty, but they were my favorites for the 1500 hours (about 1000 on console and 1000 on steam). The oni 180 are rly the ones that annoy for some reason, it makes me feel cheated when it happens makes it unfun when I play survivor. I like going against onis normally, but not when they can 180. This whole message feels repititive now that I see it, but I'll conclude with: it just annoys me more than the others for some reason.
@@sava-sd9eb I do also have some tech that I consider a bit annoying. For example the window tech when done perfectly can make you lose a lot of time as killer, but I still think that is something that should absolutely stay in the game. So it is fair that you find it annoying, but I at least hope that you don't want it to be removed. Techs in general make the game better overall.
Skull merchant can be like this: Power: X ray vision: For profit, Skull merchant used to sell her victims' organs along with their companies. Thats why she had an X ray vision integrated into her drones to avoid hitting valuable organs. But in the fog, this is used vice versa. Skull Merchant starts with 2 drones. When you deploy these drones, they will rise up high. After you deploy them press the active ability button to use it like a camera(Like Singularity). You can stalk the survivors in this mode. Filling up the bar takes 60 seconds. Lock on: This bar is split into 10 second bars and their effects last for 60 seconds. Filling another bar refreshes this 60 second duration. At 10 seconds, your hits will deal blindness and hemorrhage 20 seconds in, survivors will have mangled status effect 30 seconds they will receive broken status effect At 40, survivors can be deep wounded with normal attacks At 50, survivors will be oblivius and at the last tier(60) the effects' duration will double. You can also move in the camera mode. Secondary ability: Hunting grounds: Skull Merchant would prepare the ground before the prey arrives: You will also start with 5 tripwires. Press the secondary ability button to shoot out a laser mine. This mine will have a laser that only you can see. If a survivor passes from this wires, they will receive a claw trap and be hindered for 5 seconds. Tripwires will not be triggered by you. Survivors can disable this traps with a 20 second interaction. Claw traps: Claw traps use sonar technology to precisely map the victims' anatomy. People who are affected can be stalked with the ctrl key where Skull Merchant opens a tablet to locate the spots of important organs. And.... Release!: After you hit a survivor with a claw trap, their speed boost will be increased by 100%. However, you can trigger the trap. Once triggered, trap explodes and induces deep wound. Those who are around that survivor gets injured and they heal before you release it, you will not be able to trigger them. If they are already deep wounded, this will put them in the dying state. Survivors wont trigger tripwires if they are clawtrapped. Survivor item: Camouphlage: Survivors can rummage chests to find camouphlage suits. This suits will make you completely invisible to the cameras. Killer wont be able to stalk you unless you have a claw trap. You can do everything when wearing this suits. However, their effects will last for 60 seconds and claw trap triggers can disable them. Tripwires can be triggered even if you are wearing this suit.
As a singularity main less emps would ne nice, I think it's a big turnoff for people who pick him up and just get constantly emped, which is presumably why you haven't faced any
Why would you want less emps, they are currently fine it how it is he’s a hard killer to learn also you would just make him much more stronger and more dumb for 3 gens he’s perfectly fine as he is right now aside from his pod collision
@WedSquid I see your point on three gens, i meant less emp crate locations, bot less emps in general. The three gen is definetly a problem though, so maybe .ore crates near the three closest gens. Other than that, not sure
4:46 ela podia demorar mais oara alternar entre segurando ou nao sua machadinha. Enquanto totalmente levantada, um foco noncentro da tela em forma de ondas - semelhante à un sentido aranha -. Esse foco iria tentar travar a mira no alvo, e o jogador da Cacadora deve tentar acompanhar com o cursor o mais próximo que conseguir do sobrevivente para travar no alvo e receber um curto periodo para acertar o alvo com correção de tragetória. Isso nao previne que o projétil acerte um obstáculo. Passar de um segundo após o foco ter travado (e o som da lâmina ter soado) aciona uma animacão de guardar o machado em velocidade reduzida para 4.2 4:46
I'm sorry I jus don't agree with most of these claims. Correct me if I'm wrong I jus believe he want the killers to be bad and surv to win more honestly. For example he said "make knight guards not be able to track survivors and have more characteristics" but isn't that what the knight does. Clowns take I don't like. But all in all mid statements. My opinion tho no hate all love
For Freddy, a cool ability in the dream realm would be clones Like if you ever played Mirage in apex, it would work like that. If you don't, it's pretty much you look at a location up to like 12 meters and an illusionary clone goes to that spot The downside is that it only can walk straight. It would be pretty interesting for mind games tho
For the trapper, me personally I wouldn’t like to have all the traps at the beginning. Because the iri add on that arms random traps every 30 secs is kind of good. I’ve had plenty of situations where I run this add on and a survivor ends up stepping on one of those random traps. I do agree maybe a skill check for disarming a trap would buff trapper a bit but I’m not sure about the injury. Maybe like blindness or exhausted or even oblivious.
The bubba change would actually encourage tunneling because it lets you charge up that token you used while you run them down with that speed boost they just got- effectively rewarding you for the endurance hit, and it'd just encourage people on hook to take hits for the rescuer even in non-tunnel situations (you just want the unhooked to mend for pressure cause they didn't split for ex.) to overall make bubba a lot weaker, and the 20 thousand endurance perks would immediately stop bubba in his tracks mid-chase when they're used rather than letting him maintain pressure. The idea is good in concept but I think it'd result in a lot of unintended quackery between the killer and survivor side that makes Bubba feel more jank and makes him more of a meme killer that's known for camping, tunneling, etc.
I just have to say, the slinger change has to be a minimal amount of distance at the end of his chain. As a slinger main, this would be busted as hell and everyone would run the reinforced chain to get those one taps.
Artist is fairly easy, try my build: BBQ, Dead Man switch, Pain res, and Plaything. For trying to snipe survivors, it's helpful that they don't know where you placed your birds. For that you have tall walls
Xeno's crawler mode should be on a timer for like 60 seconds, and running into a flame, thrower burns through is timer. Then, drastically increase the time it takes for him to get it back while tunneling.
with trickster, what if once he does a full health state on a survivor using his knifes, instead of main event as it is now, he instead unlocks a tracking knife, which he throws and then controls similar to pinheads chains, and if he can hit a survivor with it it does either a damage state or fully downs a survivor (i dont know which would be balanced). With this it would not only make the killer more fun for both sides and give him a higher skill ceiling, but also adds counter play to him that he currently does not have, being able to dodge his tracking knife.
huntress - replace iri head's effect with "when you hit a survivor with a hatchet, regain 1 hatchet". the fun part of huntress is hitting hatchets. this lets good huntresses hit more hatchets without reloading, asks for skill to use to its fullest effect, and gets rid of iri head!
Demodog needs his actual foot stomps made much quieter. Tricksters' ricochet knives should be base kit, theyre so much fun, and they really promote some creative plays, its a shame you need a purple just to make him fun. Pigs' entire stealth and ambush needs a rework imo, they fixed her traps and some add ons previously, but her other kit needs more. It is silly how the crow killer doesn't interact with the crows in game at all. Skull Merchant is easy. Hacking a drone should remove it entirely from the map, so she needs to waste time moving to that location again to replace it. Its so easy to recall drones its ridiculous that hacking them allows them to stay around and reset themselves.
For the clown what if they made the nauseous effect into, you know those scenes in movies where the character eats a berry and their vision goes to a blue purple pink. What if they did that but still kept the nauseous effect to be less strong
I have an idea for a total power change for ghostface, he could be like sadako but you need to answer telephones based on noise, and if you don’t your exposed and set as the obsession, or something like that
Good video, I pretty much agree with everything but I think a nurse nerf/rework takes precedence to QoL buffs. I think Skull Merchant stacks need to be manually removable somehow and she doesn’t need cause hindered. The haste buff is more than enough.
8:24 o layout de escolher a câmera dele deveria ser como escolher um alien no jogo do Ben 10, com a utilização de um preview e maior mobilidade para acompanhar o acesso à habilidade anterior
My biggest issue is the Knight, he can corner u with his henchmen and then get the final blow. Also his Perk where he hits the gen and gets a free scan makes it easy for him to track down as well. Pair that with Chucky (Who is also broken rn) Friends Till the End and ur basically a killing machine. Theres gotta be a reliable anti aura scan character unless I havent seen one be used but its ridiculous. I havent been playing long like a lot of veterans but the Knight and Chucky are way worse than Skull Merchant imo. Free scans plus cornering options, and u have to pray they dont have Lightborn which shuts down Flashlights and other trap perks.
For the game itself. I’ve had way too many killers go after me or someone else off the hook as soon as they get unhooked. Even with basekit bt, some survivors still go down relatively fast. So I think something here needs to change. Not sure what exactly but definitely something
Survivors just off the hook should not only have Endurance for 10 seconds But also Decisive Strike for the 20 seconds. Except maybe during the End Game collapse
for trapper: make him start with his normal 2 (or even 1) and make him be able to pick up all of his traps. i like the skill check idea its not bad but giving him traps means trapper sac needs rework and honestly just get rid of down side with my idea and its fine. for Xeno: it should be a wind up. like if you tap it it goes about as far as a lunge and you basically wouldn't ever use it but the more it charge it the further it goes (honestly i think it should've been like this from the start and don't know why it wasn't like this.) for knight: there is a few things but mainly fix AI and for the love of god give the ability to recall guards without having to smack them or waiting out the timer its SO annoying
Make it so crouching as ghostface suppresses the red stain so you can do mindgames with it. Also the knight change would be kinda pointless, since for assasin his whole thing is that he’s a better chaser and making him stronger would make him obnoxious, also why have the jailer patrol longer and have a larger detection range if he isn’t a threat after they make him even worse at chase, and carnifex his whole schtick is that he chases long and breaks stuff fast but you can only break stuff so fast and making him chase even longer would make him be even better in chase since he can just walk through everything. Idk those are just my thoughts
For skull merchant, her drones are way too offensive as is. Having them used purely for information and having her addons lean more into her move speed and recon would feel a lot more fun from a killer perspective and way less obnoxious from a survivor perspective. Less area denial, more track-and-hunt.
8:55 imagina poder alternar entre 2 drones: 1 raio amarelo. gira no ar e procura sobreviventes. São ruidosos e inertes. 2 raio azul. Ambos raios e drone ficam estáticos, travados ma direção frontal e anterior do momento de posicionamento. Durante alguns segundos após posicionado, o feixe luminoso fica menos denso, e o drone mais silencioso. Quando um sobrevivente passar sobre a mira, haverá uma janela de 5 segundos para pressionar Ctrl e olhar sob o POV do Drone. Poderá controlar seus movimentos por 10 segundos, perseguindo o sobrevivente para acionar uma garra eletronica, danificando ele no processo. Caso o tempo se esceda ou um sobrevivente for perseguido com suscesso, o drone retornará à Mercadora de Crânios
What changes would you make?
Remove Trickster
New 2v8 Mode
4.6 spirit
@@SwiftLemonBest idea yet
a way to get all of the killers as a F2P
for ghostface - they could make crouching when your power is on cooldown recharge it faster, and when you are in your power maybe make it take longer to kick you out of your power by like 1 or 2 seconds
blight? please remove that insane U turn legit you can get hit from the other side of the loop instantly with 0 counter play , it's so annoying and unfair
i like your crouching idea! i think that could be super viable since he is slower when crouching. i will say, it already is pretty difficult to get ghostface out of his power because it takes around 2 seconds to do, and if there are line-of-sight blockers, he can avoid getting taken out altogether. it's pretty easy for ghostface to avoid getting taken out unless he literally cloaks in front of a hooked or downed survivor, or cloaks out in the open instead of being calculated about it. i think that specific part doesnt need to change.
I agree 💯 on both takes
"make the knights guards weaker at chasing and better at their specific effect"
*the carnifex and the assassin having effects specifically for chasing, and the jailer's whole job is finding survivors to chase*
like seriously, how else are you supposed to use the guards besides chasing? it wouldnt be very useful to only use them for breaking stuff
Yeah
It’s funny cause what kyto is asking for would actually make knight even more boring to verse cause 2 guards are about chasing the assassin and carni jailer would just be that defend dude.
you can tell kyto just fundamentally has 0 understanding of some of these killers lmfao
idk why you'd make a video like this when half of the changes are kinda just sloppy nonsense
Aka shit takes and didn't do the research to make a solid video.
@@Notwedsquid carni is designed for breaking things, not just chasing
I thought he was genuinely trolling with some of these changes, some of them like pig and Freddy are understandable, but then you get to buffing nurse and removing anything unique about half the killers in the game. The other half is just making the most ambiguous suggestions like “make them faster pace somehow.” or “make him less spammy.”
The one about wraith and lightburn convinced me he had to be trolling. Just learn to counter it? like wtf it is litteraly uncounterable if their is no cover around you
Buffing nurse? It’s a QoL change. Just because she’s the best doesn’t mean she should be miserable to play??
@@reuv8441 She's miserable to play against her, so she has to be miserable to play as well. That's only fair.
@@georgevoknerech228 what kind of logic is that??
@@georgevoknerech228 she’s defos fun to play against btw as long as she’s moderately good.
I play singularity fairly regularly. I have two possible changes I would suggest. 1) Make the soma family photo base kit in some way. For me, overclock feels just a little to weak without this add on. It’s still good to force pallet drops or break pallets, but the speed from the addon is what really helps. 2) Make it a little easier for you to mark with the pods. I’m on controller. If I’m trying to place a pod and quickly mark a survivor, it’s hard to get the survivor in the middle of the reticle quickly enough to mark them. I’d say increase the area where you are able to shoot bio pods or teleport.
Singularity is already very op, Soma Family Photo would make Single Larry even more busted
@@averagegarbageenjoyerhe's definitely not OP, he's about as strong as like pinhead
Make it so that an EMP must be used before the printer can create another one and make printers get consecutively slower the more it is used.
They don't need to directly nerf EMPs they just need to make them less accessible. Everything else about Singularity is fine imo
Lmao, look guys, a singularity main! 🫵😂
I’m singularity main and honestly really bad ideas except the soma one yeah you could make it base kit but you have to nerf him but all singularity needs is placing biopods be more consistent the way it is now sometimes a pod won’t place but if soma does become base kit his 3 gen needs to be hard nerfed the way he is now it’s to easy to 3 gen, also about the controller part I play on controller just fine it just takes practice.
For Skull Merchant, I think survivors should be able to remove a lock on stack by disabling a drone. This could actively encourage them to interact with the drone instead of being in those situations where you got 2 stacks and there's nothing you can do about it.
6:31 for the nightmare change, the fake survivor thing sounds really cool. i think it'd make for a fun secondary teleport
something like "you send out a fake copy of a survivor that runs in a straight line for 10 seconds, if the fake survivor sees a player, it screams. you can teleport to the fake survivor if it finds a real survivor" and the teleport animation would be freddy teleporting to them and slashing their back, and the survivor would fade into blood as they fall to the ground
Or let him TP to completed and incomplete gens
Tbh that sounds like it should've been legions power. Or they should just make a new killer like that
Light burn on wraith is a big fat no for me chief that's definitely your hot take on this one bro!
Light burn DOES NOT make wraith more fun, just makes him feel sub tier to play as.
to me, it makes it feel easier to get downs
You had me until wanting to nerf Xeno's tail further 💀
Xenomorph power has a counter... you know.. the turrets that you can place anywhere and spawn near gens...
Those do nothing against good Xenomorph players. I'm legitimately convinced anybody who suggests the turrets as a legitimate counter to Xenomorph is either terrible at playing him, and/or has never played against him.
Turrets that you can break in less than 3s and not lose your power
@@vry6946super DUPER late to this but most of the time turrets tale you out of your power BEFORE you get to them and break them
For the Nemesis I'd say make being infected more of a detriment, a lot of survivors just stay infected so maybe add a hinderd effect to incentivize curing themselves
thats a good idea! in that case, there would need to be more vaccines on the map (like how wesker's power does this and each spray can has two charges). survivors dont vaccinate usually because theres a limited amount of vaccines and they dont want to be screwed in endgame.
Absolutely not, for one it would automatically win you chases as nemesis. It’s balanced on wesker because you can outplay his dash and in general the hindered takes hold after a time frame
Nemesis giving you hindered off of just hitting you would be broken, cause your instantly infected with no time frame
Licker Tongue add on increases the hindered effect by such a small margin, but I don't think many Nemesis players use it... so I don't think adding more of a hindered effect basekit would be a bad thing as suggested by OP. @@SolidRazo
not hindered, but perhaps a minor version of Thanataphobia and Mangled. That would still stack with those perks/statuses. like, 5% decrease to healing and gen progression. A change for Tier 3 tentacle can just be it injures, even if the survivor isn't infected.
You would have to add more vaccines though.
I completely agree with Pig. With Chucky in the game, he’s just a better version of her in every way with chase and stealth. At least, make her roar when she dashes, not before she dashes.
She needs way more than a better crouch tbh.
problem with the wekser thing - then animation for him putting away his tentacle is played when the killer is no longer able to use it, so if it played earlier from the survivors POV the killer would just be able to do a second dash while showing they were putting away the tentacle
2:46 making dredge’s teleport faster would be a terrible change. The amount of times ivd gotten a free hook from someone locking a locker while I’m teleporting to it is crazy.
I've always thought that Trapper should have, either as base kit or as an iri add-on if its too strong, all of his traps spawn in pre-armed. That way you don't have to go around picking up and setting down traps at the start of the match to have effectively have *any* power whatsoever.
I don't think it'd be too strong or disincentivize manually placing traps, since the randomized spawn points they start with are generally kinda bad. You'd still _want_ to pick up and place traps for better, more hidden trap positioning, and as a survivor these auto-srt traps would be pretty obvious and easy to avoid.
Admittedly it might be a pain to try to pick up your traps when they're all pre-armed, but honestly I've always thought the self-trapping thing was stupid to begin with, I say just remove it and let him pick up armed traps directly.
For pig i guess adding the ability to attack from crouching would be real nice, or ad add-on which makes trap down survivor but timer is 2 or 3 times shorter and you have much more traps
The problem with xeno is not the tail, it’s the addons that nerf turrets and make it super easy to break them. The counterplay is not juking him in loops like last 500 killers, it’s placing the turrets in good spots to burn them, and putting him into 50/50 situations where he either has to shoot the tail or go for a hit. (Greeding pallets is a great way to do this)
Honestly i like the idea of making tricksters iri that makes him faster base kit. Incentive to not miss and take careful shots, and have it basically be a "tempo" increase like he's feeling the rhythm and the bloodlust. Additionally make main event a reward for knives hit in a row rather than overall, either give him a temporary large speed boost, or a swing that insta downs or has a dash incorporated with it to close gaps. Replace the iri add on with an add on that allows missed knives to stick into walls and give him a "recall" bringing the knives back to him and hitting/applying laceration with a max of slightly over max laceration count allowing you to set up traps like a trickster. Or hell make that base kit, anything to make him more interesting.
Kyto you had some good ideas like with Freddy and Pyramid Head but you’re suggesting nerfing lower tier killers and buffing the Nurse and she doesn’t need ANY buffs or changes that benefit her bc she’s so broken as it is.
9:29 I'd like to see them revamp the trap spawn locations, and then start him with all traps open. Hearing them disarm random traps as the match starts gives you information on where they spawned to start chase as soon as possible, and being able to catch a survivor off guard who wasn't looking where they were going without doing anything, sounds satisfying and could lead to some downs you wouldn't expect.
For blight as a blight main i can completely understand your point of the hit boxes but I find the little techs of his kit the things that makes him special
I'd really like it if Dredge was more stealthy too. They should disable his loud ambient sounds for some time after he comes out of a locker along with his roar. He instead should get a loud roar when coming into close distance to survivors after a teleport, to increase the scare factor. There also shouldn't be a audio and visual cue when dredge tps to a locker or is in one. If a locker is just out of view from the gen you are working on, it should be something that can potentially scare you and not a mild inconvenience at best.
Most of the suggested changes are bad and survivor sided, others are reasonable but those are a minority.
Like imagine wanting to remove traps near hooks from hag. She literally has NOTHING nowadays with all this bs endurance meta, plus u can't camp with her anymore. Half of the survivors I place in basement with her will unhook themselves while I put a couple of traps in basement/shack. She's terrible now. Srry I did't watch further than that.
For GF you could add an extra multiplier for his stalk while crouched. That would be viable and make sense for him.
Have you ever missed the tail attack from the Xenomorph? Holy shit it’s like you get frozen in time and can’t move as the survivor waves at you from a mile away. Please don’t nerf my girl anymore than she already has
Man, play on xeno right now its pain ,even if you hit survival with tail he run in another map.
For skull merchant I have one that's not a gameplay thing, but just a design choice. I think she would benefit a lot of voicelines to make her more charismatic and even if you don't like her playstyle, at least could be fun hearing a good impression of her that would give her more personality.
while i like this idea and definitely think it would improve her, the issue is that most survivors are so sick of her playstyle that they just dc or throw themselves at her to die as fast as possible, so they wouldnt even see these voicelines, really. no one wants to play against skull merchant because of her drones. the injure, the deep wound, the survivors being slowed, the skull merchant getting haste, AND the skull merchants stealth is just too many mechanics that make playing against her the most horrible experience imaginable, so survivors immediately want to go next.
Imagine wanting to nerf Nemesis' zombies 😂
Facts
I think the issue with giving Trapper all his traps is that he could create the most inescapable shack or even main building depending on the map.
They should at least all start set on the floor :).
Works both ways since he's the only killer also able to be negatively affected by his own power
I mean he allready can do that with trappers sack and it's a glass cannon playstyle because if they avoid the area you've thrown the entire match away.
It makes his kit a lot less RNG based when it should be based on skill but I think the it should keep the bags effect as well so you can’t pick up the traps you place
For Plague, I would suggest her being able to instantly break pallets ONCE per Fountain with her blood vomit, maybe she should also be able to set infectious traps on lockers that make survivors scream, just more stuff that makes her interact with the game mechanics, however also make it so that when Survivors get injured from full infection they still get a speed boost (even if a lesser one) and that Survivor perks that affect healing speed also increase how long it takes to get fully infected by indirect sources as Survivors have no way of knowing they're going against Plague before a match and she completely invalidates those perks
I agree with pretty much all of this except for a few things. Leatherface’s chainsaw should stop after hitting a survivor that just got unhooked but not if they dead hard. Then for xenomorph the turrets should also burn him out of his power quicker. Still a great video!
I can agree with those :)
I forgot xenomorph has a tail lol because every xenomorph I face just does the basic attack and never does the tail attack at all
Your nemesis change is awful tbh. Of anything he needs a buff. Making his tier 1 weaker is really bad, just like myers its only a waste of time. Instead, they should make it that the survivors dont get a speed boost when getting infectedby the whip, only when gettong injured.
Yeah, survivors shouldnt get a speed boost after the first hit. They basically get 3 health states for free.
Nemesis buffs have come now friend!
Deathslinger - increase the speed/duration of reeling in survivors for farther shots.
they should just straight up give him 4.6 ms speed just like trickster, he's so bad in big maps it's not even funny, even then Huntress is just better
I think it would be cool if he reeled in injured survivors faster
OK so, imo a change to the knight's ghost could be made where:
1. His assassin dude (no idea whats his name) is undetectable and also can be hidden in the lockers, so it's really like a stealthy character
2. His brute guy the big fella, does the same thing as always where he destroyed things faster.
3. The jailer can be the only ghost that can be placed near gens, to avoid the 3gen scenario and to play into his role as a jailor.
Man this is rare seeing two vids come out back to back so quickly
i’m trying to get back on my weekly schedule :) tho i won’t be posting next week since im with family for christmas
Ok, I get a lot of these changes would be bad, but this is HIS OPINION like a lot of people have nemesis and I like nemesis you can’t say he is a survivor main and act like you know who he is and call him a little kid, if he thinks something needs nerfed, his opinion he is just sharing his opinion doing absolutely nothing to anyone by just sharing his opinions.
For Sadako, TV auras should be visible to survivors. By the time you find a TV with an actual tape, you're already staring at an eyeball.
you should name the video: One nerf for every killer!
Bubba is a c tier killer tf does he need a nerf for
The 2 Trapper changes would require a few changes to some add-ons, and I have a few ideas:
• Bloody Coil: When a survivor fails a skill check while attempting to disarm a trap, the Bloody Coil activates Trapping the survivor's arm and injuring them. Trapped survivors can untrap themselves with 16% chance of success per attempt. (Stacks with slowdown when attempting to escape add-ons)
• Trapper Sack: When carrying 5 or more Traps, the Trapper gains a 7% stackable Haste.
• Trapper Bag: When Carrying 5 or more Traps, the Trapper gains a 4% stackable Haste.
This would make it so trying to disarm a trap be more risky but with counter play since it requires you to be the one to make the mistake. The bag changes will make it so the Trapper will have a better chance to move around the map and reposition or chase survivors, in exchange for map control with his traps.
TL:DR- all changes are nerfs or irrelevant which is what i expect from a survivor main very bad.
I was originally going to just post a joke saying you just said two changes for blight despite the fact the video says one change for the title.
but as i watched more and nore of this video each change you would recommend would get worse and worse.
All if bot majority of the changes are just nerfs or bad ideas that would do nothing ir make the killer have a bigger issue then before.
Here is a list of the worst changes mentioned or ideas that would have been better.
1. Demogorgon. You cant add more stealth to this killer because he literally has thundering footsteps that are directional. If this is what you were referring to then thats cool but the main focus of this killer is the mobility and lethality he really doesn't need stealth and works better as a loud killer. A better change would to make rat tails base kit or change another useless affon to increase portal uses time. This would be a good quality of life upgrade.
2. Pyramid Head- now i will say the changes are terrible but rather the second part could easily be solved by just removing the notification when the survivor gets freed from the cage the killer doesn't need to know and they dont act as hooks so this would be better for the survivors (terrible i know)
3.ghost face- you didn't even give an idea just like say make crouch and standing the sane speed or even give aura reading when close to survivors completing an interaction only this would be interesting.
4.hag dont punish the killer by removing their abilities this makes playing killer not fun rather make it so that having traps close to the hooked survivor fill up the anti camp bar if to close this will give the survivor on the hook an option to escape while also giving the killer the freedom of their power.
5.knight do not do this change one because it doesn't make sense and two it would make the killers that play him use his grauds in your favorite way (3 genning) also the assassins specialties is chase so saying make the gruads worse at chaee but better at their personal abilities is backwards. A better change would to be give some leway with detection so if the gruads see one pixel of your body they wont immediately find you. (So add like a 0.5 delay.)
6.nemsis- what even? Like make zombies weaker and make tier one weaker? Why? Dont do that, thats bad. Just make it so that tier three injures and infectes at the same time.
7. Doctor/ freddy i just feel like this is an unreasonable change if it was implemented survivors would complain that fake things make them waste so much time that it's uncountable and killers would not like it cause they can't really feel the effects it has on the match it would be cooler if doctor had dome mobility like if survivors are at madness 3 he gets a speeed boost while chasing and freddy could have a quicker gen teleport by hitting awake survivors or if they made being asleep more punishing as a survivor like bit being able to see freddys red stain when not in chase.
8. Oni this change you suggested idc but i much rather would like the removal of the brain dead feature where if tou attempt to hit with your power and your close to a wall it will automatically hit the wall rather then allwiing you to continue to charge the power. This really sucks when i attempt to hit a survivor but i auto aim into an invisible wall 5 meters away from where im facing.
9. Oynro i dont have the sane issue as you so i would instead make it so that she can break things faster while demanifested or move through pallets and windows slowly. Your change isn't exactly bad it just wouldn't be necessary for me.
10. Honestly when it came to the pig im surprised you didn't suggest a nerf considering the fact that you suggested a nerf on nemesis which is a pretty balanced killer. But i do agree with this change make pig crouch speed faster and make the ambush faster as well good change.
11. Skull merchant in case you didn't know somehow the reason that people used skull merchant as a 3 gen tool was because her power had no real lethality and gave her more information instead. So you saying to make her power more information based would make her only viable as a 3 gen killer again (which is why with the knight i called 3 genning your favorite strategy.) This idea sounds like it came from someone who doesn't know what skull merchant does a better change would to make fisabling drones in chase easier like for example if you run under the drone as a survivor it will temporarily be disabled for 10 seconds while still being able to hack it to disable the drone for longer.
12. Spirit oh boy i cant wait to make this killer worse- kyto
13. Twins- again? Why must you nerf killers that are not needing nerfs. Literally only a few people play twin and they are a endangered species and you want to wipe them off the face of the earth. Here are 5 changes you could have said and i would just nod my head and be like ahh thats nice. 1. If victor hits a survivor that has endurance he cant be kicked. 2. When victor hits a survivor he has a 3 second cooldown but missing will result in a 4 second cooldown. 3. Survivors carrying victor sway left to right just like when they wiggle when carried by the killer. 4. Change the red pendulum addon so that when victor collides with a pallet he dies and the pallet breaks. 5. You can immediately return a stationary victor. Do you see how easy that is? THINK KYTO THINK.
14. wraith- "hey do you know that very annoying and outdated mechanic that made playing wraith agony?" Yeah lets vring that back but give no additional benefits so there is no upsides.
15. Xeno- kyot in 5 seconds ago "lets bring back a basically uncountable mechanic" kyto immediately after "hey lets remove a basically uncountable mechanic". Me "this guy is on them hard drugs".
Final- artist is the worst killer in the game just remove her there is not a single good thing about her. That would be my change.
If there is any misspellings my phone is like kytos changes so it just wont worj.
I agree with most of your comment, but:
1. Why are the Executioner changes 'terrible'? Everyone knows his add-ons are atrocious, and adding Endurance to his cages is a boring way to fix his tunneling prowess (I like your idea better) but it definitely doesn't deserve to be marked TERRIBLE.
2. I'm sorry, but there are way too many chase Killers in the game already and I'm tired of it. 3-genning is a problem with the map design, not a fault of specific Killers. You can 3-gen with any Killer if the map supports it. I dislike the Skull Merchant rework because now she's just ANOTHER chase Killer. Interesting and varied ideas for Killer powers shouldn't be discarded or changed just because they could support 3-genning. The damned map design should be changed! Knight and Skull Merchant both should stay (or in Skull Merchant's case, should've stayed) as map control Killers.
3. Why not make Tier 1 weaker for Nemesis as long as you make Tier 3 considerably stronger? It would make Nemesis a bit more of a dynamic Killer. Also the zombies' change was pretty justified.
Pinhead: put a pulsing message in the bottom of the screen: FIND AND SOLVE BOX TO STOP CHAIN HUNT when the box spawns. a little bar above the message shows how close to the box each survivor is in meters.
it can be switched off and on at the lobby screen. prob solved for pub lobbies.
Chucky - he needs to stop disappearing into tall grass, corn, and shoulder-high walls. it's completely ridiculous. and we thought Onryo was bad for this because of her height! O.o
Clown - change the "intoxicated" screen distortion to a simple pink or yellow outline around your toon, or a pink/yellow ! above your head. you can toggle the "intoxicated" effect off/on in the menu.
Legion - totally changing their play style like you said, AND making it "tag team" among all 4 characters during the match. so you actually play as all 4 characters every match, depending on certain triggers. it would also probably SERIOUSLY pump up their cosmetics sales.
Nurse - for the love of GOD, let us blink through hills, rocks, and objects already. you're completely boned if you're in a chase near a hill. and a freakin rock shouldn't just create a dead zone.
Spirit - you can't let them push you out of phase by touching her husk, because bully teams will hang around trolling her and pushing her out of phase constantly. Spirit was already nerfed really hard, leave Rin alone =/
I honestly disagree with a few but one that catches my eye is xeno, especially since its tail attack was nerfed already by giving an increased cooldown when you miss. And avoiding it isn’t too hard. 🤷🏻♂️ and lightburn is terrible… never suggest it please 🤦🏻
Xeno’s tail gives you 0.2 seconds to react. That’s basically no time to react, so it’s just a guessing game trying to avoid it. Bad game design
@@KytoYTdude just be smart with flamethrowers and take his power away completely. It’s not that hard
@@albino_skittle1518 xeno can break turrets in less than 3s and regain its power in 30s wdym
Turrets are useless
1:55 eu viajei nessa ideia, mas se liga: o sobrevivente, enquanto na fumaça rosa, sofreria lentidão e redução no FOV, apenas sugerindo a tontura do sobrevivente com uma nova animação. Para antecipar a recuperação de estabilidade, você será surpreendjdo por uma sequência de dois trios de skill checks. Elas iriam surgir consecutivamente em lados opostos do foco do grid.
The best change i will do:
Make huntress look like the hooked on you version
Give Freddy base kit both dream snare and dream pallets, don't make it an add-on to swap the snares for the pallets.
7:32 amei pensar o quanto uma coisa tão simples resolveria o proboema da falta de informação: Faça que a animaçã da mão dela se retorcendo durante a manifestação também revelem um olho sendo fechado ou aberto, dependendo do sentido da manifestação. Ir até o fim do processo é obrigatório e remove a barra de progresso, similar a quebrar uma pallet
so glad dbd content creators aren't in charge of killer changes
nerfs spirit
buffs nurse???
bro it’s not even a nurse buff what 😭 it’s a qol change
technically still a buff @@KytoYT
A fun idea I had for Trickster was that the knives can damage, but not down, similar to Plague, and that they'd rework many of his Add-ons to apply status effects upon applying enough laceration stacks. To go with it since he can M1 more now, I'd want his Main Event to let him do an extended lunge attack during it that ends it afterwards. This way you can either get your knives for the damage state, then if you get main event, you can activate it to get the lunge. This incentivizes the Trickerster player to swap from ranged to melee, and give players two instances of counterplay, looking behind them to directionally dodge knives when afar, and basic pallet game or dodging when M1. I think it would help prevent what people hate the most with Trickster which is just M2 spam for 2 health states after 1 health state + main event. The knives only able to damage the first health state would prevent this from happening as much, but may lead to people playing how they do against Legion where they just don't heal.
I really like the suggested Trapper buffs. Starting with all his traps would be absolutely huge; it would eliminate the early-game fetch quest aspect of setting up his power _and_ make it so that survivors wouldn't spawn next to a bear trap and thus immediately know to watch for traps. I also really like the idea of a trap-disarming skill check, ideally the same "difficult" skill check as DS/Overcharge/Oppression, that injures survivors if they miss it. It would mean needing to rework the Bloody Coils addon, but there are definitely a few decent ways to do that.
Deathslinger: either make him 24 meter terror radius or boost his speed to 4.6. It's crazy how BHVR tried to standartise this two things but forgor abt slinger
Demo: make some sort of meter that indicates that your shred is ready. Like Wesker or Artist. Because I can't describe how many times I didn't wait enough and made M1 instead of the shred
Dredge: make him go out of remnant faster, or make such add0ons. Resently Discoverd that after TP to remnant, there are small window when you can't attack. So if you mindgame pallets, survivors still have time to vault it after your TP. And make choosing locker better. It's so frustrating when I looking directly at locker, but game tp's me to locker on the side or behind the locker that I choose.
Ghostface: I still think that rveal mechanics are broken. Some time ago I tried to reveal ghostface that was leaning by that really thin walls on garden of joy. And I could'nt do it even if I look directly at him. At the same time when I play ghostface I got revel by every rock on the map.
Chucky: I don't know how but give him at least some skill expression. He's scamper is too cheap and result in guaranteed hits, S&D also the easiest dash to get hits, Playing him doesn't feel rewarding. He feels very easy to play and very easy to get good results. I'm saying this as killer player
Huntress: Make hitboxes normal and not SPHERE SHAPED, lmao. So many times I got hit behind the corner it's not even funny. And her ability to hold hatchet forever, while you in the open, is also something else. So make her to be idk tired? of holding hatchet.
Wesker: I think if Chuky can vault pallets and don't get his power canseled, than Wesker too can stil be in his power after vaulting.
Nemesis: make differense between tiers more significant. Every tier add 1 meter to tentacle, Every tier make him faster while holding tentacle. Tier3 can damage generators like tier2 can break pallets. Overall make tiering up more significant.
Nurse: either revor her power completely or delite her from the game. It's crayz how everyone cried abt Skull Merchant but okay with Nurse, who is the only killer who forse to entirely different kind of game, deny every main aspect of chases, and heve little to zero counterplay.
Myers: nerf tombstone but buff his basekit. He is SOOOOo outdated it's hillarious
Singularity: same as dredge. Make choosing pods better. When you in chase and acidentaly choose pod across the map instead of that right next to you.... Also make tree leaves loose collision or smth. Because it's so unfun when you cant tag survivor because some leaves get in the way.
SM: like the Nurse. Either give her new pover or delite her from the game. Funny how she didn't get any better after first "rework"
I think for Nemi the zombies should grab you. Kinda like trapper the zombies can grab ahold of survivors and they will have to fight off the zombie to avoid going down or losing a health state. Creating an add on kinda like trapper where another survivor will have to help fight off the zombie
I would like a change to the Dredge which tempts survivors to actually enter lockers, since one of his coolest abilities in my opinion becomes mute since the only thing survivors do to lockers is lock them. Don't know what that temptation could be maybe makes nightfall end sooner or give an item that destroyes dredges remnant (from a distance), but just something.
Editing: I also really really really want for the knight to not have to go into ghost form to order guards to do things. I got the killer excited to order his guards to break pellets for me so I can build spirtfury enduring, and not only do I have to wait like 3 seconds to order them they also don't count for spirit fury. I was quite sad when I found that out.
Xeno's tail doesnt have a wind up because then turrets would knock you out of your power every single time. The counter to Xeno's tail is smart use of the turrets to remove it entirety
A good Xenomorph will always, and I mean ALWAYS destroy the turret before they can be knocked out of their power. Even if the turrets could counter the Xenomorph, it's still a bad power design because it promotes gameplay for Survivors with no skill expression.
make the tail require charge up and he is literally a nemesis who cant break pallets with a slow teleport
@@Burger19985Don't make the tail require charge-up, just increase the windup time by like .5 seconds, also completely remove drag tech. In exchange, increase Xenomorph's missed attack movement speed back to 2 m/s, along with some other small buffs. Xenomorph's 'teleport' is also not slow at all, lol. It's probably one of the strongest map traversing tools.
@@saadkamal5528 it is literally one of the slowest non just-run-fast-lmao traversal speeds though. sadako, freddy, dredge, hag(teleport at will addon exists) and demogorgon all have fast easy teleports a button away with only 1-2 animations to go through.
while xeno has to:
1.go through a long animation to enter the tunnels
2.traverse the map at his increased speed hopefully not accidentally missing a turn and having to double back wasting a few precious seconds
3.enter a long exit animation that mapwide alerts survivors that your back by making turrets spark
truly one of the "one of the strongest map traversing tools"
@@saadkamal5528 tldr:just play nemesis he is so much cooler and less buggy as shit
2:58 i take personal offence you think dredge can’t be fast paced
About the trapper one, if you fail to disable a trap when u weren't trapped in it, it makes ur hand get stuck there
Myers doesn’t need his best add ons nerfed he needs buff in general
Behavior employee rubbing their eyes and squinting at the thumbnail: Nerf pig
11:32 They always make the new characters and new perks overpowered so that everyone will buy them (pay to win) but then eventually those killers and perks get nerfed and replaced by the newest ones.
No, no and no. Do not remove the ability to 180 with Oni. The only thing that the Oni needs is to nerf some of his add-ons, since his base kit is already strong. If anything make it possible to flick on console too.
The 180s are one of the most frustrating thing to face as survivors. I love oni, but this part is just unfun and annoying. You just feel cheated when it happens
@@sava-sd9eb let me ask you. Do you even consider "cheating" the blight and Wesker hugtech? The Wesker bounce tech? Do you consider cheating the window tech?
If yes, then your ideal state of the game is just boring. I don't know about you, but I do consider all tech from both sides a fun part of dbd. Everything that is hard and allows the player to show his skills and his dedication should absolutely be allowed. I have more than 5k in dbd and main Oni, trust me there are a lot of survivors that were able to dodge my flicks.
The problem comes if you also add the speed add-ons. A tech should be strong, but not overpowered, in the Oni case if you use Oni with no add-ons then it's totally fine.
@@marcofooladi3052 Can't get mad at wesker's hug tech. The bounce tech is pretty fun for me to face and use, also pretty predictable most of the time. Blight's hug tech can be annoying, but I don't mind it too much and I use it myself. Idc about the windoe tech tbh. I also main Wesker/Oni/Blight, I don't play as much, so a bit rusty, but they were my favorites for the 1500 hours (about 1000 on console and 1000 on steam). The oni 180 are rly the ones that annoy for some reason, it makes me feel cheated when it happens makes it unfun when I play survivor. I like going against onis normally, but not when they can 180. This whole message feels repititive now that I see it, but I'll conclude with: it just annoys me more than the others for some reason.
@@sava-sd9eb I do also have some tech that I consider a bit annoying. For example the window tech when done perfectly can make you lose a lot of time as killer, but I still think that is something that should absolutely stay in the game. So it is fair that you find it annoying, but I at least hope that you don't want it to be removed. Techs in general make the game better overall.
I hate getting 180'd, but that's what makes it tense when playing against oni, it makes him fun. 180 is one of his best features in my opinion.
Skull merchant can be like this:
Power: X ray vision:
For profit, Skull merchant used to sell her victims' organs along with their companies.
Thats why she had an X ray vision integrated into her drones to avoid hitting valuable organs.
But in the fog, this is used vice versa.
Skull Merchant starts with 2 drones. When you deploy these drones, they will rise up high.
After you deploy them press the active ability button to use it like a camera(Like Singularity).
You can stalk the survivors in this mode. Filling up the bar takes 60 seconds.
Lock on:
This bar is split into 10 second bars and their effects last for 60 seconds. Filling another bar refreshes this 60 second duration.
At 10 seconds, your hits will deal blindness and hemorrhage
20 seconds in, survivors will have mangled status effect
30 seconds they will receive broken status effect
At 40, survivors can be deep wounded with normal attacks
At 50, survivors will be oblivius and at the last tier(60) the effects' duration will double.
You can also move in the camera mode.
Secondary ability: Hunting grounds:
Skull Merchant would prepare the ground before the prey arrives:
You will also start with 5 tripwires.
Press the secondary ability button to shoot out a laser mine.
This mine will have a laser that only you can see.
If a survivor passes from this wires, they will receive a claw trap and be hindered for 5 seconds.
Tripwires will not be triggered by you.
Survivors can disable this traps with a 20 second interaction.
Claw traps: Claw traps use sonar technology to precisely map the victims' anatomy.
People who are affected can be stalked with the ctrl key where Skull Merchant opens a tablet to locate the spots of important organs.
And.... Release!:
After you hit a survivor with a claw trap, their speed boost will be increased by 100%. However, you can trigger the trap. Once triggered, trap explodes and induces deep wound.
Those who are around that survivor gets injured and they heal before you release it, you will not be able to trigger them.
If they are already deep wounded, this will put them in the dying state.
Survivors wont trigger tripwires if they are clawtrapped.
Survivor item: Camouphlage:
Survivors can rummage chests to find camouphlage suits. This suits will make you completely invisible to the cameras. Killer wont be able to stalk you unless you have a claw trap. You can do everything when wearing this suits. However, their effects will last for 60 seconds and claw trap triggers can disable them.
Tripwires can be triggered even if you are wearing this suit.
As a singularity main less emps would ne nice, I think it's a big turnoff for people who pick him up and just get constantly emped, which is presumably why you haven't faced any
Why would you want less emps, they are currently fine it how it is he’s a hard killer to learn also you would just make him much more stronger and more dumb for 3 gens he’s perfectly fine as he is right now aside from his pod collision
@WedSquid I see your point on three gens, i meant less emp crate locations, bot less emps in general. The three gen is definetly a problem though, so maybe .ore crates near the three closest gens. Other than that, not sure
the spirit suggestion makes no sense.That would be a crazy nerf
Damn this video is old isn't? Might have been released today, but man is still stuck in pre skull merchant rework 💀💀💀
4:46 ela podia demorar mais oara alternar entre segurando ou nao sua machadinha. Enquanto totalmente levantada, um foco noncentro da tela em forma de ondas - semelhante à un sentido aranha -. Esse foco iria tentar travar a mira no alvo, e o jogador da Cacadora deve tentar acompanhar com o cursor o mais próximo que conseguir do sobrevivente para travar no alvo e receber um curto periodo para acertar o alvo com correção de tragetória. Isso nao previne que o projétil acerte um obstáculo. Passar de um segundo após o foco ter travado (e o som da lâmina ter soado) aciona uma animacão de guardar o machado em velocidade reduzida para 4.2 4:46
I'm sorry I jus don't agree with most of these claims. Correct me if I'm wrong I jus believe he want the killers to be bad and surv to win more honestly. For example he said "make knight guards not be able to track survivors and have more characteristics" but isn't that what the knight does. Clowns take I don't like. But all in all mid statements. My opinion tho no hate all love
As a pig main, we dont need a change to our stealth, we need a whole new mechanic to replace ambush. Its never helpful as its better to do a grab.
I think Hillbilly is fun af. The extra clutter just makes it more fun to chainsaw sprint and get hits imo
hell no lmfao
For Freddy, a cool ability in the dream realm would be clones
Like if you ever played Mirage in apex, it would work like that. If you don't, it's pretty much you look at a location up to like 12 meters and an illusionary clone goes to that spot
The downside is that it only can walk straight. It would be pretty interesting for mind games tho
for ghostface - they can make the crouch be in 3rd person so people could also use crouching as an advantage...
Tell me you favor survivors without telling me you favor survivors.
Make it so when Ghostface is crouched, survivors looking at him can't see if they're exposing him or not.
Ghostface, gain undetectable for 15 meters while crouching
For the trapper, me personally I wouldn’t like to have all the traps at the beginning. Because the iri add on that arms random traps every 30 secs is kind of good. I’ve had plenty of situations where I run this add on and a survivor ends up stepping on one of those random traps. I do agree maybe a skill check for disarming a trap would buff trapper a bit but I’m not sure about the injury. Maybe like blindness or exhausted or even oblivious.
The bubba change would actually encourage tunneling because it lets you charge up that token you used while you run them down with that speed boost they just got- effectively rewarding you for the endurance hit, and it'd just encourage people on hook to take hits for the rescuer even in non-tunnel situations (you just want the unhooked to mend for pressure cause they didn't split for ex.) to overall make bubba a lot weaker, and the 20 thousand endurance perks would immediately stop bubba in his tracks mid-chase when they're used rather than letting him maintain pressure.
The idea is good in concept but I think it'd result in a lot of unintended quackery between the killer and survivor side that makes Bubba feel more jank and makes him more of a meme killer that's known for camping, tunneling, etc.
I just have to say, the slinger change has to be a minimal amount of distance at the end of his chain. As a slinger main, this would be busted as hell and everyone would run the reinforced chain to get those one taps.
yeah i don’t think it could stack with other addons, it would have to be like the last meter or 2 of his chain
KYTO, PLZ DO "How to Artist"
Artist is fairly easy, try my build: BBQ, Dead Man switch, Pain res, and Plaything. For trying to snipe survivors, it's helpful that they don't know where you placed your birds. For that you have tall walls
Xeno's crawler mode should be on a timer for like 60 seconds, and running into a flame, thrower burns through is timer. Then, drastically increase the time it takes for him to get it back while tunneling.
with trickster, what if once he does a full health state on a survivor using his knifes, instead of main event as it is now, he instead unlocks a tracking knife, which he throws and then controls similar to pinheads chains, and if he can hit a survivor with it it does either a damage state or fully downs a survivor (i dont know which would be balanced). With this it would not only make the killer more fun for both sides and give him a higher skill ceiling, but also adds counter play to him that he currently does not have, being able to dodge his tracking knife.
huntress - replace iri head's effect with "when you hit a survivor with a hatchet, regain 1 hatchet".
the fun part of huntress is hitting hatchets. this lets good huntresses hit more hatchets without reloading, asks for skill to use to its fullest effect, and gets rid of iri head!
am i the only person on this planet that enjoys versing tombstone Myers? everyone says how OP they are but I don't share the same sentiment.
No one thinks tombstone myers is OP, they think it's unfun, which is correct.
@@Kezsora having 0 hooks dying and instantly getting a wave of pressure just by staring at people…… totally not OP
As a Pyramid Head main, you can put basekit BT to cages if we get basekit double range addons
Demodog needs his actual foot stomps made much quieter.
Tricksters' ricochet knives should be base kit, theyre so much fun, and they really promote some creative plays, its a shame you need a purple just to make him fun.
Pigs' entire stealth and ambush needs a rework imo, they fixed her traps and some add ons previously, but her other kit needs more.
It is silly how the crow killer doesn't interact with the crows in game at all.
Skull Merchant is easy. Hacking a drone should remove it entirely from the map, so she needs to waste time moving to that location again to replace it. Its so easy to recall drones its ridiculous that hacking them allows them to stay around and reset themselves.
the ghostie Crouch should be a sort of scratched mirror
You're the one that gifted me The Pig!I didn't even notice that I looked at all of your tip videos all this time🙈
For the clown what if they made the nauseous effect into, you know those scenes in movies where the character eats a berry and their vision goes to a blue purple pink. What if they did that but still kept the nauseous effect to be less strong
I have an idea for a total power change for ghostface, he could be like sadako but you need to answer telephones based on noise, and if you don’t your exposed and set as the obsession, or something like that
Good video, I pretty much agree with everything but I think a nurse nerf/rework takes precedence to QoL buffs. I think Skull Merchant stacks need to be manually removable somehow and she doesn’t need cause hindered. The haste buff is more than enough.
8:24 o layout de escolher a câmera dele deveria ser como escolher um alien no jogo do Ben 10, com a utilização de um preview e maior mobilidade para acompanhar o acesso à habilidade anterior
Bro was straight up yapping when it came to wraith that’s how you know he never had to deal with the constant lightburns
Video idea: Best / Most fun perk combos for duos
My biggest issue is the Knight, he can corner u with his henchmen and then get the final blow. Also his Perk where he hits the gen and gets a free scan makes it easy for him to track down as well. Pair that with Chucky (Who is also broken rn) Friends Till the End and ur basically a killing machine. Theres gotta be a reliable anti aura scan character unless I havent seen one be used but its ridiculous. I havent been playing long like a lot of veterans but the Knight and Chucky are way worse than Skull Merchant imo. Free scans plus cornering options, and u have to pray they dont have Lightborn which shuts down Flashlights and other trap perks.
That was a joy to read.
singularity should be able to slip survivors with a direct shot from his arm but it causes a cooldown to shooting pods afterward
idk
0:19 puxar os pássaros posicionados para dar dano no retorno seria muito Titan Soul, eu amei
For the game itself. I’ve had way too many killers go after me or someone else off the hook as soon as they get unhooked. Even with basekit bt, some survivors still go down relatively fast. So I think something here needs to change. Not sure what exactly but definitely something
Survivors just off the hook should not only have Endurance for 10 seconds
But also Decisive Strike for the 20 seconds. Except maybe during the End Game collapse
for trapper: make him start with his normal 2 (or even 1) and make him be able to pick up all of his traps. i like the skill check idea its not bad but giving him traps means trapper sac needs rework and honestly just get rid of down side with my idea and its fine.
for Xeno: it should be a wind up. like if you tap it it goes about as far as a lunge and you basically wouldn't ever use it but the more it charge it the further it goes (honestly i think it should've been like this from the start and don't know why it wasn't like this.)
for knight: there is a few things but mainly fix AI and for the love of god give the ability to recall guards without having to smack them or waiting out the timer its SO annoying
Make it so crouching as ghostface suppresses the red stain so you can do mindgames with it. Also the knight change would be kinda pointless, since for assasin his whole thing is that he’s a better chaser and making him stronger would make him obnoxious, also why have the jailer patrol longer and have a larger detection range if he isn’t a threat after they make him even worse at chase, and carnifex his whole schtick is that he chases long and breaks stuff fast but you can only break stuff so fast and making him chase even longer would make him be even better in chase since he can just walk through everything. Idk those are just my thoughts
I Think The Pig Should Search The Jigsaw Boxes For Traps 1 per each one And You Can Add The Skillchecks To So If You Miss One You Get A Bad Effect
For skull merchant, her drones are way too offensive as is. Having them used purely for information and having her addons lean more into her move speed and recon would feel a lot more fun from a killer perspective and way less obnoxious from a survivor perspective. Less area denial, more track-and-hunt.
8:55 imagina poder alternar entre 2 drones:
1 raio amarelo. gira no ar e procura sobreviventes. São ruidosos e inertes.
2 raio azul. Ambos raios e drone ficam estáticos, travados ma direção frontal e anterior do momento de posicionamento. Durante alguns segundos após posicionado, o feixe luminoso fica menos denso, e o drone mais silencioso. Quando um sobrevivente passar sobre a mira, haverá uma janela de 5 segundos para pressionar Ctrl e olhar sob o POV do Drone. Poderá controlar seus movimentos por 10 segundos, perseguindo o sobrevivente para acionar uma garra eletronica, danificando ele no processo.
Caso o tempo se esceda ou um sobrevivente for perseguido com suscesso, o drone retornará à Mercadora de Crânios