Wesker dash needs to have the collision rules blight and demo follow, this would allow him to glide along objects like cars and walls the same way demo and blight can so he can hit survivors looping tightly. I'd also advocate for him to have that wide cone like hitbox that demo has in shred and blight has when he begins a attack Both blight and demo follow these rules and have some cone like hit box to make their dashes not feel horrible to use but Wesker does not. Wesker dash also has a crazy long cooldown compared to blight and demo and unlike blight and demo Wesker takes a long time to charge up / ready his dash and a long time to put it away if he cancels it. When his hitbox size (not shape) was 40cm in the PTB it hid this a bit giving the impression his dash was fine to those who used it and yes it looked funky at times at 40cm due to survivors having a hitbox that lags behind them a bit as they lean forward when running but the hitbox is still on their butts so it looks like u got force grabbed over to his hand, that's not a "his hitbox is too big!" Issue it's just how the survivor hitboxes do not match their model, it's the same reason huntress can hit the AIR AROUND you and it counts as a hit. If they did those dash changes Wesker would not become overtuned he would just feel WAAY better to use and more consistent as his power wouldn't be completely nullified by a survivor who hugs things tightly forcing Wesker to either go very wide or just get stuck on everything and be punished by a heavy cooldown If they did that but not the cone shaped hitbox like demo and blight then I'd want his 40cm old PTB sized hitbox
Another thing about the Dredge (I don't know exactly how it could be addressed) but the nightfall hurts my head. Maybe I'm subconsciously squinting? Seen a few others mention it but community response is mostly "git gud"
They should make it so when choosing cosmetics for Nemesis, it includes dressing up your male/female zombies with cosmetics that you own on survivors. The zombies come out from under hooks so it implies that they're raised survivors that were previously killed
The inconsistency of which killers can use their power near hooked surv and which can't is stunning. Hag can put her drawings near the hook, but Charlotte can't go dormant (which overall would be worse than Hag teleporting, because of the time it takes her to wake up). Artist can't use a dire crow (not even when aiming away from hook) but Bubba can rip to pieces both saving and saved surv and other shooting killers can freely use their projectiles.
We already have objects spawn with killer (pig's boxes, plague's fountains etc) so I think it can be absolutely ok to add a lot of grass when we pick Trapper. (and for funsies we can make some add-ons for even more grass xd)
@@bonaaq86 I think broken lighter or broken match would make more since because he worked in a mine and they probably smoked down there or out of the mines
@@thegreatpiginthesky3904 I believe people who worked in coal mines smoked and those two items can burn grass, but since they’re broken the grass can grow higher. I just thought it would make more since than a lawnmower
I've heard this suggestion about Myers before, but using the tombstone on someone in a locker should give a special animation where he sticks someone to the lockers wall with his knife and tilts his head the way he does in the movies. It would be iconic.
That should be a alternative Mori if someone is in a locker or near any walls And have it play a little Halloween jingle for any survivor who looks at the corpse maybe even have them do a in game scream if they see it too What I really want is for them to give Myers his ability to completely vanish if u take your eyes off him Imagine seeing a Myers out of the corner of your eye and u look away to run them he's suddenly gone just like in the movies Also maybe make his chase theme "The Shape stalks Allyson" that song is so so good
@@thedoomslayer5863 yeah no, everything you just said is horrible and completely unfair and would make tombstone myers even more broken than he already is. the song tho i agree
@@w3157 if I'm adding tombstone in a way to his base kit it stands to reason it wouldn't exist as a addon anymore it would be a part of Myers like condemn Mori is a part of sadako Like it or not Mori is synonymous with Myers both gameplay and lore wise. Gameplay it's just been associated with him for far too long it's part of his identity and what makes fighting a Myers so fun and tense like the mirrors. And lore wise bc he doesn't give one shit about the rules of the trial and what the big spider boi wants he's just gonna kill you. Stalkyboi has shared some of these ideas too and that dude knows more about DBD Myers than me and u and likely anyone at BHVR combined. They're either gonna do this or just never touch Myers in which case have fun going against nothing but tombstone because Myers is too weak without it so every Myers player feels he needs to use it to even be slightly competitive
@@unnameablename his different themes should be used they literally have the license to use Halloween and it has the best songs of any horror icon I have ever heard, they're SERIOUSLY wasting the talent of John Carpenter Like imagine hearing many songs instead of just the one The shape stalks Allyson could be the chase The Halloween kills orchestra version of the classical theme could play when he's in Tier 3 to tell the survivors "watch out he's at his most dangerous" That really somber one that plays the piano theme very slowly could play when u see a dead team mate pinned to the wall They could go crazy Really make you FEEL like you're going against Michael god damn Myers. He's the only killer with unique music to him like this might as well expand on that since they refuse to give him anything Oh and a Halloween kills skin with a updated base model would be amazing
Every time Otz uploads a new suggested change, Legion just gets better guns. Last time it's a pistol. Im pretty sure it's gonna be a railgun or the BFG next year.
Otz is definitely one of the most dedicated content creators these long videos are quality and it's only one of the reasons he's such a pillar of the dbd community
@@Illesus I wouldn't say that at this point. I won't say they spend all their time checking what we think but they definitely pay some attention to it now
1:03:30 Another uncommonly mentioned adjustment to Twins: Sometimes you may place Victor down at an inconvenient area and you would like to rotate both Charlotte and Victor to a different part of the map. Normally, if he's already on the ground, you'd have to either wait for Vic to die of old age OR rotate Charlotte and Vic one by one. It would be nice if Victor pouncing onto Charlotte would instead immediately return Vic to Charlotte's chest cavity and switch player control back to Charlotte, maybe with a quicker wakeup time.
Omg yes, I forgot how bad Twins feel to play because of all these little annoyances. Switching back and forth to move both of them to like the opposite side of Azarov's is a pain to do. Either implement the change so that Victor can pounce onto Charlotte to merge again, or have Charlotte a dedicated "return" button at all times to despawn Victor wherever he may be and carry him again with you
I had a thought that if the Clown could drink yellows instead of having to set them up before hand, they would be significantly better The biggest issue is the time they take to activate and having to walk into them creates awkward pathing when not at a loop
Maybe remove the yellow elixer? Instead if clown drinks his elixer (another button) he gets a temporary speed boost with a visual distortion similar to what survivors get
100% agree. clown is very weak, yet is the only killer capable of buffing survivors as part of his base kit. yellow bottles just aren't worth the risk in using most of the time. small thing though- he should huff them because it's gas, not liquid. it'd work like a sort of base kit blight serum. would be awesome. give him a delay before he can attack like a sort of LETHAL CLOWN mechanic and it wouldn't be a completely mindless thing to use as well.
Bro at the end of the match his screen will probably be filled with hallucations. Bro definitely got drugged atleast 14 times and he is just forced to tank it because he isn't controlling his body, its the player. So he would probably be begging for mercy
For clown, I feel like one of the biggest things that could make me use his yellow bottles more is if they didn't share the same resource as the purple bottle. I feel like because purple bottles are easier to use, each time I use a yellow bottle there's a risk that it was a waste of a purple bottle. If you had a stock of 4 purple bottles and a stock of 4 yellow bottles that both refilled completely when you reloaded, I would experiment more with the yellow bottles without fear
@@eridiance9818 what are you even talking about. It would be worse than clown with both addons that increase capacity, and that's not even that much better than normal clown to begin with.
I'd like it if it were easier to swap between the two. Give people the option to rebind the controls so the game doesn't have to pause and think about whether I want to reload or swap.
I think a big overall help to some of the older Killers would be to remove the "good better best" design philosophy of add-ons. IMO, brown-yellow-green-purple should be increasing complexity of effect rather than just "better" - Legion is the perfect example of this design, with the browns doing straightforward but useful things and the purples adding weird effects (Rusty Knife being the outlier). Iris should be reserved for complete power overhauls - like, Chatterer's Tooth's effect should be an iri. This would also help the Bloodweb feel less like it's full of junk - nobody wants to have to chew through piles of browns that are strictly worse versions of yellows and greens. Merge these addons together to give the "stacked" effect and come up with something mechanically unqiue.
as someone who is epileptic, it made me really happy that u mentioned Doctor's tier 3 madness and the sensory issues it causes. while i've never had a full-blown seizure from it, it has induced auras before, and it's extremely uncomfortable to play against, to the point that i kill myself on hook whenever i have to face a doctor. while i wont just give up and let him hook me or dc, since thatd be unfair to my teammates, i do try and die quickly against him to save myself the literal headache. i think there's a lot of accessibility things that can be changed against certain killers, especially doctor. also as a vision impaired player, Dredge's nightfall is awful to try and play in
Some of the new maps have visual issues like I literally can't see anything on the dregde's map and the flashlight effect use to give me migraines so I had to bring light born (Basically a dead slot) and the dregde with how often nightfall can happen I mind as well play blindfolded
I feel like a mode for visually empared/ epileptic people where it’s still as annoying as it is for normal people but changed as to not be hard for people who have those would be best
@@AHandleWasAlreadyTaken i agree! the best course of action imo is, like they did for colorblind options, create options in the game that make certain killers, like Doctor and Dredge, safer for us while still being just as annoying. honestly for Doctor the way to do that is just remove the static effects from our screens, imo, because really its the other aspects of him thats annoying. for Dredge... im not sure, but making Nightfall slightly less dark might be helpful. personally im blind in one eye and so lack depth perception, which is why Nightfall is hell for me, because it already effects depth perception
@@cecilbenderman6240( I know I’m late). The problem with adding a mode like that is that everyone can use them, practically just nerfing the killer. I think the only fair way to do it is to maybe make it turn off matchmaking with dredge and doctor. That still would make match’s harder to find but it’s the only thing I have.
One thing to make Nemesis's power more interesting is make the Zombies actively go for the survivors who: 1- Got hit by your power (they get into "overdrive" if around, speeding towards the survivor who got hit) 2- Infected already, going into their general direction
@Cade Rainier chains should injure healthy survivors and bind injured ones.(chain hunt chains only ever bind) Making Pinhead a ranged/melee hybrid killer
I don’t know why, but I really like the idea of trapper having a mode where he puts away his weapon (3-5 second switching modes) and while his weapon is away he walks at like 125% and sets traps much faster
i've seen this idea tossed around but it was used as an idea for Jason Voorhees' power, like to where he could open lockers and switch weapons, or have no weapon since, well, he's Jason.
I would say give Trapper a secondary set of traps, like a tossable tripwire trap that sets itself up after a small delay, allowing to have more versatility and direct pressure in chases
Or give him throwing knives that he can reload by finding them stuck in walls around the map. He's already literally just budget F13 the Game Jason, go full bore with it.
I’m praying for my sadoko to get reworked, I love her lore. Idk if this would be crazy but you know how they can’t body block you when you’re demanifested. It would be kinda cool for you to be able to walk through pallets while in this state (since you can’t attack until you manifest)
This is literally the one thing I want them to add to Sadako, cause playing as her and being in a chase rn is just mindgames-but if they added this then she'd be more powerful in chases. Edit: If this ability was just an add-on, that would be cool too.
this would be a bit too strong. but perhaps if they let her break the pallet faster if in Demanifested (manifests her after though) that could help her maintaine pressure. but letting her ignore one of the core defensive tools for all survivors is a bit too much
@@hellfrozenphoenix13 Agreed. The add-ons that let killers "trivialize" pallets are (I'm pretty sure) exclusively iridescent quality, which demonstrates that it is a powerful ability.
My biggest hope for a small trapper buff, besides the stuff Otz mentioned, would be looking into the hitbox size of the trap. It's ridiculous how accurate you have to be with a trap: too close to the window they fast vault over it, too far they can slow vault & not trigger the trap, a lot of the time survivors can wiggle around a trap because you are trying use your beartrap midchase & can't place it in the exact angle you need it to so even in bottlenecked lanes they can *STILL* walk past it.
I honestly don't agree with this, unless the physical size of the trap increases making it more visible. I do think that it's odd that traps can be place between a pallet but not quite block it, but the power of traps is immense as they are - the issue is how they can be disarmed easily and take a lot of time to set up. I honestly think one funny thing they could do is make trap disarms longer and injuring survivors when you disarm them default, but make it so that sticks spawn on the map that can be used to disarm them safely and faster instead.
As a 6 year Trapper main (I started in 2016), I disagree. As a Trapper, your job is to make sure your traps work. If your trap is too far or too close to the window, that's the fault of the player. The hitboxes shouldn't have to make up for your mistakes. It's also pretty difficult to mess up a trap in pallet loops in the first place. (in my opinion) I play survivor and killer equally, and as a survivor, if you're playing against a Trapper that knows what they're doing, wiggling around a trap is near impossible. I do agree though, my man Trapper needs a buff. Sweet little trappy boi.
@@cryptonix9002 As a sapient being, your job is to avoid traps. If you vault a window slow or fast and get trapped, that's the fault of the player. The hitboxes shouldn't have to make up for your mistakes. It's also pretty difficult to mess up a trap in pallet loops in the first place. If you're playing against a survivor that knows what they're doing, catching them in a trap is near impossible.
You wanna talk unforgiving hitboxes? Tell that to Wesker where if a survivor hugs a loop tight u have to somehow PERFECTLY angle yourself enough to where u worn get stuck on random nothingness but tight enough to keep up with them which is not possible The only hitbox more demanding of precision than virulent bound is death slingers redeemer but it has the benefit of literally being a gun so I don't count it
When I see detailed videos like this, I have to keep reminding myself to not take Otz's dedication and passion for this game for granted. This is priceless content and it's super interesting to have someone talk in-depth about changes to this game.
The Trapper buffs sound interesting. I also was thinking about just making trapper sack basekit and after you get below a certain threshold of traps set (two or three remaining) you can pick traps up again to that threshold (so basically he works like he does currently). That way the RNG traps are out of the picture and you can more quickly set up while still having some flexibility in moving traps around.
I have alot of ideas for most killers in the game to make them all equal. For the trapper i would change the rng aspect, start with your traps in hand so that the trap rng spawn is gone + make it so that if anyone tries to disarm the beartrap they get 3 hard skillchecks, same goes for when they get caught. If they hit it, nothing happends & they move but if they miss a skillcheck they lose 1 healthstate. This 1 removes the rng element which we really don’t need in a game like dead by daylight + it forces the best survivor that is good at skillchecks to go around and disarm traps
@@Valentineishere I agree, but I would edit the hard skill checks to be a barrage of hard skill checks kinda like the Sadako gen perk or a brand new part. If you hit 4 or 5 of them, you lose a health state and go free. If you hit all 6, you go free without being hurt but your location is revealed through killer instinct
@@enbyrogue3740 i wouldnt because thats a little too easy. i would just let them have around 3 to 4 hard skillchecks, if they fail 1 of them they lose a health state
This. Is exactly what I was came up with. If Trapper had all of his traps at the start of a match he could start his setup much quicker, survivors wouldn't be able to see unarmed traps and get an early warning what killer it is, and it would also make it possible for Trapper to force one down early on, for example if he spends 4 or 5 traps to lock down loop after loop to corner 1 survivor. This would swap things around and change the early game, which currently is the weakest moment for Trapper, and turn the early game to his most oppressive moment of the match. After he has set all of his traps he can start picking them up again and reset them else, but only carry 2 or 3 max.
An idea I had for nemesis was based on this scene in RE3make: ua-cam.com/video/Etx1v5iPrwE/v-deo.html (timestamped) I think it'd be cool if in tier 3, if he kills a zombie with his tentacle, it respawns as an ne-a parasite zombie, essentially gaining attack range and better sight, until it is killed by any means and respawns as a regular zombie. Another idea that I read somewhere and loved was a simple action bound to ctrl by default where Nemesis lets out a roar and all zombies around the map are immediately "reset" attention-wise and begin heading to the position he was at when he roared.
I dont think its a good idea since it'd encourage his tunnelling playstyle (cage into cage into mori/hook), which basically makes second chance perks reduntant against a killer with a strong chase power
Only if he hits two shots. First one gives the "purgatory" effect and if you shoot someone with a purgatory effect they get tormented. If they get put into the dying state purgatory is removed.
@@wilsonwright9122 make it so that he can only torment healthy Survivors with it. I just think that he needs a little more control over inflicting torment. So many times I find myself applying torment twice in a match. His trails require set up, but they disappear. Most of the time I return to a place I trailed the barbs are already gone. And if I try to surround a survivor, they just run away. And even if they get torment they are still fine to keep looping around. It's a fast way to deal with survivors in the dying state, not anything before that. Also, it may nullify survivor perks like DS, but it also doesn't let you use scourge hooks or other perks that work on hooking or carrying Survivors.
Interesting idea for doctor, make his fake doctors walk towards the survivor for a second, gives slightly better info (not that it was super necessary), but it helps make up a little bit of the chaotic atmosphere lost with reduced visual/sound intensity of t3
It might also make survivors jump occasionally, because movement triggers instinctive responses to flee (if you believe the movement is a predator). This might make them run loops less efficiently, or accidentally trigger DMS/mess up Merciless Storm because of a jumpscare. I had the idea of an add-on letting Doc step into a fake image and seamlessly swap control to the illusion. The idea being that the survivor doesn't notice the swap, and you can use the controlled illusion to herd them back to your actual body before switching back and getting a hit.
@@irregularassassin6380 yeah thats part of what I was thinking when I came up with my idea, thinking that i could do a good job catchin people of guard
As much as I hate doctor and would instantly nerf him if it was left to me, this is such a great idea. Because honestly, from the survivors perspective, its literally nothing except "is he so free right now he has the time to notice these doctors laughing at me". I have no idea how useful it is to Doctors, but to survivors its not something you even pay attention to.
@@LilHaze117 it’s incredibly useful Once a beginner killer learns that the doctor is facing the survivor in the direction they are traveling if they are moving they no longer need info perks and can change to lethality or slow down Info is one of the things new killers struggle with, killers with base kit info help them learn where survivors go and how they move…. Or at least they should be
Really nice changes, especially for killers like nurse, billy, twins, phead, nemesis and especially especially sadako. I really hope they implement all those changes for sadako, she's in such a sad state for such a cool and unique killer. I really hope they give her some love before the end of the year.
I would really like Sadako to become more unique. Turning her into a killer that controls the macrogame like a boss would be something totally new in DBD.
Not sure if this is public knowledge, but I believe that if you teleport and give someone a stack of condemned, their name text lights up on the side for a while. I saw this on PS5 ,but I’m pretty sure that this is an actual thing on sadako.
Yes, but the big issue is... Killers don't get as much information as survivors. Survivors can telepathically recognize how many hook stages everyone is on. Survivors can telepathically know exact deep wound timers. Survivors can telepathically know condemned, torment, infection, contamination, uroboros, "victor is on my ass" status, everything. The killer gets barely anything. They need to spend 25% of their perks on seeing downed survivors auras, or to remove the basekit ability of other survivors to see those cross-map. They can't see how infected or uroboros'd or bleeding-out someone is.
@@g80gzt I always found it stupid as the killer u can't see these things like how far your infection is on someone Hell even pig trap timer, they likely don't let u see it so u don't try to force the guy with low time left to die but u can still go off the red blinking light Just let killers know the progress of their status effects just like survivors ffs
@@g80gzt its weird as a legion to have injured everyone, be chasing someone for long enough that you think everyone must have self mended and then out of nowhere someone across the map hits the floor. No warning or clear indication, it kinda puts you in a spot of do I give up the chase to not waste the hook or gamble on how long they are down. Nowadays I tend to leave them on the floor to be honest cause now I know there's 1 survivor less on gens and hopefully 1 or 2 are running to help him. Don't touch my gens. Camp gens not hooks.
I do have another change idea for Wraith, while cloaked your action speeds are increased by 10%, obviously the addons that do so will need adjusted but I do think it'd help him in the long run
A buff I would love to see Freddy get is both a reversion of his total snares and letting him have both snares and pallets. It would add so much more depth to his kit if he had 10 total but they're shared between pallets and snares.
I think that would be incredible, although I think the pallets also need a bit of a buff. Any half-decent survivor never falls for a fake pallet, it’s kind of sad
@@kubhfbebr630 The only question is how do you buff something like that? If survivors are expecting it and keeping track of which pallets have already been dropped, no version of "Make survivors think pallets are there when they aren't" is going to work. The only thing I can think of would be the ability to trap undropped pallets. If a survivor is asleep and you've dropped the pallet, they'll try to pull it down and it won't budge and then you can hit them, but that would just suck to play against and go against a so far unbroken design convention that killers can't mess with undropped pallets.
@@screamingcactus1753or just make it to where if you’re asleep the pallet locations switch. So you’re never sure if it’s a dropped pallet or not. It would be strong but Freddy is already pretty weak, and they could just make getting people asleep a little harder, and make the mode more oppressive like oni, dredge, Micheal etc.
I have a suggestion that I think will fix Trapper and make him pretty good -make him always start with ALL of his traps at the beginning of a match -remove any add-ons that give him more traps and just make it the set amount -his traps can't be placed within a certain range of each other like Demi's portals -make his traps textured and colored based on the map itself, for example with the new battlegrounds map his traps could be red and black, a modder could get this done in a week so a dev team should have no problem with getting it done. -increase the time it takes to disarm a trap -take away the rng of getting out of the trap alone and instead make it a set amount of time like 30 seconds.
@@Predated2 really? I never see Slinger as survivor so I just don't have the experience to know. But there are some janky hits. All survivors have the same hit box, even if they are significantly shorter/taller. So a short survivor like Nea can be shot when you're aiming about two and a half feet above her head. Hit box is fine, just looks janky. This is why Slinger can hit you around corners or shoot you in the head when you think you have cover (bc your hit box extends far past what is visible).
@@Ben_of_Milam_Music oh no, I even have a clip where the harpoon hits the killer shack(including the sound), you see me gaining the missed shot BP and then I'm being reeled in.
The trapper having to reload to get traps genuinely seems like a good change that won't make him incredibly strong but bring up his kill rate to a slightly better state
I do feel like a small tweak should be added there tho: if survivors close the trap, it's destroyed, if they get captured it stays. This would add a bit more balance where trapper has to pick up traps if he doesn't get the survivor, where he doesn't have to get out of the way if his traps were naturally found. That way, survivors can calculate their chances and get captured on purpose so that Trapper HAS to get out to get that trap. But also makes it impossible for trapper to secure kills in the basement by camping with traps
@@firstlast6658 nah, that's too powerful. There is a reason why the purple bag add-on doesn't let you pick up traps again. As for what trapper does need a change for: making his traps transparent over time. That way, if they are freshly set or survivors pay really danm good attention, they can avoid them/disarm them.
18:41 thank you for bringing that up. I was going for Evil Incarnate again (mori all four survivors using both iridescent addons) and I couldn't get far enough away from lockers with two survivors knowing what was going on, whom were bound and determined to utterly deny it by going in lockers and forcing hooks or bleed outs. It's an aggravation beyond "Oh well, good luck next time"
I just started watching, but for Trapper I always thought his traps should scale depending on the health state of the survivor. If you're healthy it should be a bit easier to get out of it, but if you're injured it should take more attempts. This would immerse survivors more, make them have to think about their pathing and their health states, while always rewarding Trapper.
A QOL change for Myers/Ghostface is if you press M2 and hold, stalk stops at 99 so you can insta-tap next. This way you don't gotta keep your eye on the meter as you stalk.
I love how much detail you put into this and how you marked which killers had which specific issues and I love how detailed you are with the information and that's why I watch because I don't need to be currently with a 3 month gap between last playing DBD to understand the content
With Wraith, I think a good change would be to buff his lunge back to 1.25s, but reduce his speed in cloak to 140%. This would push him towards a more chase-based playstyle, which would help him against medkits (since healing builds kill hit and run killers hardcore). They'd still be an issue, but he can catch up fast enough in chase that a survivor probably wouldn't be able to get a heal off.
Haven't watched yet, but visually summarizing the changes for each in that little box was genius!! Great for viewers who are skimming, or for devs if they don't want to watch 1.75 hours haha
I'm really glad you mentioned accessibility with doctor. As someone with autism who has sensory overloads against doctor, it's miserable to play survivor and it becomes extremely painful after 2 or more matches against doctor to where I can only play 10 games a day maximum as survivor.
The ability to toggle a center dot would make ranged killers much more accessible on console. Trickster's recoil is significant, but missing the first knife is what really makes him feel bad. Especially since the knives are not perfectly accurate, and have a pretty wide MOA.
Random bullet deviation is what killed Battlefield 1, "/s" and Trickster feels like he has it on the first one. Since I'm a masochist I mained him on the 5th anniversary and got every perk, and at least 15 of every add-on on him. I play on an Xbox.
A Ghostface change I thought could be neat would be making him gain a small Haste effect + increase marked duration per survivor currently marked. That could make him have an incentive to mark multiple people for better chase and snowball potential. Could rework his purple combat straps to be like Legion's mural sketch, giving a small bonus to the Haste per mark on top of the default.
I think the only change they need to give Nurse is make her power cooldown the same as Spirit where after you use 1 Blink the cooldown to get it back is twice as long as it is now so 4 or 5 seconds to recharge and if you use 2 Blinks you're unable to Blink again until both Blinks recharge which would take about 8 seconds.
Most good Nurses will wait for both blinks to recharge before blinking again anyway because the second blink is normally used to attack. Single blink attacks are definitely possible but most attacks are done with the second blink.
cuz of your dredge addon showcase I probably have a pretty good build in mind. Addons: 1.Broken doll ( cuz it's just good) 2.Malthinker's Skull ( that's what the build revolves around) Perks: 1. pentimento ( slowdown ) 2. Plaything ( to pair with pentimento ) 3. sloppy butcher ( to prevent heals ) 4. a nurses calling ( to get aura for hit and run ish playstile and interrupt heals) or shattered hope ( to get the boons out of the game and help with pentimento ) basically you just want to keep everyone injured and constantly have nightfall up. then rekindle the totems with nightdall to get slowdown and prevent heals further. the most important is to protect your pentimento totem or else you're floofed. thanks for reading if anyone did
I greatly appreciate you mentioning the accessibility issues with doctor. I generally hate going against him because the severity of the effects of Madness 3 often causes me issues with sensory overload. Even worse, knowing that I’m inflicting that on people really makes me not want to play him, even though he’s pretty fun. I hope BHVR addresses this at some point.
I had an idea that pig should perhaps be able to vault during her ambush similar to wesker, but still being able to injure survivors if the ambush attack duration didn't ran out. I had an idea for a whole pig rework and i might do a presentation on that some day,
My main issue with Legion (My fav killer) is that if a survivor DCdes or you kill a survivor, your fifth hit instadown is now removed from the game. Like why? It is actually already hard to pull off a fifth hit on most maps but after you kill someone its gone? My changes would be (In a 3 survivors scenario): After you hit your third survivor in a row, you can hit the first one or second one again to keep the hits couting until you get the fifth. For example. Surv1 - Surv2 - Surv3 - Surv2 - Surv1(Instadown) or Surv1 - Surv2 - Surv3 - Surv1 - Surv2 (Instadown)
I feel like hag should come with a few trap variations. The first being the mud phantom that you draw a three line hex and the mud leaps out at the trespasser. I would also like it if she had chime traps that made a lot of noise and had to be destroyed maybe even echoing her terror radius and a stick figure trap which if stayed around would become like a hex third seal totem. Having variations to her power would give her a fun level of depth that the hag could really use.
I'd like it if Soldier's Puttee let you keep the extra movement speed for 10-20 seconds after reloading. That'd encourage you to use up all your hatchets instead of reloading early (which itself could reward some risky plays) and also let you go reload and get back to chasing someone that tiny bit quicker.
Personally I feel like it should put them into the dying state if their injured as Otz said. People may not like this but it would make the most sense considering a survivor that’s suffering from injuries should not be able to keep on walking out of a trap like it’s nothing.
@@forthelolz1121 I definitely agree. Traps are small and often easy to spot. It's really hard to get a survivor to step on one, so doing so should always be punishing. An injured survivor shouldn't be able to run around and use their leg to quickly disarm all of your traps
Those could be some good brown addons for Slinger, to automatically reload with a hooking or breaking action. Nice QOL, great idea! Even if 0.15 seconds is reduced basekit and not 0.25, that auto-load would be sweet, especially against the pre-drops when you break the chain on them
Am I the only one who thinks slinger needs a rework? His scope in time was such a stupid nerf and he's so unfun to play, I don't know how people think he's in a good spot, he's pretty terrible to play ngl
Personally, I think Trapper needs to have different types of traps. Like tripwires, barb wire traps, oil slicks, flashbang traps. Idk, just something that gives meaning to the name "Trapper".
I don’t know if this would be a good idea or not but I’ve heard a suggested change for Sadako before where every time a survivor removes their condemned it adds a stack to every other survivor. This would make it more like the movie where to remove the curse you pass it on to someone else.
Seems like it would snowball really quick unless the team plays really coordinated which typically never happens if there’s even one solo one the team.
@@ad480p It would absolutely snowball out of control. Let's say player A gets three condemned and decides to remove it. They gain one more from the tape before cleansing and thus go back to 1. Players B, C, & D all gain 1. Player B happened to be near Sadako popping out of a TV recently, and is now at 2 stacks. One more rolls by and they go to cleanse, again gaining yet one more from the tape returning themselves to 1 condemned. Now, however, A, C, &D are at 2 stacks. C can read the writing on the wall and cleanses to 0. Now A & D are at 3 stacks and both cleanse, and B is at 2. Well, after A & D are done, B is at 4, C is at 2, and one of A or D is at 1. So B goes to cleanse. Carrying the tape puts them to 5, so they're at 2 after cleansing. C is at 3, so you know they'll cleanse, putting B back to 3. Now A & D are climbing again... Not to mention that Sadako is adding condemned into this cycle again and again. If each survivor cleanses 3 and adds 1 to each other survivor, you are _never removing condemned from the team,_ at least until one survivor dies. So, while you waste colossal amounts of time rearranging the deck chairs on the Titanic, Sadako is adding to this group pool risk-free! Each time she applies condemned to a survivor, she is pushing the group steadily towards death! A little too-steadily, if you ask me.
That would be terribly broken, if it exchanged condemned 1 for 1. A Sadako would just run the add-ons to refresh TVs on hit and the one where the survivors start with tapes, and bounce around the map, quickly leading to condemn kills. I think it would be decent as an add-on, where removing condemned stacks (4) with a TV adds maybe 1 or 2 stacks across the rest of the team. If there isn’t a net reduction in stacks, it’d be too strong.
I am a new DBD player and thus viewer of yours, but I've never seen anyone in any game who puts so much thought and passion into a game like you do. You are an awesome person and an extremely valuable individual for this community. Thank you for your efforts.
On Nemesis you could make it that after being infected for a while survivors hit by tentacle go into bleed out state. This way it is something that you build over a length period of time. Other option is making the survivor debuffed, you can also give it a team bebuff instead or give a big downside after all 4 are infected. There is also the possibility of allowing them to infect other survivors like a plague-ish style so many things you can do with it.
an exposed effect while contaminated would be a possibility, I especially love this idea in combination with umbrella badge which would just extend the amount of time that they are exposed. although now that I mention it, I think people being exposed for x + 60 seconds is a little much xd.
I think a big Trapper buff would be if you have LOS of a trap on the ground, you can just instantly pick it up while moving. Think of something like Chamber from Valorant, where he can pick up his Rendezvous on the move while doing a little hand animation.
39:55 Legion: Frank's Mix Tape might actually be alright if kicking a generator or breakable wall refilled your Frenzy timer (so if you Frenzy for 9 out of 10 seconds, then kick a generator, you're filled back up to the full 10 second Frenzy). It could be obnoxious to play against an infinite Frenzying Legion like that, but not so much more overpowered than Never Sleep Pills
The issue with this is that you could have permanent pressure as legion, the survivors cant mend because you'll be anle to get more stabs, but then they cant do gens. This is a poor idea imo😊
I know that you said you wouldn't make videos like this again, but would e cool/interesting reviewing this video seeing what all they implemented/if the changes were adequate/equal to your proposed changes.
That was kind a good video actually, useful even) Although about the Freddy, it is true that we need to rework his addones, but there is no need to increase time to go to sleep during the chase, or make silence during the teleportation, that's just stupid )
I wholeheartedly believe Hillbilly should have addons that make him faster while revving, perhaps even in addition to making him slightly faster by default during the rev. He's so painfully slow while revving, and curving is by far the most fun, highest skill gameplay for Billy. More rev speed around edges makes the curve more viable, and doesn't really effect backrevving, which is already doable.
It'd be awesome if Nemesis had a secondary ability that allowed him to call the zombies towards his location, then you can tell them to patrol an area and would help them be more useful in chase.
You know, these videos are awesome, but there's a certain group involved with DbD that I really hope watches it. Otz's *Behaviour* towards improving this game is commendable.
What if a person comes out of Trappers traps, the survivor has a state that they, like, drag their legs because of the pain that decreases their movement speed for a bit that can go away by healing or a timer?
Love these ideas. Although with adjusting her base kit, I think they could make suduko 15 ft tall so I can see her over loops because I’m color blind. Also male nemesis 3 ft tall to be consistent with the lore
I kinda love the idea of fighting off the zombies as survivor ngl maybe survivors can also get unique zombie takedown animations like Dwight just throws a pen at them and Leon can just do the kick he does in Re 4 or a stab with a knife in re 2.
i would love to see david throw a haymaker and do a little short showboating animation like shaking the hand he punched with or flexing like he just KOd a boxing opponent
i'm glad you talked about doctor's T3 because i am autistic and i pretty much cant do anything against a doctor because the effects are so overwhelming. thank you otz
In my opinion Freddy needs and entire work to become a more fun and true to Freddy’s actual power in the movie I saw a really good rework to Freddy on Reddit I don’t remember the persons name I’m just saying this isn’t my original idea Freddy now has to modes (much like old doctor) in both modes he can still M1 so don’t worry Dream Master mode: Freddy now pulls survivors into the dream world like he used to while survivors are falling asleep they suffer from the incapacitated status effect and are slowed by 15% once a survivor is asleep Freddy can attack them. survivors also suffer from the same debuffs as before (50% slower action speed) Dream warrior mode: press the secondary power button to switch to dream warrior mode where Freddy can switch between dream pallets and snares (like clowns bottles) Waking up: survivors can no longer wake up from failing a skillcheck survivors now need to go to their dream clock or allow a survivor to wake them up which takes 4 seconds and gets 4 second longer each time a survivor wakes you up
@@cryptonix9002 I only want the rework because I liked original Freddy yes he was very weak but all he needed was buffs not a complete rework that would turn him into a very basic and boring uninspired killer original freddy was so creative and fun to play along with being true to what he is in the movie
@@blightchip4236 how would it not dude? He’s already fairly strong with just the dream snares/pallets and now u want both base kit and like 4 new abilities?? Cmon
An idea for the Twins to make carrying Victor less desirable. He constantly pulls the survivor in the direction of Charlotte kind of like a carried survivor wiggling. At the same time, Charlotte gains 10% movement speed (multiplicative, like Play With Your Food) when heading towards the survivor that has Victor
Twins change should be that victor traps the survivors on the ground and has to be kicked before the person on the ground can get picked up. And while viktor is trapping them they cannot recover. This will give alot of delay and help the twins secure more hooks from super long range downs.
I think that would be more of a nerf than a buff tbh. As it is now, when you get a down with victor, if the other survivors are too far away to kick you right away you can keep going to harass another survivor away from the person you downed which helps buy time. If victor stayed on the body of whoever you downed then survivors would just always go around in groups of 2 and instantly kick victor the moment he downs someone.
I think an interesting change for ghostface would be that if you reveal him it removes some of your stalk meter. This would help incentive the killer not to just use it to half stalk someone randomly whilst in a Mexican stand off and to be mote aware of other survivors whilst stalking/chasing someone else. HOWEVER with the reveal mechanics being very inconsistent atm this could just make the situation worse so idk
For the Clown, what if instead of his yellow bottles using up a bottle, they have their own separate charging value where you regain the bottle over time, so that you could use it without having to worry about your purple bottle stock?
For clown ive always wondered if it would be a good idea to make his red head pinky finger addon not have a downside, (both the direct hit, and the bottle reduction) but only work for invigoration (the part where it gives you the speed boost, not the part where its thrown and its white) Also for the pinhead keybind thing, there is no comfortable button to switch to is the problem imo, sure you can use the left button on one of the four buttons on the right, but most people use their thumb to press that button which is the same finger they use to look around, unless you use your index finger to press it, it’s very weird
*Things I forgot:* make Dredge not be louder than a hurricane
it took you 2 hours to realise cause you were still waiting for nightfall to start💔😂
Tru, undetectable is kinda pointless on him
Wesker dash needs to have the collision rules blight and demo follow, this would allow him to glide along objects like cars and walls the same way demo and blight can so he can hit survivors looping tightly.
I'd also advocate for him to have that wide cone like hitbox that demo has in shred and blight has when he begins a attack
Both blight and demo follow these rules and have some cone like hit box to make their dashes not feel horrible to use but Wesker does not.
Wesker dash also has a crazy long cooldown compared to blight and demo and unlike blight and demo Wesker takes a long time to charge up / ready his dash and a long time to put it away if he cancels it.
When his hitbox size (not shape) was 40cm in the PTB it hid this a bit giving the impression his dash was fine to those who used it and yes it looked funky at times at 40cm due to survivors having a hitbox that lags behind them a bit as they lean forward when running but the hitbox is still on their butts so it looks like u got force grabbed over to his hand, that's not a "his hitbox is too big!" Issue it's just how the survivor hitboxes do not match their model, it's the same reason huntress can hit the AIR AROUND you and it counts as a hit.
If they did those dash changes Wesker would not become overtuned he would just feel WAAY better to use and more consistent as his power wouldn't be completely nullified by a survivor who hugs things tightly forcing Wesker to either go very wide or just get stuck on everything and be punished by a heavy cooldown
If they did that but not the cone shaped hitbox like demo and blight then I'd want his 40cm old PTB sized hitbox
Another thing about the Dredge (I don't know exactly how it could be addressed) but the nightfall hurts my head. Maybe I'm subconsciously squinting? Seen a few others mention it but community response is mostly "git gud"
Dredge Halloween skin: *clink clink clink cliNK CLINK CLINK*
They should make it so when choosing cosmetics for Nemesis, it includes dressing up your male/female zombies with cosmetics that you own on survivors. The zombies come out from under hooks so it implies that they're raised survivors that were previously killed
I love this idea
If you kill a survivor you could get another zombie
@@Gohnzaleez that would encourage tunneling
@@radiojackz3664 And crash the game
@@Gohnzaleez That would give the killer an advantage when the survivors are at a disadvantage.
Every other killer: A detailed list of healthy fun changes and explanations on why he believes so
Legion: *gun*
legion have enough of dbd, that he finnaly change to pubg to follow his dream...
They gave him an ask 47 yayyy
Based
@You're welcome You're giving us Helluva Boss fans a bad name.
Shut up.
WOOHOO WE GOT 98 BULLETS IN THIS 30 ROUND MAGAZINE. AMERICA!!!!!
The inconsistency of which killers can use their power near hooked surv and which can't is stunning. Hag can put her drawings near the hook, but Charlotte can't go dormant (which overall would be worse than Hag teleporting, because of the time it takes her to wake up). Artist can't use a dire crow (not even when aiming away from hook) but Bubba can rip to pieces both saving and saved surv and other shooting killers can freely use their projectiles.
That's a good point
The artist thing is so annoying 😭😭 the radius around the hook is HUGE too
dont forget trap can put a trap basically ontop of hook and pyramid's trails barely even appear around the area before disappearing
Dredge also can't teleport to lockers that are next to hooked survivors which I always thought was stupid
We already have objects spawn with killer (pig's boxes, plague's fountains etc) so I think it can be absolutely ok to add a lot of grass when we pick Trapper. (and for funsies we can make some add-ons for even more grass xd)
Nature's fertilizer (may contain survivors)
Addon: Broken Lawnmower
@@bonaaq86 I think broken lighter or broken match would make more since because he worked in a mine and they probably smoked down there or out of the mines
@@BraidensWorldProductions but that has nothing to do with grass
@@thegreatpiginthesky3904 I believe people who worked in coal mines smoked and those two items can burn grass, but since they’re broken the grass can grow higher. I just thought it would make more since than a lawnmower
I've heard this suggestion about Myers before, but using the tombstone on someone in a locker should give a special animation where he sticks someone to the lockers wall with his knife and tilts his head the way he does in the movies. It would be iconic.
That should be a alternative Mori if someone is in a locker or near any walls
And have it play a little Halloween jingle for any survivor who looks at the corpse maybe even have them do a in game scream if they see it too
What I really want is for them to give Myers his ability to completely vanish if u take your eyes off him
Imagine seeing a Myers out of the corner of your eye and u look away to run them he's suddenly gone just like in the movies
Also maybe make his chase theme "The Shape stalks Allyson" that song is so so good
@@thedoomslayer5863 I’m gonna second that last suggestion. That song is in fact amazing.
@@thedoomslayer5863 yeah no, everything you just said is horrible and completely unfair and would make tombstone myers even more broken than he already is. the song tho i agree
@@w3157 if I'm adding tombstone in a way to his base kit it stands to reason it wouldn't exist as a addon anymore it would be a part of Myers like condemn Mori is a part of sadako
Like it or not Mori is synonymous with Myers both gameplay and lore wise.
Gameplay it's just been associated with him for far too long it's part of his identity and what makes fighting a Myers so fun and tense like the mirrors.
And lore wise bc he doesn't give one shit about the rules of the trial and what the big spider boi wants he's just gonna kill you.
Stalkyboi has shared some of these ideas too and that dude knows more about DBD Myers than me and u and likely anyone at BHVR combined.
They're either gonna do this or just never touch Myers in which case have fun going against nothing but tombstone because Myers is too weak without it so every Myers player feels he needs to use it to even be slightly competitive
@@unnameablename his different themes should be used they literally have the license to use Halloween and it has the best songs of any horror icon I have ever heard, they're SERIOUSLY wasting the talent of John Carpenter
Like imagine hearing many songs instead of just the one
The shape stalks Allyson could be the chase
The Halloween kills orchestra version of the classical theme could play when he's in Tier 3 to tell the survivors "watch out he's at his most dangerous"
That really somber one that plays the piano theme very slowly could play when u see a dead team mate pinned to the wall
They could go crazy
Really make you FEEL like you're going against Michael god damn Myers. He's the only killer with unique music to him like this might as well expand on that since they refuse to give him anything
Oh and a Halloween kills skin with a updated base model would be amazing
Every time Otz uploads a new suggested change, Legion just gets better guns. Last time it's a pistol. Im pretty sure it's gonna be a railgun or the BFG next year.
Dream big!
@You're welcome scrub
Trapper finally gets sentry guns
@@tvgaming2132 trapper gets proximity mines
@@notOtzdarva if you do the BFG then where does Leg go from there?
You know he’s been making this video for awhile considering his plague is only p20 here 💀
I re-used the mosaic with all Killers from a recent video where I talked about what Killers to unlock first 😅 Plague is Prestige 72 at the moment.
@@notOtzdarva dam
@@notOtzdarva holy shit, first p100 plague or nah?
@@notOtzdarva mine prestige 1 🥱
@@notOtzdarva Jesus Christ
Otz is definitely one of the most dedicated content creators these long videos are quality and it's only one of the reasons he's such a pillar of the dbd community
Too bad devs never listen to him or other fog whisperers
Content creators W Actual game devs L
@@Illesus I wouldn't say that at this point.
I won't say they spend all their time checking what we think but they definitely pay some attention to it now
@@krisztoth8475 When I see how they lie to themselves showing us winrates of the nurse to "prove" she's not broken...
@@Illesus and how exactly does this prove your point?
Did you see what they did in the last months and how they listened to the community?
1:03:30 Another uncommonly mentioned adjustment to Twins: Sometimes you may place Victor down at an inconvenient area and you would like to rotate both Charlotte and Victor to a different part of the map. Normally, if he's already on the ground, you'd have to either wait for Vic to die of old age OR rotate Charlotte and Vic one by one. It would be nice if Victor pouncing onto Charlotte would instead immediately return Vic to Charlotte's chest cavity and switch player control back to Charlotte, maybe with a quicker wakeup time.
Charlottes chest cavity made me wince a little bit.
Omg yes, I forgot how bad Twins feel to play because of all these little annoyances. Switching back and forth to move both of them to like the opposite side of Azarov's is a pain to do.
Either implement the change so that Victor can pounce onto Charlotte to merge again, or have Charlotte a dedicated "return" button at all times to despawn Victor wherever he may be and carry him again with you
I had a thought that if the Clown could drink yellows instead of having to set them up before hand, they would be significantly better
The biggest issue is the time they take to activate and having to walk into them creates awkward pathing when not at a loop
@You're welcome Bot spamming this comment everywhere goddamn
Maybe remove the yellow elixer?
Instead if clown drinks his elixer (another button) he gets a temporary speed boost with a visual distortion similar to what survivors get
100% agree. clown is very weak, yet is the only killer capable of buffing survivors as part of his base kit. yellow bottles just aren't worth the risk in using most of the time.
small thing though- he should huff them because it's gas, not liquid. it'd work like a sort of base kit blight serum. would be awesome. give him a delay before he can attack like a sort of LETHAL CLOWN mechanic and it wouldn't be a completely mindless thing to use as well.
@You're welcome bruh nobody like you gtfo pos bot
Bro at the end of the match his screen will probably be filled with hallucations. Bro definitely got drugged atleast 14 times and he is just forced to tank it because he isn't controlling his body, its the player. So he would probably be begging for mercy
For clown, I feel like one of the biggest things that could make me use his yellow bottles more is if they didn't share the same resource as the purple bottle. I feel like because purple bottles are easier to use, each time I use a yellow bottle there's a risk that it was a waste of a purple bottle. If you had a stock of 4 purple bottles and a stock of 4 yellow bottles that both refilled completely when you reloaded, I would experiment more with the yellow bottles without fear
might as well give clown an ak47 with extended mags at that point 😂
@@eridiance9818 what are you even talking about. It would be worse than clown with both addons that increase capacity, and that's not even that much better than normal clown to begin with.
I'd like it if it were easier to swap between the two. Give people the option to rebind the controls so the game doesn't have to pause and think about whether I want to reload or swap.
@@maverick_os fuck it, we might as well give clown an RPG too
Just let the clown drink the yellow bottles, it’s easy, not op, and you can do the funny of “ha ha, the clown is an alcoholic”
I think a big overall help to some of the older Killers would be to remove the "good better best" design philosophy of add-ons. IMO, brown-yellow-green-purple should be increasing complexity of effect rather than just "better" - Legion is the perfect example of this design, with the browns doing straightforward but useful things and the purples adding weird effects (Rusty Knife being the outlier). Iris should be reserved for complete power overhauls - like, Chatterer's Tooth's effect should be an iri.
This would also help the Bloodweb feel less like it's full of junk - nobody wants to have to chew through piles of browns that are strictly worse versions of yellows and greens. Merge these addons together to give the "stacked" effect and come up with something mechanically unqiue.
Very underrated comment
My favorite part is where legion says it’s legioning time and pulls an Ak-74 and legions all over the survivors
as someone who is epileptic, it made me really happy that u mentioned Doctor's tier 3 madness and the sensory issues it causes. while i've never had a full-blown seizure from it, it has induced auras before, and it's extremely uncomfortable to play against, to the point that i kill myself on hook whenever i have to face a doctor. while i wont just give up and let him hook me or dc, since thatd be unfair to my teammates, i do try and die quickly against him to save myself the literal headache. i think there's a lot of accessibility things that can be changed against certain killers, especially doctor. also as a vision impaired player, Dredge's nightfall is awful to try and play in
Some of the new maps have visual issues like I literally can't see anything on the dregde's map and the flashlight effect use to give me migraines so I had to bring light born (Basically a dead slot) and the dregde with how often nightfall can happen I mind as well play blindfolded
I feel like a mode for visually empared/ epileptic people where it’s still as annoying as it is for normal people but changed as to not be hard for people who have those would be best
@@AHandleWasAlreadyTaken i agree! the best course of action imo is, like they did for colorblind options, create options in the game that make certain killers, like Doctor and Dredge, safer for us while still being just as annoying. honestly for Doctor the way to do that is just remove the static effects from our screens, imo, because really its the other aspects of him thats annoying. for Dredge... im not sure, but making Nightfall slightly less dark might be helpful. personally im blind in one eye and so lack depth perception, which is why Nightfall is hell for me, because it already effects depth perception
@@cecilbenderman6240( I know I’m late). The problem with adding a mode like that is that everyone can use them, practically just nerfing the killer. I think the only fair way to do it is to maybe make it turn off matchmaking with dredge and doctor. That still would make match’s harder to find but it’s the only thing I have.
Sounds like a you problem to me
One thing to make Nemesis's power more interesting is make the Zombies actively go for the survivors who:
1- Got hit by your power (they get into "overdrive" if around, speeding towards the survivor who got hit)
2- Infected already, going into their general direction
Yeah that'd be cool like they can "smell" you if u have the infection so they're drawn to you and move faster
@Cade Rainier chains should injure healthy survivors and bind injured ones.(chain hunt chains only ever bind) Making Pinhead a ranged/melee hybrid killer
@@joshwalton25 There's an addon like that which made Pinhead overpowered until nerfed, that's not something that should be added.
@@RealNefastus what did old engineers fang do?
The pacified effect for Clown is something I always thought would be perfect for him
It would give him a new layer of skill and timing
If there’s some caveat with it, maybe they could just make that effect an addon.
@@matthewstiles2705 make it only activate on direct bottle hits
I don’t know why, but I really like the idea of trapper having a mode where he puts away his weapon (3-5 second switching modes) and while his weapon is away he walks at like 125% and sets traps much faster
Then survivors would just follow him and disable the traps making it so he has to switch back making it null the point of the mode
I like that idea!
Ah, the original doctor
I like it in theory, but we’ve had something similar to that in old Doctor’s treatment mode that was really clunky
i've seen this idea tossed around but it was used as an idea for Jason Voorhees' power, like to where he could open lockers and switch weapons, or have no weapon since, well, he's Jason.
I would say give Trapper a secondary set of traps, like a tossable tripwire trap that sets itself up after a small delay, allowing to have more versatility and direct pressure in chases
Or give him throwing knives that he can reload by finding them stuck in walls around the map. He's already literally just budget F13 the Game Jason, go full bore with it.
I’m praying for my sadoko to get reworked, I love her lore. Idk if this would be crazy but you know how they can’t body block you when you’re demanifested. It would be kinda cool for you to be able to walk through pallets while in this state (since you can’t attack until you manifest)
This is literally the one thing I want them to add to Sadako, cause playing as her and being in a chase rn is just mindgames-but if they added this then she'd be more powerful in chases.
Edit: If this ability was just an add-on, that would be cool too.
@@bruh-gn5kc she will be too powerful, unless they make it longer to manifest or slow her down even more when she manifest
this would be a bit too strong. but perhaps if they let her break the pallet faster if in Demanifested (manifests her after though) that could help her maintaine pressure. but letting her ignore one of the core defensive tools for all survivors is a bit too much
@@hellfrozenphoenix13 Agreed. The add-ons that let killers "trivialize" pallets are (I'm pretty sure) exclusively iridescent quality, which demonstrates that it is a powerful ability.
@@hellfrozenphoenix13 Nurse is able to
Another short 16 hour detailed documentary on each killers lore and how it effects global politics. Thank you for the amazing content
"Just a (relatively) brief video "
My biggest hope for a small trapper buff, besides the stuff Otz mentioned, would be looking into the hitbox size of the trap. It's ridiculous how accurate you have to be with a trap: too close to the window they fast vault over it, too far they can slow vault & not trigger the trap, a lot of the time survivors can wiggle around a trap because you are trying use your beartrap midchase & can't place it in the exact angle you need it to so even in bottlenecked lanes they can *STILL* walk past it.
I honestly don't agree with this, unless the physical size of the trap increases making it more visible. I do think that it's odd that traps can be place between a pallet but not quite block it, but the power of traps is immense as they are - the issue is how they can be disarmed easily and take a lot of time to set up.
I honestly think one funny thing they could do is make trap disarms longer and injuring survivors when you disarm them default, but make it so that sticks spawn on the map that can be used to disarm them safely and faster instead.
As a 6 year Trapper main (I started in 2016), I disagree. As a Trapper, your job is to make sure your traps work. If your trap is too far or too close to the window, that's the fault of the player. The hitboxes shouldn't have to make up for your mistakes. It's also pretty difficult to mess up a trap in pallet loops in the first place. (in my opinion) I play survivor and killer equally, and as a survivor, if you're playing against a Trapper that knows what they're doing, wiggling around a trap is near impossible. I do agree though, my man Trapper needs a buff. Sweet little trappy boi.
@@cryptonix9002 As a sapient being, your job is to avoid traps. If you vault a window slow or fast and get trapped, that's the fault of the player. The hitboxes shouldn't have to make up for your mistakes. It's also pretty difficult to mess up a trap in pallet loops in the first place. If you're playing against a survivor that knows what they're doing, catching them in a trap is near impossible.
@@g80gzt uno reverse card in comment form right here
You wanna talk unforgiving hitboxes? Tell that to Wesker where if a survivor hugs a loop tight u have to somehow PERFECTLY angle yourself enough to where u worn get stuck on random nothingness but tight enough to keep up with them which is not possible
The only hitbox more demanding of precision than virulent bound is death slingers redeemer but it has the benefit of literally being a gun so I don't count it
When I see detailed videos like this, I have to keep reminding myself to not take Otz's dedication and passion for this game for granted. This is priceless content and it's super interesting to have someone talk in-depth about changes to this game.
The Trapper buffs sound interesting. I also was thinking about just making trapper sack basekit and after you get below a certain threshold of traps set (two or three remaining) you can pick traps up again to that threshold (so basically he works like he does currently). That way the RNG traps are out of the picture and you can more quickly set up while still having some flexibility in moving traps around.
I have alot of ideas for most killers in the game to make them all equal.
For the trapper i would change the rng aspect, start with your traps in hand so that the trap rng spawn is gone + make it so that if anyone tries to disarm the beartrap they get 3 hard skillchecks, same goes for when they get caught. If they hit it, nothing happends & they move but if they miss a skillcheck they lose 1 healthstate. This 1 removes the rng element which we really don’t need in a game like dead by daylight + it forces the best survivor that is good at skillchecks to go around and disarm traps
@@Valentineishere I agree, but I would edit the hard skill checks to be a barrage of hard skill checks kinda like the Sadako gen perk or a brand new part. If you hit 4 or 5 of them, you lose a health state and go free. If you hit all 6, you go free without being hurt but your location is revealed through killer instinct
@@enbyrogue3740 i wouldnt because thats a little too easy. i would just let them have around 3 to 4 hard skillchecks, if they fail 1 of them they lose a health state
This. Is exactly what I was came up with. If Trapper had all of his traps at the start of a match he could start his setup much quicker, survivors wouldn't be able to see unarmed traps and get an early warning what killer it is, and it would also make it possible for Trapper to force one down early on, for example if he spends 4 or 5 traps to lock down loop after loop to corner 1 survivor.
This would swap things around and change the early game, which currently is the weakest moment for Trapper, and turn the early game to his most oppressive moment of the match. After he has set all of his traps he can start picking them up again and reset them else, but only carry 2 or 3 max.
An idea I had for nemesis was based on this scene in RE3make:
ua-cam.com/video/Etx1v5iPrwE/v-deo.html (timestamped)
I think it'd be cool if in tier 3, if he kills a zombie with his tentacle, it respawns as an ne-a parasite zombie, essentially gaining attack range and better sight, until it is killed by any means and respawns as a regular zombie.
Another idea that I read somewhere and loved was a simple action bound to ctrl by default where Nemesis lets out a roar and all zombies around the map are immediately "reset" attention-wise and begin heading to the position he was at when he roared.
The roar is a rly good idea.
Or have more zombies and give guns to survivors
@@ew4525 nemesis gets a rocket launcher when all the gens are done
@@hobg5786 god blеss you, sadly wе both know that won't happеn :(
I love seeing other peoples opinions and suggestions on killers, especially long videos that are simple! Thank you for the upload otz! 💙
Pyramid Head is in heavy need for an add-on that lets him apply torment with his special attack.
Or put rites trails where if he shoots a punishment
This would be amazing
I dont think its a good idea since it'd encourage his tunnelling playstyle (cage into cage into mori/hook), which basically makes second chance perks reduntant against a killer with a strong chase power
Only if he hits two shots. First one gives the "purgatory" effect and if you shoot someone with a purgatory effect they get tormented. If they get put into the dying state purgatory is removed.
@@wilsonwright9122 make it so that he can only torment healthy Survivors with it. I just think that he needs a little more control over inflicting torment. So many times I find myself applying torment twice in a match. His trails require set up, but they disappear. Most of the time I return to a place I trailed the barbs are already gone. And if I try to surround a survivor, they just run away. And even if they get torment they are still fine to keep looping around. It's a fast way to deal with survivors in the dying state, not anything before that. Also, it may nullify survivor perks like DS, but it also doesn't let you use scourge hooks or other perks that work on hooking or carrying Survivors.
Interesting idea for doctor, make his fake doctors walk towards the survivor for a second, gives slightly better info (not that it was super necessary), but it helps make up a little bit of the chaotic atmosphere lost with reduced visual/sound intensity of t3
It might also make survivors jump occasionally, because movement triggers instinctive responses to flee (if you believe the movement is a predator). This might make them run loops less efficiently, or accidentally trigger DMS/mess up Merciless Storm because of a jumpscare.
I had the idea of an add-on letting Doc step into a fake image and seamlessly swap control to the illusion. The idea being that the survivor doesn't notice the swap, and you can use the controlled illusion to herd them back to your actual body before switching back and getting a hit.
@@irregularassassin6380 yeah thats part of what I was thinking when I came up with my idea, thinking that i could do a good job catchin people of guard
As much as I hate doctor and would instantly nerf him if it was left to me, this is such a great idea. Because honestly, from the survivors perspective, its literally nothing except "is he so free right now he has the time to notice these doctors laughing at me". I have no idea how useful it is to Doctors, but to survivors its not something you even pay attention to.
@@LilHaze117 it’s incredibly useful
Once a beginner killer learns that the doctor is facing the survivor in the direction they are traveling if they are moving they no longer need info perks and can change to lethality or slow down
Info is one of the things new killers struggle with, killers with base kit info help them learn where survivors go and how they move…. Or at least they should be
Really nice changes, especially for killers like nurse, billy, twins, phead, nemesis
and especially especially sadako.
I really hope they implement all those changes for sadako, she's in such a sad state for such a cool and unique killer. I really hope they give her some love before the end of the year.
I would really like Sadako to become more unique. Turning her into a killer that controls the macrogame like a boss would be something totally new in DBD.
I honestly hate his Billy changes. I think he needs some add on overhauls and make yellow engravings speed basekit
I'd gladly give her some love. AWOOOGA HUMINA HUMINA *boing*
Uhh..phead could be referring to Pyramid Head or Pinhead?
Right off the bat, I love the Trapper getting/recycling traps via the Lockers idea. Always great ideas from you!
Not sure if this is public knowledge, but I believe that if you teleport and give someone a stack of condemned, their name text lights up on the side for a while. I saw this on PS5 ,but I’m pretty sure that this is an actual thing on sadako.
Yes, but the big issue is... Killers don't get as much information as survivors.
Survivors can telepathically recognize how many hook stages everyone is on.
Survivors can telepathically know exact deep wound timers.
Survivors can telepathically know condemned, torment, infection, contamination, uroboros, "victor is on my ass" status, everything. The killer gets barely anything. They need to spend 25% of their perks on seeing downed survivors auras, or to remove the basekit ability of other survivors to see those cross-map. They can't see how infected or uroboros'd or bleeding-out someone is.
@@g80gzt I always found it stupid as the killer u can't see these things like how far your infection is on someone
Hell even pig trap timer, they likely don't let u see it so u don't try to force the guy with low time left to die but u can still go off the red blinking light
Just let killers know the progress of their status effects just like survivors ffs
@@g80gzt its weird as a legion to have injured everyone, be chasing someone for long enough that you think everyone must have self mended and then out of nowhere someone across the map hits the floor. No warning or clear indication, it kinda puts you in a spot of do I give up the chase to not waste the hook or gamble on how long they are down. Nowadays I tend to leave them on the floor to be honest cause now I know there's 1 survivor less on gens and hopefully 1 or 2 are running to help him. Don't touch my gens. Camp gens not hooks.
I don't longer play DBD, but i enjoy hearing Otz talk like this
Same here, stopped months ago but still fun to hear Otz talking about it.
I never played DBD and probably never will, I'm just here for Otz
I do have another change idea for Wraith, while cloaked your action speeds are increased by 10%, obviously the addons that do so will need adjusted but I do think it'd help him in the long run
A buff I would love to see Freddy get is both a reversion of his total snares and letting him have both snares and pallets. It would add so much more depth to his kit if he had 10 total but they're shared between pallets and snares.
I think that would be incredible, although I think the pallets also need a bit of a buff. Any half-decent survivor never falls for a fake pallet, it’s kind of sad
@@kubhfbebr630 The only question is how do you buff something like that? If survivors are expecting it and keeping track of which pallets have already been dropped, no version of "Make survivors think pallets are there when they aren't" is going to work. The only thing I can think of would be the ability to trap undropped pallets. If a survivor is asleep and you've dropped the pallet, they'll try to pull it down and it won't budge and then you can hit them, but that would just suck to play against and go against a so far unbroken design convention that killers can't mess with undropped pallets.
@@screamingcactus1753or just make it to where if you’re asleep the pallet locations switch. So you’re never sure if it’s a dropped pallet or not. It would be strong but Freddy is already pretty weak, and they could just make getting people asleep a little harder, and make the mode more oppressive like oni, dredge, Micheal etc.
I have a suggestion that I think will fix Trapper and make him pretty good
-make him always start with ALL of his traps at the beginning of a match
-remove any add-ons that give him more traps and just make it the set amount
-his traps can't be placed within a certain range of each other like Demi's portals
-make his traps textured and colored based on the map itself, for example with the new battlegrounds map his traps could be red and black, a modder could get this done in a week so a dev team should have no problem with getting it done.
-increase the time it takes to disarm a trap
-take away the rng of getting out of the trap alone and instead make it a set amount of time like 30 seconds.
Demogorgon more like demigorgon. Btw great changes
Ugh! I’ve been so excited for your take on this 😩😩
Woah
I’m confused at the comments to this comment but it got a like from our commander and that video with the cats and the power washer were high tier
42:35 Deathslinger has this issue. Your harpoon often goes straight through survivors.
Yeah, but to be fair, the exact opposite happens too, where the survivor sees the harpoon misses by a long shot, only to be reeled in
@@Predated2 really? I never see Slinger as survivor so I just don't have the experience to know.
But there are some janky hits. All survivors have the same hit box, even if they are significantly shorter/taller. So a short survivor like Nea can be shot when you're aiming about two and a half feet above her head. Hit box is fine, just looks janky.
This is why Slinger can hit you around corners or shoot you in the head when you think you have cover (bc your hit box extends far past what is visible).
@@Ben_of_Milam_Music oh no, I even have a clip where the harpoon hits the killer shack(including the sound), you see me gaining the missed shot BP and then I'm being reeled in.
@@Predated2 can you post it on your youtube? That sounds hilarious
oh really? i thought i was just bad at him..(i probably am)
The trapper having to reload to get traps genuinely seems like a good change that won't make him incredibly strong but bring up his kill rate to a slightly better state
I do feel like a small tweak should be added there tho: if survivors close the trap, it's destroyed, if they get captured it stays. This would add a bit more balance where trapper has to pick up traps if he doesn't get the survivor, where he doesn't have to get out of the way if his traps were naturally found. That way, survivors can calculate their chances and get captured on purpose so that Trapper HAS to get out to get that trap. But also makes it impossible for trapper to secure kills in the basement by camping with traps
@@firstlast6658 nah, that's too powerful. There is a reason why the purple bag add-on doesn't let you pick up traps again.
As for what trapper does need a change for: making his traps transparent over time. That way, if they are freshly set or survivors pay really danm good attention, they can avoid them/disarm them.
18:41 thank you for bringing that up. I was going for Evil Incarnate again (mori all four survivors using both iridescent addons) and I couldn't get far enough away from lockers with two survivors knowing what was going on, whom were bound and determined to utterly deny it by going in lockers and forcing hooks or bleed outs. It's an aggravation beyond "Oh well, good luck next time"
The amount of love and effort you put into this game is incredible.
I just started watching, but for Trapper I always thought his traps should scale depending on the health state of the survivor. If you're healthy it should be a bit easier to get out of it, but if you're injured it should take more attempts. This would immerse survivors more, make them have to think about their pathing and their health states, while always rewarding Trapper.
1,5h of Otz talking about game balance.
Music to my ears
A QOL change for Myers/Ghostface is if you press M2 and hold, stalk stops at 99 so you can insta-tap next. This way you don't gotta keep your eye on the meter as you stalk.
Bro otz, in the new PTB they litteraly listened to your ideas abt nurse 😂 well done man, ur ideas are really on point!
Love this VOD Otz and how in depth and detailed you’re with your analysis. Keep up the great work man. Hopefully BHVR takes some of this into account
I love how much detail you put into this and how you marked which killers had which specific issues and I love how detailed you are with the information and that's why I watch because I don't need to be currently with a 3 month gap between last playing DBD to understand the content
With Wraith, I think a good change would be to buff his lunge back to 1.25s, but reduce his speed in cloak to 140%. This would push him towards a more chase-based playstyle, which would help him against medkits (since healing builds kill hit and run killers hardcore). They'd still be an issue, but he can catch up fast enough in chase that a survivor probably wouldn't be able to get a heal off.
Haven't watched yet, but visually summarizing the changes for each in that little box was genius!! Great for viewers who are skimming, or for devs if they don't want to watch 1.75 hours haha
Thanks for the effort. Hope you get rewarded by BHVR hearing you out and putting in at least SOME of these changes
I'm really glad you mentioned accessibility with doctor. As someone with autism who has sensory overloads against doctor, it's miserable to play survivor and it becomes extremely painful after 2 or more matches against doctor to where I can only play 10 games a day maximum as survivor.
Also every doctor ever has built in coup
@@gibbybtw280 god I wish
The ability to toggle a center dot would make ranged killers much more accessible on console. Trickster's recoil is significant, but missing the first knife is what really makes him feel bad. Especially since the knives are not perfectly accurate, and have a pretty wide MOA.
Random bullet deviation is what killed Battlefield 1, "/s" and Trickster feels like he has it on the first one. Since I'm a masochist I mained him on the 5th anniversary and got every perk, and at least 15 of every add-on on him. I play on an Xbox.
For the pig ambush breaking pallets idea perhaps she can vault over the pallet instead? It would make sense with her character
Nah, we don't need a third killer that can vault pallets.
@@JakeobE We have 8 killers that can break pallets with their power, why not a third that can vault over it?
A Ghostface change I thought could be neat would be making him gain a small Haste effect + increase marked duration per survivor currently marked.
That could make him have an incentive to mark multiple people for better chase and snowball potential.
Could rework his purple combat straps to be like Legion's mural sketch, giving a small bonus to the Haste per mark on top of the default.
I think the only change they need to give Nurse is make her power cooldown the same as Spirit where after you use 1 Blink the cooldown to get it back is twice as long as it is now so 4 or 5 seconds to recharge and if you use 2 Blinks you're unable to Blink again until both Blinks recharge which would take about 8 seconds.
Why so u can nerf more killer you pos? Of course u would want that.
Most good Nurses will wait for both blinks to recharge before blinking again anyway because the second blink is normally used to attack. Single blink attacks are definitely possible but most attacks are done with the second blink.
cuz of your dredge addon showcase I probably have a pretty good build in mind.
Addons:
1.Broken doll ( cuz it's just good)
2.Malthinker's Skull ( that's what the build revolves around)
Perks:
1. pentimento ( slowdown )
2. Plaything ( to pair with pentimento )
3. sloppy butcher ( to prevent heals )
4. a nurses calling ( to get aura for hit and run ish playstile and interrupt heals) or shattered hope ( to get the boons out of the game and help with pentimento )
basically you just want to keep everyone injured and constantly have nightfall up. then rekindle the totems with nightdall to get slowdown and prevent heals further. the most important is to protect your pentimento totem or else you're floofed.
thanks for reading if anyone did
I greatly appreciate you mentioning the accessibility issues with doctor. I generally hate going against him because the severity of the effects of Madness 3 often causes me issues with sensory overload. Even worse, knowing that I’m inflicting that on people really makes me not want to play him, even though he’s pretty fun. I hope BHVR addresses this at some point.
I had an idea that pig should perhaps be able to vault during her ambush similar to wesker, but still being able to injure survivors if the ambush attack duration didn't ran out. I had an idea for a whole pig rework and i might do a presentation on that some day,
Its crazy how much you work to make this community better, thank you :)
Loved the Video, Otz!
I’d love to see a survivor sided video on changes you think would benefit survivors!
My main issue with Legion (My fav killer) is that if a survivor DCdes or you kill a survivor, your fifth hit instadown is now removed from the game. Like why? It is actually already hard to pull off a fifth hit on most maps but after you kill someone its gone?
My changes would be (In a 3 survivors scenario): After you hit your third survivor in a row, you can hit the first one or second one again to keep the hits couting until you get the fifth.
For example. Surv1 - Surv2 - Surv3 - Surv2 - Surv1(Instadown) or Surv1 - Surv2 - Surv3 - Surv1 - Surv2 (Instadown)
I feel like hag should come with a few trap variations. The first being the mud phantom that you draw a three line hex and the mud leaps out at the trespasser. I would also like it if she had chime traps that made a lot of noise and had to be destroyed maybe even echoing her terror radius and a stick figure trap which if stayed around would become like a hex third seal totem. Having variations to her power would give her a fun level of depth that the hag could really use.
I'd like it if Soldier's Puttee let you keep the extra movement speed for 10-20 seconds after reloading. That'd encourage you to use up all your hatchets instead of reloading early (which itself could reward some risky plays) and also let you go reload and get back to chasing someone that tiny bit quicker.
If you step in a trapper trap I feel like it should put Deep Wound on someone once they're out of it. It should be base kit
Personally I feel like it should put them into the dying state if their injured as Otz said. People may not like this but it would make the most sense considering a survivor that’s suffering from injuries should not be able to keep on walking out of a trap like it’s nothing.
@@forthelolz1121 I definitely agree. Traps are small and often easy to spot. It's really hard to get a survivor to step on one, so doing so should always be punishing. An injured survivor shouldn't be able to run around and use their leg to quickly disarm all of your traps
As always, your suggestions for buffs and nerfs rock. Especially love your Trapper and Pig ideas!
Those could be some good brown addons for Slinger, to automatically reload with a hooking or breaking action. Nice QOL, great idea! Even if 0.15 seconds is reduced basekit and not 0.25, that auto-load would be sweet, especially against the pre-drops when you break the chain on them
Am I the only one who thinks slinger needs a rework? His scope in time was such a stupid nerf and he's so unfun to play, I don't know how people think he's in a good spot, he's pretty terrible to play ngl
LOVE the trapper locker idea. That would 110% fit in with the continuity of the game.
Just give him 5 traps in his hand at base and have two other traps around. Max carry of 5. people overthink these things
Personally, I think Trapper needs to have different types of traps. Like tripwires, barb wire traps, oil slicks, flashbang traps.
Idk, just something that gives meaning to the name "Trapper".
@@BrightWulph that would be great! A new idea is always welcomed
I don’t know if this would be a good idea or not but I’ve heard a suggested change for Sadako before where every time a survivor removes their condemned it adds a stack to every other survivor. This would make it more like the movie where to remove the curse you pass it on to someone else.
Seems like it would snowball really quick unless the team plays really coordinated which typically never happens if there’s even one solo one the team.
@@ad480p good point, I didn't think of that.
@@ad480p It would absolutely snowball out of control. Let's say player A gets three condemned and decides to remove it. They gain one more from the tape before cleansing and thus go back to 1. Players B, C, & D all gain 1. Player B happened to be near Sadako popping out of a TV recently, and is now at 2 stacks. One more rolls by and they go to cleanse, again gaining yet one more from the tape returning themselves to 1 condemned. Now, however, A, C, &D are at 2 stacks. C can read the writing on the wall and cleanses to 0. Now A & D are at 3 stacks and both cleanse, and B is at 2. Well, after A & D are done, B is at 4, C is at 2, and one of A or D is at 1.
So B goes to cleanse. Carrying the tape puts them to 5, so they're at 2 after cleansing. C is at 3, so you know they'll cleanse, putting B back to 3. Now A & D are climbing again... Not to mention that Sadako is adding condemned into this cycle again and again.
If each survivor cleanses 3 and adds 1 to each other survivor, you are _never removing condemned from the team,_ at least until one survivor dies. So, while you waste colossal amounts of time rearranging the deck chairs on the Titanic, Sadako is adding to this group pool risk-free! Each time she applies condemned to a survivor, she is pushing the group steadily towards death! A little too-steadily, if you ask me.
That would be terribly broken, if it exchanged condemned 1 for 1. A Sadako would just run the add-ons to refresh TVs on hit and the one where the survivors start with tapes, and bounce around the map, quickly leading to condemn kills.
I think it would be decent as an add-on, where removing condemned stacks (4) with a TV adds maybe 1 or 2 stacks across the rest of the team. If there isn’t a net reduction in stacks, it’d be too strong.
I am a new DBD player and thus viewer of yours, but I've never seen anyone in any game who puts so much thought and passion into a game like you do. You are an awesome person and an extremely valuable individual for this community. Thank you for your efforts.
OH-MY-HECKING-GOD. This was hecking crazy! I want to see more of this its hecking crazy dude!
On Nemesis you could make it that after being infected for a while survivors hit by tentacle go into bleed out state. This way it is something that you build over a length period of time. Other option is making the survivor debuffed, you can also give it a team bebuff instead or give a big downside after all 4 are infected. There is also the possibility of allowing them to infect other survivors like a plague-ish style so many things you can do with it.
an exposed effect while contaminated would be a possibility, I especially love this idea in combination with umbrella badge which would just extend the amount of time that they are exposed. although now that I mention it, I think people being exposed for x + 60 seconds is a little much xd.
Hello Otz, these are friends, just wanted to thank you for your commitment towards dbd throughout the years!❤
I think a big Trapper buff would be if you have LOS of a trap on the ground, you can just instantly pick it up while moving. Think of something like Chamber from Valorant, where he can pick up his Rendezvous on the move while doing a little hand animation.
Give him a magnet!
39:55 Legion: Frank's Mix Tape might actually be alright if kicking a generator or breakable wall refilled your Frenzy timer (so if you Frenzy for 9 out of 10 seconds, then kick a generator, you're filled back up to the full 10 second Frenzy). It could be obnoxious to play against an infinite Frenzying Legion like that, but not so much more overpowered than Never Sleep Pills
The issue with this is that you could have permanent pressure as legion, the survivors cant mend because you'll be anle to get more stabs, but then they cant do gens. This is a poor idea imo😊
I know that you said you wouldn't make videos like this again, but would e cool/interesting reviewing this video seeing what all they implemented/if the changes were adequate/equal to your proposed changes.
That was kind a good video actually, useful even) Although about the Freddy, it is true that we need to rework his addones, but there is no need to increase time to go to sleep during the chase, or make silence during the teleportation, that's just stupid )
Wesker yeeting people never gets old even if it does nothing in the end. Man I love jeweled beetle
I wholeheartedly believe Hillbilly should have addons that make him faster while revving, perhaps even in addition to making him slightly faster by default during the rev. He's so painfully slow while revving, and curving is by far the most fun, highest skill gameplay for Billy. More rev speed around edges makes the curve more viable, and doesn't really effect backrevving, which is already doable.
It'd be awesome if Nemesis had a secondary ability that allowed him to call the zombies towards his location, then you can tell them to patrol an area and would help them be more useful in chase.
aaahhh, yeah, about that…
@@desperado3347 SUFFERING FROM SUCCESS 🥲
THE OPENER XD
"chess speaks for itself"
(instant like)
I feel like clown should have a second ability to consume his drink and it gives him rage or something
You know, these videos are awesome, but there's a certain group involved with DbD that I really hope watches it. Otz's *Behaviour* towards improving this game is commendable.
What if a person comes out of Trappers traps, the survivor has a state that they, like, drag their legs because of the pain that decreases their movement speed for a bit that can go away by healing or a timer?
Thats hindered buddy
Love these ideas. Although with adjusting her base kit, I think they could make suduko 15 ft tall so I can see her over loops because I’m color blind. Also male nemesis 3 ft tall to be consistent with the lore
But nem also gets to completely walk through any walls and any pallets and any obstacles like the absolute unit he is
When i saw this vid, i was scared bout my boy Blight but ur suggested changes are actually very good. Overall very good vid and great changes
Great video Otz! And the secondary issues are greatly appreciated, really enjoy that level of attention to detail ;)
I kinda love the idea of fighting off the zombies as survivor ngl maybe survivors can also get unique zombie takedown animations like Dwight just throws a pen at them and Leon can just do the kick he does in Re 4 or a stab with a knife in re 2.
i would love to see david throw a haymaker and do a little short showboating animation like shaking the hand he punched with or flexing like he just KOd a boxing opponent
Sadako's infection should hinder in a similar way to Whesker in a build-up way - so when they hit like half condemned they actually need to grab tapes
I think an Interesting concept for a pyramid head iri would be that judgement would leave a trail of torment after it goes through the wave
I like that nurse lullaby idea is cool, it would make it scarier too. Imagine chilling on a gen then hearing choking noises then hear a scream, scary.
i always thought it was cool to add hallucinations when a survivor picks up a tape, kind of like doctor and maybe your screen would get darker
Why darker?
@@dorianburger3300 part of the hallucinations ig? almost like a paranoia effect
@@plue9338 i hate the darker idea tbh
i'm glad you talked about doctor's T3 because i am autistic and i pretty much cant do anything against a doctor because the effects are so overwhelming. thank you otz
I'm sorry to hear that :( I've heard of similar scenarios with him or even Clown
In my opinion Freddy needs and entire work to become a more fun and true to Freddy’s actual power in the movie
I saw a really good rework to Freddy on Reddit I don’t remember the persons name I’m just saying this isn’t my original idea
Freddy now has to modes (much like old doctor) in both modes he can still M1 so don’t worry
Dream Master mode: Freddy now pulls survivors into the dream world like he used to while survivors are falling asleep they suffer from the incapacitated status effect and are slowed by 15% once a survivor is asleep Freddy can attack them. survivors also suffer from the same debuffs as before (50% slower action speed)
Dream warrior mode: press the secondary power button to switch to dream warrior mode where Freddy can switch between dream pallets and snares (like clowns bottles)
Waking up: survivors can no longer wake up from failing a skillcheck survivors now need to go to their dream clock or allow a survivor to wake them up which takes 4 seconds and gets 4 second longer each time a survivor wakes you up
So basically now freddy is by far the most OP killer??
This doesnt seem like the best idea
@@itzretakes272 why would this make him OP?
@@cryptonix9002 I only want the rework because I liked original Freddy yes he was very weak but all he needed was buffs not a complete rework that would turn him into a very basic and boring uninspired killer original freddy was so creative and fun to play along with being true to what he is in the movie
@@blightchip4236 how would it not dude? He’s already fairly strong with just the dream snares/pallets and now u want both base kit and like 4 new abilities?? Cmon
Myers only needs to delete the insta mori addons
EDIT: i love how BHVR has already implemented several of these recommendations in the game
An idea for the Twins to make carrying Victor less desirable. He constantly pulls the survivor in the direction of Charlotte kind of like a carried survivor wiggling. At the same time, Charlotte gains 10% movement speed (multiplicative, like Play With Your Food) when heading towards the survivor that has Victor
Twins change should be that victor traps the survivors on the ground and has to be kicked before the person on the ground can get picked up. And while viktor is trapping them they cannot recover. This will give alot of delay and help the twins secure more hooks from super long range downs.
Yeah man so twins can proxy camp even harder
I think that would be more of a nerf than a buff tbh. As it is now, when you get a down with victor, if the other survivors are too far away to kick you right away you can keep going to harass another survivor away from the person you downed which helps buy time. If victor stayed on the body of whoever you downed then survivors would just always go around in groups of 2 and instantly kick victor the moment he downs someone.
So not only would Twins encourage camping, they'd also enable you to slug people better? Great!
@@mielipuolisiili7240 twins is only good at slugging lmao
I think an interesting change for ghostface would be that if you reveal him it removes some of your stalk meter. This would help incentive the killer not to just use it to half stalk someone randomly whilst in a Mexican stand off and to be mote aware of other survivors whilst stalking/chasing someone else. HOWEVER with the reveal mechanics being very inconsistent atm this could just make the situation worse so idk
That's way too large of a nerf for how good Ghostface is. 99ing at the result of a reveal is completely fine.
For the Clown, what if instead of his yellow bottles using up a bottle, they have their own separate charging value where you regain the bottle over time, so that you could use it without having to worry about your purple bottle stock?
as a trickster main, I LOVE your ideas for him. I rarely use main event despite the buffs and reloading is horrendous without perks or addons for him
Otz, I really appreciate the time you put into these videos. Love your vids
For clown ive always wondered if it would be a good idea to make his red head pinky finger addon not have a downside, (both the direct hit, and the bottle reduction) but only work for invigoration (the part where it gives you the speed boost, not the part where its thrown and its white)
Also for the pinhead keybind thing, there is no comfortable button to switch to is the problem imo, sure you can use the left button on one of the four buttons on the right, but most people use their thumb to press that button which is the same finger they use to look around, unless you use your index finger to press it, it’s very weird