Several balance ideas (perks and powers)
So yeah I just made a list of ideas that could be interesting on killers and perks in general.
KILLERS :
_1/ Trapper : _
-> Reduce sabotaged traps respawn time down to 120 seconds. 180 is way too long, and not every trapper wants to use Oily Coil or Hangman's trick to reduce that. Maybe get Hangman's trick respawn reduction time down from 60 seconds to 30 if you change the basic respawn time for traps.
-> Add a « Slightly increase trap setting time » to Bloody coil. It's really too powerful right now, even if it is an Ultra rare.
-> Add the ability to start with 2 traps, and change add-ons that modify this to have 4 or 5 traps maximum on you, which means 2 or 3 extra traps from add-ons.
2/ Nurse :
-> Limit the maximum number of blinks to 3 blinks, OR remove the ability to stack add-ons that increase the number of blinks you can do in a row. Playing the Nurse requires a lot of skill, it's true ; however, if the Nurse can just blink furiously everywhere, there's no way to escape and outplay her.
3/ Doctor :
-> Remove the basic incapability of using our objects when in madness tier 3, and put it as an effect on add-ons.
-> Slightly reduce the on-screen sparkles when in madness tier 2 or 3. I get that it's there to annoy survivors, but it is really a bit too much.
-> Remove the possibility for survivors of triggering the Overchage skillcheck while running away from the overcharged generator. Instead, make the skillcheck fail if the survivor runs away from the generator.
4/ Nightmare :
-> Give him the ability to drag survivors from generators even if they are fully awake. Same thing for survivors opening doors, chests, going for the hatch...
-> Reduce the duration of the Dream Transition and balance the other reductions you can get from add-ons.
-> Go from « Tremendously » to « Considerably reduces the terror radius » on the Red paint brush add-on.
-> Reduce the distance at which the Nightmare can see the aura of the survivors that are in the Dream World from Unlimited to a limited radius.
5/ Pig :
-> Remove the Lion sound when performing an ambush attack. That would make ambushes much more scarier and difficult to dodge if you're not paying attention.
-> Slightly increase the volume of the sound effect that goes with the ambush (you know, that same sound you make when you move after staying on the same spot for a while).
-> Maybe change Surveillance to show for 2/2/3 seconds the aura of survivors that repaired a damaged generator when the Pig is at least 48/40/32 meters away from the said generator ?
6/ Clown :
-> Reduce his movement speed. He moves at the same speed as other killers, and yet he's got a power he can reload infinitely and that slows survivors for 15% for 2 seconds after leaving the gas cloud. He should be slower, like 3.95 or 4.0m/s. Because right now : you can't outrun him, he'll catch up after slowing you. You can mind game him with windows, he'll block them with Bamboozle. And you can't outplay him with pallets, he'll throw bottles everywhere and slow you so much that he could even break the pallet before getting to you. His power makes him a bit like the Nurse, therefore he should get a nerf on his movement speed.
KILLER PERKS :
-> Change Monstrous Shrine to affect all hooks. Maybe a slight reduction of the effects could do some good to balance the perk. Here's a suggestion : 3/5/7% faster entity progression ; 4/7/10% increased difficulty on escape attempts ; 2/4/6% increased penalty to escape fails.
-> Upgrade the radius of Spies from the Shadows. Maybe 24/36/48 meters ?
-> Make Thrill of the Hunt an actual useful perk. Maybe make it a normal perk and not a hex ?
-> Make it clear that the Whispers effect triggers even if there's only one survivor within the radius and he is on a hook. If it's not an actual thing, make it a thing.
-> Add an effect on Insidious that increases the killer's breathing sound.
SURVIVORS PERKS :
-> Nerf Sprint Burst, and only Sprint Burst. The nerf on exhaustion perks is actually terrible, as all of them have requirements to be triggered. However, Sprint Burst doesn't, and gives an awfully high movespeed bonus for a perk that has no requirements to get triggered : that's why only Sprint Burst needs a nerf. An idea is to double the time needed to recover from exhaustion when running if you are using Dead Hard, Lithe and Balanced landing ; and actually keep the impossibility of recovering from exhaustion when running if you are using Sprint Burst. A way of making the difference clear would be to rename Sprint Burst's exhaustion to Fatigue, or something like this. Concerning Adrenaline, it needs to be studied, because it has requirements to give the bonus speed, BUT it also heals a health state and gives the bonus for 2 extra seconds, while ignoring exhaustion. Giving it the same effect as Sprint Burst could be great.
-> Change Left Behind to give a certain bonus percentage of action speed (not only repair speed), and maybe add a little boost of movespeed (maybe 1/2/3%?) for something like 60 seconds.
-> Completely change Prove Thyself as it needs the 4 survivors to stay in group to trigger an actually good enough bonus, while Leader gives the same bonus with only one person near.
-> Make Boil Over actually work. Lots of people couldn't even tell the difference when survivors had it or not.
-> Balance Decisive Strike. The idea I heard about that would make it a way of stunning the killer on spot to have more time to wiggle was actually good. Another one was to make the wiggle meter fill for a certain percentage when hitting the skillcheck.
OTHER IDEAS :
-> As hexed totems are easily found and cleansed (due to not having any balance for the place of spawn of hexed totems), maybe try to give a separate slot to killers for one hexed totem. This way, they will have their 4 perks AND a totem.
-> Remove Bloodlust tier 3 and upgrade tier 1 and 2 to 0.4 and 0.8m/s bonus.
-> Upgrade the Brand New Part to actually achieve 25% of a generator WITHOUT counting the skillchecks. The nerf of 2.1 patch was way too hard. I agree Brand New Part was too strong, but if you keep it an Ultra rare add-on, you should upgrade it's effectiveness. If you want to keep it to this effectiveness, downgrading it from Ultra rare to Very rare would be interesting.
-> Nerf the Anti-hemorrhagic Syringe to only heal one health state, and remove that effect from the Stypic Agent. Actually, replacing Stypic Agent's effect with a boost of 8 or 10 charges and an moderate increase of the healing speed might be good.
Here it is. Please keep in mind that those are just ideas based on my experience, and that some of it might indeed be biased. Yet, it's not because those ideas are biased and don't seem legit to you that they don't deserve to be studied.
Peace guys