Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Changes to Items/Offerings

So I'm gonna look over every item and offering and try to come up with some changes for some of them.


ITEMS

Firecracker, Medkit, Maps: No change

Toolboxes (3.6.0): Change add-ons that increase sabo speed to increase sabo efficiency instead. Having enough time to sabo a hook during the killer's attack cooldown is pretty stupid.

Flashlight: So... why exactly does a flashlight stun the killer, but only when carrying a survivor? Doesn't make much sense that the killer has to drop the survivor he's holding just because he can't see. So maybe remove that but revert some of the flashlight nerfs, or at least give flashlights a little buff? All you need to do is watch an Ayrun video to see that you can get plenty of use out of a flashlight even without getting saves with it. And while you won't immediately get a save, blinding the killer could still help the survivor wiggle out while the killer can't see (Boil Over new meta perhaps?).

Keys: Buff duration of Broken Key. Red/Purple Keys only open the hatch for 1 survivor and closes it immediately afterwards. Purple Keys can only open a hatch if it has been previously closed that game. Finally, make opening the hatch a 4 second animation that can be interrupted.


OFFERINGS

Map offerings, coins, reagents, BPs, oaks, Black Ward: No change.

White Ward: Survivors should keep the add-ons, since it says so in the description. I'm sure they'll fix it on the official release of 3.6.0, though.

Luck offerings: So Luck is useless and should be removed (which means a rework for Up the Ante as well), so I thought about what makes Luck "useful". Well, aside from Trapper, it's to unhook yourself. When would you want to unhook yourself? When your teammates are bots who either don't go for the save at all or try to urban evade to you along the edges of the map. So, what could also accomplish that goal with a little less dependency on RNG? Giving survivors more time to unhook. Therefore, I think Luck offerings should replace the Luck bonus with an increase to the time between hook states. Slippery Meat will still scale with the unhook time so Luck offerings wouldn't increase the amount of attempts you can do.

Shroud offerings: I really don't know about this one. It should be reworked entirely, I think. Perhaps it can increase/decrease the amount of crows on the map? That would be interesting to have, though idk what would make Vigo's Shroud and Shroud of Union different (maybe Vigo's decreases crows around your starting location?). They would also probably need to be renamed.

Moris: Red/Green Moris only activate once each survivor has been hooked (Maybe add something to the HUD that lets you know how many times you've hooked each survivor). Cypress Moris can be used on survivors who have been hooked twice, regardless of whether each survivor has been hooked at least once.


Feel free to share your thoughts and ideas!