Balancing suggestions

OhHelloThere
OhHelloThere Member Posts: 74
edited April 2020 in Feedback and Suggestions

My suggested buffs/nerfs


Killer Perks:


Fire Up 

4% -> 5%


Franklins Demise

10% -> 15% 


Bamboozle

block duration -> 20s


Discordance

Lvl 1: 12s

Lvl 2: 10s

Lvl 3: 8s


Gearhead (complete rework, weaker ruin):

After DOWNING(basic attack/killer power) a survivor, Gearhead activates for 30/45/60s and good skillchecks regress the progress by 3% and great skillchecks grant 0% bonus progression

Gearhead has a cooldown of 100s


Unrelenting:

Missed Basic Attacks: 30% -> 40% 

After a succesfull BASIC ATTACK you have no red stain for 5/7/10s


Surge:

Radius: 32 -> 40m

Regression: 8% -> 8/10/12%

Cooldown: 40s -> 45s


Tinkerer:

85 -> 75%


Monstrous Shrine

9% -> 12%

15% (same)

9% -> 10%


Hex: Huntress Lullaby

6% -> PASSIVE

Max 5 Stacks -> 3 Stacks


Blood Echo:

Hemorrhage -> Mangled (instead of 20% -> 10%)

NOED (complete rework):

(PASSIVE) When the exit gates get powered, gain a stackable movement speed buff of 2.5% for every survivor ALIVE

Your attacks apply the deep wound status effect which is not paused while in a Chase


Survivor Perks:


Borrowed Time:

Endurance: 15s -> 8s


Decisive Strike:

affected by all skillcheck killer perks

Stun: 5s (!) -> 3s


Adrenaline:

speed boost: 5s -> 4s

Exhaustion -> 80/70/60s


Spine Chill -> 4/6/8%


Any means necessary:

Cooldown -> 140/120/100s


Bond:

36 -> 30/35/40m


Lightweight:

3s -> 2/3/4s


Left Behind:

32m -> 20/30/40m


Items:

Keys -> opens the hatch only for yourself

Ebony Mori unchanged

Ivory Mori unchanged

Cypress Mori ->When the endgame collapse triggers, allows you to mori a survivor


System changes:

Generators repair time: 80s -> 90s


Also: make the hex spawns PLEASE better, maybe in some corners at the edge of the map behind a rock and make it impossible for the totem to spawn in an OPEN AREA

Numbers can be changed

Post edited by OhHelloThere on

Comments

  • Adirom175
    Adirom175 Member Posts: 26

    To be honest, i dont know why everybody is thinking, it would be a good idea to use the mori if the surivor is on 2nd hook. It would be a massive waste of time killing someone while everyone else can do something without worrying about being interrupted.

  • unda
    unda Member Posts: 2

    what's the point of ebony mori then if that would be after second hook?

  • OhHelloThere
    OhHelloThere Member Posts: 74
  • bm33
    bm33 Member Posts: 8,165

    If only one person can escape from hatch with a key then only one person should be able to be mori'd with an ebony mori.


    Keys - make all broken, have add ons be what you use to make it so you can open a hatch and for how long. If you want to keep addons use the Ace perk that let's you otherwise it's use it or lose it like a mori. This will also stop the frequency of keys being found in chests - you'd need a perk to find keys with addons.


    Moris - all kill one survivor. If you want to kill more than one equip Devour Hope or Rancor. Mori 4 survivors after 1 hook takes less time than 4 survivors escaping through a hatch with a key. Change Ebony to allow you to kill a healthy survivor, this will also give opportunity for some new Moris to watch. Keep the other two moris the same, can add one that allows you to kill survivor during EGC so there are 4 mori options.

  • OhHelloThere
    OhHelloThere Member Posts: 74

    I want to hear opinions on the small tweaks for some perks not only keys and moris