Make Items Powers
Items are already a replacement for powers for survivors to the killer. I suggest making all items selectable "powers" and removing them from bloodwebs.
How it'd work:
The brown variation of each item is in your item list permanently. Every time you bring an item into the trial it will be the brown version(in case of flashlights, the yellow version, and in case of keys, the green version, unless you wanna make brown variations of both). You can FIND other variations in chests, but bringing them out with you will not add them to your item list, you will always only have those variations in your item list and only those(meaning any items before this idea will be deleted and these items would be removed from the bloodweb).
Addon Changes:
Worn-Out Tools(These are just possible options, and what I think would probably be the best setup):
- Instructions: Upgrades Worn-Out Tools into Toolbox(Maybe still removes skill checks? Not sure. That addon already seems terrible)
- Socket Swivels: Upgrades Worn-Out Tools into Mechanic's Toolbox; Moderately increases Toolbox repair speed (Would no longer be able to be used with Commodious, not sure about this but maybe it'll be for the best?)
- Cutting Wire: Upgrades Worn-Out Tools into Commodious Toolbox; Slightly increases Toolbox repair speed.
- Hacksaw: Upgrades Worn-Out Tools into Alex's Toolbox; Moderately increases Toolbox sabotage speed.
- Brand New Part: Upgrades Worn-Out Tools into Engineer's Toolbox; same as current BNP.
Camping Aid Kit:
- Butterfly Tape: Upgrades Camping Aid Kit to First Aid Kit; Slightly increases Healing speed.
- Medical Scissors: Upgrades Camping Aid Kit to Emergency Med-Kit; Moderately increases Healing speed.
- Surgical Suture: Upgrades Camping Aid Kit to Ranger Med-Kit; Considerably increases Healing Skill-Check Trigger Odds; Moderately Increases Healing Speed; Grants 150% Bonus Bloodpoints Great Skill Check Score events when Healing.
- Zombie Themed Band-Aids: Upgrades Camping Aid Kit to All Hallows' Eve Lunchbox; Adds 8 charges to the Med-Kit.(New addon given during Blight Event to replace All Hallows' Eve Lunchboxes).
Broken Key(30 charges base; still doesn't open hatch):
- Weaved Ring: Upgrades Broken Key into Dull Key; Removes 29 seconds of use from the key.(Makes Broken Key more useful because Dull Key will now only have 1 second of use, only able to open hatch without other charge addons, which would do nothing because this would take up a spot).
- Milky Glass: Upgrades Broken Key into Skeleton Key; Removes 20 seconds of use from the key(same as above, except 10 charges instead of 1, allowing a bit more flexibility but not much).
Map(not sure if this is the right choice, but other than use addons, it would be redundant, so I chose this):
- Glass Bead: Upgrades Map to Rainbow Map; Unlocks the Map's ability to place a Light Beacon in the Trial Grounds that can be seen by all Survivors.
Flashlight(I suppose these would be the right choices as they're the ones typically used on those items, though the argument could be made for other addons to get these changes so that it's not the standard, but that'd be a nerf to flashlights and I'm not sure how I feel about that, being that they're the most useful but also very easy to run out of power with):
- Heavy Duty Battery: Upgrades Flashlight to Sport Flashlight; Adds 4 seconds of use to the Flashlight.
- Long-Life Battery: Upgrades Flashlight to Utility Flashlight; Adds 6 seconds of use to the Flashlight.
- Spooky Lens: Upgrades Flashlight to Will O' Wisp; Moderately Decreases Flashlight Battery Consumption rate(New addon made for Hallowed Blight Event to replace Will O' Wisp).
As for what would happen if you used multiple "upgrade" addons, the highest rarity item would be the result. In the case of Toolboxes, I'm not really sure how to go about that. Perhaps separate Repair Toolboxes and Sabotage Toolboxes into separate items? Either that or remove one from each tier, though I'm not sure about that idea.
Firecrackers: These would still be limited in number that you could get only from events.
Chests: You can still get items from chests, but they can only be used IN trials, as for the rarity, not sure how to go about this, unless we just make them always the lowest rarity, then make Ace In the Hole the only way to get better ones from chests. Either that, or they'll just have a chance to have the add on attached that increases the rarity. Perhaps just keeping them lowest rarity would be best though. It'd actually improve the use of Ace in the Hole/Plunderer's. As for if you leave through the gates with an item from a chest, it'd do nothing for you, except maybe if you had Ace in the Hole and got to keep the addons from the chest.
Plunderer's/Ace in the Hole may need some sort of buff since they'd essentially be weaker most likely. Perhaps Plunderer's being buffed to instead always make sure that it had a rarity increasing addon. Not sure, maybe someone else would have a better idea.
White Ward: Keep addons after the trial whether you live or die(This is to make it similar to Black Ward. Basically whatever add ons you brought in, you get to keep).
Comments
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I made similar post before, it got nowhere, but good luck
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Honestly didn't expect it to, tbh. People only care about nerfing the enemy side or buffing theirs from my experience.
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If there was a green key as a default item I probably wouldn't play killer anymore just because of the baits
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I think many people don't use keys, I don't, besides, if you're that insecure about a key you can always just dodge key lobbies. Besides think about people who have to deal with ebonies, those are far worse. They're not even that good for survivors tbh, because you already lost a lot of BP in a situation you're losing anyways. I've had maybe one game where I saw a key pop in my face as killer and I wasn't like "Keys should be nerfed/removed". They're basically just a bail out for if you're losing, it only gives you 7500 BP(I think, it says 2500 but I think the 5000 for escaping also counts).
Post edited by Atrushan88 on0