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Balance Suggestions (long)

The goal of this is to give ideas to behaviour in the hopes certain aspects get better over time. I wouldn't expect all of these things to be done at once, but rather to be tested to see if they like or dislike the idea based on data gathered. The values and percentages can easily be changed but the ideas behind them what matters.

Disconnecting survivors stay in the game for 10 seconds (if the killer is interacting with them it wont boot them until the killer stops the interaction - If they end up on their first hook they will remain there until unhooked or die) - So killers that need the hook for a stack or pop can get it.
Disconnecting players suffer a timeout penalty (this will increase on repeat offenders) Thinking starting at 5 minutes and increase from there.
Reasoning: Its unhealthy for people to be disconnecting with little to no penalty - it ruins everyone else in the games experience.

Generators wont have progress started for the first second they are being worked on. (this fixes the "Gen tapping" strategy)
Reasoning: While I know this is slower then just working through a generator - This feels like a cheap way to avoid perk(s).

Survivors that have been picked up cannot be dropped for 3 seconds after they are picked up. (This fixes the dribbling to deny DS)
Reasoning: Same as above gen tapping fix - I hope once an eventual decisive strike nerf comes into play this sort of thing wouldn't be needed.

Killers gain a bonus 500 bloodpoints post trial for each person they hook in a row that isn't the same as the previous person hooked - This bonus goes up by 500 each time you change whomever you hooked and gives it to first hook of the match. (500,1000,1500,2000, ect) as long as you dont hook the same person twice in a row - then it resets back.
Reasoning: Gives killers a nice boost to bloodpoints post trial for not tunneling.

Game status determines generator repair speed buff/de-buff
4 survivors not down on hook or dead -25% Change (about a hair under 107 seconds for one person to do a generator)
3 survivors not down on hook or dead 0% Change (80 seconds for one person to do a generator)
2 survivors not down on hook or dead +25% Change (64 seconds for one person to do a generator)
1 survivor not down on hook or dead +50% Change (a hair over 53 seconds for one person to do a generator)
Reasoning: The early game is the killer's weakest stage as the most pressure on generators can be done - This will open up more build paths for killer (ruin feels less needed) and if the killer is doing well gives the survivors better chances to get generators done. The penalty for four survivors up will be more seen at stronger ranks and less seen at weaker ranks since the stronger players tend to run the chase better then weaker ones.

End Game

When there is one survivor left the game goes onto a 5 minute countdown - If no generator is done or survivor escape, the game ends with the killer getting the final kill. (Any bloodpoints associated with that will be given)
The killer can close the hatch with an animation. To reopen the hatch the survivor can open with an action - This process takes 15 uninturrupted seconds. If the killer closed the hatch any key can instantly open the hatch (includes broken key).
The 5 minute timer is reset if a generator gets completed, In addition doing a generator reopens the hatch (It can still be re-closed by the killer)
If a gate is opened a five minute timer begins. If the survivors don't leave the killer gets kills for all players that didn't leave the trial. (Any bloodpoints associated with that will be given)
Reasoning: This will bring a conclusion to the game/ The hatch endgame currently leaves a standoff - This shouldnt exist. Both sides have the oppurtunity to win, but this makes the process much faster and more fair for both sides. As for gate being opened is to prevent people trolling killer by hiding after game should be over.

Camping

Reduce time on hooks back to 45 seconds per phase.
If the killer is within 32 meters AND not in a chase the timer only goes at half rate.
If the killer is still within 32 meters AND not in a chase after 30 seconds the timer stops until one of the two conditions are met.
This would not affect after 5 generators are powered. (Just 45 seconds per phase after 5 gens reguardless how close the killer is)
Reasoning: My end goal is to have killers being able to reliabally getting hits and downs, If you can accomplish this there should be no need for the killers to be camping pre endgame phase. (The end game killer is securing their kill) When a killer is camping and not actively chasing anyone the game breaks down to being a generator simulator and the killer just standing there.

Windows becoming broken

All windows will have their own seperate counter.
After any specific window is fast or medium speed vaulted within 32 meters of the killer it gets a counter. (This counter counts all survivors that use that window)
At 3 counters the window becomes broken (the entity will close it off for the remainder of the trial)
Broken windows affect ALL survivors.
Reasoning: This in the short or long term will put an end to infinites/near-infinites since a window that is forced to be used by the killer will eventually break. This will correct pretty much the god window problem we currently have. This also allows map designers to put in a god window possibly knowing it can only be used 3 times.

Bodyblocking

After pushing on another nonmoving survivor or killer for 5 seconds you gain 0 collision for 3 seconds.
Reasoning: Prevents bodyblocking in the basement, prevents bad teammates on survivor side from intentionally blocking a teammate from leaving an enclosed area.

Lobby

After the killer has started a lobby the game checks every 30 seconds to see if the lobby is filled. If not it expands the range of the search.
Thinking like initially plus or minus 2 ranks of you currently, every 30 seconds without lobby being filled it increases it by 1 both ways - This should ensure a filled lobby within a reasonable amount of time.
Survivors need to lock in ready 30 seconds prior to the game starting (at the 30 second mark instead of the 5 second mark) - This gives killers ample time to prepare for the trial and to prevent the last second switching.
The killer will not be able to ready up until the 30 second mark - If all of the survivors click ready prior to the 30 second mark it will kick it down to the 30 second mark.
Reasoning: Even if a killer or survivor is way above or below a killer in certain rank, you want games to start in a reasonable time. As for the early lock-in is to prevent last second switches to deny the killer proper time to re-think perks/equip franklin's if desired.

Killer Changes

Offerings aren't even shown on the loading screen to the other side
Reasoning: Survivors shouldn't know if a mori or some other offering is coming for a specific reason.

After hooking a player the killer gains a 10% movespeed buff for 5 seconds. If you use your power during this time this bonus is lost.
Reasoning: This helps some of the slower killers (non hillbilly/nurse) be able to get to certain points on the map/ move on to the next hunt.

Wraith - Passive ability Wailing bell - When out of a chase for at least 5 seconds, the wraith dings his bell and goes into stealth (same properties as current)
When using shockwave or giving the attack command he dings the bell to come out. (shockwave will still shoot it, just will reveal you after the shockwave is fired) - As for attack hold down attack button to ding bell to come out (addons will work the same as well)
Power Shockwave - After charging up for a little time the wraith hits the bell hard emmiting a shockwave, if it hits the survivor it will knock them back a few meters, if they collide into an object due to this they become stunned for a couple of seconds
This ability has a 20 second cooldown.
Reasoning: His invisibility will never be a strong chase skill/ barring you end up doing something insane with it that makes it unfair. This allows wraith to keep identiy of being the invisible killer while giving him much needed ability to aid in his chase.

Trapper - Honing stone should NOT show his traps are under that effect until after the first time you are downed due to its effect.
Survivors stepping on a bear trap suffer a 2% run speed decrease, this will not stack.
When all of trappers traps are used his power becomes tripwire trap. Allows him to place a small trap that if a survivor runs through it they are knocked down momentarily and slowed a little getting back up. (20 second cooldown). This trap has fast setting (1.5 second) and disarm time of 1 second.
Reasoning: Honing stone telling them not to try and free themself kind of defeats the purpose of it. The secondary ability can help shore up some problem areas/possibly help some midchase on a loop.

Nurse - Reduce scratch mark time to 5 visable seconds. Possible additional fog (similar
Reasoning: Gives more counterplay to lose a nurse / opens up more perks/ways to lose her (lightweight)

Hag - All traps within 10 meters of a hooked person are destroyed.
You start the game with one extra dull totem, and they are all lit (if you are running a hex perk you will know what is the real one).
Reasoning: First one reminds me of the days where trapper put traps at the feet of a hooked person. Combined with make your choice usually being hooked once means death/just snowballs with the team since they cant get far enough away from the hook prior to hag returning. For the bonus dull totem/ all totems being lit be more her theme/nice little buff-gives her some trickery method by trapping a dull totem and pretending its a real one.

Pig - Crouch speed buffed to 100% movespeed
Timer automatically starts when not downed or off hook. (If this proves to be problematic adjust the timer accordingly)
Fix the noise bug where you can hear the pig going into her stealth mode (should get quiet when goes into that stance not like 3 seconds later)
Crouch attack makes no noise for the first 2.5 seconds. (of the attack)
Remove ruleset no. 2 addon and add a better pig addon.
Failing a skillcheck from a box will result in an injury if you aren't already injured.
When a player when removes a reverse bear trap will result in an injury if they weren't already injured.
Reasoning: Currently her stealth attack fails due to large notification - This attack shouldn't give a notification(or one that early) that is on the survivors to be aware of their surrondings. As for the box/reverse bear trap buffs is to force the issue of pressure they should put on a survivor.

Doctor - Moving somone up a tier of madness exhausts them for 5 seconds (or adds 5 seconds to the timer)
Give his base shock range a buff - Then nerf the add-ons so those values afterwards keep the same as current.
Add a new pink add-on Irridesent Queen. It allows you to one hit down somone in madness 3. But now cleansing out of madness 3 sets you back to madness 1.
Survivors in Tier 3 of madness are exhausted.
Survivors in Tier 2 of madness and higher see all totems as lit.
Survivors in Tier 2 of madness and higher will periodically see generators that aren't really there until they get close. (kinda of like fake pallet mechanic)
Survivors in Tier 2 of madness and higher will periodically see fake hatches that arent really there until they get close. (only appears if they hatch would spawn)
Reasoning: Without addons his shock attack is so small you would probably have hit with with your weapon had you lunged. Irridesent Queen gives a strong pink worthy add-on to doctor. Others are just small buffs/annoyances of being in madness.

Freddy - Targeting a window with your power will close window for 15 seconds. Only 1 window can be closed using this power at a time. (30 second cooldown for window closing)
Reasoning: This gives him a nice chase tool, and allows you to shut off escape paths before the survivor can use them.

Cannibal - Change the charge up speed of chainsaw to 100% (up from 88.5%)
Reasoning: Part of the difficulty with leatherface at the moment is the fact you have to be VERY close to use his chainsaw due to lost speed revving it up, this would correct that problem.

Huntress - Being within the huntress singing radius (45 meters i believe) survivors will be under effect of huntress lulliby 3 - If she is already running that perk the penalties for missing skillcheck are added.
Reasoning: More of theme of character. Nice little buff

The Shape - Stalks his obsession 10% faster. There will always be an obsession.
Reasoning: More of theme of character. Nice little buff

The Clown - Bottles that hit a survivor slow an additional 2.5%. This bonus will not apply to redhead's pinky finger.
Reasoning: Gives a small bonus to good aim.

Essence

All Killer Add-ons are instead converted into essences of 5 types
Essences are shared among ALL killers

Brown - Allows use of any brown addon
Yellow - Allows use of any yellow addon
Green - Allows use of any green addon
Purple - Allows use of any purple addon
Pink - Allows use of any pink addon

When you prestigue the essences are not lost. When in load out you pick the 2 add-ons you want and the currency is deducted from the total that you have.
Reasoning: Makes it MUCH easier to manage your addons playing as killer and it feels much less bad if certain addons become nerfed or buffed (but you didn't get many of newly buffed one)

Quality of life changes

Have each action done to completion grant some survival points in addition to it's regular points (like 50-300 depending on the action) - This is to help get somone up to 8000 if they escape and did other things. Below would be some examples.

Team does a generator - 100 survival points to everyone alive on the team, if you helped complete it an additional 100 survival points.
Cleanse Dull totem - 50 survival points.
Cleanse Lit totem - 100 survival points.
Loot Chest - 50 survival points.
Disarm Trap - 50 survival points.
Sabotage hook - 50 survival points.
Flashlight blind (without save) - 50 survival points.
Heal teammate - 100 survival points.
Safe unhook - 300 survival points.
Escape killer - 200 survival points.
Flashlight or pallet save - 300 survival points.

Reasoning: Allows it to be much easier to hit 8000 at end of trial if you escape, and if you don't you will get some credit for the things you did during trial in this category.

Have multiple saved builds for all killers and survivors. (Perk loadout and Addons/Items/Skin used)
Reasoning: Quality of life change

Higher blood shard experiance gains post trial per what rank you are.
Reasoning: This is to encorage everyone to play to their potential, rather then purposely re-ranking to trash newer killers/survivors or to get quicker games.

Grouped players stay in party after match or if killer leaves lobby. A player must click a button to leave the group - The group leader can boot a player if they go afk.
Reasoning: Quality of life

Perk Rework

All killers gain the artifically 25% bonus bloodpoints after the trial for each different person they hooked during the trial up to 100%.
Reasoning: Ideally I would like to see all perks both killer and survivor viable choices and desireable, with BBQ and Chili currently as is I feel punished for not running it since costs 20,000+ Bloodpoints per trial it not being run. By Artifically giving it to all killers you help newer players build up bloodpoints and in addition you allow for most perk build paths for killers that might not need the aura reading BBQ has to offer.

Bamboozle - Have it not give off the sound given that the window has been closed.
Reasoning: Helps a bit catch people who don't notice you closed it off

BBQ and Chili - Remove the bloodpoint gains from this perk.
Reasoning: Given naturally to all killers from above suggestion - People taking this perk is due to them actually wanting the aura reading and not the bonus bloodpoints.

Bloodhound - In addition you gain 1/2/3% more movespeed while walking a trail with blood on it.
Reasoning: Bonus utility on second half of a chase helps this out a bit. Currently tracking is an area most killers excel at.

Blood Warden - For each additional person hooked while blood warden is active, blood warden gains 30 seconds added.
Reasoning: Allows for potentially a snowball end of game/ though survivors can either choose to a) leave early if they are afraid of this perk, and b) not open the gate until the person being hooked is. Either way this change might allow more potential.

Hangman's Trick - In addition 1/2/3 additional hooks spawn.
Reasoning: Small buff - current one still feels a little lackluster

All hex perks now will have a smaller effect if the totem becomes destroyed. Ultimately the biggest flaw to the hex totems is you lose too much when they are destroyed.

Hex: Devour Hope - While totem up - All effects from current perk
While totem broke - You still gain tokens as normal from this perk. At 4 or more tokens the next hit will down the player and consume 4 tokens.
Reasoning: This will probably net you one or 2 additional 1 hit downs (if that) once the totem is broken. Currently is too much of a risk to doing nothing.

Hex: Huntress Lullaby - While totem up - Now only needs 3 hooks to give no skill check warning.
While totem up or broke - Failed skillchecks regress an additional 4/5/6%
Reasoning: This perk is just in general much weaker then Hex:ruin - By lowering the number of hooks to 3 AND allowing the regression benefit even if the totem is down gives this some more utility then currently.

Hex: No one escapes death - While totem up - All effects from current perk
While totem broken - You keep speed bonus from this perk (This effect won't be in play until all 5 generators are done even if all dull totems destroyed early) - If all five totems are destroyed early this will come into play after the fifth generator is completed.

Hex: The Third Seal - While totem up - All effects from current perk
When totem is broke - Your hits blind for 60 seconds.
Reasoning: Some help when totem is broke.

Hex: Thrill of the hunt - Change to having thrill of the hunt read- You gain an additional 1/2/3 dull totems. All your totems are lit thoughout the trial. The first totem broken is always Hex: Thrill of the hunt. (Note you wont get notification or bonus bloodpoints or the slower cleanse time)
Reasoning: The current one while helps protect your totems/ more often then not splits the killer up barring both totems are close to defend RNG heavy if its to work. The new one would force a large amount of time lost, but dosen't give you the notification to protect as before. Some of that utility is returned as this will be the first hex destroyed.

Hex: Ruin - While totem up - Non great skillchecks cause a regression of 5% on the generator 2/3/4 survivors.
When totem up or broke - Non great skillchecks cause generator to stop progress for 3 seconds.
Reasoning: This allows some slowdown once the totem is broke.

Insidious - Change to - After standing still for 2 seconds your terror radius becomes 0 and your red stain is removed. You can move around freely, this effect lasts until you take an offensive action or use your ability (this will give a 1 second warning time). -25/-20/-15% movespeed while in insidious form.
Reasoning: The current version just encorages camping/ something to be honest neither side should like, This version will make the killer play closer to the pig playstyle.

Monstrous Shrine - In addition at rank 3 both basements spawn (if there is two places for a basement to spawn in the map).
Reasoning: Current Monstrous shrine simply dosen't do enough, By adding the second basement on maps that can have two this gives you more oppurtunities to get survivors into the basement and get the usefulness of this perk.

Pop goes the weasel - You can use this skill at the start of the game - when you kick a generator it goes onto a 150 second cooldown. This cooldown is reset when you hook somone. (helps slower killers or if situation presents itself perk feels less wasted then)
Reasoning: Allows killers that aren't as fast to be more selective as to what generator they want to regress. An additional kick at the start of the game also helps a little bit.

Spies from the shadows - You get a visual cue from crows 75% of the time from a 32/36/40 meter radius. In addition 100% more crows spawn. You cannot disturb the crows anymore. (Weather or not you step on them)
Reasoning: This perk at the moment I feel is outclassed by whispers. By adding crows you will get more oppurtunities to get notifications. Remember if this perk would be too good, perks like calm spirit and urban evasion (or simply being more careful) still counters it.

Surveillance - For the last 1/2/3 generators kicked the aura is shown as white. If a survivor starts to work on that generator you get a notification. The Generator regresses 100% faster. Lasts 60/90/120 seconds.
Reasoning: Current Surveillance dosent last long enough, and dosen't currently have a big enough impact to matter or use.

Territorial Imperative - Cooldown is separate for each individual survivor. In addition survivors opening chests/cleansing totem/sabotage hook aura is revealed to you in a 20/24/28 meter radius sharing the same cooldown.
Reasoning: Gives a little more utility to this perk to near survivors messing with killers belongings.

Thanataphobia - Dead and DC survivors count again.
Reasoning: The current ones penalties are simply too low to be that big of a consequence.

Unrelenting - In addition you can lunge for an additional 0.2 seconds
Reasoning: Current unrelenting simply dosen't do enough, this allows you to possibly to snag a few extra hits due to increased lunge range.

Whispers - Change the ranks to be 40/36/32 meters.
Reasoning: Currently rank 1 and 2 of this perk is too large to be of value. This might remidy the lower tiers of this perk.

Beast of prey - In addition you gain bloodlust and higher tiers of bloodlust 1/2/3 seconds faster.
Reasoning: This allows the perk to trigger more often and give more utility to it.

Fire Up - Whenever a generator is completed gain 4/5/6% action speed.
Reasoning: The current fire up values are simply too low to matter enough, By the end game remember there isnt too many things to use with fire up anymore anyways.

Survivor Perks

All survivors artificially get 25% bonus bloodpoints after the trial for each person they rescue from the hook without them going back down in 10 seconds. Also protection bonuses give you a stack. Stacks up to 4 times.
Reasoning: Similar to BBQ and chili I removed bloodpoints from we're gonna live forever, Opens up some perk builds. In addition I added the unsafe save to not give a stack to prevent abuse.

Autodidact - Change this perk to only allowing 3 tokens. Rank 1 +15% per token / Rank 2 +20% per token / Rank 3 +25% per token
Reasoning: After the post PTB nerf, this perk takes too long to get rolling and the benefit dosent match the amount of time to get it going. This keeps the values to be the same but cuts down on time to get full benefit.

Boil Over - In addition you struggle 0/5/10% faster. This struggle bonus is lost if you wiggle free.
Reasoning: The current perk simply dosen't do enough to justify a slot.

Calm Spirit - In addition the camera wont flick to a hag trap going off.
Reasoning: The buff helped calm spirit, though feels still a little on the weaker side, this would help a little.

Decisive Strike - Need to be in killers terror radius for 120/100/80 seconds while not in a chase before this perk becomes active. Skillcheck is always at the start of the pickup. You only ever get one use of this perk (weather or not you land the skillcheck)
Reasoning: The amount of time lost to get this perk into use should help balance it out a little for the killer. I liked the deliverence method of doing something to then later gain the reward.

Deja Vu - You always see 4/6/8 generators auras. At rank 3 an 8th generator is spawned (There will never be more then 8) - Auras shown will be added to the map.
Reasoning: While the buff given was nice - It still suffers from being unable to do anything if the killer decides to defend a 3 generator strategy(all game), this version would fix that problem while helping newer players locate the generators.

Hope - In addition whenever a generator is completed you gain 3% movespeed for 5 seconds.
Reasoning - This may or may not help a little in a chase early game/get to next generator a little faster.

Lithe - Change to anytime you fast or medium speed vaulted within 32 meters of the killer it triggers while not exhausted.
Reasoning - I think currently looks to see if you are in a chase for this to trigger, sometimes the chase trigger is wonky and it won't go off - This corrects this problem.

No Mither - Take out the injured music.
Reasoning - Quality of life

No One Left Behind - Change to read - When unhooking or being unhooked, the killer isn't notified for 3/4/5 seconds. The status bar at the bottom left for the killer wont update after an unhook for 3,4,5 seconds. (hook will look occupied for the 3,4,5 seconds from afar)
Reasoning: The current perk is too infrequent/not very useful at all - This version gives it a lot of utility.

Open Handed - In addition buffs ranges to aura giving perks for everyone (Leader,Streetwise,ect.) This bonus will only apply once if more then one player is running Open handed.
Reasoning: Gives this perk a little more help - Currently feels a little underwhelming.

Premonition - All levels at 40 meters - 60/45/30 second cooldown.
Reasoning: Small buff to this perk.

Prove Thyself - Gain a permanant bonus to repair,healing,sabotaging,cleansing,opening gates, for each reunited bonus you score. 1.5/2/2.5% per bonus.
Reasoning: The current Prove Thyself is simply outclassed by Leader in every way - This one can be useful if by yourself after meeting up with teammates.

Sabetour - In addition you cleanse totems 5/10/15% faster. You can also break hags traps (croutch to it then maybe a 5 second disable time).
Reasoning: While I hate this perk, it did in the early days of this game give an additional objective (slow the game down). At this point there is enough counters to sabetour and if players are more encoraged to run this perk you would see longer trials.

Slippery Meat - Change to In addition you can attempt to free yourself during the struggle phase. For each phase gain 0/1/2 additional unhook chances. (The game will auto struggle for you if you are in struggle phase)
Reasoning: Current perk simply dosen't do enough. This would help some. Note this will pair well with deliverance.

Sprint Burst - Lower bonus movespeed time to 2.5 seconds.
Reasoning: Small nerf to time this perk lasts might help bring it in line with other exhaustion perks.

Left Behind - Change perk to - For each person killed or sacrificed or dies in the trial gain 7/8/9% bonus to repair,healing,sabotaging,cleansing,opening gates, and searching.
Reasoning: The current one has the major issue of being useless way too often. This gives it much more use more often.

Lightweight - In addition your running and breathing sounds are 20/35/50% quieter.
Reasoning: Small buff to perk for people that want to be stealthy/lose chase.

Quick and Quiet - In addition your walking speed is increased by 10/20/30%
Reasoning: Gives a little more utility to this perk.

Technician - In addition 20/25/30% of your work done on generators cannot be regressed.
Reasoning: Gives additional utility to this perk, Helps vs killers that like to kick generators a lot.

This is not happening - Great skillcheck zones while injured increased 50/75/100%, the additional zone is taken from the good skillcheck zone. (it wont make the total zone larger)
Reasoning: Currently the bonus simply isnt enough to justify its use - This would make it much more noticable to land the great skillchecks.

Vigil - In addition the mangled status only affects you or those in your range for 10%.
Reasoning: Since the exhaustion nerf this perk has lost some of its luster, This buff will help if the killer is running mangled of some sort.

Wake Up - Opens doors 15/20/25% faster. In addition you will see if an ally is opening a door from 36/72/infinite range.
Reasoning: The current one bonus isnt large enough to justify a perk slot, You being able to know what door is being worked on helps as well.

We're gonna live forever - Change to - Whenever you are on the hook your progression slows by 5/10/15%. This is doubled whenever the killer is within 32 meters of you.
Reasoning: Since I moved the bloodpoints into the survivor base kit - This would be an anti camping perk.

Survivor Passives

The goal of survivor passives is to feed into the lore and what each survivor brings to the table. This hopefully opens up new builds and playstyles for that survivor.

Survivor passive would only be in play if you don't share the same survivor as a teammate.
Reasoning : This is in event one or two survivors have passives a little better then the rest they wont get spammed (since only one person can use a specific survivor for the passive bonus) - Also should cut down on teams of everyone being the same person making it very confusing. This also allows quests to feed into the characters theme more (for example with Adam Francis buff a teammate 15 times - Somthing along those lines)

Dwight - You enter and exit lockers without making noise.

Meg - You recover from exhaustion 15% faster.

Claudette - You heal others 15% faster.

Jake - You break totems/hooks 15% faster. Tool box efficiency on hooks 15% better.

Nea - Item consumption rate reduced by 10% except toolbox.

Bill - You unhook 25% faster.

David King - When healing or unhooking an ally you cannot be pulled off, if you are hit you will continue the healing/unhook animation. If this would put you into dying state on unhook the unhook completes then you go into dying state. If you would have been pulled off, instead it happens after the unhook.

Laurie - You are more likely to be the obsession. The killer cannot read your aura within 20 meters.

Ace - You get 5% increased luck.

Feng Min - 20% of work you do on a generator cannot be regressed.

Quinton - Your med-kit efficiancy and speed are increased by 15%.

Detective Tapp - Landing a great skillcheck gives an additional 1.5% towards progress.

Kate Denson - Scratchmarks dissapear 1 second sooner.

Adam Francis - Perks that affect teamates by a range is increased by 8 meters. (Leader,Streetwise,ect.)

Item Changes

Map - You always see what has been tracked by the map - For add-ons that leave the beam of light or show allies the map as well use a charge system (like 5 uses or something - On the thing that shows allies will show for 5 seconds)
Reasoning: I believe this item was intended for newer players - But this change does give you information throughout the trial without fear of burning it.

Sceptic Agent - Change to allowing an unhook option to unhook the person to full health, consumes the medkit and addons on use.
Reasoning: The instant heal addons in general I feel are problematic (even though I don't see them too often) - This change helps vs killers that are a little close to hook/you lack time to heal them properly.

Anti-Hemorrhagic Syringe - Change to allowing you to use the med-kit while running - Getting downed, miss a skill check, or healing one health state consumes this addon and med-kit. Other option with this is to unhook the person to full health, consumes the medkit and addons on use.
Reasoning: The current one to heal to full instantly is too powerful, This version still would require a bit of skill evading the killer as you are using it to heal yourself/ quick heal while unhooking.