Would you change any items? If so, how?
I very rarely use items these days and as such doing the blood web feels a bit pointless - I only really bother with it to level up my perks when I move to a new survivor for an aesthetic change so I think items could potentially do with a shake up. Items can also extend to in game mechanics/offerings for the purpose of the discussion.
Item / Change / Rationale
Green Key / Remove it completely from the game / Its effects can be gained with other keys which can also open the hatch. You need to plan to bring it to a trial with an add on for any real use - even if you do, other keys are more useful. Given the nerf to the hatch it would be more beneficial to be able to find more pink/purple keys in match - I only ever seem to come across green ones in chests and they're pointless. I feel like Green keys were a bit of a troll when the hatch spawned earlier - now its end game only I feel they need to be renewed.
Flash light / One use guaranteed stun after which it's power is depleted - multi use for things like blinding zombies and burning hag traps / Even with the most recent buff I can never manage to blind a killer. This seems to be far harder on console than PC where aiming the flashlight at the 'sweet spot' takes to long. Using the mouse, from memory, is more like aiming the flashlight directly. This way, you would be guaranteed a stun/save but the power would be depleted on use so survivors can't use it to grief killers.
Map offerings / Guarantee you DO NOT go to a realm / Lots of people seem to despise map offerings. I get it. There are so many map offerings I don't use; MacMillan Estate, Gas Haven (because you get sent there so often why bother?) and now the Borgo/Garden of Joy etc. I'd much rather be able to discount specific realms rather than use the offering which rejects all location based offerings.
Killer Hexes / Able to re-hex - but must spend a similar amount of time as blessing as a survivor / It seems imbalanced that survivors can re-bless totems indefinitely but killers get a one time use. If killers are willing to dedicate the time to re-blessing their Ruin hex I think they should be allowed to.
Tool Kits / Do not increase repair speed, but rather lock-in repair amount / With the increase in gen regression perks in the killer meta now I don't really feel it's worth using the tool kits to repair anymore. I know there was an issue with gen rushing previously and I don't want that to return - but I feel the tool kits being able to make gens not regress past the point it ran out would be a good change to shake up the experience.
There were some other changes, but I forget them at the moment. I'd be interested to hear your opinions.
Comments
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Toolboxes and medkits (and their add-ons) shouldn't have ludicrous speed bonuses. It should be, at most, about 8-10% speed increase, but with significantly more charges. I like the 'lock in' gen progress idea, which would be a better use for BNP than the current design.
Hard disagree with hexes though. You're basically giving infinite undying base kit with no other changes (actually, pretty sure undying used to work like this and was changed for good reason). Having to break devour hope 5 times, for one perk slot, would be beyond broken. Unless you're saying that hexes also only apply to a 24m radius of the hex totem, and are no longer map wide. Then... maybe slightly better, but hexes become even more useless.
If I were to do anything with hexes, it would be that booning over a hex only disables the hex until the boon is snuffed, but the hex can't be moved. That at least gives some counter play where survivors can choose to boon over a hex if the totem is in a good spot, but if it gets snuffed, the hex comes back. Breaking that totem gets rid of the hex permanently, but they lose it as a potential boon spot. There's some decision making there and counter play that doesn't exist right now. You just boon over it every time for a few extra seconds spent.
I can't even think of a good use of green keys to rework them, at least not that keeps in the spirit of how the other keys work. Literally a worthless item.
The idea of map offerings taking you to a specific realm is fine, imo, but their overuse is a problem. You could make it so that any time a map offering is successful, a random player on the team that didn't use that offering gets a sacrificial ward at the end of the trial. So if a survivor's offering is successful, the killer gets a sac ward so their next match is randomized instead. If the killer offering is picked, a random survivor gets one at the end. At most, only one ward can be given out per game, and it isn't given out at all if survivors and the killer both choose the same realm.
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Your point about Undying is quite valid, I didn't think of that. Perhaps they could make it so Hexes have a period of protection then i.e. not able to cleanse for 1/2 minutes at the beginning of each match. I'm just conscious I see a lot of killers who don't feel they get benefit from bringing hexes any more.
To be fair, I still see plenty of hex use when I'm in match as a survivor, so perhaps it's not that big of a deal.
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Biggest outlier are medkits followed by toolboxes. Medkits have been way overtuned for a very long time. With how fast gens are toolboxes shouldn’t stack with other gen speed up perks.
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I think my suggestion to have tool boxes lock in repair rather than speed it up would be a fair counter to this. Boxes could still get to the same point on the progress they do now, but not in terms of speeding it up: just % of repair locked in.
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