How AI Would Balance Some Killer (ngl Id like to see some of these changes come to the game)
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(Trapper)
- -Trap Retrieval: Enable Trapper to retrieve his set traps from a distance, giving him more flexibility and reducing the time spent traveling to distant traps. (this alone would be so nice)
- Trap Effectiveness: When a survivor is caught in a trap, they could suffer from the Hindered status effect for a short duration after freeing themselves, slowing their movement and making it easier for Trapper to capitalize on his traps.
- Predictable Trap Escapes: Remove RNG from trap escapes. Set a fixed amount of time for survivors to escape traps, ensuring it’s long enough for Trapper to reach them if he’s nearby.
- Honing Stone Base Kit: Replace the Trapper’s base kit with Honing Stone, which darkens traps and makes them harder to spot for survivors. (this would be SO nice)
- Trap Aura Reading: When a survivor disarms a trap, reveal their aura to Trapper for a short duration, aiding in tracking.
- Trap Sabotage Counterplay: Introduce an add-on that prevents survivors from sabotaging traps within a certain radius of Trapper. (this would be a dope addon)
- Trap-Blocking Windows/Doors: Allow Trapper to temporarily block windows or doors using his traps, disrupting survivor escape routes. (this would be kinda cool ngl would make his jungle gym game heat)
(Wraith)
- Permanent Green Windstorm: Make the green Windstorm add-on permanent, allowing the Wraith to move faster while cloaked.
- Permanent Bone Clapper: Extend the effects of the Bone Clapper add-on to the base kit, making it easier for the Wraith to surprise survivors. (this one would be very nice to have)
- Cloak-Blocking Windows/Doors: Allow the Wraith to temporarily block windows or doors while cloaked, disrupting survivor escape routes.
- Cloak-Induced Fear: When the Wraith uncloaks near survivors, increase their fear levels, affecting their skill checks and actions.
- Cloak-Enhanced Mind Games: Encourage mind games by allowing the Wraith to quickly switch between cloak and uncloak states during chases.]
(Hill Billy)
- Chainsaw Sprint Enhancements: Mind Game Potential: Allow the Hillbilly to cancel his chainsaw sprint mid-charge, creating mind games by faking out survivors. (this would be really cool)
(Nurse)
- Blink Range Adjustment: Slightly reduce the maximum blink range to make her power less oppressive at long distances.
- Increase the recharge time for blinks, especially at higher tiers (green and purple add-ons).
- Base Blink Attack Reward: Keep her first blink attack as a base attack, rewarding precise blinks with the proc of exposed or other base attack-dependent perks.
- Add a subtle indicator for survivors when the Nurse is charging a blink, promoting mind games and counterplay.
(Myers)
Evil Within Speed Boost:
As each tier of Evil Within progresses, Myers gains increased speed when breaking walls, pallets, and damaging generators (similar to the killer perk Brutal Strength).
Tier 1 Evil Within Buff: Myers Tier 1 now has the Mirror Shard addon effect by default, revealing survivor auras when stalking, Slightly increased lunge for Tier 1, Movement speed increased to 110% (excluding Scratched Mirror addon).Pallet Stun Reduction: Myers gains a pallet stun duration reduction as each tier progresses (similar to the killer perk Enduring). (could make it a addon but it reduces tier 3 by like 50%)
Tier 2 Evil Within Buff
Myers in Tier 2:
Pallet stun duration reduction (+20%).
Faster pallet breaking, breakable wall destruction, and generator damage (+10%).
Tier 3 Evil Within Buff:Myers can manually pop Tier 3 whenever he wants (similar to the Oni’s power).
No aura reading ability in Tier 3.
Faster pallet breaking, breakable wall destruction, and generator damage (+20%).
Increased pallet stun duration reduction (+35%).
(I think being able to pop T3 like oni would be cool ngl)
(Hag)
Trap Teleport Range: Slightly increase the teleport range for The Hag when using her traps, making her more versatile across maps.
Trap Placement Flexibility: Allow The Hag to place traps on uneven terrain (e.g., hills, slopes) without restrictions.
(Doctor)
Alternate Madness Effects: Introduce new effects at different Madness levels to diversify gameplay.
Entity Blockers: Experiment with entity blockers that appear at higher Madness levels.
(Huntress)
Exhausting Effort: Implement a stamina mechanic where consecutive hatchet throws without rest become progressively slower.
Hatchet Wear: After a certain number of throws, hatchets become less effective, requiring The Huntress to visit a locker to ‘sharpen’ them. (maybe after enough injures they start to just apply deep wound until you sharpen them?)
Eagle-Eyed Precision: reduce the hitbox size of thrown hatchets slightly, allowing for more trickshots
(Id be down for this would make needle shots even more of a skill shot)
(Bubba)
Sawyer’s Sprint: After a successful chainsaw hit, The Cannibal gains a temporary burst of speed, allowing for quick repositioning. (this would be nice but I also see how it could be easily abused against people who got unhooked)
Gruesome Gourmet: Each time The Cannibal hooks a survivor, he gains a token that slightly reduces the chainsaw charge time. (this would be a great iri addon)
Frenzied Focus: The Cannibal’s chainsaw revving time decreases with each consecutive hit, resetting on a miss.
(FREDDY)
Dream Weaver: Freddy can cast a web of dream snares that connect to each other, creating a maze that slows survivors down more the longer they are in it.
Deep Slumber: Survivors take longer to wake up from the Dream World the more times they’ve been put to sleep.
Dreamscape Mastery: Freddy can manipulate the Dream World’s environment, altering loops and vault locations.
(This would be fire)
Eternal Night: The longer a survivor stays in the Dream World, the darker their vision becomes.
(This too)
Oneiric Strength: Freddy’s attacks deal more damage to survivors who have been in the Dream World for an extended period.
Dream Prowess: Freddy gains increased movement speed when moving towards survivors in the Dream World.
Dream Transition: Freddy can choose to bring all survivors into the Dream World at once, with a long cooldown.
(would be a cool iri addon)
Night Terrors: Survivors in the Dream World have a chance to scream randomly, revealing their location.
Dreamscape Shift: The layout of the map subtly changes for survivors in the Dream World.
Nightmarish Recovery: Freddy recovers faster from stuns in the Dream World.
Dream Sentry: Freddy can mark a generator, becoming alerted when a survivor interacts with it.
Dream Snare Synergy: Dream Snares have increased effects when placed near each other.
Oneiric Empowerment: Freddy gains a token for each survivor in the Dream World, enhancing his abilities.
Sleep Cycle: Freddy can choose to end the Dream World for all survivors, gaining a temporary boost to speed and action times. (this would be really cool to honestly)
(PIG BABY)
Jigsaw’s Influence: The Pig starts with an extra trap and gains another after each successful hook.
Psychological Warfare: Survivors with an active trap see false auras of Jigsaw Boxes.
Master of Puppets: The Pig can remotely activate one trap per match, starting its timer immediately.
(This would be a INSANE iri addon)
Trap Efficiency: The Pig can reset traps from fallen survivors for reuse.
(so Im guessing pick a trap up from someone who died (thats cool))
Disorientation: Survivors with an active trap see all other survivors as The Pig for a short duration.
(This would be awesome)
Paranoia: Survivors with an active trap hear random terror radius music, causing confusion.
Fatigue: Survivors with an active trap have reduced action speeds due to exhaustion.
Hallucination: Survivors with an active trap occasionally see fake exit gates and hatch locations.
(Clown)
Gas Trap: The Clown can set gas traps that activate when survivors pass by.
Dizzying Laughter: Survivors hit by the gas laugh uncontrollably, revealing their location.
Hallucinogenic Mix: Survivors affected by the gas see false auras of The Clown.
Carnival Tricks: The Clown can throw bottles that bounce off surfaces, creating unpredictable gas clouds.
(this would be fun)
Perfumed Gas: The Clown’s gas masks his presence, making him undetectable.
(would be good in loops)
Bottle Barrage: The Clown carries more bottles and can throw them in quick succession.
Jester’s Advantage: The Clown gains a speed boost after hitting a survivor with a bottle.
Limited Supply: The Clown starts with fewer bottles and must find additional ones around the map.
Fragile Glass: Bottles can break in The Clown’s inventory if he’s stunned.
Erratic Effects: The gas sometimes has random, less harmful effects on survivors.
Emerald Elixir: The Clown can replace one type of gas with another bottle with unique effects, such as one that causes confusion, one that induces fear (causing survivors to see The Entity randomly), and one that creates a smokescreen, allowing The Clown to hide his approach or retreat.
(addons that change how his bottles work would be sick)
(Spirit)
Phantom Grasp: The Spirit can briefly interact with the environment during phasing to mislead survivors.
(imagine phasing, hoping over a vault and unphasing and your just staring at a meg lol)
Yamaoka’s Legacy: The Spirit can see survivors’ auras for a brief moment when they disturb crows while she’s phasing.
Ethereal Passage: The Spirit can pass through walls during her phase walk once per activation.
(this would be wild)
Yamaoka’s Intuition: The Spirit can mark a survivor, making them more audible during her next phase walk.
Spiritual Focus: The Spirit can charge her phase walk faster after breaking a pallet or damaging a generator.
(Legion)
Adrenaline Rush: The Legion’s Feral Frenzy cooldown is reduced for by 1 second for each hook state.
Overexertion: The Legion’s terror radius is increased for a short time after Feral Frenzy ends.
Hemorrhage Overload: When a survivor is hit with Feral Frenzy, they suffer from the Deep Wound status effect. The bleed-out timer is replaced with a new mechanic where survivors must complete a series of difficult skill checks to stabilize themselves. If they fail a skill check, the stabilization progress regresses significantly. Survivors can still be mended by others, but the mending action also requires skill checks
(Plague)
Infectious Fervor: Gain a speed boost when a survivor becomes fully infected.
Devotion’s Reward: Each time a survivor cleanses, gain a token that increases Vile Purge’s effectiveness.
(could take away tokens on a down)
Corrupted Ground: Generators regress after being worked on by a infected survivor.
Cleansing Relief: Survivors gain a speed boost after cleansing.
Fragile Pools: pools of devotion have limited uses and will break once used more then 3 times
(would make survivors need to be carful about purges, but also it would remove her damage ability which would be a interesting trade off)
Infectious Exhaustion: The Plague moves slower when carrying an infected survivor
(Ghost Face)
Rapid Recovery: Decrease the cooldown of Night Shroud after being revealed.
Shadow Step: Allow Ghost Face to move faster when not in a survivor’s line of sight.
Stalker’s Reward: Each time a survivor is marked, reduce the cooldown of Night Shroud by 2 seconds
Ghostly Agility: Increase vault speed during Night Shroud.
Mirror Image: Ghost Face can create a stationary clone that appears to be stalking, drawing survivors’ attention.
(Demogorgon)
Abyssal Resilience: The Demogorgon’s portals cannot be destroyed by survivors.
(This is a Iri addon I think would be very much needed)
Predatory Leap: Increase the range and speed of the Shred attack.
Dimensional Echo: After using a portal, leave behind an afterimage that confuses survivors.
Terrifying Roar: Emit a roar when downing a survivor, causing all survivors to scream and reveal their locations.
Abyssal Ambush: Can perform a quick lunge attack immediately after emerging from a portal.
Otherworldly Tenacity: Breaking pallets and walls with Shred is faster.
Shred Overhaul: Shred now has multiple charges, allowing for consecutive lunges.
(could make the recovery time longer)
Hive Mind: The Demogorgon can summon AI-controlled Demodogs to patrol near portals.
(This would be DOPE)
Upside Down’s Influence: The longer a survivor is near a portal, the more they are affected by hallucinations.
Savage Frenzy: After hooking a survivor, gain a temporary boost to all abilities.
Eldritch Armor: Gain a temporary shield after traveling through a portal, reducing the next pallet stun by 20%
Abyssal Network: Portals are invisible to survivors until they come within a close range.
Ravenous Beast: After downing a survivor, the Demogorgon enters a frenzied state, increasing its speed and reducing cooldowns.
(ONI)
Rage Unleashed: Each time the Oni hits a survivor, his terror radius is reduced for a short period.
Blood Frenzy: The more blood orbs Oni collects, the more his lunge distance increases.
(could have it increase by 10 when 50% blood and 20% when blood is full)
Blood Awakening: Oni starts the trial in Blood Fury but must wait longer to activate it again.
Yamaoka’s Embrace: Oni can teleport to a distant blood orb once per Blood Fury activation.
(this would be kinda cool imagine teleporting to a blood orb then going into fury mode)
Blood Fervor: Oni’s successful attacks in Blood Fury extend its duration slightly.
(Deathslinger)
Piercing Harpoon: Allow the harpoon to go through multiple survivors.
(with how situational this would be it would be pretty fire to pull 2 people.)
Dual Harpoons: The Redeemer can now shoot two harpoons before needing to reload.
(reloading could take 50% longer)
Precision Shot: Hitting a survivor in the head results in an instant down.
Bounty Hunter: For each survivor hit by the harpoon, the Deathslinger gains a token. Each token increases his reload speed by 1%
(Pyramid Head)
Tormented Ground: Survivors who walk on the trails suffer from the Hindered status effect.
Eternal Damnation: Survivors sent to the Cage of Atonement cannot be healed for a certain duration after being rescued.
Silent Hill Fog: The trails left by Rites of Judgment are obscured by fog, making them harder to see.
Punishment’s Echo: When Pyramid Head hits a survivor with Punishment of the Damned, other survivors within a certain range scream and reveal their locations.
Rites of Passage: Pyramid Head can set up to two portals on the map that he can travel between instantly.
(could spawn a portal when you send someone to the cage)
Cage of Despair: Survivors rescued from the Cage of Atonement suffer from the Oblivious status effect for a short time.
Corridor of Torment: Create a temporary path that significantly increases Pyramid Head’s movement speed when traveling on it.