Sharp eye - new killer skill-based support system idea and few qol improvement
Why? It is known that some killers, unlike other have luxury to be strong in chase, travel across map pretty quickly or get some map info. It's clear that killers that have each part of a kit described above can't truly compete killers that have only one strenght (fe. Dracula has great antiloops and amazing map mobility can't compete Bubba that has just antiloop that is not that great either). It's clear that reworking, updating and rebalancing killers would take more time than this game probably will last, but there is way to close gap between killers by simply giving them support via their performance. Why isn't easier to split killers into three groups and give each ground stronger or weaker access to a perk? Simply because Blight can be free win to some player while truly not a menace to other. Someone can be top tier pick that knows every good dash spots and someone can get 2 hooks at best most of the games. How would this system work? It would simply grant or lose points to each killer based on the matches. Each killer you play would have own points count and each killer would start at max points. Let's say 800-600 points put killer into group 1, 600-400 put killer into group 2, 400- put killer into group 3. Each group would benefit from different amount of value from the same perk when used based on their overall performance, while rewarding well performing killers in different way and motivate them for perk variety. How would that system monitor your match:
→ Each fresh hook (hooked survivor wasn't hooked as the last) grants you points
→ Each non-fresh hook grants you double points (via antitunnel mechanic)
→ Each kill grants you points
→ Each survivor recovered from dying state through antislug system grants points
→ Each survivor moried grants points
→ Each survivor unhookinng themselves through antifacecamp grant points
→ Each missing hook loses points
→ Each survivor escaped loses points
→ Each EGC loses points
Based on amount of points received or lost you would be in group 1, 2 or 3 that will modify value from aura and regression perks. I will do few examples.
Group 1 (600+ points) - base kick 5 %, corrupt blocks 3 furthest gens for 45s even if survivor is downed, pain res no longer has tokens but works only on fresh hooks, now for group 1 deals 15 % total regression on furthest gens and no longer causes screams, ruin regresses gen by 100 %, nowhere to hide lasts 5s after kicking gens and has 20m range
Group 2 (400-600) - base kick 8 %, corrupt blocks furthest gens for 65s, pain res deals 20 % damage on fresh hooks, ruin regresses gens at 150 %, nowhere to hide lasts 7s and has 25m range
Group 3 (400-0) - base kick 10 %, corrupt blocks furthest gens for 90s, pain res deals 25 % damage on fresh hooks, ruin regresses gens at 200 %, nowhere to hide lasts 9s and has 30m range
Q1: Why would that be good?
→ Because it closes gaps between weaker and stronger killers as well as between very good and low-skilled players to give all better chance while keeping the game rewarding for good play.
Q2: Why so huge gap betweens groups?
→ Simply to discourage killers from afking to lower their points
Q3: What would incentive to play better than to have less perk value?
→ First, it opens ways to more variety as well as serves as feedback on how much some perks are needed for you while other not so much.
Q4: What would be the reward?
→ Group 1: For more than 10 fresh hooks per match you will receive full pack of add ons, 5 auric cells and 50 iridescent shards, for each kill you get extra 10k BP
→ Group 2: For more than 10 fresh hooks, you receive extra 20k BP and pack of common, uncommon and rare add ons, each kill grants extra 5k BP
→ Group 3: For more than 10 fresh hooks you receive extra 15k BP and each kill grants
Now the killer qol ideas:
Trapper
→ starts will all bear traps, retain haste from traps 100 % longer
Wraith
→ shadowdance basekit, windstorm basekit
Hag
→ moves at 4.6, has additional ability to teleport to chosen trap once every 40s, decrease set time and trigger range
Doctor
→ increased movement speed after shock, less delay
Cannibal
→ Can now destroy windows when using chainsaw
Pig
→ Searches per 4 traps 12→14, ambush time 2.3s →2.6s, movement speed when charging ambush 0m/s→2.5m/s
Legion
→ removing iri button, while in frenzy Legion is now immune to blinds, suffer 30 % less stun duration, can see scratch marks and pools of blood while in frenzy
Plague
→ Increase base amount of corrupted fountains to 2 (was 1)
Ghostface
→ When undetectable ghostface moves 10 % faster when out of chase, lingering undetectable for 4s after being revealed, for each marked survivor get 5 % faster power recovery
Demogorgon
→ Entering portal now immidiately spits you off at your destination, increase range of oblivious caused from portal by 3-5m, portal takes 15s to remove
Executioner
→ Successfull damned attacks cause torment (no longer get noise notification when survivor is saved from cage)
Twins
→ Victor can latch onto dying survivor to respawn them at thorn hooks, special mechanic similiar to pyramid cages to incentive hooking and reflect heavy slugging basekit and antisluf mechanic. When Victor sends survivor to thorn hook he automatically respawn at base cooldown
Trickster
→ ricochet basekit, back to 4.4, back to 6 blades, back to 40 blades to trigger main event, main event now can be saved untill needed, increase it's duration and once main event ends, trickster gets all his knives back
Nemesis
→ Can break pallet in tier 1 at shorter range, increase time it takes to open suit case and use a vaccine
Sadako
→ Sadako no longer spreads condemned through TVS but through spectral strikes to each survivor that doesn't have tape in their posession, if survivor does have a tape they gain 1 stack over 25s when holding tape, tapes are destroyed when spectral strikes occurs
Dredge
→ increase teleport speed out of nightfall, increase power tokens to 4, increase movespeed when holding remnant to 4.2m/s, make remnant killer instinct basekit
Knight
→ All three guards can be summoned at same time, increase cooldowns of every guard slightly, hunted survivor can't be detected
Skull Merchant
→ Hacking drones removes them (as it used to be), when drone is hacked, hacker receives claw trap (as it used to be), when claw trap is attached when vaulting a pallet it destroys (as it used to be) lock on remains at 60s (can be the og yellow bricks fe.), Lock on causes oblivious for the duration, claw trap has to be manually removed (as it used to be), drones get back 2 scan lines but move 10 % slower, survivor who gets scanned receives - 10 % hindred for 5s, when survivor is scanned within 10s of deploying drone or reverting scan trajectory SM gets 5 % haste for 5s, when survivor is not scanned for 30s or more, his scan points automatically decay
Unknown
→ Increase both stare down time and weakend time by 2s, Unkown is granted immidiate full movement when teleporting, increase hallucinations max capacity to 6
Chucky
→ Increase Hidey-Ho mode duration, decrease cooldown to 11s,
Houndmaster
→ When the dog is stunned by a pallet, the cooldown of dog is 2s faster
Krasue
→ Head form loses collision with survivor, cleanse time 20s→10s, leach 2 when not cleased reached in 40s, was +-80s, decrease healong flight speed from 7m/s to 6m/s, decrease max fungi from 5 to 4, fungi regrow after 40s (was 90s) to spread further
Please leave some comments not just downvotes, gladly appreciated.