http://dbd.game/killswitch
My list of DBD changes part 1
Please focus on the ideas and concepts, the numbers can always be tweaked.
GENERATORS
The generators pole makes it very easy to find them. Makes some perks and map items almost useless in outdoor places. The pole needs to be shorten by half.
Gens can no longer spawn within 26m from each other, except in double floor maps. Totems no longer spawn within 12m from gens (prevents hexes from being easily found).
Objective rework
Brand new part now is a Limited item instead of a toolbox addon. Now 4 of the 7 gens on the map are Incomplete generators. Their repair time is 70s instead of 90s and regression speed -0,5c/s instead of -0,25c/s. When these gens reach 50%, they can no longer be repaired, to continue survivors will need a Brand new part OR Gas canister. Incomplete generators can regress to 0% even with pieces installed. The 3 normal gens cannot spawn together.
Now there's 4 Heavy locked chests on the map (revealed to killers all the time and to survivors within 4m). replacing the 3 normal chests (coin offerings still add normal ones). Two of them contain Brand new parts and the other two Gas canisters. Unlocking Heavy locked chests takes 20s, skillchecks appear every 3 seconds (great skillchecks grant +15% progress). Once the chest has been opened, you can rummage (8s) to obtain the survival item. Survivors can see the aura of dropped Brand new parts and Gas canisters from anywhere on the map.
To install the gear you need to complete a minigame (up, down, left, right) of 15 steps. To fill up the gen you need to hit back and forth "wiggling" skillchecks for 8s. Failing a step or a skillcheck causes the gen to explode.
Gens are overall boring and chests are very outdated. Killers like Chucky, Unknown and Freddy could interact with them giving their powers more depth. It would also increase the value and popularity of maps, keys and low tier perks.
KILLERS
Now Pallet saves have a 0,15s window, stun duration from 4s to 3s. After being stunned while carrying survivors, Blight, Spirit, Ghoul, Lich, Hillbilly, Wesker and Nurse can't use their powers for 6s. Remove Bloodlust Tier II and III.
Increase hooks number on maps by 3. Hooking a different survivor from the last one hooked causes:
- +5% damage to the next generator kicked.
- +15% Haste for 10 seconds (starting a chase ends the Haste).
- All survivors with less hooks and more than 50m away are revealed for 3s.
- Blight, Spirit, Ghoul, Lich, Vecna, Hillbilly, Nurse and Dracula do not receive these effects.
When there are 3 gens remaining and the killer has 0 - 3 hooks and NO KILLS, all survivors that still haven't been hooked suffer the Exposed effect (they are notified) until they are downed or a survivor is killed. When the killer has hooked all 4 survivors and has 7 hooks total, they are able to Mori survivors in their third hook if the killer last hook was a different survivor.
Killers match performance is no longer based on kills. Now the MMR/SBMM follows the emblem system: number of hooks, injuring people, ending chases, etc. Because kills DOESN'T EQUAL SKILL. Gain extra points in the emblem system if you hook all 4 survivors once and for every unique hook.
- 0 - 3 hooks = Entity displeased = -1 pip
- 3 - 4 hooks (at least 3 survivors) = Entity hungers
- 5 - 6 hooks (at least 3 survivors) = Brutal killer = +1 pip guaranteed
- 6 - 7 hooks (at least 4 survivors) = Ruthless killer
- 8 or more hooks = Merciless killer = +2 pips guaranteed
SURVIVORS
Luck now also increases odds of getting higher rarity items from chests and great/good skillchecks success zones. Laceration and Haemhorrage now last until survivors heal. Now the Blindness effect also hides the icons of teammates in survivors HUD (health state, killer power debuff and object interaction).
- Unhooked survivors have no collision for 15s.
- If there are 3 survivors in SWF, the 3 suffer a -7% repair and healing speed penalty. If there's 4, then it is -12%.
- Now if a survivor disconnects when there are 5 or 4 gens remaining, the other three gain permanent +15% repair and healing speed.
- When a survivor dies to a hook action before 4 total hook states, the remaining ones gain permanent +15% repair and healing speed. Moring a survivor with Killer powers DOESN'T count.
Survivors match performance is no longer based on escaping the trials. Now the MMR/SBMM follows the emblem system: chases, doing objectives, altruistic actions, etc. Escaping through the gates DOESN'T EQUAL SKILL.
PERKS
New perks need to be more creative and unic to make survivor gameplay more fun and interactive, specially outside chases. Perks like Diversion, Any means necessary, Hyperfocus, Blast mine, Boons, Flashbang, Chemical trap, etc…
Ideas
Wall up (90s cooldown): you can reinforce up-right pallets and breakable walls, takes 16s (skillchecks). Increases pallets and breakable walls kicking time by 20%.
Snare trap: repair 40% of a gen to activate it. You can trap an up right pallet with a rope, takes 16s (skillchecks). When the killer passes through the pallet, this falls down stunning them for 1,25s.
Hurry: gain 15% Haste while being more than 36m away from the killer.
Backpack: now you are able to carry 2 items, plus a third one if its Limited. Press ability button to switch between them.
Clues (40s cooldown): pointing the beam of a flashlight for 1s towards a gen, chest or totem reveals them with a white aura to all survivors for 40s. Pointing it towards broken pallets pieces reveals the killer aura to you for 6s.
Agility: you slow vault windows, pallets and lockers 15% faster.
Perk changes
Invocations: now they can be performed under hooks, no longer need to be casted individually and now the penalty is 90s of Exposed.
Apocalyptic ingenuity (new version): searching broken pallet remains gives you 1 token. With 2 tokens you can build a fragile pallet (it breaks if it stuns the killer). Takes 16s (skillchecks).
Saboteur (new version): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now when a survivor is hooked on the sabotaged hook, after 40s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.
Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make the gen explode (doesn't loose progress) and create a loud noise notification.
Mirrored illusion: remove the magic effects. Now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%.
ITEMS
Now items with charges, left in chests or under hooks by sacrified survivors are revealed to all survivors on the map. Firecrackers and Refined serums are now normal items with addons that you can obtain from the bloodweb and chests.
Refined serum (blue rarity): after a 1,5s injection, gain 5% Haste for 16s.
Firecracker (brown rarity) and flashbang: reduce time to fire up by 25% and blind duration from 2s to 2,3s. Stun duration from 4s to 3s.
Flashlights
Blinding time from 1s to 0,9s, but killers gain immunity during the blind duration, meaning no chain blinds. Flashlight saves window from 0,4s to 0,3s. Stun duration from 4s to 3s.
Purple flashlight: battery from 12s to 10s.
Fog vials
Fix the brightness problem with maps/realms lighting.
Artisan's fog vial (green): 2 uses (60s cooldown), 8m radius and lasts 8s.
Apprentice's fog vial (blue): 3 uses (60s cooldown), 8m radius and lasts 8s.
Vigo's fog vial (purple): 3 uses (60s cooldown). 8m radius and lasts 14s.
Medkits
All medkits go down one rarity.
Camping aid kit (removed)
First aid kit (brown): 24s self heal, +30% altruistic speed (was +40%) and +40% altruistic efficiency.
Emergency medkit (green): 24s self heal, +30% altruistic speed (was +45%) and +50% altruistic efficiency.
Ranger medkit (blue): 24s self heal, +30% altruistic speed (was +50%) and +60% altruistic efficiency.
Styptic agent (removed)
Anti-haemorrhagic syringe (from add-on to item): stand still for 4s to inject it, after 16s gain one healthstate.
Toolboxes
Now they can reinforce pallets and breakable walls with 6 charges, takes 16s (skillchecks) and makes noise. Increases pallets and breakable walls kicking time by 20%.
Now they can rebuild broken pallets with 18 charges, takes 16s (skillchecks). Fragile pallets break if they stun the killer.
Sabotage rework (6 charges): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now when a survivor is hooked on the sabotaged hook, after 40s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.
Note = now is a more healthy and strategic interaction that doesn't prevents killers from getting hooks.
Mechanic toolbox & Engineering toolbox (removed)
Worn-out tools (brown): 18 charges, increases repair speed by 25%.
Toolbox (green): 24 charges, increases repair speed by 25%.
Commodius toolbox (blue): 30 charges, increases repair speed by 25%.
Alex toolbox (purple): 24 charges, increases repair, sabotage and reinforce speed by 25%.
Maps
Consume 1 charge to reveal: pallets and vaults within 32m or gens and chests within 48m.
Cryptic map (removed)
Scribbled map (green): 6 charges, reveals for 10s.
Annotated map (blue): 7 charges, reveals for 14s. Also reveals the hatch within 32m.
Keys
Consume 1 charge to: unlock hatch, see teammates auras within range or increase chest unlocking by 60%.
Broken key (removed)
Dull key (green): 5 charges, reveals teammates within 40m for 10s.
Skeleton key (blue): 6 charges, reveals teammates within 56m for 14s.
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Brown (40%): first aid kit, firecracker and worn-out tools.
Green (30%): emergency aid kit, flashlight, scribbled map, dull key, toolbox and artisan's fog vial.
Blue (20%): ranger med-kit, sport flashlight, refined serum, skeleton key, commodius toolbox, apprentice's fog vial and annotated map.
Purple (10%): utility flashlight, engineering toolbox, Vigo's fog vial and anti-haemorrhagic syringe.