Suggesting some QoL changes for Killers
Remember, it's an attempt and please try to be civil if you disagree with it.
The Pig
Increased the multiplier during Missed Ambush Cool-down from x0.08218551 to x0.125 (from
0.378053346 m/s to 0.575 m/s).
It's surprising how this attack has such a low movement speed during its' duration. It's still going to be slower than normal Missed Attack Cool-down (1.15 m/s) but it should feel a bit less punishing for the Killer player.
The Legion
Replaced the Fatigue with fifth Feral Slash attack with slowed down version of Successful Slash Cool-down one.
In order to make that 5th hit feel satisfying, I'm suggesting this as a change. It would additionally, probably, fix the issue where hitting a Survivor that was not the one from 4th hit would make Legion have normal Successful Cool-down and then Fatigue.
Fun fact: The slowed down version of animation did exist on Legion's first PTB when Feral Slash hit a Survivor who had Deep Wound.
Allowed Legion to see Scratch Marks and Blood Pools during Feral Frenzy.
It literally just doesn't make sense anymore given we have multitude of Killers who can move quickly and see those things. The only reasoning that was made was because of release Legion being able to basically spam Feral Frenzy and just deplete Deep Wound timer from repeated Feral Slashes. It just doesn't make sense with current design of The Legion.
The Oni
When the Power Gauge gets depleted during Successful or Missed Demon Strike cool-down, it will be interrupted by the transition out of Blood Fury.
Just attempting to reduce the cases of "double cool-down" when those situations happen.
The Twins
Allowed the ability to Switch when near Hooked Survivors.
When Switching to Victor, there will be a multiplier of x0.1 (resulting the time of Switch being 2.5s instead of usual 0.25s).
When Switching to Charlotte, it will take 3s to do so (see the comment).
Both will apply in and out of the restriction.
During that fateful 7.7.0 PTB where Twins had this massive rework, there was an ability to Switch near Hooked Survivors at slower rate. This has been removed all-together when the whole rework got scrapped.
Given that Victor now applies the anti-camp meter as well, it just doesn't make much sense to completely disable Switching near Hooked Survivors, especially when the Killer players try to interrupt Crushing Victor who's far away after Hooking Survivor.
The reasoning for this comment is because there is an Add-on called Bloody Black Hood which does reduce transition to Charlotte by 0.5s. It's possible that if normally applying x0.5 multiplier, this Add-on could reduce the intended 3s time to 2s which is a pretty huge difference. So, when this happens, the restriction Switch time should be unaffected by Add-on by either changing Add-on or making that Switch be unaffected by Add-on or whatever else feels like would do the job.
The Artist
Allowed the ability to spawn Dire Crows near Hooked Survivors.
These Dire Crows will not instantly damage Survivor on their Flight Path but will still be able to do damage Swarmed Survivors.
This effect will linger for 5s after Unhook.
The Artist being unable to use her Power at all around Hooks feels very annoying for the player to chase a Survivor who's running around the Hooked one. It's also additionally annoying when she's planning to do a precise hit on a Survivor far away but is unable to do that due to restriction.
The reasoning for the linger time is to make Artist unable to set up the Crow and right after Unhook, instantly damage either Survivor.
The Skull Merchant
Removed the restriction of placing Drones near Hooked Survivors.
Let's break this down because there is a pretty good chunk of reasons as to why this should happen.
First of all, it just doesn't make sense given it takes 3 Scans in order to Claw Trap a Survivor. There's just a lot of prevention from "free Injury" in terms of Scan Line immunity and Crouching.
It's also very likely that Unhook interaction would count as Repairing a Generator, Healing and etc. so it would give immunity to Scanning and good amount of time to stand still, avoid Scanning and then run.
Second of all, it's just very buggy.
It's supposed to have maximum 2.5m range vertically from a Hooked Survivor, so it should be able to exist on a floor above or below Hooked Survivor. That's not the case.
For pre-existing Drone, if that situation happens, the Drone will automatically get Recalled and if the Killer comes to the exact spot, they will have the prompt to place a Drone.
Moreover, this has a secondary issue where there's a chance for Drone to automatically get Recalled when placing it during that moment, WITH a spot having 100% chance to happen.
It's a very complex issue that could be resolved instantly without the restriction around Hooked Survivor.
Removed the vertical requirement needed to place Drone with environment.
It's really awkward being unable to place Drone to awkward geomtery of certain Maps. No Killer has this specific issue either.
There already exists "wind" VFX when the Drone rises above Skull Merchant and stops Scanning while being Unhackable. It would make sense for it to also show that the Drone temporarily ignores environment during that time in my opinion.
It certainly seems more feasible than changing some Maps for 1 Killer specifically due to this awkward restriction.