Resident Evil: Project Mutation (A "Comeback" Of Both Resident Evil Chapters)

Haven't posted in a while because I was working on this behemoth. It wasn't so much of the Killers being the problem, it was trying to find a way to make RPD not like using sand paper to wipe yourself. Anyway, lotta weirdness going on from this point forward, so stay alert! I'm also STILL avoiding doing A Binding Of Kin!

RPD West

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In case you didn't notice, I've cut the map in half in a better way than what BHVR did. If there's anything East of the Main Foyer, it is GONE! And, like an overconfident dude who wants to fight someone, I decided that the best way to change RPD was to say, "Let's take this outside." Because this is West, you'll get the Mass Grave, so expect a lot more "forest-y" loops, and tiles that are normally seen on things like Mac and Autohaven. Anything to actually add some RNG to this horrid map.

RPD East

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East version of the map is EAST ONLY! No West here! I did open up the front A LOT because that is always a horrible part of the map. That weird little L Hallway outside that is just bad all around! I also added in the ever-missing Boiler Room from the Remake, as well as added some additional rooms and doorways so navigating isn't a hassle.
Also, didn't mention it before, but yes, Killer Shack is on RPD now!

The Nemesis Power

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Alright! Threw out the stupid Tiered Power on the Whip and made it on Contaminated instead. This way, Nemesis never starts a game out weaker than he should be. To compensate for his lack of mutating that he does in Resident Evil, I've given him his Rocket Launcher! I've also buffed up the Zombies so they're a little more useful and a little less prone to getting stuck on a rock.

And as for the Whip itself, it's now about throwing Survs around! Throw em into walls! Throw em into Zombies! Throw em into each other! Give em a concussion by thrusting their head down on a Window before giving em a five-knuckle shuffle!

The Nemesis Add-Ons

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Here are the Add-Ons for those who just love reading hypotheticals! I made a lot more of them (hopefully) useful! I also made a bunch of em handle the Rocket Launcher.

The Mastermind Power

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Yeah, gave Wesker his firearm… among other things! Wesker has been brutally powercrept, so not only do I need to remedy this by buffing his base power, but I also need to give him something that makes him not only stand out, but makes him fun in a unique way… I also need to give him 20 Unique Add-Ons. Trust me, that 20 Unique Add-On rule HURTS!

Anyway, he can vault slower, but not end a Bound, and outright shoot Survivors in front of him. These two are here for a variety of situations such as A) I can't Bound around this, B), I'm not confident enough to Bound around this, C), the hitboxes for this loop sucks, and D), there's a dude right in front of me and missing a Bound sends me into Narnia.
Just do note, pulling out the Samurai's Edge is not instant. There's a lot of animations with it… most of it is Wesker flailing it around like he's Revolver Ocelot.

The Mastermind Add-Ons

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Onto his Add-Ons! When he released, he had the most unique set of Add-Ons. Couple years later, hindsight is 20/20, and he's got pure garbage! A lot of it is either a gimmick or just plain bad. I made some of the more helpful ones basekit, so changing them was needed.

The Nemesis Perks

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Nemmy Wemmy's Perks!
Eruption, I did weird things with. It does a FLAT 25% off a Gen, blocks them, but comes with a rather major downside of you being unable to actually damage them again for the next 60s. You have like 20s of grace before you better make sure nobody is near that Generator. It's a very large amount of progress, but it also opens you up if you're not directly defending it.
I gave a buff to Hysteria so it actually feels like it's working! It IMMEDIATELY gives the Oblivious to the Survivor you just slapped, and allow you to chain it if they're not careful.
For Lethal Pursuer (yes, I realize I spelled it wrong lmao), I gave it a small buff of an extra second of uptime. That's it! What? Eleven seconds is a weird number!

The Mastermind Perks

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Seven minutes, seven minutes is all it'll take to read this section!
Awakened Awareness, or as I affectionately call it sometimes, AWAWA, got buffed! It's back to its PTB era! I nerfed Nurse, so it won't be soooo bad.
I have a slight buff to Superior Anatomy as well. 10% faster and no distance limit, just in the chase.
I buffed Terminus not because it's weak, but because I really want it to feel like Survivors have just activated the boss' final phase. Yes, you can get tunneled in the End Game, so you BETTER be getting those doors open. You're in their house now, so maybe it's best to leave.

Leon S. Kennedy Perks

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Leon! LEON!
Barely changed Bite The Bullet, just made the percentage a flat percentage instead of shenanigans. Really hate those weird percentages that they did with Killer Perks especially.
For Flashbang, I made it take some time to craft. It's no longer instant, which lowers the amount of Bullying Incidents. This is a Bully Free Zone, fella.
Now for a Partner Perk! If you want more context as to what a Partner Perk is, check out the Tools of Torment Comeback I made on my profile! Anyway, Rookie Spirit is now more than just "better Visionary" which isn't saying much because, like, EVERY Perk is basically better than Visionary.

Jill Valentine Perks

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Jill Sandwich!
Yes, I did nerf Blast Mine. Blast Mine is one of THE most annoying Perks in the game. It's not terribly strong, it practically does next to nothing, it's just REALLY annoying! It's like going against a Legion! It now activates AFTER the Gen is kicked so the Killer doesn't have to do it again, and you also can't charge it up on the Generator that just went BOOM.
As for Counterforce, no, I didn't nerf it, it's just a different way to spell it out. 125% of default is the same as +25%. Regardless, the only change I did was increasing the Aura reveal and telling you EXACTLY what you just cleansed. Begone, Jason builds!
Resurgence got made into a Partner Perk specifically so I could nerf it! You're only getting that juicy 75% if your Partner rescues you. Heal speed is already pretty out of control so, here's one less.

Ada Wong Perks

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*insert gif of Leon strangling Ada from RE4
Low Profile is another Partner Perk, and I did give it Elusive. It practically does it anyway, but it's very rare for it to actually activate. I'm talking the moon and stars need to align.
Gave a big, big buff to Reactive Healing so it can activate at a larger range, give possibly more healing, but also not be horrible from an M1 Killer's perspective. Unlike some, I actually try to keep M1 Killers in mind… then remember Spirit is technically one, but she'll be on my chopping block eventually.
Buffed up Wiretap too. You get it at a lower repair, longer range, but the downside is that it's line of sight limited. I also made it stronger against Eruption and Pain Res.

Rebecca Chambers Perks

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Thumbs up!
Better Than New is last Partner Perk! It's slightly different from my Tools of Torment iteration. I removed the 30% Healing and made it specifically 15%.
Hyperfocus didn't change… except for that last part. Yep, got rid of Stake Out + Hyperfocus. Actually hit those Greats ya lazy bum!
I made Reassurance only work once… but I did give it a bit larger range! It's one of those Perks that can be very helpful in the right hands, but downright MISERABLE in the best hands, which is why I chose to nerf it.

End

And that's it! Take your bets, people. Will I actually do Binding of Kin or will I not? I keep putting it off, and at this point, you're gonna need to lock me in my room and handcuff me to my chair to get me to do it.