My Patch Notes
Disclaimer: These Patch Notes aren't official.
Killers
Trapper
- Traps Spawn In Lockers
- Each Locker Contains 1 Trap
- Lockers With Traps Inside Will Be Revealed To The Trapper Within A 32 Meter Range
- Traps No Longer Spawn On The Ground
- Traps Stay Sabotaged For Double The Amount Of Time, But They Take Triple The Amount Of Time To Sabotage
- Sabotaged Traps Respawn In A Locker That Doesn't Have A Trap
Wraith
- No Longer Makes The Woosh Noise When Cloaked
- His Shimmer Is Hidden Until He Is Within A 16 Meter Range To A Survivor
Doctor
- Survivors Cannot Do Anything While In Madness III besides dropping pallets and vaulting
- Suffers Another Movement Speed Penalty While Charging His Shock Therapy
- Shocking A Dropped Pallet Immediately Breaks It
Shape
- Can Now Stalk Multiple Survivors
- Survivors Regain Stalk When Hooked
- EW I Terror Radius Is Reduced To 0 Meters
Huntress
- Is Now A 115% Killer
- Each Hatchet Slows Her Down By 1% Up To A Maximum Of 5%
Leather Face
- Chainsaw Can Be Used To Destroy Windows
- Chainsaw Has A 30 Second Cool-down When It's Successfully Used
- Destroyed Windows Can Be Repaired By Survivors After 8 Seconds
- Destroying Windows And Pallets With His Chainsaw Gives Leather Face 25 Scrap, Up To A Maximum Of 100 Scrap
- Leather Face Can Craft A Wooden Wall That Blocks Survivors, And The Killer.
- Leather Face Can Craft Tripwire That Causes Survivors To Fall While Running.
- Survivors Can Sabotage Wooden Walls, And Tripwire In 16 Seconds.
Pig
- Rules Set NO.2 Is Baseline
- The New Rules Set NO.2 Will Now Activate The Trap's Timer Without Needing A Generator
- Traps Will Automatically Activate Their Timers When The Exit Gates Are Powered
- Trap's Timer Will Not Decrease When The Collapse Is Activated, But Survivors Cannot Escape Through The Exit Gates Since Their Traps Are Considered Active
Clown
- Tremendously Decreased The Cool-down Between Bottle Throws
- Bottle Projectile Speed Is Tremendously Increased.
Legion
- Survivors Cannot See Their Deep Wound Meter, Just Like The Killer
- Deep Wounds Timer Decreases At Double Than The Normal Speed When The Survivor Performs An Action With A Progress Bar
- Deep Wounds Timer Pauses When A Survivor Is Within A 24 Meter Range To The Killer
- Being Inside The Killer's Terror Radius No Longer Pauses The Deep Wounds Timer
Plague
- Survivors' Actions With Progress Bar Are Interrupted When They Puke, And They Cannot Start An Action Until The Puke Animation Ends
Ghostface
- Hooked And Downed Survivors Cannot Reveal Ghostface
Killer Perks
Remember Me
- Reverted Previous Nerf
- The Sole Survivor Becomes The Obsession When The Collapse Is Initiated
Blood Warden
- Hooking A Survivor Blocks The Exit Gates Until 60 Seconds Has Elapsed In The Collapse Timer
- Attacking A Survivor Within The Exit Gate Area Will Block The Exit Gates Until 60 Seconds Has Elapsed In The Collapse Timer
- Both Effects Cannot Be Activated Within The Same Trial
Fire Up
- Increased The % Value Per Every Generator To 5%
Unnerving Presence
- Once Out Of Range, This Effect Persists For 15 Seconds
Brutal Strength
- Damaged Generators Regress 30%/40%/50% Faster Than Normal
Lightborn
- Removed all of its current effects
- It Now Highlights Survivors, This Is Similar To How Survivors Look After They Absorb A Hit With The Endurance Status Effect
- The Density Of The Highlight Is Poor/Mediocre/Superb
Hex: Huntress Lullaby
- Is Now A Trap Hex
- When Destroyed, The Hex Will Activate For The Remainder Of The Trial
- For Every Hook And Failed Skill Check, Receive A Token
- For Every Great Skill Check, Lose A Token
Survivors
Exhaustion
- Survivors Can Recover Exhaustion 100% Faster Than Normal If They Aren't Performing An Action, And Are Remaining Motionless While Crouched
Survivor Perks
Adrenaline
- Exhaustion From It Is Now Permanent
Sprint Burst
- Survivors Must Run For 5 Seconds To Activate The Perk
Note: You can now keep Sprint Burst indefinitely if you quickly release the run button, then hold the run button.
Sole Survivor
- Removed All Of Its Current Effects
- You're Invisible To The Killer's Eyes When You're Further Than 64 Meters To The Killer
- The Range Of This Effect Gets 16 Meters Stronger Per Every Sacrificed, Killed, or Disconnected Survivor
- If You're Invisible To The Killer's Eyes, Your Aura Cannot Be Read By The Killer
Object Of Obsession
- Doesn't Work On Killers With No Terror Radius
- Now Activates When You're Crouching, And Looking At The Killer's Direction
Windows Of Opportunity
- Removed Cool-down
- Perk Tiers Scale With Range
Detective's Hunch
- Auras Revealed By This Perk Stay Revealed, Permanently
- Perk Tiers Scale With Range
After Care
- Start The Trial With All Survivors Are Linked To You
Mettle Of Man
- Decreased Protection Hit Requirement To 2 Hits
- Aura Reading Penalty Takes Effect Immediately After Taking A Invulnerability Hit, And Not After You Heal To Full Health
We're Going To Live Forever
- We'll Make It Is Combined To This Perk
End Of Patch Notes
Hopefully, y'all will enjoy the changes!
Comments
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I'll edit with perks later.
Trapper- Good. Would rather double-double on sabo, but it still works.
Wraith- Good
Doc- After breaking a pallet with Shock Therapy, The Doctor cannot go into treatment mode for 20 seconds.
Shape- Regain partial (say 50%) stalk when hooked.
Huntress, Pig, Clown- Good
Legion- Remove the 24 meter req. Make it TR, so it adds synergy.
pLaG- Add a heavy (25%) action speed debuff to full sickness instead.
Ghostface- Good.
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The improper capitalisation triggers me, otherwise I agree with most stuff. Some additions though.
Leatherface's rework is just... underwhelming. I see what you were trying to do, but Im not sold on it.
Clown needs way more than that.
If this Legion changes happens, dont forget of a VFX for DW timer about to run out.
Lightborn sounds wayyyyy too powerful.
Sole Survivor should brighten up the Survivor's scratchmarks then. It needs some kind of downside for granting complete visual immunity.
Aftercare... I dont understand. Whats the point of Bond then?
Adrenaline, after it triggers or during the entire match?
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I did the improper capitalization on purpose, to indicate what exactly is changing. Plus, I think patch notes are capitalized, for the most part unless you're explaining something. I might be wrong.
Leatherface's rework is just... underwhelming. I see what you were trying to do, but Im not sold on it.
Imagine the Killer Shack window getting taken out, which makes the Shack loop extremely weak. Sure, they can repair it later, but if they try to loop it while it's destroyed, they are going to burn through that pallet.
Imagine using Wooden Walls to block off pallets, and Tripwires to make hallways a death trap. A survivor who is caught in your trap will be Insta-downed, so he's pretty deadly once he gets set up.
Finally, survivors have to waste time destroying your traps, and repairing windows. If survivors don't repair windows, your Chainsaw will become more powerful.
We will need a PTB to be sure about his strength.
Clown needs way more than that.
What would that be? :)
If this Legion changes happens, dont forget of a VFX for DW timer about to run out.
That's the point, you don't want to stay in Deep Wounds since you could go down at any point, assuming you don't Mend immediately.
Lightborn sounds wayyyyy too powerful.
Maybe, it would need testing to know for sure.
Sole Survivor should brighten up the Survivor's scratchmarks then. It needs some kind of downside for granting complete visual immunity.
Keep in mind that only one survivor can get the maximum benefit because the perk requires death to get stronger. Furthermore, Obsession perks are meant to be powerful since you could get targeted by the killer's Obsession perks, if they use any.
A PTB test would be mandatory through.
Aftercare... I dont understand. Whats the point of Bond then?
Once you get hooked, this perk will lose all of its strength. Sure, you can repair your links by healing or unhooking everyone again, but time is also a factor, and you can't always be altruistic.
Bond is permanent, but limited.
Aftercare is not permanent, but not limited.
Adrenaline, after it triggers or during the entire match?
When it triggers (I.E. Exit Gates Powered), you'll get your effects, then become permanently exhausted.
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If something is important, you make it bold or underline it. Capitalising every word is only for names or titles. If your entire post is important, then just write it normally. Sorry for derailing it a bit here, but this format is really painful to read for me. Patch notes are never like this.
Clown:
On top of what you mentioned, he needs a couple tweaks:
- Either Flask of Bleach or one of his Ether add-ons integrated to his kit (I personally prefer the latter)
- Fix his multiple bugs.
- Remove the slowdown from recharging bottles or reduce the time it takes.
- I still think he needs something else to his power, like Freddy does now. I posted about it a while ago. (Basically something that gives him some generator defence. In that thread I thought about making it so that he can tramper with generators, and after being repaired by a certain percentage, they release a cloud of gas around them. Just one idea.)
Sole Survivor:
I disagree that Obsession perks should be powerful just because they are Obsession perks. In the entire game, there are only two Killer Obsession perks that are actually "powerful" (and thats an overstatement) and worth using; STBFL and Rancor. STBFL is literally just not engaging with you (as the Obsession) at all. And Rancor is only useful for its effect during the match, and by the time you get to endgame (I mean proper endgame), the exposed/mori effect doesnt change much.
The problem with this perk idea is that you are giving complete and utter invisibility to the Survivor. That means screw all long range aura reading, screw all "standing on a hill to find someone", screw all "stealth XD lmao". If you are giving such a powerful effect to a Survivor, then at least give the Killer a warning that such perk is present.
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