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Balancing suggestions
My suggested buffs/nerfs
Killer Perks:
Fire Up
4% -> 5%
Franklins Demise
10% -> 15%
Bamboozle
block duration -> 20s
Discordance
Lvl 1: 12s
Lvl 2: 10s
Lvl 3: 8s
Gearhead (complete rework, weaker ruin):
After DOWNING(basic attack/killer power) a survivor, Gearhead activates for 30/45/60s and good skillchecks regress the progress by 3% and great skillchecks grant 0% bonus progression
Gearhead has a cooldown of 100s
Unrelenting:
Missed Basic Attacks: 30% -> 40%
After a succesfull BASIC ATTACK you have no red stain for 5/7/10s
Surge:
Radius: 32 -> 40m
Regression: 8% -> 8/10/12%
Cooldown: 40s -> 45s
Tinkerer:
85 -> 75%
Monstrous Shrine
9% -> 12%
15% (same)
9% -> 10%
Hex: Huntress Lullaby
6% -> PASSIVE
Max 5 Stacks -> 3 Stacks
Blood Echo:
Hemorrhage -> Mangled (instead of 20% -> 10%)
NOED (complete rework):
(PASSIVE) When the exit gates get powered, gain a stackable movement speed buff of 2.5% for every survivor ALIVE
Your attacks apply the deep wound status effect which is not paused while in a Chase
Survivor Perks:
Borrowed Time:
Endurance: 15s -> 8s
Decisive Strike:
affected by all skillcheck killer perks
Stun: 5s (!) -> 3s
Adrenaline:
speed boost: 5s -> 4s
Exhaustion -> 80/70/60s
Spine Chill -> 4/6/8%
Any means necessary:
Cooldown -> 140/120/100s
Bond:
36 -> 30/35/40m
Lightweight:
3s -> 2/3/4s
Left Behind:
32m -> 20/30/40m
Items:
Keys -> opens the hatch only for yourself
Ebony Mori unchanged
Ivory Mori unchanged
Cypress Mori ->When the endgame collapse triggers, allows you to mori a survivor
System changes:
Generators repair time: 80s -> 90s
Also: make the hex spawns PLEASE better, maybe in some corners at the edge of the map behind a rock and make it impossible for the totem to spawn in an OPEN AREA
Numbers can be changed
Comments
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To be honest, i dont know why everybody is thinking, it would be a good idea to use the mori if the surivor is on 2nd hook. It would be a massive waste of time killing someone while everyone else can do something without worrying about being interrupted.
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what's the point of ebony mori then if that would be after second hook?
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changed it, sorry, didnt think about that enough ^^;
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If only one person can escape from hatch with a key then only one person should be able to be mori'd with an ebony mori.
Keys - make all broken, have add ons be what you use to make it so you can open a hatch and for how long. If you want to keep addons use the Ace perk that let's you otherwise it's use it or lose it like a mori. This will also stop the frequency of keys being found in chests - you'd need a perk to find keys with addons.
Moris - all kill one survivor. If you want to kill more than one equip Devour Hope or Rancor. Mori 4 survivors after 1 hook takes less time than 4 survivors escaping through a hatch with a key. Change Ebony to allow you to kill a healthy survivor, this will also give opportunity for some new Moris to watch. Keep the other two moris the same, can add one that allows you to kill survivor during EGC so there are 4 mori options.
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I want to hear opinions on the small tweaks for some perks not only keys and moris
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