Some balance ideas
Alright, so I know many people may have different opinions, but I've put a bunch of time into lots of ideas I'd like to see (mostly perks) that I'd like to throw out there in hopes to see some positive change and potentially healthy discussion. I actually put this together at random a couple times over a year or so (so it may not be consistent, my apologies if so), and I believe they're fairly strong concepts as I am someone with time back from beta days currently holding every level 3 perk on every prestige 3 character in the game. So, here we go:
All grunts of pain are stopped when standing or crouching still.
When unhooked, you gain the endurance status effect for 8 seconds.
Survivors do not see the notifications or auras of exit gates without an associated perk or item.
4 Item Chests spawn by default at the start of a trial.
Items will only spawn in chests and will not spawn in the bloodweb.
Bloodlust is removed and is instead replaced by each totem granting a movement speed bonus of 1% to the killer.
The entitiy will always consume nodes on the next possible path until blocked, only then will it spawn into the farthest outter position.
Should aim to make only 1 item for each rarity, and 2 addons of each rarity for every item (same applies for killer power add-ons).
Iridescent Hatchet does not cause dying state and will instead cause the deep wound effect.
The Deathslinger's shot will only cause deep wound if you let the chain break and stun you.
The Oni cannot see scratchmarks and he enters his wrath state.
Nurse will add the successful hit recovery animation when hitting a survivor and only blinks (not attacks) will extend fatigue duration in exchange. Also for the love of us all please fix her no-charge (loud repeating charge sound) glitch.
For killer offerings, only Ebony Mori, Black Ward, and Shroud of Separation are secrets.
Survivors will have one passive DS, read new changes of DS below.
Killer Perks:
A Nurse's Calling (rename to Nurse's Calling): Can determine survivor's health recovery by the intensity of their aura. Can only see the aura of the survivor being healed. Range remains the same.
Agitation: Speed increase set to 12/14/16%. Terror radius becomes global at all tiers.
Bamboozle: No change.
BBQ & Chili: No change.
Beast Of Prey: You lose your red stain when you hit a survivor until the chase ends. The 30/40/50% hunt bloodpoint bonus remains the same.
Bitter Murmur: No change.
Blood Echo: Does not cause hemmorhage effect. Applies exhaustion to healthy survivors as well. No cooldown. Duration is set to 30/35/40s.
Blood Warden: No change.
Bloodhound: Same effect plus causes hemorrhage.
Brutal Strength: Reduces (not speed increase) breaking time by 20% (base time for pallets and walls changed to 2.5s from 2.6s, generators remain at 2s)
Corrupt Intervention: No change.
Coulrophobia: No change.
Coup De Grace: No change.
Cruel Limits: No change.
Dark Devotion: No change.
Dead Man's Switch: No change.
Deathbound: No change.
Deerstalker: Can determine survivor's recovery progress by the intensity of their aura. Range changed to 32/36/40m.
Discordance: Range increased to 128/144/160m.
Distressing: Instead of % based increase, adds 6/7/8 meter increase to terror radius.
Dragons's Grip: Cooldown and duration changed to 40/50/60s.
Dying Light: Obsession's bonus to altruistic actions set to 25/30/35%. Penalties also apply to cleansing speed.
Enduring: No change.
Fire Up: Affects cooldowns of successful and missed attacks when carrying survivors.
Forced Penance: Duration increased to 80/85/90s.
Franklin's Demise: Applies to all types of attacks, but will only force the drop when not entering the dying state. Entity consumption effect removed and reverted to charge loss at 0/5/10%.
Furtive Chase: Will increase terror radius in chase and decrease terror radius out of chase by 1m per token. Can gain up to 6/7/8 stacks.
Gearhead: Any attack type will work and only requires 1 hit.
Hangman's Trick: Cannot see survivor auras when they are near hooks. Sacrificed hooks will respawn after 90/75/60s.
Hex: Blood Favor: Becomes a non-hex perk. Otherwise no changes.
Hex: Devour Hope: Gain first bonus for haste status effect at 1 token.
Hex: Haunted Grounds: No change.
Hex: Huntress Lullaby (Rename to Hex: Lullaby): Applies to all skillchecks.
Hex: No One Escapes Death: Haste speed bonus to 1/2/3%. Exposed effect remains.
Hex: Retribution: No Change.
Hex: Ruin: No change.
Hex: The Third Seal: Applies to all types of attacks.
Hex: Thrill Of The Hunt: No change.
Hex: Undying: Shows aura of any survivors within 1/2/3m of a dull totem. Prevents any hex totem from breaking once, deactivating Undying once broken (Stacks attached to any totem will not be lost).
Hoarder: Gain a notification of a survivor's location when they interact with a chest, pick up, or drop an item with 96/112/128m of you. Extra chests do not spawn.
I'm All Ears: No change.
Infectious Fright: No change.
Insidious: No change.
Iron Grasp: Effect of survivor struggling reduced by 65/75/85%.
Iron Maiden: Does not affect hatchet reloads.
Knockout: No change.
Lightborn: No change.
Mad Grit: No change.
Make Your Choice: No change.
Mindbreaker: No change.
Monitor & Abuse: No change.
Monstrous Shrine: All values changed to 6/8/10%.
Nemesis: No change.
Oppression: Cooldown changed to 60/75/90s
Overcharge: No change.
Overwhelming Presence: No change.
Play With Your Food: No change.
Pop Goes The Weasel: Revert to 40/50/60s.
Predator: Adds 1/2/3 seconds of duration to scratch marks on top of current effect.
Rancor: No change.
Remember Me: Can see gate switch's progress based on the intensity of the aura. Other effects remain.
Save The Best For Last: No change.
Shadowborn: No change.
Sloppy Butcher: Causes Mangled for 260/280/300s.
Spies From The Shadows: Ranges set to 32/36/40m.
Spirit Fury: No change.
Stridor: All breathing is 30/40/50% louder.
Surge: Activates when survivors are picked up instead of when they are downed. Like Thrilling Tremors, applies globally but only to generators not being worked on.
Surveillance: Yellow aura remains until generator begins regression again. Repair sound distance set to 6/7/8m.
Territorial Imperative: No Cooldown. Aura always shown when they are in basement and killer is further than 36/38/40m.
Thanatophobia: No change.
Thrilling Tremous: Duration changed to 12 seconds at all tiers. Cooldown changed to 60/50/40s. Icon is dimmed when not active.
Tinkerer: No change.
Trail of Torment: No change.
Unnerving Presence: No change.
Unrelenting: Recovery values set to 25/30/35%. Affects missed attacks when carrying a survivor.
Whispers: Does not activate when survivors are in lockers.
Zanshin Tactics: Range set to 24m at all tiers. Cooldown set to 30/25/20s.
Survivor Perks:
Ace in the Hole: Will find add-on of Ultra Rare or lower. Chance of finding 2nd add-on will be as high as luck value. Add-on rarity determined by luck value.
Adrenaline: Speed boost of 50% for 3 seconds. Does not wake survivors. Does not cause exhaustion and can activate while exhausted.
Aftercare: Does not reset when you are hooked, instead resets the aura of a survivor you see is hooked.
Alert: No change.
Any Means Necessary: Revert to 3 second pallet repositioning time.
Appraisal: No change.
Autodidact: No starting penalty. Up to 4 tokens.
Babysitter: Effect works on people you recovery from dying state instead of unhooked. Also stops their grunts of pain, blocks their aura from being read by the killer, and grants an 8% haste effect for the same duration. You (the savior) nor the killer see eachother's aura. Can determine the downed survivor's recovery progress by the intensity of their aura. Gain a notification of where a survivor has been downed.
Balanced Landing: No change.
Better Together: *Rework* Reverse Bond. Other survivors can see your aura when within 32/36/40m of you.
Blood Pact: Speed changed to 6/7/8%. Works on any survivor and does not have any relations to obsessions.
Boil Over: 65/75/85% wiggle push distance increase. Hook Auras blocked up to 16m.
Bond: Increased range to 32/36/40m.
Borrowed Time: Grants you the endurance buff for 8 seconds when unhooking a survivor. If the endurance buff is used you will be gain the Broken debuff for 60/50/40s and this perk deactivates.
Botany Knowledge: Healing speed and efficiency increased by 25/30/35%.
Breakdown: Hook will permanently break unless killer has Hangman's Trick. Killer aura is visible to you for 4/5/6s.
Breakout: When within 8m of a survivor move 6/7/8% faster. Wiggle speed increase remains the same.
Buckle Up: *Rework* Dying state half-version of Kindred. When others are in the dying state, you can see the killer's aura if they are within 12/14/16m of the downed survivor and other survivor auras. All others can see the killer's aura within 12/14/16m of you if you are in the dying state and they can see eachothers auras.
Built To Last: No change.
Calm Spirit: Will not alert crows when crouching/walking/running.
Camaraderie: If you are within 14/16/18m of a hooked survivor, this perk activates and you gain the endurance state. If you use this endurance buff, the perk permanently deactivates.
Dance With Me: No change.
Dark Sense: Can see all totem auras as well.
Dead Hard: Can't pass through traps.
Deception: No change.
Decisive Strike: Activates if first passive DS is used. Duration changed to 20/25/30s. Will pause timer if in a chase or in dying state. Deactivates once used.
Deja Vu: (Only if previously mentioned completed generator notification removal is added) Adds back completed generator location notification.
Deliverance: *Rework* If the killer has been within 12/14/16m of you for a total 30 seconds, Deliverance activates. Pressing the active ability key while on the hook allows you to free yourself from the hook. Can be used in both normal and struggle phase.
Desperate Measures: Speed changed to 13/14/15%.
Detective's Hunch: Can also track hooks and hatch.
Distortion: Increase token count by 1. Can activate while in a trap or in dying state.
Diversion: Charges time reduced to 40/35/30s.
Empathy: Can determine injured survivor's healing progress by the intensity of their aura. (If hooking notification is removed as mentioned previously, Empathy will add that notification).
Fixated: Walking speed increase works while injured.
Flip-Flop: Wiggle coversion increase to 65/75/85%.
For The People: Grants the healed survivor the endurance buff for 8 seconds. Broken status duration changed to 60/50/40s.
Head On: No change.
Hope: 6/7/8% speed increase for 120 seconds when gates are powered.
Inner Strength: No change.
Iron Will: Will stop grunts of pain when crouching/walking/running.
Kindred: Ranges set to 12/14/16m for killer aura.
Leader: No change.
Left Behind: Can also see gate auras when hatch is closed.
Lightweight: Will also spread apart scratch marks farther.
Lithe: No change.
Lucky Break: Also adds permanent immunity to hemmorhage debuff.
Mettle of Man: Grants you the endurance buff and will put you into deep wound state when you would have been put into the dying state, instead of its current unique buff. Activates when healthy as well.
No Mither: Grunts of pain are silenced when crouching/walking/running. All tiers silence dying state grunts. Does not activate until you are injured for the first time.
No One Left Behind: Activates when gates are powered instead of when they are opened.
Object of Obsession: No change.
Off The Record: Also prevents scratchmarks, bleeding, and gives an 8% haste effect for 6/7/8 seconds.
Open-Handed: Aura reading ranges increase by 12/14/16m. Does not stack.
Pharmacy: No change.
Plunderer's Instinct: No change.
Poised: For 8 seconds, gain a 6/7/8% speed boost after completing a generator.
Power Struggle: Wiggle progress required reduced to 20/15/10%.
Premonition: Range reduced to 32m. Cooldown reduced to 30/25/20.
Prove Thyself: (only if generator efficiency reduction mentioned for co-op repairs is removed, as mentioned previously) Gain a personal 5% action speed bonus when peforming any co-op action that stacks based on how many survivors you are working with. Bonus co-op points stack 30/40/50% per survivor.
Quick & Quiet: No change.
Red Herring: No change.
Repressed Alliance: Only blocks the killer from kicking it, does not block survivors.
Resilience: Change speed bonus values to 6/8/10%.
Saboteur: Can also see carried survivor/killer aura.
Second Wind: Does not require healing another survivor to activate.
Self-Care: Healing speed the same at 50% for all tiers. Self-healing item efficiency and self-mending speed are increased by 5/10/15%.
Slippery Meat: No change.
Small Game: No change.
Sole Survivor: Range increased to 24/28/32m.
Solidarity: Increase healing conversion rate to 65/75/85%. Shows the buff icon to other survivors within 4m.
Soul Guard: No change.
Spine Chill: Activation range reduced to 32m at all tiers. Speed value change to 6/8/10%.
Sprint Burst: No change.
Stake Out: Increase all Great Skill Check bonuses by 100% instead of just generator skill checks.
Streetwise: No change.
Technician: Generator repair sound distance reduction increased to 6/8/10m. Failed skill checks will not cause explosion but will still apply regression penalties (using old Ruin effect). As long as no one else without this perk interacts with the generator, any regression effects will remain when interacting with a generator until you stop repairing it (does not stop notifications such as Surveillance).
Tenacity: No change.
This Is Not Happening: All great skill check success zones are increased by 25/30/35%.
Unbreakable: No change.
Up The Ante: Luck bonus remains at 7/8/9% regardless of living survivors.
Urban Evasion: No change.
Vigil: Recovery speed increased to 15/20/25%.
Visionary: Range set to 28/30/32m. Does not de-activate when completing a generator.
Wake Up!: You can see the auras of exit gates from the start of the trial. All survivors can see your aura when you are within 16m of a gate, instead of current aura reading bonus. Speed bonuses remain the same.
We'll Make It: No change.
We're Gonna Live Forever: Can gain a token for healing others the equivalent of one health state.
Windows Of Oppurtunity: Range to 24m for all tiers. Cooldown at 30/25/20s.
Comments
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I thought you said 'some' lmao.
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A few could use some tweaks but here are a few of mine:
- Boil over: Your struggling effects on the killer are increased by 75%. The killer will not be able to see the closest hook aura to them.
- Visionary + deja vu: Visionary loses the weird cooldown and both perks gain the ability to determine the progress of the generator shown by looking at the intensity of their aura
- Hangman's Trick: See the aura of survivors within 8 meters
- Forced penance: Hitting a survivor taking a protection hit will inflict the broken status effect for 60/70/80 seconds. When a survivor who has taken a protection hit leaves your terror radius, you will see their aura for 5 seconds
Not mine. idr who said this but they said lightweight should disable the killer from seeing their scratch marks past 32 meters.
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This was the TL;DR version lmao
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I think you could make the wall of text a bit smaller by just removing the perks without any changes.
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Ok i was going to list out each idea and explain but that is too much so i'll say what applies to a lot of these ideas.
you are suggesting changes that are unnecessary and from what it seems it's because "why not", your also making a lot of these perks way too strong.
the base changes to survivors are all just more buffs to them which we don't need and built in bt is not good for game health we don't need more hook rushers.
mate i'll be honest you can't really see how this will affect game play but from what i see it favors survivors A TON. some ideas are cool but suggest them alone not a list because for one if there are good changes there are too many to look through so getting meaningful feedback will be uncommon because "oh this looks cool i like it" doesn't tell you much since you already think it's good what you need to look for is criticism to improve upon your ideas.
I will however look at each perk idea but separately meaning just because perk idea A exists doesn't mean perk B is fine. I won't comment on just cooldown changes unless they are outrageous so something like your brutal strength idea or dragons grip would be fine.
- blood echo shouldn't punish healthy survivors so heavily with no interaction with the killer and it applies sloppy butcher to everyone too much in the first place it shouldn't interact with healthy survivors unless it is minor because the killer didn't interact with them in any way.
- dying light i don't see being affected by this that much at all and since undying changed the only thing that would matter with cleansing speed is if you use TOTH
- forced penance 90s is too long but increasing it slightly would be fine
- gearhead idea is too vague and too strong if it is just reducing hits info can't be OP but it can be unreasonably good that is what this is
- hex blood favor has a useless effect as it is it just needs straight buffs so it actually can be useful
- all aura reading perks that show how progressed something is seems ok but im not really for it or against it
Im just gunna stop at killer perks since i am most invested in them you simply have too many things that i can't say what is good without spending too much time on this.
A lot of these ideas are just not thought out and it's because you were trying to rush through them, like i said only focusing on a small number of changes will increase the quality of your idea. Also no need to mention perks you don't think need changes if it's not listed we kinda know your not suggesting changes to it this made your list harder to read.
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I also have a big list of changes i would like but i only add to that list after i suggest a single idea and try to improve it the best i can and even then i barely have that many survivor perks and only 18 killer perks (i focus mainly on perks).
I don't have that many despite being very supportive of idea's since i don't add half thought out ideas to it. If your also like me and want to keep track i suggest making a list and adding only the ideas you feel are good and thought out.
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I do like some of your changes and some I dont reall care about like irrudesent head (never use them)
So here's the changes i dont like and I'll say my idea
1 grunts of pain are reduced by 50% while walking 75%while crouch walking and 90% while standing still
Allowing iron will to still have value but not nessciary
2 only common and uncommon items can spawn in the blood web and plunders guarantees you a rare or higher item allowing people to use the items but they are low quality
3 allow oni to see scratchMarks that's just dumb
4 why extend the fatigue on nurse for landing your power but please fix the bugs on her
5 huh brutal strength seems useless at that point if it saves you .1 s
6 cope de grace should increase your lunge by 10% per a completed generator
7 Franklin's I like the idea of not dropping your item upon entering dyeing state but rather than remove the item comspution after set time it reveals the item when you get within 10m of it and If you have a white ward the item will be sent back to your inventory when consumed denying it in your game but not losing your item when you put a white ward on
8 hoarder when looting a chest gaurntiees you get a common item if you have plunders the best you can get is very rare and it keeps the effects it currently has
9 blood favor extended range to 24m and lasts 25s not 16 or what ever it is
10 sloppy butcher removed the hemorrhaging effect remain mangled until healed
11 adrenaline keep it as
12 tenacity either crawl at 100% speed boost or make the downed player 50% quitier and immune to aura reading while down
13 calm spirit when your aura is being read there is a red blob showing your general location not your exact position
14 distortion caps at 4 tokens gain a token by being within the killers terror radius for 30s if it's a stealth killer gain a token by being in a chase for 30s
Edit I accident pressed save before I was done
14 for the people remove the broken status for using the perk instead have a longer cool down and maybe give endurance for 2s to the person who was picked up
15
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I'm not going to comment on all of this because... good lord there's a lot. But... why on earth are you nerfing Deathslinger that hard in that way?
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