Changes that will make the game better.
changing the balance
- The presented changes will make the game more balanced for everyone. Solving problems with fast repair of generators and healing. Changing Perks and Killers.
Killers Changes
- These changes will make the game more comfortable for each of the list of killers. The survivors of this will not weaken at all.
Trapper
- Give the opportunity to carry all the traps with you from the very beginning of the game.
Wraith
- Return the duration of the 1.25 speed bonus after exiting invisibility.
Hillbilly
- Rollback of all changes in patch 4.1.0. The rework was a very bad idea.
- The existing Add-on "LoPro Chains" can be left.
- The existing chase music can be left.
Doctor
- Remove ability to spam spacebar against shock to jump to any window.
Huntress
- We need to fix hitboxes. You can often see axes that fall over the wall into the survivor or do not hit him at all and still get hit. The problem exists on both sides. As a basis, you can take the Deathslinger hitboxes.
Nightmare
- First option, brought back the old Freddy before the rework.
- Second version, return the first version of the rework.
Clown
- Bug with switching the color of the bottle and not matching with the actual bottle used.
Spirit
- Give an instant set of speed in the ability.
Legion
- During a hit with the LMB button, the ability begins to recharge. If you remove this, it will become more convenient.
Plague
- After being stunned by a pallet, the killer loses his Special Vomit. This needs to be removed.
Deathslinger
- Make the aiming time 0.25 seconds.
- Add flickshots.
Blight
- Set the default silence time after destroying walls or planks in the Add-on "Compound Thirty-Three".
- Remove Add-on "Alchemist's Ring" and give something else.
- Bug with lowering the camera down, which allowed you to fly around any texture without cutting in.
- Bug that caused the killer to encounter invisible textures when using the jerk.
- Bug due to which pressing RBM and LMB in the ability did not register a hit.
Trickster
- Give 60 knives by default.
- Remove improvements for additional knives.
Nemesis
- Make the same domed tentacles 6 meters in all stages.
- At stage 1, the killer will not be able to break the boards.
- At stage 2, it will open up the possibility of breaking the board.
- At stage 3, give 1 additional zombie.
- Fix a bug with increasing the tentacle hitbox with some combinations.
- By pressing CTRL, you can avoid a blow from the tentacle, which should not be.
Cenobite
- Remove the ability to break chains about textures.
- Leave the opportunity to break the chains of other survivors and the killer himself.
- By pressing CTRL while stationary, it is possible to avoid the chain and detection when the killer starts a chain hunt using the box.
Need a rework: Hag, Pig. Need a buff: Oni, Shape, Ghost Face.
Does not need changes: Nurse, Cannibal, Demogorgon, Executioner, Twins, Artis.
PROBLEM WITH FAST REPAIR OF GENERATORS
Now the survivors are quickly starting generators with the help of skills, items and upgrades.
- Set a maximum 25% bonus to generator repair speed.
Add-on "Brand New Part"
- Installing a new part increased the repair progress by 10% instead of the old 15% in 5 seconds. During the installation of the part, you must pass 2 complex reaction checks.
THE PROBLEM OF FAST HEALING OF SURVIVORS
- There are a lot of perks and items in the game, which is why everything together leads to almost instant healing.
- Set a maximum bonus of 50% to healing speed.
Problem with sounds
- Good sounds are the foundation upon which a game should be built. There is a problem with the disappearance and absence of sounds, both the running or breathing itself, and jumping into windows or boards.
Iron Will
- Bug fix required. The perk muffles all survivor sounds, not just pain.This gives a significant advantage to the survivor during the chase.
PROBLEM OF BOON
- Boon is too strong a perk, and he needs a nerf. Each game has at least 2 totems on the map.
General changes
- Make totem perks disposable.
- Soft chimes ring out within a radius of 16 metres.
Boon: Shadow Step
- Remove the effect on hiding traces after leaving the totem radius.
Boon: Circle of Healing
- The owner of the totem can heal himself without a medkit at the normal healing speed.
- All survivors get a 25% bonus to the healing speed of other survivors.
- Other survivors can heal themselves without a medkit, but at a speed of 50% of the normal healing speed.
Boon: Exponential
- 30/40/50% bonus to the Recovery speed.
THE PROBLEM OF ACCELERATION AND OTHER PERKS
Overcome
- There is always an opportunity to escape across the entire map. Any killer that does not have the ability to quickly move around the map will not be able to catch up with the survivor. Therefore, a small revision of the perk is necessary.
- Whenever you become injured, you retain the Movement Speed burst for 1 additional seconds.
Dead HaRd
- Allows you to correct the survivor's mistake and not think during the chase with the Killer.
- Requires a perk rework or getting substantial debuffs.
Balanced Landing
- To popularize the perk, you can add a passive effect.
- During Exhaustion, your grunts are muffled by 100% when falling from great heights.
Decisive Strike
- Abuse Locker. The players with the Decisive Strike, in order not to fall, are in the Locker for a minute.
- Interaction with the locker will lead to its deactivation.
Borrowed Time
- The perk has to work differently so that the survivors think about how to properly get it off the hook.
- Will work if the Killer is within 24 meters of the hook.
Wake up
- Too fast gate opening along with other perks. Therefore, you need to add a new effect to the perk.
- Does not stack with other perks.
Lucky Break
- Now the perk allows you to run for a minute and without traces of the killer, which will disorientate even an experienced player.
- Bleeding and Scratch Marks are suppressed for a maximum of several 5/10/15 seconds, after which Lucky Break is disabled for the remainder of the Trial.
BOIL OVER
- The killer will not be able to take the survivor to the basement, as the timing will be broken. It will be possible to specially fall at high altitude and save the survivor with the help of Breakout or hook substitutes.
- Remove this effect, when the Killer drops from great height, your Wiggle Meter fills up by 25% upon landing.
Boil Over in patch 5.5.2, it has become more balanced and does not require changes.
Comments
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Wait, what? You want Boil Over to specifically prevent the killer from hooking the survivor in the basement? I mean I think all your proposed changes are a big nope for me as both killer and survivor, but... that one earned special mention.
EDIT: Oh, I see you say that is a problem that you can't? I do it all the time, you just have to be very careful if they have Boil Over, and they are nerfing it next patch anyway.
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Even if he is a nerf, it will not solve the problem with the second floors, most likely
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The second I saw you think nothing needs to be done to the twins I stopped reading how in all nine hells can anyone think twins need no work #########
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Ngl, not a fan of most of these.
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Biggest thing that needs to change for killers is a stronger basekit for killers. There's no generic catch-up mechanic for killers on larger maps as it's impossible to pressure gens or counter the "W" strat currently, the increased healing speeds make the killer's slow attack recovery agonizing as with the right setup it's possible to heal before he's even recovered. Vaulting as a killer is so slow it's never worth doing outside of Bamboozle/Myers. Pre-dropping pallets is too strong for how long it takes to kick them (stun times are fine).
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If played correctly on the twins, this is a good killer against both good survivors and bad survivors. It's all about the experience of the game.
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The twins are just plain bad and all you can do with them is getting kills trough hard slugging and camping. This isn't a nurse situation where the killer is so hard it looks like he is crap till you got the skill
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I agree with you. In addition, on some maps you need to reduce the number of pallets. One obvious example is Gideon.
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Any killer for their own benefit can slugging and camping even a nurse. You can run from a nurse for a long time, if you know how. The twins can control the map. Most killers can't do that.
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Until you face Survivors who at least played a few times against the Twins in their lifetime, it's impossible to use Victor to down them if they are always going in groups, they can even heal up faster than you can come up to them with Charlotte sometimes.
If you don't heavily slug and pick up after every down, it's impossible to win if the Survivors aren't babies.
They are also very sluggish to play, waiting 5 seconds and just staring at nothing just makes you want to slug more, which isn't really fun.
Victor is also extremely buggy, Survivors going upstairs are impossible to hit, because Victor just stops his pounce instantly, I also encountered instances where my pounce just happened in place. There is also an issue where from very close to a Survivor, you can just go right through them with your pounce without hitting them.
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I completely forgot about these 2 bugs, thanks for adding the twins problem. I play Twins very often and have played against such survivors and I understand what you are talking about. Such people can only be caught by mistake and constantly hit. The problem with quick healing or lifting from the ground can be solved by adding restrictions on the maximum bonus received, but this is not accurate) this requires tests
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