Changes i would like to see in game (Part 1: Killer)
Status effects:
Blindness:
Problem: Only affects solo queue survivors and killers, has barely any impact over SWF.
Reworked:
Now reduces fov by 10º.
Slight darkens screen corners creating a tunnel vision effect (similar to the perk knockout).
Removes the ability to use maps and activate aura reading perks (This has no effect on basic aura reading abilities: see generators as a killer or see teammates as a survivor).
Exposed:
Problem: very hard to tell who is being affected.
Added:
Exposed survivors glow with an opaque red outline.
Bloodlust:
Problem: unfun mechanic that incentivises bad habits.
Solution:
Bloodlust 2 and 3 have been removed entirely for balance purposes.
Being stunned will remove bloodlust.
Killer changes:
General:
If the killer vaults a window 3 times in a short period of time it will be blocked for the next 16 seconds (only one window can be blocked at time).
Killers are no longer able to grab healthy survivors from an unhook.
Default fov has been increased to 100° from 87° (current killer fov is awful).
Kicking a generator will regress 4% (from 2.5%).
The Entity will manifest around the hatch and close it automatically after one minute.
Once the trial starts, all hex totems are protected by the entity for 30 seconds.
Killers are able to destroy dull totems by pressing the spacebar while standing close to them (this is an efficient way of preventing boon totems in spots that the killer wouldn't like them to be setted up).
Perks:
Thanatophobia:
Problem: Useless on every killer that isn’t plague or legion after patch 6.1.2.
Solution:
Now 5% per survivor, caps at 20%.
Broken survivors no longer count for the effect if not injured beforehand, (plague fix and because no mither starts with the survivor broken they are no longer detrimental for the team).
Non lethal damaging attacks no longer count for the effect if not injured beforehand (legion fix).
Downed and hooked survivors will always count toward the perk effect, independent if he is suffering or not from the broken status effect. (This way it still has its uses on plague and legion).
Now affects blessing speed (it affects cleanse speed so i don’t understand why it would not affect blessing).
Merciless storm:
Problem: unintended feature.
Solution:
Skill Checks will appear for the equivalent of 10% of a generator, instead of appearing forever until the gen is finished or the skillcheck is missed.
If there is more than one survivor on the generator, missing a skillcheck will not block it, instead, the survivor who missed it will be incapacitated for 20 seconds, the generator will only block once there is no survivors left repairing the generator (fix teammates missing the skillcheck and blocking the generator for everyone).
Scourge hook: Pain resonance
Problem: Now that Merciless storm is fixed, it could be safely reverted to before patch 6.1.0.
Solution:
Reverted to before patch 6.1.0 (no longer causes survivors to scream).
Dead Man's Switch:
Problem: too strong on artist and doctor (doctors who use massive terror radius on small maps).
Solution:
Added:
Only block the generator if no one has repaired it in the last 15 seconds (This change will force the killer to get close, also fix teammates leaving generators early and blocking them for everyone working on it).
As a compensation the perk now activates for 60 seconds.
A nurse’s calling:
Problem: doesn't do anything about instaheals or other healing sources.
Solution:
Added:
Any survivor who has been healed by a health state within its range has his location revealed (location doesn't mean aura).
Beast of prey:
Problem: too weak.
Solution:
Rework:
Perk now activates the moment you damage a survivor with a basic or special attack, and will deactivate after staying out of chase for 5 seconds, damaging a survivor or being stunned.
While active: hides killer red stain and blocks aura reading perks from targeting you (hiding the terror radius like it does now makes this perk more predictable).
While active: dropping a pallet within 8 meters of you guarantees bloodlust. (An interesting approach to counter survivors who pre-drop pallets).
Bloodhound:
Problem: too weak.
Solution:
Added:
Killer is capable of seeing blood through walls within 6 meters, blood also has a 1 second delay before becoming visible through walls. (This way it gives decent information without being busted on killers like the nurse).
Brutal strength:
Problem: could be slightly better.
Solution:
Now 25%.
Increases the base regression from kicking generators by 1%.
Coup de Grâce:
Problem: too situational.
Solution:
reworked:
No longer has stacks.
Now activates on hooking a survivor.
Increases the lunge of basic attacks by 0.3 seconds (basically doubles lunge distance on default lunges without multiplying it like it does now).
Killer will temporarily have a red outline when using a stack (helps survivors identify when the lunge is going further than it should).
Claustrophobia:
Problem: insanely situational (also utterly useless in the "game map").
Solution:
Now only work on survivors who concluded or recently worked on the finished generator (recently means 30 seconds) but will block all windows and dropped pallets, punishing only the ones who decided to conclude it (dropped pallets and windows will only be blocked the moment the affected survivors gets within 4 meters of it, giving the killer information if the survivor he is chasing has been affected).
No longer has a range, now affects survivors directly for 30 seconds.
Deadlock:
Problem: meta and abusable by campers.
Solution:
Can’t think of one without making the perk useless, changing the rules of the game to prevent camping will probably make this perk tolerable, also 30 seconds is quite high for a perk that requires no setup.
Deathbound:
Problem: Too weak.
Solution:
Effect gets progressively worse the further the survivor is from the person healed.
Further than 8 meters: oblivious and broken if injured.
Further than 24 meters: oblivious goes away and hear constant terror radius (work with terror radius perks like infectious fright and killer powers like feral frenzy).
Deerstalker:
Problem: Rarely Useful.
Solution:
Rework:
The aura of all survivors in the dying state within 12 meters of your location are revealed to you (not the main goal of the perk).
Being within 1 meter of a scratch mark for 2 seconds reveals all scratch marks of its owner through walls until the killer moves out of the tracks or the scratches dissipates.
The effects of the perk will deactivate if the killer is doing any action or charging his power (charging a blink as nurse, cloaking or uncloaking as wraith, going into feral frenzy, charging a static blast and others).
Distressing:
Problem: just a quality of life change.
Solution:
Increases terror radius by 10 meters (no longer multiplies terror radius).
Dragon's Grip:
Problem: Cooldown and general utility.
Solution:
Cooldown is now 60 seconds.
Now causes 45 seconds of exposed and exhausted status.
Dying light:
Problem: Obsession buff.
Solution:
Obsession no longer gets a 33% increase in healing and unhooking speed (The obsession is still not affected by the perk).
Eruption:
Problem: buffing this made solo queue even more miserable.
Solution:
Changed:
After kicking a generator. Its aura is highlighted in yellow.
When you put a survivor into the dying state by any means, every affected generator explodes and starts regressing.
After the explosion happens, the highlighted aura will keep active for 15 seconds.
Applies an immediate -6% progression penalty.
Any survivor repairing the generator when or within 15 seconds after the explosion will suffer from the incapacitated status effect until the 15 seconds wear off (This way it gives survivors a choice between let the generator keep regressing or stop it at the cost of not being able to interact for some seconds).
Fire up:
Problem: only becomes useful when you already lost the game (even with 5 stacks it's still barely noticeable).
Solution:
For each gen completed, gain a stackable 6% action speed capped at 30% (action speed now also works when hooking survivors).
When the final gen is completed, receive the haste status effect (2% speed).
Furtive chase:
Problem: terrible perk
Solution:
I have no idea how to fix this perk. It's literally broken by itself as a concept, my best suggestion is to increase the terror radius reduction to 4,5 meters per token and make so that the effect linger for 5 seconds after losing chase.
Gearhead:
Problem: The counter of this perk is literally not hitting great skill checks.
Solution:
Rework:
After hooking a survivor, gearhead activates, revealing the generator with most progress for 10 seconds, additionally, it will reveal the aura of any survivor working on it.
Gearhead will constantly update while active, always following the generator with the most progress.
Grim embrace:
Problem: sometimes the last survivor is always hiding and you never find him.
Solution:
Once grim embrace reaches 3 tokens, the location of the survivor who still wasn't hooked is revealed through killer instinct for 10 seconds.
Duration increased to 45 seconds (from 40 seconds).
No longer reveals the obsession.
Hangman's trick:
Problem: Weak and the information is rng reliant.
Solution:
Reworked:
Unhooked survivors suffer from the incapacitated status effect for 35 seconds (Incentivizes the killer to leave the unhooked survivor and chase someone else, this change also fits pig power very well by leaving survivors the only option to search jigsaw boxes).
Sabotaged and non-sabotaged hooks are distinguishable when this perk is equipped (see below in saboteur changes).
Hex: huntress lullaby:
Problem: weak in comparison with other hexes
Solution:
Maximum stacks reduced to 3 (perk secondary effect builds up quicker).
Stacks no longer affect skill checks sound, instead, skill checks speed gets more and more erratic (slows down and then moves quicker randomly).
Hex: No One Escapes From Death:
Problem: reward boring stuff (camping survivor as close as possible to the totem to get a easy kill)
Solution:
Rework:
NOED now blocks the exit gate as long as the totem is up.
When NOED takes the place of a dull totem, the totem will become indestructible for 15 seconds.
The hex will automatically turn into a dull totem after 1 minute of endgame collapse with a decrease of 15 seconds for each dead survivor.
(This means that if there is only one survivor left, he needs to wait 15 seconds before leaving).
Once the exit gates are powered, NOED becomes visible to all survivors.
The speed bonus and exposed status has been removed.
Hex: Pentimento
Problem: Insanely situational (will only ever work with very specific builds, it also punishes survivors for doing a side objective)
Solution:
Maximum amount of rekindled totems reduced to 3 (there is no way you can get more than 3 without people cleansing random dulls).
1 Rekindled Totem: Repair speed, Healing, Cleansing, Blessing and Opening exit gates (15% slower).
2 Rekindled Totems: Repair speed, Healing, Cleansing, Blessing and Opening exit gates (20% slower).
3 Rekindled Totems: Repair speed, Healing, Cleansing, Blessing and Opening exit gates (25% slower).
Hex: Pentimento now only works on previously destroyed hex totems, when pentimento is equipped, dull totems can be destroyed to acquire a temporary effect, causing a map wide sound notification for all survivors.
Dull destroyed: all survivors suffer from the oblivious status effect for 30 seconds.
This secondary effect can only be triggered every 2 minutes.
Hex: Plaything
Problem: This + Pentimento + Solo Queue = Hell
Solution:
Added:
When a plaything totem is cleansed, its remains will be consumed by The Entity.
Hex: Ruin
Problem: not very useful after nerf
Solution:
Added:
regression is now 150%.
Hex: The third seal
Problem: blindness is a problematic status effect for solo queue and that's it.
Solution:
Reworked blindness entirely (see above).
Hex: Undying
Problem: sometimes it fails at doing its job.
Solution:
Same stats but:
When any hex totem is destroyed, all other totems are blocked for 15 seconds. (Will happen only once as it will take undying place).
Hysteria:
Problem: weak
Solution:
Removed cooldown.
Insidious:
Problem: Only promotes camping.
Solution:
Added:
No longer works if the killer is within 24 meters of a hooked survivor.
Effect now linger for 3 seconds.
Performing any action, like using the killer power or attacking will deactivate insidious and the remaining linger effect.
Iron grasp:
Problem: worse version of agitation
Solution:
Increases wiggle duration by 36%.
Increases the speed of picking up, hooking and grabbing survivors by 20%.
Iron maiden:
Problem: only really useful on huntress, trickster and rarely twins.
Solution:
Added:
Opening lockers is quiet.
Opening a locker guarantees the undetectable status effect for 5 seconds, this has a cooldown of 20 seconds. (This change makes this perk better on killers that don't have a power related to lockers).
Knockout:
Problem: only harmful against solos and the perk is weak against everything else.
Solution:
Now works with basic and special attacks.
Removed the aura reading block when further than 16 meters from downed survivors.
Downed and hooked survivors suffer from blindness (blindness has been reworked, see above).
Lightborn:
Problem: pretty bad as it counters only one situational mechanic.
Solution:
I can’t think of one, maybe something related to powered generators?
Make your choice:
Problem: exposed timer is the same as the cooldown.
Solution:
Added:
No longer has a cooldown, multiple survivors can be affected by the perk.
Exposed survivors glow with a red outline.
Exposed has a delay of activation of 10 seconds (no more hag or demogorgon camping basement exit with portals and traps to get easy value).
No way out:
Problem: This perk should reward the killer only if he did something.
Solution:
No way out no longer has a base 12 seconds (This perk does nothing if the killer doesn't hook anyone).
Each token increases the timer by 15 seconds (from 12 seconds).
Oppression:
Problem: massive cooldown and random.
Solution:
Cooldown reduced to 60 seconds (from 80).
Now affects the 3 gens with most progress.
Overcharge:
Problem: solo queue and compensation for it.
Solution:
Regression now starts at 100% instead of 75%.
affected gens have their auras revealed to all survivors within 32 meters of it. (Fixes solo queue overcharge problem).
Overwhelming presence:
Problem: too weak
Solution:
Added:
Terror radius linger on survivors for 1.5 seconds. (Makes sense for a killer power that works based on terror radius/ aka doctor).
Running inside the terror radius slowly drains item charges (-1% of the current remaining charges) per second running. (Alternative for Franklin's demise on non-m1 killers, survivors can counter it by dropping their items before running).
Play with your food:
Problem: feeds on a single survivor, something problematic for solo queue, also its quite hard to make good use of.
Solution:
No longer an obsession related perk.
Only one stack can be acquired per survivor. (max of 4)
(Rewards killer for chasing multiple survivors, the stacks are consumed from the first chased survivor to the latest one).
Each token increases movement speed by 4% (max 16%).
Chasing a survivor you already receive tokens from will turn PWYF icon off (telling the killer he will not get extra stacks from dropping chase on that survivor).
Performing a basic or special attack that can damage survivors will consume a token and block play with your food from receiving stacks for 10 seconds.
Additionally, a stack is consumed every 30 seconds (timer resets every time a chase starts).
Predator:
Problem: too weak and sometimes harmful for the killer.
Solution:
Removed scratch marks being closer together.
Added:
Scratch marks take 50% longer to dissipate.
Scratch marks are directional (similar to footprints).
Survivors will keep leaving scratch marks for 3 seconds after they stop running.
Rancor:
Problem: could be more fun for the obsession (the killer is incentivized to leave her the entire game until all gens are done).
Solution:
I can’t think of one.
Remember me:
Problem: not very good and incentivizes tunneling the obsession.
Solution:
Reworked:
Every time you damage a unique survivor, gain a token, up to a max of 4 tokens.
Each token increases the exit gate opening by 5 seconds (from 4 seconds).
Shadowborn:
Problem: too weak, but the fov increase feels too good.
Solution:
Default fov has been increased to 100° from 87° (see above in general killer changes).
This perk now increases the field of view further by 20°.
No longer increases flashlight blind angle.
Shattered hope:
Problem: "to counter boon meta just bring this every game" (even the name of the perk in the game files is boon destroyer).
Solution:
This perk could do something else not related to boons.
Spies from the shadows:
Problem: too weak and useless in most maps.
Solution:
Crows spawn a lot more in the trial, also they come back to the same location quicker.
The delay between alerts is now 3 seconds.
Stridor:
Problem: weak and problematic perk (this perk will throw you off by making survivors louder than they should).
Solution:
Reworked:
This perk activates once within a survivor's breathing range and will stay active for 0.5 seconds after leaving the range (A transparent icon will appear close to the middle of the screen).
Increases the range that survivors breathing can be heard by 25%.
Because this perk is not very strong as it is, this will be a temporary solution for deaf players or people with hard hearing (it also can be used as a close range whispers perk by experienced killers).
Territorial imperative:
Problem: weak and could be more interesting
Solution:
Rework:
The killer will spawn in the basement (The game will disable survivor spawn locations that would be too close to the basement).
Reveals basement hooks auras at all times.
The closest generator will be blocked by the entity for 120 seconds.
If the map has a killer shack, the basement will guarantee to spawn there, a generator will also spawn in the upper floor.
Trail of torment:
Problem: cooldown and limited utility on some killers
Solution:
No longer stops working on gens once they reach 0 progress.
Cooldown reduced to 45 seconds from 60 seconds.
Unnerving presence:
Problem: too weak and even harmful for the killer sometimes (more skill checks means higher chance of great ones).
Solution:
Reworked:
This perk now removes great skill checks from any action that has good skill checks and is inside the terror radius (Generators, healing, jigsaw boxes and others).
Skill Checks over the effect aren’t categorized as good or great but as a unnerving skillcheck
(This means perks like stake out will not cause great skill checks when it would not be possible).
No longer increases the trigger odds of a skill check, instead, creates constant skill checks every 2-3 seconds. (Has no effect on skill checks limited to great ones / Autodidact, Overcharge, Oppression etc).
Unrelenting:
Problem: too weak
Solution:
Added:
Increases lunge move speed to 160% of killer base speed (150% is dbd default).
Basically increases killer lunge speed from 6,9 meters to 7,36 (This should have no effect on lunge distance).
Whispers
Problem: too difficult to use in comparison to the reward you get.
Solution:
Range of activation changed from 32 meters to 28 meters for more accurate guesses.
A transparent icon will now appear close to the middle of the screen (more accessibility).
Addons and killer powers:
Trapper:
Can no longer set traps within 12 meters of a hooked survivor (any trap already placed in the range will be disarmed).
The trapper can no longer be caught in his own bear traps, they will instead be disarmed when he steps onto them.
Setting a trap will guarantee a 10% haste status effect for 3 seconds.
Traps will blend with the ground.
Traps will glow with an outline when a survivor is walking or crouching within 3 meters of it. (hiding traps is a dead mechanic right now because most of the maps have terrible grass).
Traps can no longer be placed too close to windows. (Trapping windows right now is very hard because if you place them too close, survivors will fast vault over it, this will fix this).
Bear trap set speed increased by 50%.
Traps now spawn closer to the middle of the map.
Survivors no longer have a chance of escaping a trap, instead they have a timer (9 seconds default) that will let them free themselfs, survivors aren't able to see this timer (Survivors won't be able to know how close they are to escape).
Survivors can help others escape by decreasing the trap timer by 3 times (3 seconds by default if they start helping as soon as possible).
Addons
Padded jaws: added: increases trap timer by 6 seconds.
Trapper gloves: reworked: changes the location of placed traps to be below trappers feet, instead of being in front of him.
Makeshift wrap: reworked: increases bear trap reset speed by 100% for 2 seconds after stepping on your own bear trap.
Bear oil: added: increases bear trap reset speed by 20%.
Wax brick: reworked: increase trap timer by 3 seconds.
Serrated jaws: added: causes broken for 30 seconds.
Lengthened jaws: added: stepping in a bear trap when already suffering from a deep wound will place the survivor into the dying state.
Coffee grounds: increases the haste duration after setting a bear trap by 1 second.
4-coil spring kit: increases the time taken to disarm a bear trap by 25%.
Trapper Bag: added: decreases the crouching time to pick and set bear traps by 20%.
Secondary coil: reworked: stepping on a disarmed bear trap will create a loud notification for the trapper, this can only be triggered once per disarmed bear trap.
This effect will not trigger on any disarmed trap within 12 meters of a hooked survivor.
Rusted jaws: added: escaping a bear trap causes the hindered status effect for 3 seconds (-15% move speed).
Fastening tool kit: increases bear trap setting speed by 30%.
Honing stone: injured survivors caught in a bear trap, who free themselves, are inflicted with the dying state.
Iridescent stone: reworked: hooking a survivor resets all bear traps that are further than 12 meters of the hook.
Reduces the amount of bear traps by 1.
bloody coil: added: causes the deep wound status effect if a survivor disarms it while injured.
Reduces the duration of the haste status effect after setting a trap by 2 seconds.
Hillbilly:
The vertical and horizontal bumping collision box could be slightly reduced.
Default turn rate during chainsaw sprint increased by 28%.
Chainsaw prioritizes hitting survivors over pallets.
Chainsaw attack hitbox could be more legit (currently hillbilly seems to get much more undeserved hits that in the old days of dbd would not have connected, it could also be caused by server issues but it needs more investigation).
The Overheating mechanic has been replaced.
No longer bumps into objects, instead, the hillbilly will slide like oni bloodfury, if the hillbilly stays too long in collision (2 seconds default), the chain will break and he will be stunned for 2,5 seconds, cooldown of missed and successful chainsaw hits has also been reduced to 2.5 seconds (from 3 seconds).
Similar to the overheating mechanic, he won't be able to use the chainsaw in this state and will need to wait 6 seconds for the chain to be repaired by the entity.
This change will make the hillbilly more effective in maps with small corridors, while at the same time reducing the punishment for missing hits.
Addons:
Steel toe boots: reworked: Reduces chainsaw sprint speed when doing a turn by 20%. (May help in maneuvers).
Junkyard air filter: needs replacement
Heavy clutch: needs replacement (now basekit).
Speed limiter: added: increases the time needed for the chain to break by collision by 2.0 seconds.
Chainsaw hits cause deep wound.
Dad’s Boots: Increase the turn rate during a chainsaw sprint by 14%.
Punctured muffler: needs replacement.
Off-brand motor oil: reduces the range that Chainsaw noises can be heard by -50%
Death engravings: increases the movement speed during a chainsaw sprint by 5%
Increases the charge time of the chainsaw by 6%.
Big buckle: reworked: become undetectable for 15 seconds after the chain is broken.
Doom engravings: increases the movement speed during a chainsaw sprint by 10%
Increases the charge time of the chainsaw by 12%.
Low kickback chains: reworked: increases the time needed for the chain to break by collision by 0.5 seconds.
Reduces the stun time after breaking the chain by 0.5 seconds.
Leafy mash: reworked: become undetectable for 15 seconds after destroying a pallet with the chainsaw.
Black grease: needs replacement.
Spiked boots: reworked: increases stun duration after breaking the chain by 0.5 seconds.
Increases the turn rate during a chainsaw sprint by 21%.
Pighouse gloves: reworked: reduces the charge time of the chainsaw by 9% for 20 seconds after kicking a generator.
LoPro chains: added: chain breaks 0.5 seconds quicker.
Wraith:
Reverted post-uncloak nerf.
while cloaked, all actions are 35% faster.
Addons:
The hound - soot: now reveals all scratch marks within 6 meters through walls while cloaked.
The ghost - soot: effect now wears off once the post-cloak speed ends.
Bone clapper: no longer causes the bell tolls to be map wide, instead it increases the distance that they can be heard by 8 meters and make survivors unable to discern the direction of the wailing bell’s tolls.
Windstorm - white: reworked: builds up an increasing cloaked movement speed of 1% for each second cloaked up to a maximum of 10%, effect resets if fully uncloaked.
Swift hunt - white: reworked: builds up an increasing redusage of uncloak time of 1% for each second cloaked up to a maximum of 10%, effect resets if fully uncloaked.
Shadow dance - white: reworked: builds up an increasing action speed of 6% for each second cloaked up to a maximum of 60%, effect resets if fully uncloaked.
Blink - white: reworked: builds up an increasing cloaking speed of 8% for each second spended uncloaked up to a maximum of 80%, effect resets if fully cloaked.
Windstorm - blood: reworked: for each injured survivor, increases cloaked movement speed by 3% up to a max of 12%
Shadow dance - blood: reworked: for each injured survivor, increases action speed while cloaked by 20% up to a max of 80%.
All seeing - blood: reworked: now reveals blood within 12 meters through walls while cloaked.
Coxcombed clapper: reworked: reduces the range that the wailing bell tolls can be heard by 24 meters.
All seeing - spirit: reworked: now reveals the aura of survivors within 6 meters of the wraith while cloaked.
Nurse:
Nurse blink attacks now count as special (already done in 6.5.0).
Charging a blink causes the blindness status effect (no perk aura reading while blinking).
Nurse blinks are considerably slower when the destination is behind a wall or object with collision (pallets and windows finally will have a use when playing against her).
Being stunned by any means removes all blink tokens (nurse should not be able to immediately catch up after a stun).
The nurse is unable to lunge after the first blink (rewards precisive blinks).
Shape:
Stalk points to reach tier two reduced to 3 (from 5)
Stalking is quicker between 24 and 12 meters, progressively slower when closer than 12 or further than 24.
While in tier 3: myers is capable of breaking pallets and breakable walls by running over them while holding the stalk button, doing this will slow him down like Nemesis after hitting a tentacle strike.
Holding ctrl while no survivors currently have line of sight with you will make Myers disappear, his move speed is set to 150%, reappearing close to a survivor will cause a screen effect for the survivor, after becoming visible again, his speed is temporarily reduced and he is unable to immediately attack (he is still able to stalk, meaning that if he is in tier 3 he is still able to break pallets and breakable walls).
Addons:
Tombstone piece: added: Can only kill the obsession, the obsession must be fully stalked to work.
The obsession cannot be stalked when she is within 8 meters of the Shape.
Survivors within 8 meters of the obsession cannot be stalked.
The Shape is capable of absorbing “evil” from the obsession even in tier III.
While in tier 3 If the obsession is in the dying state, enable the ability to kill the obsession by your own hands.
Judith’s tombstone: added: requires fully stalking all current survivors in the trial.
No longer has a speed penalty.
The Shape is capable of absorbing “evil” from survivors even in tier III.
Enables the ability to kill dying survivors by your own hands.
The Shape is not able to stalk survivors within 8 meters of him.
Other addons could receive changes as well.
Hag:
Can no longer set traps within 12 meters of a hooked survivor (any trap already placed in the range will be disarmed).
Traps can no longer be triggered by walking.
Traps will glow with an outline when a survivor is walking or crouching within the trigger range.
Flashlight burn time increased to 2 seconds, from 0.5 (there is now a sound effect so that survivors are able to tell if a trap is being destroyed).
The hag receives killer instinct on survivors within 5 meters of a mud phantasm.
Teleporting to a phantasm trap temporarily increases the hag lunge distance by 50%.
There is a 0.5 seconds delay before being able to teleport to a mud phantasm (pressing the teleport button beforehand will commit to the teleport once available).
Phantasm Trap’s setting speed has been increased by 25%.
Phantasm Trap’s trigger duration increased to 8 seconds (from 5 seconds).
Trap teleportation range has been increased to 128 meters (from 40 meters).
Max amount of phantasm trap’s increased to 12 (from 10).
Addons:
Bog water: decreases the phantasm trap’s trigger range by -10%.
Bloodied water: decreases the phantasm trap’s trigger range by -20%.
Bloodied mud: decreases the phantasm trap’s trigger range by -30%.
Rusty shackles: reworked: Tripped phantasm traps have a 0.3 seconds delay before revealing the mud phantasm.
Tripped phantasm trap’s still create a sound effect.
Disfigured ear: reworked: Activating a phantasm trap causes the oblivious status effect for 30 seconds.
Survivors do not hear phantasm traps being triggered.
Mint rag: reworked: Has a 6 seconds cooldown shared between ALL teleports.
Teleporting manually to an inactive trap increases the cooldown to 12 seconds.
Waterlogged shoe: Reworked: Increases the movement speed of the hag by 5% (from 4.5%).
The hag receives a 10% haste status effect when within a deactivated phantasm trap's trigger range, the effect lingers for 3 seconds after leaving it.
The hag is unable to teleport to triggered phantasm trap’s.
All other hag addons (rare and below) need a complete rework as they are all the same with progressive better stats.
Doctor:
Detonation delay decreased to 0.8 (from 1 second)
Cooldown duration decreased to 1.25 (from 1.5 seconds)
Survivor interaction cooldown duration reduced to 2 seconds (from 2.5 seconds).
Shock therapy range has been increased to 12.7 meters (from 10.7 meters).
Addons:
Mouldy electrode: reworked: shock therapy doesn't increase madness above tier II.
Grants 100% bonus bloodpoints for pacified score events in the deviousness category.
Maple knight: decommissioned (Replaced by “Obedience” I)
“Obedience” I: Increases the duration of survivors interaction cooldown by 0.1 seconds.
Survivors with madness suffer from the affliction of obedience:
Madness III: survivor’s are unable to perform non-rushed actions.
Polished electrode: decommissioned (Replaced by “Obedience” II)
“Obedience” II: Increases the duration of survivors interaction cooldown by 0.15 seconds.
Increases the detonation delay of shock therapy by 0.05.
Survivors with madness suffer from the affliction of obedience:
Madness III: survivor’s are unable to perform non-rushed actions.
“Discipline” II: reworked: reduces the charge time of static blast by 0.2 seconds.
Scrapped tape: reworked: changes shock therapy’s area of effect to be mirrored behind the doctor.
“Discipline” III: reworked: reduces the charge time of static blast by 0.3 seconds.
High stimulus electrode: decommissioned (Replaced by “Obedience” - Carter’s Notes)
“Obedience” - Carter’s Notes: Increases the duration of survivors interaction cooldown by 0.3 seconds.
Increases the detonation delay of shock therapy by 0.1.
Survivors with madness suffer from the affliction of obedience:
Madness III: survivor’s are unable to perform non-rushed actions.
Huntress:
Please fix hatchet’s hitbox (I am fully aware of how hard that might be).
Addons:
Manna grass braid: needs replacement.
Deerskin gloves: now 40%.
Flower babushka: reduces wind-up time by 6% (anything that directly increases the killer power strength without downsides is going to be insanely busted, therefore the nerf).
Rusty head: added: hemorrhage status effect.
Glowing concoction: now 3 seconds instead of 5.
Begrimed head: reworked: causes the broken status effect for 35 seconds.
Soldier's puttee: added: the huntress moves at 4.5m/s once there is 1 hatchet left.
Iridescent head: reworked: decreases the max number of hatchets by 2.
No longer insta-down, instead, successful hits give one hatchet back. (Basically infinite hatchets as long as the huntress never misses).
Cannibal:
Staying within 16 meters of a hook for more than 5 seconds quickly depletes charges to zero (This will pause if the killer starts revving the chainsaw and will instantly deplete a token if he cancels).
Bumping only happens if the chainsaw has prolonged contact with a prop or wall (0.5 seconds).
The vertical and horizontal bumping collision box could be slightly reduced.
Using a chainsaw charge increases the chainsaw dash move speed by 5% for 0.25 seconds.
Chainsaw dash and chainsaw dash window has been increased by 0.5 seconds (basically award winning chilli is basekit now).
Chainsaw prioritizes hitting survivors over pallets.
Addons:
Spark plug: reduces the token recharge time by -0.75 seconds.
Speed limiter: added: hits will cause the deep wound status effect.
Chainsaw file: reduces the duration of the tantrum by 2 seconds.
Long guide bar: reworked: Increases the revving threshold before triggering a tantrum by 5 seconds.
Primer bulb: reworked: decreases chainsaw charge time by 5%.
Increases the token recharge time by 0.25 seconds.
Knife Scratches: increases the movement speed during chainsaw dash by 1%.
increases the charge time of bubba’s chainsaw by 7%.
Homemade Muffler: reworked: reduces the range within which chainsaw noises can be heard by -50%.
Chilli: increases the duration of chainsaw dash and chainsaw dash window by 0.1 seconds.
The grease: hitting a survivor by any means reduces token recharge time by -1.5 for 30 seconds.
Beast marks: increases the movement speed during chainsaw dash by 2%.
increases the charge time of bubba’s chainsaw by 14%.
Shop lubricant: reworked: hitting a survivor with the chainsaw will cause the blindness status effect for 80 seconds.
light chassis: reworked: increases move speed while revving the chainsaw by 5% (has no effect on chainsaw dash speed).
Depth Gauge Rake: reworked: increases the amount of tokens by 3.
decreases the duration of chainsaw dash and chainsaw dash window by 1.25 seconds.
Increases the charge time of bubba’s chainsaw by 18%.
Reduces the token recharge time by -2.0 seconds.
Decreases the effectiveness of chainsaw dash and chainsaw dash window duration addons by 50%.
(This addon will let skilled Cannibal players to use their tokens with more precision).
Award-winning Chilli: reworked: each time a survivor is hooked for the first time, gain a token.
Once 4 tokens are acquired:
Permanently increases the duration of chainsaw dash and chainsaw dash window by 1 second.
(Strong and funny gimmick addon to remember the olds days of BBQ and Chilli stacks).
Iridescent flesh: added: Breaking a pallet with bubba’s chainsaw replenishes all tokens.
Increases the token recharge time by 1 second.
Carburettor tuning guide: reworked: No longer has a speed penalty.
Consumes all tokens and turns them into a single dash.
Increases the duration of chainsaw dash by 0.5 seconds.
Chainsaw can be canceled earlier by pressing the m2 button again (this will deplete the power gauge independent of how much you used the chainsaw).
Nightmare:
Difficulty changed from hard to very hard.
Complete power rework:
The nightmare has access to 2 powers: nightmare illusions and dream projections.
Tapping the m2 button will summon a nightmare illusion, he will walk in a straight line until he isn’t able to move anymore, if he collides with a survivor, the illusion will explode in blood and the survivor will scream (the nightmare illusion moves at the same speed as the original and carries the same lullaby).
By holding the m2 button while aiming at a nightmare illusion, the nightmare is able to teleport to it like a dream projection, while performing the teleport, the nightmare illusion will mimic the direction that the player is currently facing and moving (canceling the teleport will destroy the illusion).
During a teleport, tapping the m1 button will invert the nightmare illusion controls, meaning that if you move to the left, the illusion will move to the right.
holding the m1 button will instead lock the illusion camera angle until the button is released, giving the player the ability to look at his surroundings without accidentally changing the illusion direction.
Teleporting into a nightmare illusion takes the same amount of time it takes to perform a dream projection, giving survivors time to properly react.
The nightmare can create multiple illusions, though he can only control one at a time.
Survivors no longer sleep passively, instead they go into a light sleep once within the nightmare lullaby radius (the lullaby now plays to people that are awake).
The nightmare is completely invisible to survivors that are not in light or heavy sleep.
The nightmare cannot damage or interact with survivors that are not in light or heavy sleep.
Survivors placed into heavy sleep will leave their items behind and will only be able to recover then once they are awake.
Pallets are not visible to survivors who aren’t in light or heavy sleep.
Once a survivor in the light sleep gets hitted by the nightmare, he will transit to the heavy sleep (dream world) by playing a animation depending on his current movement: if the survivor was running, he will stumble, place his hand on the ground and quickly recover, but in the perspective of survivors outside of the dream world they will see him unconscious on the ground.
Survivors who aren’t in heavy sleep are able to wake the unconscious survivor by interacting with his physical body that is left behind.
Placing a survivor from the light sleep directly into the dying state will not cause him to go into heavy sleep.
The nightmare receives killer instinct if a survivor tries to wake up another.
If the survivor in heavy sleep gets damaged, the action to wake him will be interrupted.
Once a survivor reaches the dying state in the dream world, his screen will cut as he screams and will transit back to his physical body in the dying state (The nightmare can then pick up and hook him).
The nightmare can teleport immediately to a survivor's physical body after placing him into the dying state.
Survivors who are in the heavy sleep cannot do most actions, this include repairing generators, opening the exit gate, interacting with others, sabotaging hooks, cleansing or blessing totems.
Another way of leaving the dream world is by the survivor using one of the 5 clocks found scattered around the map.
A survivor who wakes up will not sleep again for 20 seconds.
Injured survivors who are in heavy sleep suffer from the broken status effect and cannot be physically healed.
Survivors in heavy sleep suffer from the oblivious status effect.
Leaving through the exit gate while sleeping will wake you up but you will not escape and will need to physically escape through it.
Placing a survivor in the heavy sleep into the dying state blocks them from escaping by the exit gate for 5 seconds (so they cannot immediately leave).
Addons:
Wool shirt: reworked: increases the regression penalty of failed repairing and healing skill checks from light sleep survivors by 6%.
Sheep block: reworked: survivors who collided with a nightmare illusion suffer from the blindness status effect for 30 seconds.
Kids drawing: reworked: decreases the number of alarm clocks by 1.
Garden rake: reworked: after completing a dream projection or illusion teleport, lunge attacks performed in the following 2 seconds will go 35% further.
Prototype Claws: reworked: hitting a survivor in heavy sleep causes the hemorrhage and mangled status effect.
Outdoor rope: reworked: increases the volume of survivor’s grunts of pain by 50% if they are in heavy sleep.
Nancy’s sketch: reworked: decreases the cooldown duration of dream projection by 8% for each survivor in heavy sleep.
Green dress: reworked: survivors who fail a skillcheck while in light sleep have their auras revealed for 7 seconds.
Cat block: reworked: survivors who collide with a nightmare illusion suffer from the hemorrhage and broken status for 15 seconds.
Unicorn block: reworked: survivors who collide with a nightmare illusion have their auras revealed for 3 seconds.
Paint thinner: reworked: when a survivor leaves a heavy sleep, his aura is revealed for 7 seconds.
Nancy’s masterpiece: reworked: decreases the cooldown duration of dream projection by 8% for each survivor in heavy sleep.
decreases the time it takes to teleport into a nightmare illusion by 0.5 seconds (can be bad or good depending on the situation).
Jump rope: reworked: heavy sleep survivors rushing an action reveal their aura for 2 seconds.
Blue dress: reworked: increases the regression penalty of failed repairing and healing skill checks from light sleep survivors by 3%.
survivors who fail a skillcheck while in light sleep have their auras revealed for 4 seconds.
Pill bottle: reworked: when a survivor leaves a heavy sleep, he suffers from the oblivious status effect for 60 seconds.
Swing chains: reworked: footstep noises from heavy sleep survivors are 100% louder.
Class photo: added: survivors repairing generators have their auras revealed for 4 seconds.
“Z” block: reworked: all survivors start the trial in heavy sleep.
Red paint brush: reworked: survivors who collide with a nightmare illusion are placed into heavy sleep.
The nightmare can have only one illusion at a time.
Black box: reworked: Canceling a teleport on a nightmare illusion will not destroy it.
Increases the time it takes to teleport to a nightmare illusion by 1 second.
Trickster:
Insanely unsatisfying to play and has zero counterplay in chase, basically hold the W key and move to the sides hoping that he misses 44 knives.
Has a complete lack of map pressure (huntress can hit some long range shots as compensation for her bad mobility, something that trickster cannot because of his boring close range power).
This killer needs a complete power rework because right now not a single soul wants to be playing against him.
Artist:
Another boring killer who completely shut-down loops, artist counterplay is hold W and dodge the first dire crow, if she hits the dire crow, she will immediately charge her power and shoot 3 crows in sequence to guarantee that you can't dodge it, that's literally it.
If she places a dire crow in a loop the only thing you can do is run away from the loop as soon as possible or else:
She changes direction to force you into the crow and if you don't she just m1s you.
Spirit:
Her addons should not be as strong as they are now.
Addons:
Shiawase amulet: no longer affects power recovery rate.
Kaiun talisman: no longer affects power recovery rate.
Yakuyoke amulet: no longer affects power recovery rate.
Dried cherry blossom: reworked: the spirit is capable of seeing blood while phasing.
Mother-daughter-ring: Nerf this thing
Blight:
Strong killer with OP addons, the question is, Why?
Number of base tokens reduced to 4 (from 5).
Rush movement speed reduced to 215% (from 230%).
Increases movement speed by 5% for each consecutive rush.
Being stunned will remove all rush tokens.
Addons:
Placebo tablet: reworked: increases field of view by 10° while rushing (a joke addon referring to how field of view creates the illusion of going faster).
Shredded notes: reduces token regeneration time by -0.75 seconds per token.
Decreases available rush tokens by 1.
Blighted rat: increases rush movement speed by 2% for each consecutive rush.
Reduces rush turn rate by 5%.
Blighted crow: increases rush movement speed by 4% for each consecutive rush.
Reduces rush turn rate by 10%.
Adrenaline vial: reduces the token regeneration time by -0.5 seconds per token.
Other stats unchanged.
Alchemist’s ring: reworked: hitting a survivor with a BASIC attack will instantly recharge all rush tokens.
Iridescent blight tag: reworked: once all survivors are hooked at least once, receive two additional tokens.
Compound thirty-three: reworked: The blight is capable of slamming into survivors, causing the targeted survivor to suffer from the hindered status effect (10%) for 3 seconds.
Slamming into a survivor does not deplete tokens.
Slamming into a survivor ends blighted corruption.
Increases initial rush turn rate by 50%.
Increases token regeneration time by +0.25 seconds per token.
Comments
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You do realize Bloodlust exists explicitly to ensure chases end, and removing it would turn some loops into infinites and increase chase times by a massive amount?
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The only perk that consistently causes blindness is Third Seal. Which requires you to hit each survivor once to get full value out of it. It's typically gone by then anyway. The only survivor perk worth countering is Windows.
It is so niche outside of cheesy slugging builds that gutting it is just ridiculous. Vapid appeals to "solo queue" don't mean anything in this context.
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Oh my God you turned The Trapper into The Inconveniencer. This is the funniest stuff I've read in ages.
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lol michael at stage 3 + stage 3 bloodlust needs about a minute to catch in the garden
in your opinion, the killer should not catch up with the survivors?
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You clearly put a lot of effort in writing this. Some ideas with perks and things like Freddy might be interesting.
As killer main though there are several suggestions that would heavily bother me, some of them would be extremely harsh nerf:
- no bloodlust: this is a terrible, terrible, terrible idea. It will not only be the most brutal nerf the game has ever seen for most killers but it will also enable a myriad of infinite loops in the game.
- no grap on healthy unhook: this combined with meta perks will make unhooking very safe and securing kills lategame even harder;
- deactivating powers near hooked survivors sounds fine at first but is in reality something that would a) be a significant nerf in sitautions in which people should not have a free escepoe and b) could be heavily abused during chases if people on purpose approach hooks (just an example: deactivating trapper traps near hooked people would shut down some of his best strategies, and further weaken an already borerline useless killers
- blocking totems the first 30 seconds of the game would be a killer buff - but I still woudnt like it since it would probably result in survivors caming nearby until timer runs off and produce more boring earlygames
With descriptions of the rickster I wonder if you have played him extensively? The trickster has quite some counterplay it's just that he is very stong in some areas and very weak in others - which good survivors will use to their advantage. Is it really so boring to play against as survivor?
Hillbilly in my opinion should be reverted to what he was before. Wasn't OP, had dedicated mains, was considered strong but not OP and fun to play against, had also nice skill ceiling with proper rewards. No one knows why the decided to gut one of the most balanced and rewarding killers that never even got lots of hate.
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Only bloodlust 2 and 3 would have been removed, in my opinion the existance of infinites would be fixed at the point that this goes live.
Grabbing healthy survivors off hooks creates a stupid 50/50 where the survivors surround the hook and attempt to bait the killer into performing a grab, i know this will make the situation more survivor sided but the entire killers buffs that i made have the intention of making them more opressive and stronger during the early and midgame, so if the survivors have the luxuary to do this, i think they deserve atleast the rescue.
Yeah i know deactivating killer power close to the hook might be a little too much, but i cant find any better solution to camping leatherfaces or hillbillys, and about trapper, i think he should change his playstyle to a more agressive one thanks to the buffs.
Hex totems are too unreliable right now, sometimes they are up ultil endgame, and sometimes they are destroyed 15 seconds after the game starts, its pretty much a gamble so i made this change to atleast let the killer reach the totem before they are gone.
Trickster is insanely busted on open loops and horrible in tall ones, this means that if you get a open map while playing survivor, chances are that you will never be able to get a decent chase, with is pretty much the same as nurse right now.
And yes i made hillbilly a Oni 2.0 with some differences that will prevent him from being complete monster in chase, but actually useful in maps with a lot of obstacles like RPD.
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The garden is a horrible designed map completely survivor sided, so yeah that is not a good example of dead by daylight gameplay.
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Lmao
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Blindness should hide the red stain
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The change that i made makes blindness stronger than it is right now, imagine playing survivor with reduced fov? That is really strong already, plus the no aura reading perks.
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Lmao
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Bloodlust 1 still exists, only bloodlust 2 and 3 have been removed, if you still cant catch the survivor than its a map design problem or he is just outplaying you, in this case you should leave the chase.
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Or, and here's a wild idea, you could NOT massivly nerf Killers via removing BL 2 & 3 for absolutely 0 valid reasons? Because 'It makes bad habits' is...incredibly subjective and vague.
It's as hollow as Survivors demanding Killer kneecappings because '[Insert mechanic/perk/Killer here] is unfun'.
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I already aswered you in the survivor changes page.
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1) Increasing the % doesn't make a difference... But increasing the Gen regression might help a little more
Perks are hard to judge... some were meant to be situational
Nothing on the Pig... how boring (sarcasm)
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Yeah i was thinking the same, but its already done.
Also the pig needs a nerf (sarcasm*)
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Evil snort........... But why though
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The funniest thing is that the trap RNG got buffed so hard that it is possible to die while trying to do all the searches, theres even videos of this, but if i would change her in the current state, i would make so performing a search pauses the timer, as a compesation, ambush could be buffed a lot
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I can get behind that....
I would also change a lot of the addons... But I don't trust myself with those suggestions being balanced
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