Killer changes I‘d like to see
Traper
- Traps spawn armed at pallets and windows.
- Smaller terror radius (24 or 28meters) to make locating the tarps more difficult.
- He can carry 4 traps.
- Rearming and setting up traps is faster.
- He can select one trap like xeno can with his tunnels and when he opens a locker that trap disappears and enters your inventory. This has a cooldown of x seconds.
Pig
- Rule set number two basekit - New version hides all box auras outside of a 16-24 meter radius while the trap is active, but increases the timer by 15-25 seconds.
- Razor wires now also apply‘s deep wounds if you miss a box skill check.
- Interlocking razor makes box, repair and healing skill checks silent when having a bear trap on the head. (Rework)
- When not being in a chase for longer than 15 seconds, the ambush charges 50% faster.
Doctor
- His illusions spawn outside of the survivors line of sight, after that they run directly to the closest survivor and chase them. They use the killer bot AI to chase survivors.
- The illusions have a 16 meter terror radius.
- His illusions disappear after they hit a survivor (they don‘t injure or down) or when the survivor they were chasing got downed.
- The illusions no longer disappear after a certain time.
Ghost face
- You don‘t lose your power by injuring survivors.
- QOL: Much improved leaning, so it is less frustrating and clunky.
- Gain haste while in power and not chasing someone.
Demogorgon
- His shred goes further the longer you hold the power button.
- Letting go of the power button activated his shred.
Needs an addon pass!
Pyrmid head
- His path stays active for longer (like 25 seconds).
- More of the path can be active at the same time.
- Obsidian goblet grants you undetectable in a 5 meter radius to your path. This effect lingers for 5 seconds.
- Survivors running through his path become oblivious and get hemorrhage for 15 seconds.
- Book lost memories makes all survivor status effects, except of hindered and haste, linger for 30 seconds.
Needs an addon pass!
Sadako
- Needs her mobility separated from condemned counterplay.
- TV auras removed to make jumpscares and outplays in chase possible.
- Needs buffs to her flicker.
- Iri tape: Can teleport to turned off TVs but doesn’t spread condemned when doing so.
Needs an addon pass!
Dredge
- Him being in a locker counts as searching a locker (for perks).
- Rework iri wooden plank or massively increase its duration.
- 5+ locks 🔒 reset after a generator gets done.
Alien
- Survivors aren‘t hindered while carrying a turret.
- Smaller hitbox for placing turrets (to make them easier to place)
- Compensation buffs (faster tunneling exit speed, …)
Chucky
- Silent window scamper returns.
- Can scamper under pallets without slice and dice, which takes 1.7 seconds (normal window vault speed).
Ghoul
- QOL: Reduce the minimum required distance for a leap to 3 meters, because he is very frustrating to play on indoor maps.
- Reduce mending time (6 seconds) when hit by his mark.
What do you think of these changes?
If you want to know why I want some of these changes, just ask.
Comments
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For ghost face speed buff, that was a problem with old legion, like old-old legion. They tried making his power work or not by making it based around being in chase, and it created a very wonky counter play meta that was full of moonwalking. I wasn't there for it, but it sounded really bad. I think they could make it work if they gave him like a base kit version of the fearmonger thing: in other words if a survivor isn't looking at you, gain 5% haste, only it would require him to have his night shroud active.
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The Fearmonger ability from 2 vs 8 would be cool too. At first I wanted to suggest that, but I didn‘t want him to get haste while in chase.
I don‘t know old legion, but there is probably something behavior could do so that doesn‘t happen.
Post edited by Langweilig on1 -
No Freddy, friend?
:(
I wasn't there for it, but it sounded really bad
It was. The original Legion is one of the few things from the Old DBD that I do not miss, and that is saying something.
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I would have added Freddy my friend, but I‘m not a Freddy player. All the killers I mentioned are ones I play from time to time and I don‘t even own freddy.
If I would add him, I would ask for the original Freddy + the teleport we have at the moment and keeping Dream pallets as a passive.
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Haha, fair enough my friend.
Actually, the idea of mixing Dream Pallets with his original kit was something I discussed with other Old Freddy players from time to time.
Personally, I wouldn't add the Dream Pallets we have today as a passive, but their original design could work. As for the current teleport, absolutely. I need to update my Freddy concept to reflect that, now that I think about it.
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I meant his old dream pallets, not the exploding ones with the aura reveal. Only to clarify.
When you update your Freddy rework concept mention me. I want to see what you‘ve cooked up.
The sad thing is probably that OG Freddy won’t return like OG Sadako, but we can hope.
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Sure will, friend! Though it won't change that much, just a few updates.
And yes, the chances are pretty low. But I am incredibly stubborn. As long as I am here, there will be a demand for Old Freddy's return.
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Much like me with sadako. Some people already get annoyed by my posts about her 😅
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More or less agree. Maybe aside making Ruleset no. 2 basekit for Pig, that could get really annoying.
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I do like the ghoul changes because 5 meters min range can be annoying esp when youre trying to body block mid loop. Im not sure if the decrease mend time really does anything considering youre gonna chase the kagune marked survivor anyway. I would revert enrage vault speed back to ptb values instead, this is just way to easy to do compared to the reward you get right now.
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The decrease mend time was just an idea to make the gameplay against him a little bit less annoying.
About reducing the vault speed. I‘m not sure whether or not this would be the right thing to do. He gets punished so hard for breaking pallets, so there needs to be something he can do at loops. At the moment survivors can play around it and it is often a 50-50. Maybe slightly decreasing it wouldn’t hurt, but I don‘t know the ptb value and shouldn’t be much slower than what it is right now. My biggest frustration when playing against him is his m2 hitscan attack that has little counterplay. I‘d rather nerf that, but I also think he is in a good spot right now.
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Maybe. I think traps should be harder to remove when they aren‘t even active. It‘s kinda funny that you find this the most annoying thing but not the addon change where all kinds of skill checks become silent.
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Dude, xeno has been terribly handled recently, adding those changes would completely kill his character, I feel like they need to increase the tail strike range a bit and increase the distance at which turrets can be placed between eachother, on top of what they have planned rn In the next update
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That‘s why I wrote he gets compensation buffs.
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Ik that, but the main point of the hindered, is because the flame turrets are heavy and block the footsteps from being seen by the xenomorph while in tunnels, so the hindered is fine bc it prevents detection, also, I'd recommend more suggestions to compensation buffs than just one so it gives more of an example by what you mean about compensation buffs, but that's just me
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