Survivor side adjustment
As more people post dicussion about how strong survivors are now (maybe strongest they ever been) here are my ideas of some adjustments:
Overall:
→ Increase time to heal others from 16s to 24s
→ Increase time to heal self from 24s to 32s
→ Decrease repair speed by 0.1ch/s per each injured, hooked or dead survivor (thana basekit)
→ Increase vault time, drop time by 10 %
→ Increase cleanse, bless and search time by 10 %
→ Dropping pallet on killer stuns them for 1.5s
→ Dropping pallet on killer carrying survivor no longer rescue a survivor but cause killer been hindred by 3 % for 5s
→ Decrease burst from injury from 1.8s to 1.2s
Items:
→ Medkit no longer offers selfheal
→ Decrease medkit great skill check bonus to 1 %
→ Decrease altruistic heal bonus of all medkits by roughly 50 %
→ Blindness duration decreased by 1.5s
→ Bliding killer with flashlight no longer rescue a survivor
→ Toolboxes adjustment to offer a very tiny chunk of progress and seperate sabotage toolboxes from repair toolboxes
→ Increase time to sabo hook by 200 %
→ Toolboxes have charges like keys rather than time charges, each failed skillcheck drain all remaining toolbox charges, each charge can be spend to repair 2 % instantly and then it goes on 120s cooldown
→ Flashlights now have charges like keys, each charge spent shines flashlight for 3s and then charge is consumed. Blinding killer drains extra charge, blinding killer when carrying survivor drain extra two charges, increase blindness duration by 0.5s and no longer rescue survivor.
→ Keys no longer open hatch (abandon feature makes it pointless)
→ Maps tracking time decreased by +-30 %
→ Key tracking time decreased by +- 50 %
Perks:
→ Nerf all gen perks (fe. quick gambit 5 % to 2 %, prove thyself 10 % to 5 %, dejavu 6 % to 2 %, bardic 123 to 0.5 1 1.5, hyperfocus 30 % to 10 %, weaving spiders 10 % to 5 %)
→ Nerf all healing and selfhealing perks (fe. we'll make it 100 % to 40 %, botany 50 % to 15 %, strenght in shadow 70 % to 40 %, self care 35 % to 20 %, resurgence 70 % to 15 %, do no harm 50 % to 20 %)
→ Nerf all exhaustion perks (fe. perks that caused 40s exhaustion will now cause 60s, perks that caused 20s will cause 40s, vigil 66 % to 10 %, ghost notes 10 % to 5 %, adrenaline no longer heals you, revert 5s sprint, no longer ignores exhaustion
→ Nerf boons (circle 100 % to 50 %, illumination aura decreased to aoe of boon, exponential 100 % to 30 %, shadowstep no longer lingers, dark theory 3 % to 1 %)
Maps
→ Decrease pallets to more reasonable state. Overall maps would lose about 15 pallets, maps like Haddonfield, Borgo would lose about 5 pallets.
→ Decrease size of map to size of Haddonfield and Coal Tower or Dead Sands.
→ Decrease amount of jungle jyms and pallet gyms to maximum of 1
→ Decrease amount of safe pallets by 75 %
→ Shack and main building no longer have any windows or pallets within 24m range
→ Increase hooks spawned by 8-10 per map
Comments
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How about… no.
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May I hear your constructive opinion? No is flat and non-saying. What you don't agree with and why?
-2 -
Broadly I don't think it's reasonable to suggest a giant shotgun sweep of heavy nerfs to survivor when the killer's big heat to answer survivor tools is still fully intact. I could see some of these being reasonable with some heavy nerfs on the killer end too, but that's a tenuous road to go down, it can get unfun very quickly.
A lot of what you're suggesting be nerfed would make the thing in question worthless, and it seems like you want to remove saves from the game altogether? I'm not sure I understand why, I'd certainly understand weakening the strongest tools for saving someone from the killer's grasp but it's an important part of the game in general.
As an aside, what do you mean when you say "time to self heal from 24 seconds to 32 seconds"? The only source of self healing that takes 24 seconds is medkits and you want to remove that from them, so there just wouldn't be a self heal that takes that much time. There's only one healing action, it's just that when you perform it on yourself, all the tools that let you do it have a speed penalty.
1 -
I can see a lot of healthy changes in your list, but at the same time a lot of, in my opinion, terrible ones. So I will give feedback only on the ones that are, in my opinion, terrible:
→ Decrease repair speed by 0.1ch/s per each injured, hooked or dead survivor (thana basekit)
Way too much (40% slower gens is insane). This would also require severely nerfing Plague and Legion.→ Increase cleanse, bless and search time by 10 %
Would be fine with the QoL change of keeping progress for all survivors when letting go of M1 or booning. Otherwise hex builds would dominate again. Chests also don’t need a nerf.→ Dropping pallet on killer carrying survivor no longer rescue a survivor but cause killer been hindred by 3 % for 5s
This would straight up turn those pallet drops into a troll action.→ Decrease medkit great skill check bonus to 1 %
Better to nerf the skill check progress add-ons instead.→ Blindness duration decreased by 1.5s
0.5s blindness duration makes flashlights useless in chase.→ Bliding killer with flashlight no longer rescue a survivor
Makes an already rather weak item even weaker (basically useless). The only remaining use case would be with Champion of Light in chase.→ Increase time to sabo hook by 200 %
Sabotaging is already pretty troll, RNG-based, and a waste of time most of the time.Perks:
You propose changes to many perks but not to chase perks, which are by far the meta. The only potentially problematic perk you mentioned is Hyperfocus, which I dislike because of how inconsistent its impact can be.→ Nerf all exhaustion perks (fe. perks that caused 40s exhaustion will now cause 60s, perks that caused 20s will cause 40s, vigil 66 % to 10 %, ghost notes 10 % to 5 %, adrenaline no longer heals you, revert 5s sprint, no longer ignores exhaustion
Adrenaline would just become a completely worse version of Sprint Burst. I would give all exhaustion perks except Sprint Burst the Dead Hard treatment and make them usable once per hook state. They create the biggest gap in killer strength (catch-up vs. non–catch-up killers). Sprint burst of course would need a different nerf.
→ Increase hooks spawned by 8-10 per map
Hooks are fine except on some maps - Badham School downstairs comes to mind.0