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Major Addon, Item and Overall progression rework.
First off I want to start by saying that I've never like the idea of Killer's or Survivor's SOMETIMES being way stronger than other times, and that there should be some baseline powerlevel that they can consistently have no problem which is then balanced around. It's ok to have a bit of a progression requirement to get to that point but I've never like the idea of something being balanced around the idea of "oh this one thing is super strong but can only be used in one match so it's fine".
Thus addons and items throw the game completely out of balance, since you can't balance around 4 Survivors with items and 4 Survivors without items at the same time, let alone basekit Killers vs Killers with their best addons and Survivors with their best addons on those items and also Mori's because why not.
Since it's impractical to expect high level addons to only be used against opponents using those same addons, balance is not maintained and no matter what everything is thrown out of whack.
Thus the primary change is this:
Make all items and addons not consumables. You always keep them after every match no matter what so long as you got them from the bloodweb (not chest items). Offerings stay the same as they don't generally provide a major benefit and just alter the games RNG instead although Mori's should be completely removed.
The bloodweb would be altered to be MUCH smaller per web compared to now, however besides offerings all prices would be significantly increased to compensate.
As for the specific addon and item effects they would be altered so higher rarity means the effects are more extreme but with a drawback of some sort. Higher rarity means bigger effect and a bigger drawback.
Now to list out what I'd specifically suggest for each item/addon:
Medkits
- Camping Aid Kit - Moderately increases healing speed. Unlocks the self heal option (24 charges)
Note: This means self heal speed is increased too.
- First Aid Kit - Considerably increases the speed you heal others. Unlocks the self heal option (24 charges)
- Emergency Med-Kit - Slightly increases the speed you heal others. Unlocks the self heal option. (32 charges)
- Ranger Med-Kit - Tremendously increase the speed you heal others. Moderately increases Skill Check success zones. Moderately increases Skill Check bonus zones. (32 charges)
Note: No self heal option with the Ranger's medkit.
Addons
- Rubber Gloves - Moderately decreases the Healing Skill Check difficulty. Moderately increases the Skill Check bonus zones.
- Butterfly Tape - Slightly increases the Healing speed
- Bandages - Adds 8 charges to the Med-Kit
- Sponge - You don't get skill checks while healing. Overrides other addons.
- Self Adherent Wrap - Moderately increase healing efficiency when healing another Survivor and slightly increase healing speed when healing another Survivor. (not yourself)
- Needle & Thread - Moderately increase the chance to trigger a skill check. Moderately reduces skill check success zones.
- Medical Scissors - Moderately increase Healing speed. Decrease med-kit charges by 8.
- Gauze Roll - Add 12 charges to the Medkit. Slightly reduce healing speed.
- Surgical Suture - Considerably increase the chance to trigger a skill check. Considerably reduces skill check success zones.
- Gel Dressings - Add 16 charges to the Medkit. Moderately reduce healing speed.
- Abdominal Dressing - Considerably increases the healing speed. Decrease med-kit charges by 12.
- Styptic Agent - Using the secondary action button will cause you to consume this addon as well as 16 medkit charges and gain Endurance for 8 seconds during which time you glow (the visual effect when you are hit with endurance but the entire time). If you are hit during this time you will gain 20 seconds of the Deep Wounds status effect. Overrides normal healing with the medkit until used.
- Anti-Haemorrhagic Syringe - Using the secondary action button will consume this medkit and automatically heal the target up to 1 health state at the normal healing rate. This requires 32 charges to use and overrides normally healing with the medkit.
Toolboxes
- Worn Out Tools - Moderately increases repair speed. Slightly decreases Skill Check odds. Unlocks the Sabotage action (20 charges)
- Toolbox - Moderately increases repair speed. Unlocks the Sabotage Action (24 charges)
- Mechanics Toolbox - Considerably increases repair speed. Considerably decreases Sabotage speed. Unlocks the Sabotage action. You cannot hit great skill checks. (16 charges)
- Commodious Toolbox - Slightly increases repair speed. Unlocks the Sabotage action. (32 charges)
- Engineers Toolbox - Moderately increases repair speed. Slightly increases repair speed further if the generator is less than 50% complete. (16 charges)
- Alex's Toolbox - Slightly increases repair speed. Tremendously increases Sabotage speed. Sabotaging consumes half as many charges as usual. Unlocks the Sabotage action. (24 charges)
Note: Sabotaging consumes 2 charges per second except on alex's toolbox where it consumes 1.
Addons
- Spring Clamp - Moderately decreases the repair Skill Check difficulty. Moderately increases the Skill Check bonus zones.
- Scraps - Adds 5 charges to the Toolbox
- Clean Rag - Slightly increases the Toolbox's repair speed
- Wire Spool - Adds 10 charges to the Toolbox. Slightly decreases the Toolbox's repair speed
- Socket Swivels - Moderately increases the Toolbox repair speed. Remove 5 charges from the Toolbox
- Protective Gloves - Moderately increases the chances to trigger a sabotage Skill Check. Moderately increases sabotage Skill Check success zones. Considerably reduces the sabotage Skill Check failed penalty
- Instructions - Moderately increases the Toolbox's Sabotage efficiency
- Grip Wrench - Moderately increase the chance to trigger a repair skill check. Moderately reduces repair skill check success zones.
- Cutting Wire - Sabotaging a hook does not produce an audio cue
- Hacksaw - Moderately increases Sabotage Speed
- Brand New Part - remove 10 charges from the Toolbox. When you start to repair a generator with a Toolbox consume this addon. You will repair the generator by 15% over 10 seconds. During that time you will receive 2 difficult skill checks. Hitting each Skill Check will result in 5 % progression each for a maximum of 25 % added progression.
Flashlights
- Flashlight - You may blind the Killer. (8 charges)
- Sport Flashlight - You may blind the Killer. Slightly reduces blindness duration and blinding speed.(12 charges)
- Utility Flashlight - You may blind the Killer. Moderately increases blindness duration and blinding speed. Slightly decrease blinding range. (6 charges)
Addons
- Wide Lens - Moderately increases the Flashlight Beam's width
- Power Bulb - Slightly increases the Blindness duration
- Leather Grip - Slightly increases the Flashlight Beam's range
- Battery - Adds 2 charges to the Flashlight
- Focus Lens - Slightly increase Blinding speed
- TIR Optic - Moderately increases the Blindness duration. Reduces Flashlight charges by 2
- Rubber Grip - Moderately increases the Flashlight Beam's range. Slightly decreases Blindness duration
- Low Amp Filament - The Killer does not see the Light beam (he may still be blinded by it). The Flashlight activation sound is muffled
- Heavy Duty Battery - Adds 4 charges to the Flashlight. Slightly decrease Blinding speed
- Long Life Battery - Adds 6 seconds of use to a standard Flashlight. Moderately decrease Blinding speed.
- Intense Halogen - Considerably increases the Blindness duration. Reduces Flashlight charges by 4
- High-End Sapphire Lens - Moderately increase Blinding speed. Moderately reduces the Flashlight Beam's range
- Odd Bulb - Each time you successfully blind the Killer slightly increase the Blinding duration of future blinds. Slightly decreases the initial Blinding duration.
Maps
- Detailed Map - Start with 1 Generator and 1 Exit gate Marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 16 meters. (20 charges)
- Rainbow map - Start with 3 random items marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 8 meters. (40 charges)
Addons
- Map Addendum - Start with 2 additional random items marked
- Yellow Wire - The map also tracks items in range of other Survivors
- Unusual Stamp - Increases the map range by 8 meters
- Retardant Jelly - Gain 5 additional charges
- Red Twine - Unlocks the ability to track Killer Belongings
- Glass Bead - Unlocks the Marker Ability on secondary action creating a marker that can be seen by all the Survivors.
- Odd Stamp - Increases the map range by 12 meters and reduces it's charges by 4
- Black Silk Cord - Unlocks the ability to track the hatch
- Crystal Bead - Every Survivor sees the Aura generated by the map when the owner activates it. Decreases map range by 50% and the map starts with 1 less item tracked.
Keys
- Broken Key - Reveals your aura to Survivors within 32 meters. (30 charges)
- Dull Key - Reveals Survivor auras within 32 meters (30 charges)
- Skeleton Key - Reveals the Killers aura within 24 meters (20 charges)
Addons
- Prayer Rope - Adds 10 charges to the Key
- Scratched Pearl - Increase the range by 4 meters
- Prayer Beads - Adds 15 charges to the key. Reduces the range by 4 meters.
- Eroded Token - You may channel the key while preforming other actions.
- Gold Token - Revealing a players aura also reveals any auras they can see. Does not reveal the Killers innate aura vision of generators and totems.
- Weaved Ring - Decreases channel time by 0.5 seconds
- Blood Amber - Revealing a players aura also reveals other player aura's within 8 meters of them.
- Unique Wedding Ring - You may see the obsessions Aura during the entire trial. Decreases your odds of being the obsession. Reduces the keys range by 8 meters.
- Milky Glass - You may open a closed hatch. Makes the Key brightly glow at all times. Shatters if you are ever downed, destroying the addon. Removes 10 charges from the key.
Comments
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tRAPPER
- Trapper Sack - Start with 1 extra Bear Trap. Allows the transportation of 2 extra Bear Traps.
- Trapper Gloves - Moderately increases the Bear Trap setting speed
- Strong Coil Spring - Moderately increases the Bear Trap sabotage time. Moderately increases the Bear Trap disarm time
- Padded Jaws - Bear Traps do not inflict damage to trapped victims. Points awarded for trapping Survivors are increased by 100 %.
- Trapper Bag - Allows the transportation of 4 extra Bear Traps
- Trap Setters - Considerably increases the Bear Trap setting speed. Slightly decreases the rescue and escape times from Bear Traps.
- Serrated Jaws - Survivors injured by a Bear Trap suffer moderately from the Mangled Status Effect.
- Logwood Dye - Considerably darkens the Bear Trap.
- 4-Coil Spring Kit - Considerably increases the Bear Trap sabotage time. Considerably increases the Bear Trap disarm time. Moderately decreases Bear Trap setting speed.
- Wax Brick - Survivors cannot escape from a Bear Trap until their 3rd attempt. Afterwards their escape odds are doubled.
- Tar Bottle - You are not hindered by your own traps.
- Setting Tools - Tremendously increases the Bear Trap setting speed. Moderately decreases the rescue and escape times from Bear Traps.
- Secondary Coil - Tremendously increases the Bear Trap sabotage time. Tremendously increases the Bear Trap disarm time. Considerably decreases Bear Trap setting speed.
- Rusted Jaws - Survivors that escape or are rescued from a Bear Trap are Broken for 30 seconds.
- Stitched Bag - You may carry any number of traps at once. You start with 1 less trap.
- Oily Coil - When someone starts to disarm or sabotage a trap it produces an audio cue at their location
- Honing Stone - When someone frees themselves from the trap they are put into the dying state. Otherwise the Bear Trap will not inflict damage.
- Fastening Tools - Moderately increases the rescue and escape time from Bear Traps
- Iridescent Stone - Every 30 seconds, one closed Bear Trap chosen at random becomes set. You may not see the aura's of unset traps.
- Bloody Coil - When a Trap is sabotaged or disarmed by a Healthy Survivor, the bloody coils exact their price and that Survivor becomes Injured. Tremendously decrease the Bear Trap sabotage time. Tremendously decrease the Bear Trap disarm time.
Wraith
- "The Serpent" - Soot - The Wraith will uncloak completely when breaking Pallets or damaging Generators while cloaked.
- "The Hound" - Soot - Fresh Blood Marks are considerably more discernible than normal while cloaked.
- "The Ghost" - Soot - After uncloaking, The Wraith's Terror Radius and Red Stain will remain suppressed for 6 seconds.
- "The Beast" - Soot - The Wraith's Terror Radius is no longer suppressed while cloaked. Bloodpoints granted for Stalking and Surprise Attacks are increased by 100 %.
- Bone Clapper - Survivors can no longer discern the Wailing Bell's distance or direction.
- "Blink" - Mud - Considerably reduces The Wraith's disappearance time.
- "Windstorm" - Mud - Moderately increases The Wraith's movement speed while cloaked. Slightly decreases The Wraith's movement speed while uncloaking.
- "Swift Hunt" - Mud - Moderately reduces The Wraith's reappearance time.
- "Blind Warrior" - Mud - Surprise Attacks afflict Survivors with the Blindness and Hemorrhage Status Effect until they are healed.
- "Windstorm" - White - Considerably increases The Wraith's movement speed while cloaked. Slightly decreases The Wraith's movement speed while uncloaking. Slightly increases The Wraith's reappearance time.
- "Swift Hunt" - White - Considerably reduces The Wraith's reappearance time. Moderately increases The Wraith's disappearance time. Slightly reduces The Wraith's movement speed while cloaked (by 6%)
- "Shadow Dance" - White - Moderately reduces the time required to vault Windows, break Pallets or damage Generators while cloaked
- "Blink" - White - Tremendously reduces The Wraith's disappearance time. While cloaked your shimmer does not go away when you are not moving.
- "Blind Warrior" - White - Surprise Attacks afflict Survivors with the Mangled Status Effect until fully healed
- "Windstorm" - Blood - Tremendously increases The Wraith's movement speed while cloaked. Moderately decreases The Wraith's movement speed while uncloaking. Moderately increases The Wraith's reappearance time.
- "Swift Hunt" - Blood - Tremendously reduces The Wraith's reappearance time. You get no reappearance speed boost.
- "Shadow Dance" - Blood - Tremendously reduces the time required to vault Windows, break Pallets or damage Generators while cloaked. Slightly increases the time required to vault Windows, break Pallets or damage Generators while not cloaked.
- "All Seeing" - Blood - Unlocks hidden potential in one's Aura-reading ability. While cloaked, the Auras of Survivors within 3 metres are revealed to you. Injured, downed, hooked or dead Survivors increase this range by an additional 3 meters.
- Coxcombed Clapper - Renders the Wailing Bell completely silent. Your terror radius and red stain return gradually while uncloaking instead of after
- "All Seeing" - Spirit - Unlocks awesome potential in one's Aura-reading ability. While cloaked for at least 5 seconds, the repair progress of Generators can be determined by the intensity of their Auras.
Hillbilly
- Vegetable Oil - Moderately decreases the Chainsaw's cool-down.
- Spark Plug - Moderately decreases the Chainsaw's charge time.
- Chainsaw File - Moderately reduces the noise made by the Chainsaw.
- Spiked Boots - Moderately increases steering while using the Chainsaw.
- Speed Limiter - Chainsaw does not automatically trigger the Dying State. Get 100% more Bloodpoints for Chainsaw Score Events in the Deviousness Category.
- Shop Lubricant - Moderately decreases the Chainsaw's cool-down.
- Primer Bulb - Considerably decreases the Chainsaw's charge time. Slightly increases the time penalty when bumping into objects. Slightly reduces the Chainsaw's movement speed.
- Long Guide Bar - Slightly increases the reach of the Chainsaw attack
- Homemade Muffler - Moderately reduces the noise made by the Chainsaw
- Grisly Chains - Moderately decreases the Repair speed of Survivors injured by the Chainsaw until they are healed
- Depth Gauge Rake - Moderately reduces the time penalty when bumping into objects
- Death Engravings - Slightly increases the Chainsaw's movement speed. Slightly increases charge time.
- The Thompson's Mix - Considerably decreases the Chainsaw's cool-down. Moderately increases the Chainsaw's charge time.
- Rusted Chains - Survivors injured by the Chainsaw suffer considerably from the Mangled Status Effect until healed.
- Light Chassis - Considerably reduces the time penalty when bumping into objects. Slightly decreases the reach of the Chainsaw attack.
- Doom Engravings - Moderately increases the Chainsaw's movement speed. Moderately increases charge time.
- Carburettor Tuning Guide - Slightly decreases the Chainsaw's charge time. Slightly decreases the Chainsaw's cool-down. Slightly reduces the noise made by the Chainsaw. Slightly increases the time penalty when bumping into objects.
- Thompson's Moonshine - Tremendously increases steering while using the Chainsaw. Considerably increases the time penalty when bumping into objects.
- Begrimed Chains - Survivors injured by the Chainsaw suffer considerably from the Broken Status Effect for 30 seconds after they are put into the injured state.
Nurse
- Wooden Horse - Reduces extra fatigue from chain blinks by 100% (0.5 seconds).
- White Nit Comb - Decreases the length of blink attack lunges by 50% (0.15 seconds). Increases blood point rewards for blink attack score events by 100%
- Metal Spoon - Hitting a Survivor with a blink attack causes their sounds of pain to be moderately louder for 60 seconds.
- Plaid Flannel - Allows you to see the landing area of the Blink.
- Bad Man Keepsake - Hitting a Survivor with a blink attack causes their aura to be revealed for 4 seconds
- Pocket Watch - Increases the duration of the chain blink window by 13% (0.2 seconds)
- Dull Bracelet - Decreases maximum blink distance by 20% (4 meters). Increases Blood point rewards for precise blink score events by 100%.
- Dark Cincture - Decreases blink recharge time by 33% (1 second)
- Catatonic Boy's Treasure - Reduces base blink fatigue duration by 12.5% (0.25 seconds)
- Spasmodic Breath - Hitting a survivor with a successful blink attack disables the ability to blink and increases The Nurse's base movement speed to 4.6 m/s for 20 seconds.
- Heavy Panting - Increases maximum blink range by 20% (4 meters) and increases maximum blink charge time by 20% (0.4 seconds). You become visable slightly sooner
- Fragile Wheeze - Blinks recharge while charging a blink. Increases blink recharge time by 1 second.
- Ataxic Respiration - You move at 4.6 M/S during the chain blink window
- Anxious Gasp - Blinking past a survivor causes them to scream and awards 200 blood points in the devious category for terrifying them.
- Kavanagh's Last Breath - Blink screeching cannot be heard by Survivors further than 24 meters from you.
- Jenner's Last Breath - Your last Chain Blink instead instantly places you at your original location
- Campbell's Last Breath - Chain blinks are always maximum distance
- "Bad Man's" Last Breath - Hitting a survivor with a successful blink attack grants The Nurse the Undetectable status for 12 seconds.This effect may be only triggered once every 60 seconds.
- Matchbox - Removes 1 blink charge. Increases base movement speed to 4.2 m/s
- Torn Bookmark - Adds 1 blink charge. The Nurse can no longer blink to locations not in her line of sight.
Shape
- Tacky Earrings - Moderately increases movement speed while stalking
- Boyfriend's Memo - Slightly increases the lunge of Evil Within I.
- Blond Hair - Slightly increases the duration of Evil Within III. Slightly increases the amount of evil required to reach Evil Within III.
- Reflective Fragment - Evil Within reveals the aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 2 seconds.
- Memorial Flower - Slightly increases the rate at which evil is gained when stalking a Survivor.
- Jewelry - Considerably increases movement speed while stalking. Slightly increases the amount of evil required to reach Evil Within II.
- Hair Brush - Moderately increases the duration of Evil Within III. Moderately increases the amount of evil required to reach Evil Within III.
- Glass Fragment - Evil Within I reveals the aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 6 seconds.
- Dead Rabbit - Moderately decreases the Terror Radius of Evil Within II. Moderately increases the Terror Radius of Evil Within III.
- Mirror Shard - Evil Within II reveals the Aura of Survivors who have been stalked for at least 1 second. Aura stays visible for a duration of 4 seconds.
- Judith's Journal - You become obsessed with one Survivor. Considerably increases the rate at which evil is gained when stalking your Obsession. Moderately decreases the rate at which evil is gained when stalking a Survivor that is not your Obsession.
- Jewelry Box - Tremendously increases movement speed while stalking. Moderately increases the amount of evil required to reach Evil Within II
- J. Myers Memorial - Moderately decreases the amount of evil required to reach Evil Within III.
- Hair Bow - Considerably increases the duration of Evil Within III. Considerably increases the amount of evil required to reach Evil Within III.
- Vanity Mirror - Evil Within II reveals Survivors' Auras when stalking within a range of 24 metres. Evil Within cannot progress past TIER II. Slightly reduces movement speed. For each Hit Score Event, grant 100 % Bloodpoints for the Hit Score Event in the Brutality Category and an additional 150 % Bloodpoints in the Deviousness Category.
- Tombstone Piece - Kill healthy or injured Survivors with Evil Within III. Disables the ability to stalk with Evil Within III. Killing a Survivor completely drains the power of Evil Within and brings you back to tier 1. Considerably increases the amount of evil required to reach Evil Within III
- Scratched Mirror - Evil Within I reveals Survivors' Auras when stalking within a range of 32 metres. Evil Within cannot progress past TIER I. For each Hit Score Event, grant 100 % Bloodpoints for the Hit Score Event in the Brutality Category and an additional 200 % Bloodpoints in the Deviousness Category.
- Lock Of Hair - Tremendously increases the duration of Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III.
- Judith's Tombstone - Unlocks the ability to kill healthy or injured Survivors with Evil Within III. Disables the ability to stalk with Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III. Moderately decreases movement speed. Moderately decreases movement speed while stalking.
- Fragrant Tuft Of Hair - Unlimited duration of Evil Within III. Tremendously increases the amount of evil required to reach Evil Within III. Each Survivor has 2.5 less Evil.
Hag
- Rope Necklet - Moderately reduces the setting time of Phantasm Traps.
- Powdered Eggshell - Moderately increases the tripped Phantasm Trap duration time.
- Dead Fly Mud - Moderately increases the distance from where The Hag can teleport to her traps.
- Bog Water -Moderately increases the effective Phantasm Trap range.
- Pussy Willow Catkins - Reveals the Survivor's Aura for 3 seconds when they trip the Phantasm Trap.
- Half Eggshell - Considerably increases the tripped Phantasm Trap duration time. Moderately decreases the distance from where The Hag can teleport to her traps.
- Dragonfly Wings - Considerably increases the distance from where The Hag can teleport to her traps. Moderately decreases the effective Phantasm Trap range.
- Cypress Necklet - Considerably reduces the setting time of Phantasm Traps. Moderately reduces the tripped Phantasm Trap duration time.
- Bloodied Water - Considerably increases the effective Phantasm Trap range. Moderately increases the setting time of Phantasm Traps
- Willow Wreath - Reveals the Survivor’s Aura while they are within the Phantasm Trap range.
- Swamp Orchid Necklet - Tremendously reduces the setting time of Phantasm Traps. Considerably reduces the tripped Phantasm Trap duration time.
- Dried Cicada - Tremendously increases the distance from where The Hag can teleport to her traps. Considerably decreases the effective Phantasm Trap range.
- Cracked Turtle Egg - Tremendously increases the tripped Phantasm Trap duration time. Slightly decreases the distance from where The Hag can teleport to her traps. Slightly decreases the effective Phantasm Trap range. Slightly increases the setting time of Phantasm Traps.
- Bloodied Mud - Tremendously increases the effective Phantasm Trap range. Considerably increases the setting time of Phantasm Traps
- Scarred Hand - Mud Phantasms have collision. Removes The Hag's ability to teleport to her traps. Grants 300 % Bloodpoints from Deviousness Score Events. Trumps all other Add-ons.
- Rusty Shackles - Trap does not spawn a Hag Phantasm. Tripped Phantasm Traps give no indication of being triggered to the Survivor. Moderately reduces the tripped Phantasm Trap duration time.
- Grandma's Heart - Reduces The Hag's Terror Radius to 0 metres when a Survivor triggers a Phantasm Trap. Increases a Mud Phantasm's Terror Radius to 16 metres for the tripped Phantasm Trap duration time. Moderately decreases the effective Phantasm Trap range.
- Disfigured Ear - Survivors who trigger a Phantasm Trap are deafened for 6 seconds.
- Waterlogged Shoe - Survivors within the triggered Trap range will suffer from the Hindered Status Effect. Increases The Hag's movement speed slightly. Removes The Hag's ability to teleport to her Phantasm Traps.
- Mint Rag - The Hag can teleport to any Phantasm Trap in the level. Phantasm Trap teleport has a cool-down of 20 seconds.
Doctor
- Mouldy Electrode - Increases Shock Therapy attack range by 2 meters.
- Maple Knight - Reveals Shock Therapy area of effect.
- "Order" - Class I - Decreases Static Blast cool-down by 6 seconds.
- "Calm" - Class I - Increases Terror Radius while Static Blast is ready by 8 meters. Decreases Terror Radius while Static Blast is on cool-down by 8 meters.
- Scrapped Tape - Shock Therapy area of effect becomes a ring 8 metres in front of The Doctor, with an outer radius of 4.2 metres and an inner radius of 3 metres. The actual area of effect is in-between those two radii.
- Polished Electrode - Increases Shock Therapy attack range by 3 meters. Increases Shock Therapy charge time by 5%.
- Interview Tape - Shock Therapy area of effect becomes a beam with a 24m range and a 2m width.
- "Restraint" - Class II - Reveals Survivors' Auras for 1 second when Madness increases. Madness II: Slightly increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura. Madness III: Moderately increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura.
- "Order" - Class II - Decreases Static Blast cool-down by 4 seconds. Madness III: Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds. The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Pallets.
- "Discipline" - Class II - Decreases the Shock Detonation Delay of Shock Therapy by 0.1 seconds. Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 6 seconds. The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.
- "Calm" - Class II - Increases Terror Radius while Static Blast is ready by 6 meters. Decreases Terror Radius while Static Blast is on cool-down by 6 meters. Madness III: Constantly plays Terror Radius heartbeat.
- "Restraint" - Class III - Reveals Survivors' Auras for 3 seconds when Madness increases.
- "Discipline" - Class III - Decreases the Shock Detonation Delay of Shock Therapy by 0.3 seconds.
- High Stimulus Electrode - Increases Shock Therapy attack range by 4 meters. Increases Shock Therapy charge time by 10%.
- "Restraint" - Carter's Notes - Madness II: Considerably increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura. Madness III: Tremendously increased duration for an Illusionary Doctor. Can be seen by The Doctor as an allied Aura.
- "Order" - Carter's Notes - Madness I/II/III: Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds. The Doctor shares in his patients' Madness in order to read the Auras of Illusionary Pallets.
- "Discipline" - Carter's Notes - Madness II: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of 10 seconds. Madness III: When a chase begins, Survivors perceive the Red Stain and Terror Radius as though The Doctor were right behind them for a duration of Madness III. The Doctor shares in his patients' Madness in order to see the Illusionary Red Stain.
- "Calm" - Carter's Notes - Madness II: Tremendous chance to play Terror Radius heartbeat for 20 seconds. Madness III: Constantly plays Terror Radius heartbeat.
- Iridescent King - Survivors in Madness III suffer from the following Afflictions: Moderately increased Illusionary Doctor duration, Broken Pallets may appear to be replaced with Illusionary Pallets that persist until approached every 20 seconds, Illusionary Red Stain and Terror Radius are constantly active, and Constantly causes Survivors to hear a distant Illusionary Terror Radius. Survivors in Madness 1 or 2 do not suffer from afflictions.
- Iridescent Queen - Any Survivor struck by the Shock Therapy or Static Blast special abilities acquires a lingering Static Charge. The Static Charge remains with the Survivor until discharge. Multiple Survivors struck by the same Shock Therapy or Static Blast special ability, that are within 4 metres of each other, do not acquire a Static Charge. Any time a Survivor is within 4 metres of another Survivor carrying a Static Charge, the Survivor receives a shock identical to a Shock Therapy Attack and the Static Charge is discharged immediately. Survivors take twice as much madness to go up a tier.
Huntress
- Coarse Stone - Hit target suffers considerably from the Mangled Status Effect until healed.
- Berus Toxin - Hit target suffers from the Exhaustion Status Effect for 60 seconds.
- Bandaged Haft - Moderately decreases cool-down time between Hatchet throws.
- Amanita Toxin - Hit target suffers from the Blindness and Oblivious Status Effects for 60 seconds.
- Yew Seed Brew - Hit target suffers from the Hindered Status Effect for 30 seconds.
- Shiny Pin - Slightly increases your movement speed while winding up your throw action.
- Oak Haft - Considerably decreases cool-down time between Hatchet throws. Slightly increases Hatchet wind-up time
- Manna Grass Braid - Moderately decreases Hatchet wind-up time
- Leather Loop - Start with 1 extra Hatchet. Increases maximum carried Hatchet amount by 1.
- Fine Stone - Hit target suffers from the Deep Wounds status effect and will bleed out in 30 seconds.
- Deerskin Gloves - Moderately decreases Hatchets reload time at a Locker.
- Yew Seed Concoction - Hit target is unable to interact with any objects, including windows and pallets, for 5 seconds.
- Venomous Concoction - Hit target suffers from the Exhaustion, Blindness, Oblivious, Hindered and Hemorrhage Status Effects for 10 seconds.
- Rusty Head - Hit target suffers from the Broken Status Effect for 45 seconds
- Pungent Phial - Lockers' Auras are shown to you when within 36 metres of range.
- Flower Babushka - Tremendously decreases Hatchets wind-up time. Considerably increases cool-down time between Hatchet throws.
- Infantry Belt - Increases maximum carried Hatchet amount by 3. Lockers only return 4 hatchets per search.
- Glowing Concoction - Hit victims' Auras are shown to you for 4 seconds.
- Begrimed Head - Moderately decreases the repair speed of Survivors injured by the Hatchet.
- Iridescent Head - Hatchets pierce through Survivors. Hatchet hits count as basic attack hits.
Cannibal
- Vegetable Oil - Moderately decreases the Chainsaw's cool-down.
- Spark Plug - Moderately decreases the Chainsaw's charge time.
- Chainsaw File - Moderately reduces the noise made by the Chainsaw.
- Speed Limiter - Chainsaw does not automatically trigger the Dying State. Get 100% more Bloodpoints for Chainsaw Score Events in the Deviousness Category.
- Shop Lubricant - Moderately decreases the Chainsaw's cool-down.
- Primer Bulb - Considerably decreases the Chainsaw's charge time. Slightly increases the Chainsaw’s cool-down.
- Long Guide Bar - Slightly increases the reach of the Chainsaw attack.
- Knife Scratches - Slightly increases the Chainsaw's movement speed. Slightly increases the Chainsaw's charge time.
- Homemade Muffler - Moderately reduces the noise made by the Chainsaw.
- Grisly Chains - Moderately decreases the Repair speed of Survivors injured by the Chainsaw until they are healed
- Depth Gauge Rake - Moderately reduces the time penalty when bumping into objects.
- Chilli - Increases rampage duration by 1 second.
- The Grease - Considerably decreases the Chainsaw's cool-down. Moderately increases the Chainsaw's charge time.
- The Beast's Marks - Moderately increases the Chainsaw's movement speed. Moderately increases the Chainsaw's charge time.
- Rusted Chains - Survivors injured by the Chainsaw suffer considerably from the Mangled Status Effect until healed.
- Light Chassis - Considerably reduces the time penalty when bumping into objects. Slightly decreases the reach of the Chainsaw attack.
- Carburettor Tuning Guide - Slightly decreases the Chainsaw's charge time. Slightly decreases the Chainsaw's cool-down. Slightly reduces the noise made by the Chainsaw. Slightly increases the time penalty when bumping into objects.
- Begrimed Chains - Survivors injured by the Chainsaw suffer considerably from the Broken Status Effect for 30 seconds after they are put into the injured state.
- Award-winning Chilli - Each time you hit a Survivor with the chainsaw, extend the rampage by 2 seconds.
Nightmare
- Wool Shirt - While in the dream world Slightly increases regression penalties on Sabotage, Healing and Repair actions. When failing a Sabotage, Healing or Repair Skill Check, the Survivor's Aura is revealed to The Nightmare for 3 seconds.
- Sheep Block - Survivors in the dream world are afflicted with Blindness
- Kid's Drawing - Gain an extra 200 Bonus Bloodpoints in the Deviousness Category when a Survivor triggers a Dream Snare. Considerably reduces the slow-down of Dream Snares.
- Garden Rake - Replaces Dream Snares with Dream Pallets. You may place any number of Dream Pallets.
- Prototype Claws - Replaces Dream Snares with Dream Pallets. You gain 2 extra Dream tokens. Interacting with a Dream Pallet reveals the Survivor's Aura to The Nightmare for 4 seconds.
- Outdoor Rope - While Survivors are in the Dream World: Applies a moderate penalty to Sabotage, Healing and Repair Action Speeds
- Nancy's Sketch - Slightly reduces the Dream Projection cool-down for each sleeping Survivor.
- Green Dress - While Survivors are in the Dream World: Moderately increases regression penalties on Sabotage, Healing and Repair actions
- Cat Block - Interacting with a Dream Trap afflicts Survivors with the Haemorrhage Status Effect for 60 seconds. If the Survivor is Healthy IconHelp healthy.png, they will bleed for the duration of the Haemorrhage Status Effect.
- Unicorn Block - Interacting with a Dream Trap afflicts Survivors with the Hindered Status Effect for 3 seconds. (slows an extra 5%. Worded to work with pallets)
- Paint Thinner - Replaces Dream Snares with Dream Pallets. Interacting with a Dream Pallet reveals the Survivor's Aura to The Nightmare for 6 seconds.
- Nancy's Masterpiece - There is no cooldown penalty for canceling the dream projection.
- Jump Rope - While Survivors are in the Dream World: Applies a considerable penalty to Sabotage, Healing and Repair Action Speeds. While Survivors are awake: Their Sabotage, Healing and Repair Action Speeds are slightly increased.
- Blue Dress - While Survivors are in the Dream World: Skill Checks are Tremendously more difficult and occur Considerably more often.
- Pill Bottle - Survivors will see The Nightmare intermittently at a reduced distance of 12 to 24 metres. The Nightmare is invisible to Survivors beyond 24 metres. The Nightmare is invisible to awake Survivors while carrying another Survivor.
- Swing Chains - Applies a slight penalty to Sabotage, Healing and Repair Action Speeds to asleep Survivors for each asleep Survivor (up to a tremendous penalty).
- Class Photo - The Nightmare can no longer cancel the Dream Projection action. All Generators will now spew blood while The Nightmare channels the Dream Projection ability. The Nightmare's Husk will not appear while using Dream Projection.
- "Z" Block - Survivors take 45 seconds to passively fall asleep instead of 60.
- Red Paint Brush - All Survivors start the Trial inside the Dream World. Failing a Skill Check will no longer allow Survivors to wake up. Waking up other Survivors stays at the same speed over multiple uses.
- Black Box - You become obsessed with one Survivor. The Obsession starts the Trial in the Dream World and cannot wake up. Basic attacks do not put Survivors to sleep.
Post edited by NuclearBurrito on0 -
PIG
- Workshop Grease - Moderately increases the Skill Check trigger odds when interacting with a Jigsaw Box.
- Shattered Syringe - Moderately decreases the Ambush Attack miss cool-down
- John's Medical File - Moderately decreases the Ambush Attack charging time
- Combat Straps - Slightly decreases time it takes to crouch
- Video Tape - Slightly decreases the Ambush Attack charging time. Slightly decreases the Ambush Attack miss cool-down.
- Utility Blades - Survivors caught in a Reverse Bear Trap suffer from the Mangled Status Effect.
- Razor Wires - Considerably increases the penalty of failed Skill Checks on Jigsaw Boxes
- Last Will - Increases available Reverse Bear Traps by 1
- Face Mask - Survivors caught in a Reverse Bear Trap suffer from the Blindness and Oblivious Status Effects. Does not affect the Jigsaw Box highlight.
- Slow-Release Toxin - Survivors caught in a Reverse Bear Trap suffer from the Exhaustion Status Effect.
- Rusty Attachments - Survivors caught in a Reverse Bear Trap suffer from the Exposed Status Effect
- Jigsaw's Annotated Plan - Increases available Jigsaw Boxes by 1. Moderately increases the Reverse Bear Trap death timer.
- Interlocking Razor - Considerably increases the Jigsaw Boxes Skill Check difficulty.
- Bag of Gears - Slightly increases the time it takes Survivors to search a Jigsaw Box. Slightly decreases the time it takes to put on a Reverse Bear Trap.
- Tampered Timer - Slightly reduces the Reverse Bear Trap death timer of all active Reverse Bear Traps each time a generator is completed
- Jigsaw's Sketch - Increases available Jigsaw Boxes by 2. Slightly decreases the time it takes Survivors to search a Jigsaw Box.
- Crate of Gears - Considerably increases the time it takes Survivors to search a Jigsaw Box. Moderately increases the Reverse Bear Trap death timer.
- Amanda's Secret - Disables The Pig's ability to see Jigsaw Boxes' Auras. Gain a notification when a Survivor removes a Reverse Bear Trap. Auras of Survivors removing a Reverse Bear Trap are revealed to you for 6 seconds.
- Rules Set No.2 - Disables the Survivors' ability to see Jigsaw Boxes highlighted until their Trap is activated.
- Amanda's Letter - While crouched, see outlines of Survivors within 12 metres of range. Reduces available Reverse Bear Traps by 3. Reduces available Jigsaw Boxes by 2.
CLOWN
- Smelly Inner Soles - Moderately increases the Movement Speed while reloading The Afterpiece Tonic.
- Robin Feather - Moderately decreases the cool-down time between The Afterpiece Tonic throws.
- Fingerless Parade Gloves - Moderately decreases the Reload Time
- Ether 5 Vol% - Moderately increases the Intoxicated Effect duration
- Thick Cork Stopper - Considerably decreases the Reload Time. Slightly increases the cool-down time between The Afterpiece Tonic throw.
- Sticky Soda Bottle - Start with 1 extra bottle of The Afterpiece Tonic. Increases maximum carried bottles amount by 1.
- Starling Feather - Considerably decreases the cool-down time between The Afterpiece Tonic throws. Slightly decreases the Movement Speed while reloading The Afterpiece Tonic.
- Solvent Jug - Intoxicated target suffers from the Exhaustion Status Effect for 30 seconds.
- Kerosene Can - Intoxicated target suffers from the Blindness and Oblivious Status Effect for 30 seconds.
- VHS Porn - Tremendously decreases the Reload Time. Moderately increases the Movement Speed while reloading The Afterpiece Tonic. Each time you reload the Afterpiece Tonic gain only 2 bottles each time.
- Sulphuric Acid Vial - Intoxicated target suffers considerably from the Mangled Status Effect for 90 seconds.
- Flask of Bleach - Intoxicated target suffers moderately from an extra Hindered Penalty. Decreases Maximum bottles by 1.
- Ether 10 Vol% - Considerably increases the Intoxicated Effect duration. The Afterpiece Tonic Gas Effect duration lasts moderately shorter.
- Bottle Of Chloroform - Moderately expands The Afterpiece Tonic Gas Effect area.
- Garish Make-up Kit - The Afterpiece Tonic Gas Effect duration lasts moderately longer.
- Ether 15 Vol% - The Afterpiece Tonic Gas does not inflict Hindered into Survivors. Instead it will grant you Haste for the same duration and effect strength when you enter the Gas.
- Cigar Box - Moderately prolongs the intoxicated target's blurred vision
- Cheap Gin Bottle - You may reload while at your current max bottle count to gain 1 additional bottle. You may carry up to 3 extra bottles this way.
- Tattoo's Middle Finger - Auras of Intoxicated Survivors are revealed to you for 4 seconds
- Redhead's Pinky Finger - Survivors hit directly by a bottle of The Afterpiece Tonic suffer from the Exposed Status Effect for 8 seconds. Tremendously increases the cool-down time between The Afterpiece Tonic throws. Decreases Maximum bottles by 2.
SPIRIT
- Zōri - Slightly increases Yamaoka's Haunting movement speed.
- Shiawase Amulet - Slightly increases Yamaoka's Haunting duration.
- Origami Crane - Slightly increases Yamaoka's Haunting power recovery.
- Gifted Bamboo Comb - Slightly decreases Yamaoka's Haunting activation charge time.
- White Hair Ribbon - Moderately decreases Yamaoka's Haunting activation charge time. Slightly decreases Yamaoka's Haunting movement speed.
- Rin's Broken Watch - Moderately increases Yamaoka's Haunting power recovery. Slightly decreases Yamaoka's Haunting duration.
- Muddy Sports Day Cap - Moderately increases Yamaoka's Haunting movement speed. Slightly decreases Yamaoka's Haunting power recovery.
- Kaiun Talisman - Moderately increases Yamaoka's Haunting duration. Slightly increases Yamaoka's Haunting activation charge time.
- Juniper Bonsai - Slightly increases the passive phasing duration. Slightly increases the frequency of passive phasing.
- Rusty Flute - Considerably increases Yamaoka's Haunting power recovery. Moderately decreases Yamaoka's Haunting duration.
- Katsumori Talisman - Considerably increases Yamaoka's Haunting duration. Moderately increases Yamaoka's Haunting activation charge time.
- Katana Tsuba - Slightly increases Yamaoka's Haunting reappearance duration. Slightly increases Yamaoka's Haunting reappearance movement speed.
- Dirty Uwabaki - Considerably increases Yamaoka's Haunting movement speed. Moderately decreases Yamaoka's Haunting power recovery.
- Bloody Hair Brooch - Considerably decreases Yamaoka's Haunting activation charge time. Moderately decreases Yamaoka's Haunting movement speed
- Yakuyoke Amulet - Slightly increases Yamaoka's Haunting duration. Slightly increases Yamaoka's Haunting movement speed. Slightly increases Yamaoka's Haunting power recovery. Moderately increases Yamaoka's Haunting activation charge time.
- Wakizashi Saya - You are undetectable for the reappearance duration
- Prayer Beads Bracelet - Survivors outside of your terror radius do not hear the phasing sound emission. Survivors inside your terror radius hear the phasing sound emission. Increases your terror radius by 8 meters.
- Dried Cherry Blossom - You know when you are passive phasing. (you see yourself flickering)
- Mother-Daughter Ring - Tremendously increases Yamaoka's Haunting movement speed. Scratch Marks no longer visible while using Yamaoka's Haunting. You cannot hear Survivor noises while using Yamaoka's Haunting.
- Father's Glasses - Survivor blood trails are visible while using Yamaoka's Haunting.
LEGION
- Smiley Face Pin - After a Survivor has fully Mended from Deep Wounds they are afflicted with Oblivious for 60 seconds.
- Scratched Ruler - Moderately decreases the time required to refill the power gauge.
- Mischief List - Moderately increases the Feral Frenzy duration.
- Friendship Bracelet - Moderately increases terror radius while in Feral Frenzy.
- Never-Sleep Pills - Considerably increases terror radius while in Feral Frenzy.
- Mural Sketch - Considerably increases the Feral Frenzy duration. Moderately increases the time required to refill the power gauge.
- Julie's Mix Tape - Moderately decreases the cool-down duration of Feral Frenzy.
- Etched Ruler - Basic attacks do not deplete the power gauge. Slightly decreases the time required to refill the power gauge.
- Defaced Smiley Pin - Hitting a Survivor while in Feral Frenzy applies the Mangled Status effect until they are healed.
- The Legion Pin - Hitting a Survivor while in Feral Frenzy applies the Broken Status effect for 60 seconds.
- Susie's Mix Tape - Tremendously increases terror radius while in Feral Frenzy.
- Stolen Sketch Book - Tremendously increases the Feral Frenzy duration. Considerably increases the time required to refill the power gauge.
- Nasty Blade - Moderately increases the amount of time required for Survivors to complete the Mend action
- Joey's Mix Tape - Considerably decreases the cool-down duration of Feral Frenzy. Moderately decreases the Feral Frenzy duration.
- Stab Wounds Study - Considerably decreases the Deep Wound timer of all Survivors.
- Frank's Mix Tape - Hitting a Survivor with Deep Wound while in Feral Frenzy applies the Oblivious Status Effect for 15 seconds
- Filthy Blade - Survivors are oblivious while mending and will receive frequent Skill checks.
- Cold Dirt - Slightly decreases the cool-down duration of Feral Frenzy for each Survivor you hit, stacking up to Tremendously.
- Iridescent Button - After you strike a Survivor while in Feral Frenzy any Pallets you vault are immediately broken for the remainder of the duration.
- Fuming Mix Tape - While using Feral Frenzy, the Repair Progress of Generators can be determined by the intensity of their Auras.
PLAGUE
- Prayer Tablet Fragment - Moderately decreases the activation time of Pools of Devotion. Moderately increases the movement speed while holding Corrupt Purge.
- Olibanum Incense - Moderately increases the movement speed while charging Vile Purge.
- Limestone Seal - Moderately increases the infection time on objects.
- Healing Salve - Moderately decreases the cool-down of Vile Purge.
- Prophylactic Amulet - Moderately increases the duration of Corrupt Purge.
- Potent Tincture - Fully sick Survivors are afflicted with the Hindered status effect (5%)
- Haematite Seal - Slightly decrease Survivor interaction speed with infected Objects
- Emetic Potion - Moderately increases the effectiveness of Vile Purge.
- Blessed Apple - Start the Trial with 1 Pool of Devotion already corrupted.
- Rubbing Oil - Moderately increases the charge speed of Vile Purge.
- Infected Emetic - Considerably increases the effectiveness of Vile Purge. Moderately increases the cool-down of Vile Purge.
- Incensed Ointment - Slightly increases the movement speed while holding Vile Purge.
- Exorcism Amulet - Moderately increase your interaction speed with infected Objects.
- Ashen Apple - Start the Trial with 1 Pool of Devotion corrupted. Slightly increases the infection time on objects. Slightly decreases the rate at which Survivors gain infection from interactions.
- Worship Tablet - Considerably increases the movement speed while holding Corrupt Purge. Slightly decreases the movement speed while holding Vile Purge.
- Vile Emetic - If infected Survivors interact with an infected Object their portrait will glow.
- Severed Toe - Considerably increases the rate at which Survivors gain infection from interactions.
- Devotee's Amulet - Downing a Survivor with Corrupt Purge Slightly extends its duration.
- Iridescent Seal - Moderately decreases the movement speed while holding Corrupt Purge. Tremendously decreases the duration of Corrupt Purge. Vile Purge becomes Corrupt Purge every time a Generator is completed
- Black Incense - Survivors' Auras are revealed to you for 5 seconds when they vomit. Tremendously increase the activation time of Pools of Devotion. You cannot see the aura of Corrupt Pools of Devotion.
GHOSTFACE
- "Philly" - Slightly increases the rate at which a Survivor becomes Marked.
- Walleyes Matchbook - Moderately increases Night Shroud power recovery rate.
- Headlines Cut-outs - Moderately increases movement speed while stalking.
- Cheap Cologne - Moderately increases the duration of a Survivor staying Marked
- Telephoto Lens - Slightly increases the rate at which a Survivor becomes Marked when not leaning from a cover. Slightly increases the duration of a Survivor staying Marked.
- Reusable Cinch Straps - Slightly increases the movement speed while crouched.
- Olsen's Journal - Considerably increases the movement speed while stalking. Slightly decreases the movement speed while crouched.
- Olsen's Address Book - Considerably increases Night Shroud power recovery rate. Slightly decreases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Marked Map - Moderately increases the duration that Killer Instinct is visible when the Killer is revealed. Moderately decreases the detection range to reveal The Killer while Night Shroud is active.
- Olsen's Wallet - Tremendously increases the movement speed while stalking. Moderately decreases the movement speed while crouched.
- Leather Knife Sheath - Moderately increases the movement speed while crouched. Slightly decreases movement speed while stalking.
- Lasting Perfume - Moderately increases the duration of a Survivor staying Marked
- Knife Belt Clip - Moderately increases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Chewed Pen - Considerably increases Night Shroud power recovery rate. Moderately decreases the rate at which a Survivor becomes Marked when not leaning from a cover.
- Victim's Detailed Routine - Tremendously increases the duration that Killer Instinct is visible when the Killer is revealed.
- Night Vision Monocular - Considerably increases the rate at which a Survivor becomes Marked when not leaning from a cover. You cannot lean.
- Drop-Leg Knife Sheath - Considerably increases the movement speed while crouched. Moderately decreases movement speed while stalking.
- Driver's License - Considerably decreases the detection range to reveal The Killer while Night Shroud is active.
- "Ghost Face Caught on Tape" - Considerably increases the Stalking rate when leaning from cover. Tremendously decreases the Stalking rate when not leaning from cover.
- Outdoor Security Camera - The Auras of all Survivors outside of your Terror Radius are revealed for 4 seconds when a Marked Survivor is put into the Dying State while Night Shroud is active.
DEMOGORGON
- Rotten Pumpkin - Increases the total number of available Portals by 1. When you place a portal it starts out activated.
- Black Heart - Moderately increases the Recovery speed of missed Shred attacks
- Rat Liver - Slightly increases the Demogorgon's Movement speed while charging Of the Abyss.
- Rat Tail - Slightly decreases the time taken to open a Portal.
- Sticky Lining - Moderately increases the radius in which Survivors can be detected by Of the Abyss.
- Viscous Webbing - Moderately increases the time taken by Survivors to seal a Portal.
- Rotten Green Tripe - Slightly increases the Demogorgon's Movement Speed while traversing the Upside Down.
- Mew's Guts - Increases the total number of available Portals by 1. Slightly increases the Recovery speed of missed Shred attacks.
- Barb's Glasses - Slightly increases the Power Recovery speed of traversing the Upside Down.
- Eleven's Soda - Moderately increases the Power Recovery speed of traversing the Upside Down. Slightly decreases the time taken by Survivors to seal a Portal.
- Thorny Vines - Slightly increases the time taken by Survivors to seal a Portal. Slightly increases the radius in which Survivors can be detected by Of the Abyss.
- Brass Case Lighter - Survivors under the effects of a Portal suffer from the Oblivious Status Effect for 20 seconds once out of contact with the Portal.
- Violet Waxcap - Slightly increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal.
- Deer Lung - Moderately increases the Demogorgon's Movement speed while traversing the Upside Down. Survivors can only be detected by Of the Abyss while they are sealing a Portal.
- Lifeguard Whistle - Survivors under the effect of a Portal suffer from the Exhausted Status Effect. Once out of contact with the Portal, this effect persists for 5 seconds
- Vermilion Webcap - Moderately increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal. Moderately decreases the Power Recovery speed of traversing the Upside Down
- Upside Down Resin - You may seal your own portals using the secondary action key while Of the Abyss is fully charged.
- Unknown Egg - Considerably increases the Power Recovery speed of traversing the Upside Down. Moderately decreases the time taken by Survivors to seal a Portal.
- Leprose Lichen - Reveals the Aura of all Injured Survivors while traversing the Upside Down. Slightly decreases the Demogorgon's Movement Speed while traversing the Upside Down.
- Red Moss - Tremendously increases the duration of the Undetectable Status Effect applied to The Demogorgon when emerging from a Portal. Tremendously decreases the Power Recovery speed of traversing the Upside Down.
Post edited by NuclearBurrito on0 -
TLDR: Make Addons and Items permanent like perks rather than consumables like offerings. Rework all items and addons with this in mind. Specific reworks are listed one by one.
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Why did you leave Amanda's Secret the same? :(
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Cuz it has plenty of drawbacks to counterbalance the upside it has.
It's weaker than an ultra rare should be but for the most part I'm trying to make the addons the level of current yellow rarity addons so that isn't a problem here.
Yes there are some exceptions to that. But in the majority of cases the yellow addons feel the most balanced.
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Oh wait you said Amanda's secret not Amanda's letter.
But same deal. Bad for it's rarity but fine in general if you are ignoring rarity which is the whole point of the rework
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It's, like, arguably the single worst add-on in the entire game. I would actively avoid it in the Bloodweb if it were a common.
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Na. It has it's purpose. Doesn't show you were people are after they take off the traps? That's useful if you have a built that cares about it.
Plus not being able to see where the box's are isn't that big of a problem in the long run since you can just memorize where they are as you patrol.
It's a gimmik, which means it's the best kind of addon. It's not making you better but it is making you different.
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How about this.
If you could change it in accordance with the function of this post how would you do it?
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If they are across the map, having the aura and notification doesn't accomplish much because they have time to throw you off after the aura wears off, and you are wasting time going across the map to get them in the first place. If they are close, you probably would not have needed the aura because you would have just known to check if you could see the box. The upside of seeing one person's aura at a random point not of your choosing is both pretty negligible and a worse upside than just knowing from the very start where the Boxes are.
It's basically Bitter Murmur but way worse because at least Bitter Murmur doesn't erase generator auras and at least Bitter Murmur can potentially reveal multiple auras at once (and will reveal everyone near the end of the game).
It is not making you better. It is actually making you worse.
I would scrap it completely and make a new add-on from scratch because I'm not sure there is a way to effectively balance it as an Uncommon.
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You could make it like ToTH where the notification is at the start taking the hat off instead of the end.
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I've thought about that, but that creates an unfortunate potential where someone can just wait until the fourth notification to catch the person at the last box and just make sure they never get a chance to properly search it. Even with the inability to see the box auras, promoting Box Blocking is not a very good idea IMO. It's the same reason why I am against Amanda's Letter removing two boxes (because you have a 50/50 shot of being able to do that instead of a 25% chance).
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That's a big part of why I want the traps to come off after a fixed number of box searches depending on the total number of boxes rather than based off RNG.
But even ignoring that it's the equivalent of just camping them to death. If your plan is to camp the box then just skip a step and camp the hook. At least there you might have randoms foolishly going for a save.
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Also also, while it doesn't prevent it being unable to see the box aura's does make the strategy much less likely to work, since you will often not be close enough to the box in the first place in order to reach it before they've searched it.
And in the worse case scenario we can just give the perk additional downsides to compensate for or prevent the strategy.
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I personally don't like the idea of a fix number of boxes because it kinda just makes the traps less interesting because they would likely set the number lower than what is currently the default (four at most), which means that the Traps would NEVER go off instead of "not very often." Yes, the traps are stalling tools first, but they still need to be killing tools second in my opinion (even if they are a distant second).
The difference between camping the box and camping the hook is that you can absolutely 100% foolproof guarantee that they can't get the trap off by just standing in front of the box so they can't search it, while Survivors can theoretically coordinate freeing the Survivor from the hook.
The thing is that once they have failed searching three boxes, you already have a general idea of where the fourth box probably is based on how the boxes tend to be spread out. From there, it is mainly about hanging around that general area and dealing with people who also happen to be in that area until that fourth noise notification goes off. Assuming you haven't botched it up then, you can probably get to that last Survivor and pretty much seal their fate.
Maybe I am wrong, but I am not convinced that it is possible to thread the line between "garbage" and "problematic". The way I see it, if you're going to take away the box auras completely, there needs to be a sizeable upside for it. Auras for a few seconds don't cut it by a long shot, and notifications at the start are too problematic IMO. I personally think you'd have to either find a completely different payoff or just start over from scratch.
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BTW, I do apologize for derailing this thread into Pig discussion. I know you had WAAAAAY more ideas than just one simple add-on change.
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Well the obvious solution is bigger numbers.
That tends to solve most of these sorts of problems.
6 seconds won't help you.
Forever is obviously OP AF.
Thus there is some time between 6 seconds and unlimited which is balanced.
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Btw I'm going to update the Nurse section to use the new addons as a base once her addon rework is implemented
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I have done so
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Any other feedback?
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OMG gimme those key changes <3
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Thanks!
What do you think of everything else?
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I understand the logic you're working with, but I think it would have the opposite effect you're seeking. I think the game is would become much more unbalanced if you just always had add-ons. The best balancing factor is the fact that addons are these fleeting edges of power that you have to acquire on a regular basis and manage when you think it is worth using. The fact they are transient also gives more design room to try out new things. Like Add-ons that alter how a killer players for a single game is great boon. It makes certain builds objectively top seed, but still rare enough that it doesn't throw the entire game in the trash.
Take, bodyblocker Hag for instance. Objectively, that's one of the best builds in the game. Having collision on phantasms is such a huge boon that it changes the way both killers and survivors respond in the game. Always being able to choose to have that in some for or fashion would start to very much outstrip doing other things. Also, in terms of scale you're asking for a monumental overhaul of the game that would take multiple years of work. It just doesn't seem feasible.
You have posed a very interesting take on how the game could have potentially been though. Which may have made things better off in the long run.
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Body blocker Hag is not a straight upgrade from normal Hag. She has weaknesses that the normal Hag doesn't, most important of which is that her map pressure is much worse due to the fact that her Traps don't do anything if she isn't already there.
This puts Body blocker Hag on a similar level strength wise to the normal Hag.
Regardless though the point is that Rarity ISN'T a balancing method. Things like Mori's, Key's, iridescent hatchets ect are unbalanced regardless of how many games they appear in.
And while it's not nearly as obvious, even things like Cold Dirt and basic Toolboxes are unbalanced as well, not because the effects are super broken like the ones I listed a second ago are, but because they exist in a game which is balanced around them NOT existing.
a team of 4 Survivors running toolboxes or medkits requires stronger Killers to beat than a team of Survivors with nothing. And vice versa for Killers with their best addons vs Killers with brown or no addons.
So long as this is the case balance is impossible, no matter how many changes we make to curb extreme examples. Because it's not just the extremes that cause these imbalances but even little numbers changes from medium tier addons can require a Killer to be bad at basekit and then let the addons boost them back up.
None of this would be an issue if addons weren't consumable. Killers would just always bring their best addons to counter the tools that Survivors are also always bringing, but just doing that without any other changes would obviously break the game. Hence... the entirety of this thread defining those other changes.
But regarding feasibility: Most (but not all) of the changes here are to numbers. For example with the Doctor addons the only new thing that needs to be implemented would be the mode changes taking variable amounts of time. The rest is just swapping around existing effects.
And you mention this would take years? I agree, it probably would. So here's how you could implement this gradually:
- Step 1 - Preform the addon changes for each individual Killer/Item over time. No need to go through with the making them permanents part, just do the reworks.
Each item on this list is intended to be roughly equivalent to an exiting combo of a yellow item + 2 brown addons. For Killers it's 2 yellow addons with a few exceptions depending on the strength of the Killer's basekit. Since brown addon usage is sustainable this part wouldn't throw off the games balance
- Step 2 - Once all addons and items have been changed in accordance with these design goals. Make them permanents.
- Step 3 - At the same time as step 2 shrink the bloodweb and increase individual prices to maintain the grind
- Step 4 - Profit
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Cold Dirt has next to no effect after having been gutted. Like pretty much every Legion addon.
Could we not achieve the same level of balance by increasing the killer basekit and removing their addons altogether and have the killer's bloodweb be mainly perks and new offerings? Also why increase the prices of things? The game doesn't have an economy between players so changing the price still keeps the grind. Which is the whole point is to lessen the grind why add any extra inhibitors.
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Cold Dirt was my example specifically because it's effect isn't very large. Even a small effect like that can throw things off balance when it's absence is what's used as the baseline, either because it becomes required or subtly overpowered (the former in this case)
We could remove addons entirely, but then we would lose any potential benefit we could have gotten from them, and we'd need to do the same for items not from chests (which to be fair would make chests far more important). This would be identity V's approach so it could definitely work. I just think we can do better than that.
And the reason why we would increase prices of stuff is because there is less stuff to get. Currently the majority of each bloodweb is items and addons. But if only one of each item/addon can appear per prestige then that won't carry you for 50 bloodwebs and you'd quickly end up with only offerings and perks.
While I'd love to also add more offerings along side this (and have a separate post on that) it wouldn't be very good for the bloodweb. So we'd need to have each web be much smaller to ensure that the addons can be spread out throughout the entire thing. So thus to ensure that it still takes time to complete the bloodweb the prices of everything but offerings would need to go up to ensure that the total cost of a bloodweb stays about the same.
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1st off, if you removed moris, you also have to remove keys, and toolboxes because they both allow survivors to complete their objective quicker. Enjoy off, you seriously nerfed legion, again?
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I reworked keys here and toolboxes don't have quite as big of an impact.
They do have a big impact don't get me wrong, but it's such that we can balance it to be equivalent to other items and Killer addons (unlike Keys which required more drastic changes)
And what do you mean I nerfed Legion?
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If you plan to remove one item which allows one side to complete the objective faster, the SAME must be applied to the other side.
Also you nerfed his add-ons and literally made most of them useless. (Duration/Gauge refill)
(Legion main)
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Like I said, this includes a Key's rework. You don't need to tell me to remove them as we have them right now because I already did that on my own.
If anything you should be bugging me about not removing the Mori's because this thread doesn't cover that.
As for his addons... that's kinda the entire point of the thread. Make all addons for Killers the equivalent of most Yellow addons (with some addons being disproportionately weak or strong for their rarity being kept as is) and have rarity effect magnitude rather than strength with downsides to accomplish this. The end goal being that this allows us to make the addons not consumable and thus they can be used indefinitely as a form of customization rather than for a power boost.
So for Legion that means you can use Mischief List to get the existing Yellow duration addons effect. You can increase the duration further of course, but doing so means you can't use Frenzy as often to compensate.
But you need to understand that for this to work most items and addons needed to be nerfed. Not just legions.
Having the option to use the current iridescent button every game would make him broken. This is still a problem even now since the addon instead just makes him SOMETIMES broken.
Now there were a lot of addons to change with this so I'm sure you could fine addons that are still OP/UP with this in mind. But remember that the goal is to make most Killer addons to be equivalent to the strength of their yellow addons. So addons like Cold Dirt or Stolen Sketchbook must be nerfed.
The exception is Spirit who's addons are balanced to be the equivalent of their brown addons in terms of power for the most part due to her power only working within a narrow range of values. The addons that don't deal with her ability to catch you in a chase can be a bit stronger due to not effecting those values in the first place (such as fathers glasses or the passive phasing addons).
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I'll edit this with the toolbox rework in mind once it comes out.
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Has now been updated with the toolbox rework and doctor rework in mind
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This must have taken ages to do. Mad respect for the effort 👍️
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It did. This is my longest post considering it took 3 posts just to fit the OP in.
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