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Reworking Hex Totem Spawns/Placement Method
Hexes do not start the Trial lit. If the Killer presses a button corresponding to a particular Hex on the Perk Diamond, then the nearest Dull Totem to the Killer will become that Hex Totem. (Or multiple nearby Dull Totems, EG: Haunted Grounds, or none, if the Survivors have Cleansed all the Dull Totems) This ignores any…
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Increase Bleedout Speed of Inactive Dying Survivors under Hooks
If a Survivor wants out of a match quick, and they’re being left to bleedout, let them crawl under a Hook and stop moving. Doing so will increase the bleedout speed so long as the Survivor continues not to move or Recover, and is within 1m of the Hook. (This is interrupted by being healed/picked up as well)
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Add Generators with Broken Parts that need to be Scavenged
Increasing the time it takes to repair a generator impacts all generators, increasing the effectiveness of a 3-Gen, increasing the effectiveness of all Regression Perks, and brings nothing new to the experience. Introduce a new mechanic that separates itself from Generator regression, and that can be bypassed in the case…
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Sky Lantern for Lunar New Year Event
The Snowmen are a cool gameplay mechanic for the Winter event, perhaps add one for the Lunar New Year event: Sky Lantern Spawns where Totems would spawn (akin to Pumpkins). If interacted with by a Survivor, the flame is lit and the lantern rises. During which Scratch marks left by survivors within the vicinity are…
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Iron Maiden may become a Problem Perk
Survivors that enter Lockers have no method of avoiding its effects. This means that if any Killer Power was introduced that pushed survivors into entering Lockers to avoid power effects or remove debuffs, it would be disproportionately effective compared to other Killers. This could limit Power design of Killers as well.…
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Should Killer receive Unhoook Notifications?
Unhook notifications provide a lot of information, especially if you haven't yet found another Survivor, or are interested in continuously hammering down on a weak link. The game just tells you: Hey, there's two Survivors over here. (Yes, the UI would still also show the Unhook Icon go from a Hook to Injured, but that's…
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Killer Power Concept - The Visitor
The Visitor (Dredge Trapper) Power - Knock Hold and release the Power Button to place a Door. Press the Power Button while in front of a Closed Door to Knock on the Door, which Opens. The Auras of Survivors are visible through the Doorway of an Open Door. Hold the Power Button while in front of an Open Door to walk into…
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Reworking Bloodlust
Bloodlust serves as a mechanic to help against unintended infinite tiles, as well as to assist Killers struggling in chase, but is also passively gained with no input only in each chase and generally has no use in higher-level play. There also exists a void in which going for Hooks and lots of chases has no unique gameplay…
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Malice - "Rage Meter" that focuses on MultiHooks and Leaving Hook (Scrapped)
Camping and Tunneling, while a tactic, fosters less interactive gameplay. However instead of outright nerfing those tactics, why not buff MultiHook gameplay? Perhaps create a "Rage Meter", something that charges up based on Hooks and Survivors being Injured while another Survivor is on Hook. And upon activation, buff the…
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Standalone base UB
After a Survivor reaches 90% Recovery, continuing to Recover causes a red progress bar to fill on top of the Recovery bar (as an additional layer). This secondary recovery bar can reach 100% recovery, upon which the Survivor picks themselves up, and is Broken for 60s. This allows Survivors to pick themselves up after and…
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Firecracker Base Item Rework
Re-introduce Firecrackers into the game as a non-event Item. Firecrackers no longer function like Flashbang. (Flashbang stays the same) Firecracker Basics: Firecrackers work off of Tokens, rather than charges. Using the Firecracker consumes a Token, if all Tokens are used you’re left with packaging. (So it isn’t just…
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Remove Flashlight Stuns, add a Hinder.
And remove the requirement to aim at a Killers face. Flashlight stuns just make one uncontrollable animation lead into another uncontrollable animation. The counter is to look into a wall, and the face requirement causes some cognitive dissonance when using a Flashlight on Killers with no face, while being a needless…
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Unhooking a Survivor should not be a Cancellable Action (And remove Healthy Grabs)
One of Campings largest issues is with Insta-down Killers (and Healthy grabs) effectively gating survivors from being able to perform an Unhook at all. Meaning you can't just balance around a trade when the optimal play is to try and knock two people out of commission at once leveraging a Power that is not available for…
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Event Rewards don't give a sense of Agency or Impact
I'm appreciative of the Event rewards, however the manner in which they're unlocked/presented is kinda detached from the game entirely (in the sense it's unnoticeable), or just more of the same while not really having any impactful decisions. The Tome unlocks are just going through another tome, and the choice is which one…