-
Each daily should be a choice
Every time you gain a new daily, you should be able to choose between one randomly generated killer daily and one randomly generated survivor daily. I personally hate playing survivor, but I am often forced to do so because of randomly getting 3 survivor dailies. Apart from that, once I complete the killer branch in the…
-
[Suggestion] Give away match BP to other players
I suggest a feature where after the match ends, at the post-game screen, you are able to give your own Bloodpoints which you accumulated through the match to any of the other 4 players in the trial. This would be done either by writing out a specific amount to give to a specific player or alternatively, have the ability to…
-
Hex cleansing disables a random perk slot for all survivors.
Since the visual and placement changes fall on deaf ears and with the addition of a perk that literally shows you the exact location of a totem, here's a fair play change: Once an active hex totem gets cleansed, one perk of every survivor (Picked at random) gets disabled for the rest of the match. If your survivor doesn't…
-
Trapper change suggestion
The Trapper is in a pretty bad position as his own power is hindering him throughout the match: Survivors can identify the killer before they even get a glimpse of him. Set up is required and a group can call out set traps and coordinate to disable them. A trapper needs to often go around most of the map to actually GET…
-
The more people in a team, the less perks they can use
SWFs are a key point in annoyance because the informational advantage they gain means they effectively have multiple info perks on top of from the actual perks they have. To compensate the informational advantage, the amount of perks you can use is reduced by one for each additional survivor you are in a team with: 1…
-
Disable all DSs after DS gets used twice
DS is an anti-tunneling perk and I'm fairly certain you can't "tunnel" 3 or 4 out of 4 people during a game. Secondly, DS doesn't really do much unless the person has the looping ability to back up the perk. Actually, if they DS the killer, that's basically telling the killer that they're a safe grab, so they are even more…
-
Proposed change to Hexes
I feel like the system of hex totems needs to be changed in some way because if you hit a SWF (And at higher ranks you will) and run a hex then I can assure you that the moment the effect of the hex shows itself these people will just leave what they're doing and just run through most if not all of their memorized possible…
-
Disable DS and BT during EGC
Both of these are used offensively in an EGC scenario. If someone is on hook and they get rescued near the exit gate: You manage to hit the unhooked survivor, BT procs and they run out. You manage to hit them and they're on the ground. So now they are free to crawl through the exit because the killer can't do jack…
-
Disable gen-taps
I am proposing that the survivors tapping a gen will not stop regression and they would be required to repair the gen for a few (5 - 10?) seconds non-stop before they can stop the gen regression. If they let go sooner, the regression keeps going. Kicking the gen itself wastes time, where the actual kick gains nothing for…
-
Lower perk power based on number of people in group
I hate SWF bullying as much as the next guy and I do understand that SWFs are pretty impossible to balance around because by balancing around them and weakening them, the solo players would suffer. I would suggest perks having various power levels based on how many people are currently in a group. This could either be done…
-
Open last completed challenge
Whenever a selected challenge gets completed, and I click "Select Challenge", it would be better if I were brought directly to the location where my last completed challenge is. If I'm working through the various tomes on either long term challenges or one of those that might/might not occur and I keep them active for a…
-
Why is the easy middle path of Tome VI at the end completely survivor sided?
Ok, two side paths, one for a specific survivor, one for a specific perk, but the middle is just outright a pushover and doesn't require you to go out of your way to achieve since none of them are meant to be completed in a single trial. The specific survivor challenge with Yui is honestly next to a pushover as 2 stuns or…
-
Allow viewing of players post-game via Steam overlay
Since cheater reports require both an in-game report and an online one with video evidence and identification of the user via SteamID64 which is impossible to discern from the name alone unlike with console players, it would be in the game's best interest to integrate it with the Steam "View Players" function in the…
-
BP bonus should be moved to hindering perks
I originally wanted to make a post about how No Mither shouldn't leave blood orbs for Oni so I'll just stick it up here, just as a tag along. And in the mean time I realized that perks that people consider bad are the ones that should be getting bonus BP instead of really good perks. Currently you get bonus BP from: BBQ…
-
The clown is too loud
The new chase music, the antidote effect and I think even his default breathing (Though not 100% certain on this one.) are so loud it easily makes all other sounds of the environment much more difficult to hear and discern. The only use I saw behind the antidote was faster map traversal but I found myself not wanting to…
-
Very strong loops should be removed
There are certain loops that are extremely safe for the survivor because they tend to have one short side, one super long side, a vault location and clear line of sight for miles around. Loops like these have no place in the game as the survivor is extremely safe, has perfect sight of the killer which makes mind games…
-
Crafting system
I personally never use addons, items or offerings of any kind at all, but since the entire system of getting these items is based purely on RNG I feel like there should be some guaranteed option to get certain addons. In this system, you could destroy items in order to gain components (1 per destroyed item) of a certain…
-
Remove the EGC timer slowdown while a survivor is on hook.
From the point of gate opening, make it flat 2 minutes, no matter what. Survivors can already avoid the timer by 99-ing gates. A stable, 2 minute timer is more than enough time to either attempt something or get out. 4 minutes just gives literally all of the survivors ample time to heal up in some corner, find the hatch…
-
Clown bottle reloading and effect
Clown is pretty much a joke to play as or against. (No pun intended.) I would like to propose 2 small changes that would make him much better. Bottle Reload timer is based off of how many bottles are recovered - Right now, doesn't matter if I want to reload 1 or all bottles, takes 5 seconds by default regardless. This…
-
Falling asleep only while in Freddy's terror radius, not by default.
From my numerous experiences against Freddy due to the game forcing me to play Survivor via dailies and getting matched against a Freddy for 4 consecutive matches in one play session I'd say that the Sleep timer absolutely needs changing. All survivors are always roughly 60 seconds away from being significantly worse off…
-
Trapper traps should only be triggered by Saboteur or Toolbox.
Right now, anyone can trigger traps if they find them and if some survivors just make it their sole goal to disable traps while you're chasing someone, they basically take all the effort the trapper had to put into the game and just straight out remove it, leaving him with nothing, because setting up traps in a new…
-
End game suggestions
EGC should start when generators are done Currently, once endgame begins, there is absolutely no pressure on the survivors. Teams often 99 gates in order to completely avoid any kind of pressure, especially if they are healthy and then mosey on back into the trial for as long as they want. The only thing a killer can do to…
-
Allow killer to select item types that the survivors can/can't have at start.
The killer can already leave lobbies easily if they don't like the items the survivors are holding. Since it's not possible to change killer once you join a lobby, the killer you decided to play might not be the one with which you want to play against a certain item loadout. If I queue up as wraith and come to a lobby with…
-
DC penalty timer should only apply to survivors.
If a survivor leaves, what happens? The entire team is down 1 player which does a quarter of the job for the killer. What if a killer leaves? The entire game ends. Everyone queues up for another match. A survivor weakening their team should be punished for what they did, that's obvious. But a killer might just leave…