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Healing/Med-kit Rework
In my opinion med-kits are overpowered, and restrict many types of playstyles from killers. (i.e. Hit and Run) Also, if I want to use another item I have to consider whether not being able to heal myself is worth it. I usually run Self-Care to deal with this issue but I think this limits drastically the builds that can be…
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Nemesis Vaccine Idea
When a survivor takes a vaccine they become broken for 20 seconds while they recover. After the 20 seconds they no longer are infected but the injuries persist. The purpose of this change would be to help with the nemesis' map pressure while allowing for more time for the nemesis to respond to the survivor using the…
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Spirit Counterplay Idea
Add an in game item called summoning salt which when taken from shrines/containers, allows the survivor to leave a trail of salt for 3-5 meters that if the spirit travels over forces her to unphase and disables her phasing for 5-10 seconds. I see many ways to balance the summoning salts. I also think the summoning salts…
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Stop adding new meters, it's bad for newer players
Personally I think the laceration meter is unnecessary when there are mechanics in the game that can already provide a similar mechanic. I think using deep wounds would help make things more consistent for newer players and give this killer the buff I feel he needs. I would recommend requiring 2-4 knives to trigger deep…
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Hatch/Totem Rework Idea
Hatch always visible to killer. Totems can be lit by survivors (20 sec required) When a totem is lit by survivor they gain the ability to see the hatch. Also one chest on the map should be despawned/sacrificed. Keys that can open the hatch should only be able to be found in chests on the map. Killer gets notification of…
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Stop adding perks that buff survivors that dont run the perk
Decisive Strike, Dead Hard, Unbreakable, Adrenaline, Power Struggle, and many others. It makes no sense that you find yourself getting punished just because a perk exists. For example, with unbreakable if someone gets left slugged you may have to pick them up early even in a disadvantageous scenario regardless of whether…
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Idea for better hatch
Four Hatch Totems Idea (Standardized Locations i.e. four corners of map) Totems can be purged based on gen progression/number of people sacrificed If # of gens < # of survivors then a totem can be cleansed If # of gens = survivors then cleanse is available but mori available against previously hooked survivors -Remove Mori…
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Second Chance Perks Should Not Stack
The amount of value that is obtained from getting a second chance is immense and the opportunities that arise from knowing that you have immunity are immense. There is a reason that these perks are so common. They erase any mistakes that were made and/or the outplay of the killer. I don't have an issue with the exhaustion…
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Skeleton Key SWF
Honestly, I'm fine with solo queue keys but when a team just happens upon hatch and they all just disappear it really isn't good feeling for the killer. The counter play is extremely limited and removes almost all agency from the killer. I would recommend disabling at least the skeleton key from SWF. I am new and have been…
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Simultaneous Queue for Killer/Survivor
I think being able to queue for survivor and killer at the same time would help with queue times and matchmaking. I don't know how feasible it is for this game but just throwing it out there.
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Hooks need a rework
Being hooked removes almost all agency from a survivor. While I agree that a survivor should be altruistic, it is just not reasonable to expect all survivors to want to play this way. I also feel that staying on hook doesn't feel impactful for the person on the hook. The Killer is often short on information on the…