Some things that I've thought about...
Hindered is an underused status effect that has little to no effect, and is integrated only into one Killer's kit by nature. Exhaust add-ons afflict Survivor's with the Exhausted status effect for at minimum 30 seconds up to 90 seconds. As a Survivor, that's kinda ridiculous. However, Hindered has a minimum of 15 seconds when used as an add-on or a base of 2 seconds if you're the Clown. I propose that Exhaust add-ons be removed, and Hindered apply the effect instead. This allows Clown players to properly time Bottles with Survivors options ingame to reduce the likeliness of an escape. (Freddy has a lot of snares with no punishment, just throwing that out there.)
Clown: I saw the stats posted on the 22nd. I think that it's fairly evident that Clown is extremely underperforming. I'm also fairly sure that Devs know why. Decrease his bottle charge time, and combine some of those add-ons. I promise that absolutely nobody is thinking, "Wow, I really wish I could toss 3 bottles out at rapid speed because these debuffs stack (they don't)." Some minor touches, as well as a Hindered change. Now we have viability.
Speaking of viability, how many people get caught in a bear trap and walk at the same speed after? Exactly. Hear me out, Trapper needs Hindered built into his kit too. No human being steps on a bear trap, then runs at the same speed they were running at before. Similar to the Clown, something short and sweet. I'd say maybe 8 seconds. That seems reasonable. I have some ideas for Trapper. Like a temporary haste, called Bloodlust (which should NOT be available to all killers haha, but that's a much much longer discussion) that would activate whenever a Survivor is trapped or injured by a trap that is a certain distance away from the Trapper. This makes placing traps 72 meters away from you not feel so bad, because who wants to think "Oh, I finally got this rat. Nevermind, I was walking at my normal pace and it escaped after 17 minutes." (exaggeration). Or, and hear me out.... maybe traps reveal the Aura of the Survivor for a limited time. Ehh? Ehhhh? Also, Survivors are walking through 22 traps while injured. Maybe traps should inflict a health state down per trap? Haha, just kidding.... Unless?
Perk ideas:
Huntress Lullaby: I don't know why Survivors can see that this is an active hex when the Killer hasn't hooked anyone. This should only pop up to Survivors on gens when at least 1 person has been hooked.
Ruin is a pretty good perk. When it lasts at least 15 seconds into the match. See, a big difference between Survivors and Killers are their perks in the long-term. A lot of Killer perks are based on building stacks in some fashion (STBFL, Devour Hope, Huntress Lullaby, DYING LIGHT). These perks aren't built up in mere seconds, usually they take some time. One thing not on the Killer's side ingame is time. I want to introduce something different than an offering from the Entity. Maybe introduce the idea of "Entity's Blessing" instead of a Hex totem. Only in specific cases. Ruin is important in matches because it buys Killers time, it allows Killers to not think that every gen on the map will disappear while they walk into a deadzone of the map to acquire this trap they also need to place down :). See, if Ruin becomes something like Corrupt Intervention (which calls upon the Entity) then it proposes a specific amount of time to make completing gens difficult for Survivors. A Killer is measured on the amount of time they keep gens at 5 in a 9 minute span. Extremely unlikely if you don't have Ruin. If Ruin is active for maybe, 4:30 or 5 minutes, then that's a lot of time to establish at least one hook and apply pressure to the map. One thing I've noticed is that a lot of Killers don't know what pressure is. They don't know what's going on, they're just running around the map glancing at or listening to gens to find out if someone is/was on them. When an unskilled Survivor runs into Ruin, they resort to gen tapping or searching the map with their eyes instead of realizing Hex totems have a burning audio, without the crackling that barrels have. This will allow Killers to strengthen their knowledge of the game instead of relying on Ruin placement, and allow Survivor's to choose between actually learning how to hit Great Skill Checks or cleansing dull totems (for now >:).
Miscellaneous:
Something else I've considered that I don't think will get much attention is the Killer attack. The Killer has the option to quick attack or lunge attack. This is may be a stretch, but what if Killers had to actually release their Attack button/key instead of rely on it auto-landing? What about that? A little bit of mechanical gameplay huh? No? Fine. ๐
If Premonition works on hooks, Stake Out should as well. Reward Survivors for being camped. What if "This is Not Happening" was active while a Hex totem was active instead of while injured.
That's it for now, I'll be back tomorrow with a topic as to why Keys are just the poor man's Mori.
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