Quick Fixes To Common Things People Bring Up (Add Your Own Too)
There are a lot of things that people like to bring up on the forums and elsewhere that they'd like fixed and they usually start meaningless arguments about them. After seeing that people are clearly capable of having a civil discussion here regarding changes in the "What WOULD Make You Be Okay With The Ruin Rework?" thread, I'm hoping we can do the same here with a number of other things. No "Us VS Them" mentality. We should all be aiming to make the game more comfortable to play on both sides. Share a common goal.
With that, here is a list of problems people bring up and what I would personally do to fix them. I'd like to know what everyone thinks and would also like to know of any other things that I may have missed or you think should change as well.
Perks
- Hex: Ruin: We should keep what the Devs have changed it to in the PTB. But, we should also make it so that great skill check zones do not appear while Ruin is active. Also, maybe make it so that any generator regressing when the totem gets broken will continue regressing until a survivor begins to work on it again. This should allow Ruin to still be viable enough on its own and even have a small lingering effect after it gets cleansed without being too annoying to deal with.
- Adrenaline: Make the perk still grant a 5 second long speed boost and ignore exhaustion while also still being able to pick up downed survivors. But, remove the insta-heal aspect for injured survivors. With this change, survivors can still try to go for "adrenaline saves" and it could help against slugging, while also making killers not feel robbed of a hit after chasing someone for a while only to have them heal right in front of your face.
- Decisive Strike: I personally like that DS is currently set up as an anti-tunneling perk. However, there does seem to be a bit too much leniency with its timer. I suggest keeping the 60 second timer it has but causing the timer to immediately expire if another survivor gets hooked before the perk user does. This should prevent any "DS invincibility saves" while also still helping survivors by giving them a chance to get away if a killer is tunneling them.
- No Mither: The way No Mither is set up makes it so killers simply have to look at their HUD to know if they should or shouldn't leave a survivor on the ground, resulting in the perk being only used as a joke. I say that any survivor running No Mither should start the match healthy but not able to fully heal once they get injured. The "broken" status should still show on the HUD, but only to the survivors. This way, the perk can still have it's intended use of being at risk of a one hit down for nearly the whole match while still giving the user a chance to maybe use the self revive if they get slugged. This will also make it so that people who run the perk with Resilience and This Is Not Happening will not be able to hop on generators and "gen rush" them from the start due to not being injured yet.
- Borrowed Time: For starters, the perk should go back to affecting both the hooked survivor and the rescuer. It should not be a trade off perk. However, with this revert, they should also change Borrowed Time to go back to only having one use per match. This way, it isn't spammed and can be used to save a camped survivor without trading their life for yours.
- Monstrous Shrine: The base sacrifice progression increase rate and base increased penalty on escape fails should be increased by 6% at all tiers. The increased difficulty on escape attempts should be removed.
- Overcharge: An added ability should be given to make the perk blocked off by sparks for 10 seconds after being kicked in order to force at least a little bit of regression onto the generator.
- Object of Obsession: This perk should only reveal the auras of both the killer and survivor if they are both looking in each other's direction.
- Sole Survivor: This perk should be reverted to reducing the killer's aura reading by a percentage rather than a base amount per killed or sacrificed survivor.
- Up The Ante: Overall, the base luck boost should be increased by 2% per tier of the perk.
- Wake Up: This shouldn't only apply to opening exit gates. I think it would work better as a perk that boosts speeds to solo only actions. Examples being opening gates, unhooking survivors, freeing yourself from bear traps and reverse bear traps, snapping out of it, waking yourself up with a clock, opening chests, mending, and cleansing.
- Thrilling Tremors: Cut the cooldown in half on all tiers of the perk. This will make it work well with a generator that the killer has recently kicked right before picking up a survivor as well as help with additional pressure being added if survivors decide not to work on generators while someone else has the killer's attention.
- Surge: The cooldown should be removed entirely and the radius should be increased by 16 meters at all tiers. This will make the perk more likely to hit multiple generators.
- Left Behind: On top of it's current state, Left Behind should also grant an increased chance of finding a key (even a broken one) from any unopened chests that could remain in the trial.
Gameplay Design
- Hex Perk Indicators: Currently, when a killer is using a Hex perk, survivors are given a notification on their HUD to let them know what perk it is and what it just did. With some perks like No One Escapes Death and Devour Hope, this works well enough because it tells the survivors that the perk is active once it takes effect. But with others such as Ruin and Huntress Lullaby, it only hurts the perk user because it tells the survivors that the perk is active as soon as they get a skill check. Specifically with these two perks, the indicator should only appear on the survivor's HUD when said survivor triggers a Huntress Lullaby skill check with at least one stack and when a survivor begins working on a generator that has already regressed as a result of Ruin. This should let these Hex perks get at least a little bit more use before survivors start looking for Hex totems immediately.
- Map Design: The way I see it, fixing map design seems relatively simple. Larger maps should be shrunk down a bit. New maps should focus on not going overboard with size. Totem spawns need to be looked at on the older maps (Asylum being the biggest offender). Indoor maps shouldn't really be considered unless they specifically go along with the lore of the chapter; even then, they should be a last resort. Map tiles of the same type should have a limit on how many of the same tile can spawn in while also making it impossible for two of the same map tile to spawn next to each other. Exit gates should also not spawn on the same wall of the map. Going back to totem spawns, something that I've noticed in newer maps that I like is "fake" totem spawns, or places that look like they may have a totem tucked away but sometimes don't, forcing the survivor to still go back and check just in case. More of these would be great.
- Controls: Simple one. Just give players the ability to adjust their camera sensitivity on both PC and Console. And also give players an option to change controls to wiggle off the killer's shoulder.
- Moris: If the killer starts using a Mori, then the action should not be able to be interrupted. Once it starts, it will continue all the way through.
- "Camping": Camping is a difficult subject. To me, camping is when a killer is staying next to the hooked survivor without any other survivors anywhere near them. It forces one player to not be able to play the game. Even if this lets their team get generators done, that means nothing to the camped person, giving them no reason to stay alive on the hook. My idea to do something about this is to allow the hooked survivor to earn "Distraction" points in the Objective or Altruistic category for every generator completed or survivor escaped while they are on the hook. This could keep the "camping strategy" in the game while also giving the hooked survivor a reason to not give up on the hook or disconnect from the match all together. The amount of points they should be given is debatable but I'd think it would be good to keep it around 1000.
- The button to swap between killer and survivor should be brought back to the menu.
Offerings
- Lighting Offerings: Lighting offerings should make a return. However, they should only be used to increase the amount of moonlight on a map, not decrease it. Some maps are too dark already. And just brightening up all maps would make some just not look right.
- Black & White Ward Offerings: Both Wards should be "secret" offerings so that it adds a bit more of an unknown factor to the game of "Could it be a Mori?" or "Are the survivors spawning together?" or "Is my opponent bringing in some powerful addons?"
Items
- Toolboxes: Toolboxes should only increase repair speed while the user is on a generator by themselves. Any sabotage addons should remove the increased repair speed from a toolbox.
- Keys: More addons should be made to give extra aura reading. Maybe some that show the user's aura to their teammates would work well. Also, any addons that cause the key to read any type of aura should make the key unable to open the hatch. This way, a survivor could either use the key as a possible means of escape or a way to boost their aura reading. Not both.
- Special Items: More special items for holidays such as the Hallow's Eve Lunchbox and Winter Party Starters would be surely appreciated by the community. An example being maybe a flashlight that shows a shamrock in the spring.
- Special Addons: There should also be special addons for killers to use that work similarly to the special survivor items. Some examples being something that creates fireworks when the Huntress hits someone with a hatchet, something that changes the color of the Clown's gas, something that changes the symbol drawn by the Hag for her traps, a fun little sound effect that can play when someone gets caught in the Trapper's traps, etc.
These are just my own ideas and opinions being thrown out there and I'm more than open for civil discussion. Even if you do tend to play one side more than the other, please put yourself in the other side's shoes and think about how a change could impact them. We're all players here. No need to get mad at one another over an idea.
Comments
Sole Survivor: NO. A survivor already has a great amount of control over a match, no need to directly interfere with the killer.
BT: Keep it as is, but only have a few uses. (1, 2, 3)
Lighting Offerings: They should only interact with survivors. Killers need the lighter brightness, but survivors could have this be atmospheric.
Object: I don't think this needs to be like this. As it is now, It's fine. Most of my builds use Dark Devotion, so it's fine for me.
Left Behind: No. You have Plunderer's for that.
Surge: 8% regression isn't enough. make it 28% percent so it does something to gens besides just the explosion.
Map design isn't as easy as that, but those are good ideas.
I think all offerings should be secret.
Luck as a mechanic needs an overhaul.
Your idea of special offerings sounds like Killer power cosmetics. But I don't think it'll work with a lot of killers.
@Raven014 Surge at 28% sounds insane dude, is that a typo?