My current dream patch (how I think the game can be fixed)

Gen Speed Balancing: Whenever a generator is finished, a feed back loop will surge through the map that causes all other generators with progress to lose half their current progress. This will force survivors to choose between teaming up on the same gen which makes them easier to find and guard the gen, or continuing to work on different gens at a much slower pace that previously.

Tunneling Balance: After being unhooked, if the same survivor is downed again and rehooked within 60 seconds of getting off the hook before any other survivors have been hooked, then instead of going straight to the next hook stage, the survivor will just go to the percentage they were at when they got unhooked. This stops killers from being able to race survivors out of the map for a huge advantage, but still allows them to hook for points if they can't get another survivor and the unhooked is the only one they can get.

Camping Counterplay: 5 seconds after hooking a survivor, the killer's aura will be revealed to survivors when they are within 12 meters of the hook and no unhooked survivors are within 16 meters of the hook. If any generators are completed while the killer's aura is visible, hook progress for that hook will be paused for 20 seconds. Kindred will be reworked to where instead of revealing the killer's aura, the hooked survivor gets 25/30/35% of the objective bloodpoints that other survivors working on gens are earning in addition to the survivor aura reveal.

Reducing Excessively Long Chases. Upon gaining bloodlust, a killer can break an upright pallet with a 3 second animation instead of the standard 2 seconds, but all bloodlust will be reset. This should put an end to excessively long loop chaining but give survivors more distance in exchange. Because bloodlust is lost upon a chase ending, only pallets in the vicinity of a chase will be targetable.

Changes to help deal with disconnects: The husk system will be enabled meaning that once a survivor disconnects, they will not instantly drop dead. For up to a minute after disconnecting, other players in the match will still be able to interact with the disconnected player's character to gain stacks and bloodpoints before they die. In addition, to help alleviate some of the frustration that comes with a player disconnecting in a match, all players that weren't in a premade group with the disconnecting player(s) will get 2000 bloodpoints in all 4 categories for each player that disconnects and be exempt from depipping.

Ebony Mori Rework: Ebony Mori will be given the functionality of Cypress and Ivory meaning they can kill one survivor by hand after a single hook and they can kill the final survivor by hand. However, in order to kill the other 2 survivors by hand, they will have to hook them twice first.

Survive With Friends Balancing: Only one of each item type will be allowed per SWF group (only one medkit, only one toolbox, only one flashlight, only one map, only one firecracker, only one key). In order to enforce this, SWF groups will only be allowed to ready up if all survivors have a unique item type for the group and they will not be allowed to switch items or characters in the match lobby.

Perk Changes:

  • No Mither - In addition to current usage, all bloodpoint gains are doubled
  • Small Game - In addition to current use, perk now displays a counter of how many totems are left in the trial
  • We're Gonna Live Forever - Stacks can now also be gained by healing another survivor for a health state. In addition, taking a protection hit reveals the killer's aura to all survivors for 4/5/6 seconds.
  • Monstrous Shrine - In addition to current use, doubles all sacrifice bloodpoint gains
  • Spies from the Shadow - cooldown removed
  • Spirit Fury - if another pallet breaks on your head within 5 seconds of Spirit Fury triggering, that pallet also gets destroyed by Spirit Fury (being able to go straight to another pallet right next to the first can't have been an intentional possibility for this perk)
  • Thrilling Tremors - cooldown removed


Comments

  • Nerfing SWF directly will just discourage people from playing the game altogether, which BVHR would never do.

    Also, you want to rework moris but not keys?

  • These ideas are not so bad.

    The post above me is right, though.

  • @Dehitay said:

    Gen Speed Balancing: Whenever a generator is finished, a feed back loop will surge through the map that causes all other generators with progress to lose half their current progress. This will force survivors to choose between teaming up on the same gen which makes them easier to find and guard the gen, or continuing to work on different gens at a much slower pace that previously.

    Tunneling Balance: After being unhooked, if the same survivor is downed again and rehooked within 60 seconds of getting off the hook before any other survivors have been hooked, then instead of going straight to the next hook stage, the survivor will just go to the percentage they were at when they got unhooked. This stops killers from being able to race survivors out of the map for a huge advantage, but still allows them to hook for points if they can't get another survivor and the unhooked is the only one they can get.

    Camping Counterplay: 5 seconds after hooking a survivor, the killer's aura will be revealed to survivors when they are within 12 meters of the hook and no unhooked survivors are within 16 meters of the hook. If any generators are completed while the killer's aura is visible, hook progress for that hook will be paused for 20 seconds. Kindred will be reworked to where instead of revealing the killer's aura, the hooked survivor gets 25/30/35% of the objective bloodpoints that other survivors working on gens are earning in addition to the survivor aura reveal.

    Reducing Excessively Long Chases. Upon gaining bloodlust, a killer can break an upright pallet with a 3 second animation instead of the standard 2 seconds, but all bloodlust will be reset. This should put an end to excessively long loop chaining but give survivors more distance in exchange. Because bloodlust is lost upon a chase ending, only pallets in the vicinity of a chase will be targetable.

    Changes to help deal with disconnects: The husk system will be enabled meaning that once a survivor disconnects, they will not instantly drop dead. For up to a minute after disconnecting, other players in the match will still be able to interact with the disconnected player's character to gain stacks and bloodpoints before they die. In addition, to help alleviate some of the frustration that comes with a player disconnecting in a match, all players that weren't in a premade group with the disconnecting player(s) will get 2000 bloodpoints in all 4 categories for each player that disconnects and be exempt from depipping.

    Ebony Mori Rework: Ebony Mori will be given the functionality of Cypress and Ivory meaning they can kill one survivor by hand after a single hook and they can kill the final survivor by hand. However, in order to kill the other 2 survivors by hand, they will have to hook them twice first.

    Survive With Friends Balancing: Only one of each item type will be allowed per SWF group (only one medkit, only one toolbox, only one flashlight, only one map, only one firecracker, only one key). In order to enforce this, SWF groups will only be allowed to ready up if all survivors have a unique item type for the group and they will not be allowed to switch items or characters in the match lobby.

    Perk Changes:

    • No Mither - In addition to current usage, all bloodpoint gains are doubled
    • Small Game - In addition to current use, perk now displays a counter of how many totems are left in the trial
    • We're Gonna Live Forever - Stacks can now also be gained by healing another survivor for a health state. In addition, taking a protection hit reveals the killer's aura to all survivors for 4/5/6 seconds.
    • Monstrous Shrine - In addition to current use, doubles all sacrifice bloodpoint gains
    • Spies from the Shadow - cooldown removed
    • Spirit Fury - if another pallet breaks on your head within 5 seconds of Spirit Fury triggering, that pallet also gets destroyed by Spirit Fury (being able to go straight to another pallet right next to the first can't have been an intentional possibility for this perk)
    • Thrilling Tremors - cooldown removed

    I’ll read through this since I’m bored and go through each point.

    Gen Speed: No. Gen speeds should not be changed, it’s an issue that’s a result of the poor map design. Compare Haddonfield to Father Campbell’s and it’s like night and day. Maps need to be smaller and designed with killer-survivor interactions instead of gargantuan maps that allow gens to pop before anyone is found.

    Tunneling: Interesting idea, would need to see how it works in game.

    Hook Idea: Built-in Kindred has been an idea that’s been thrown around for awhile but devs have stated it’s not on the table, which is a shame since it would make solo play much better.

    Bloodlust Idea: NO NO NO. Bloodlust is already an awful mechanic that rewards poor play, further rewarding killers for survivors playing well would be a terrible idea and would just lead to killers holding W even more to break delete strong pallets.

    Husks: Meh, I don’t care either way but I’m sure it would cause bigs and crashes knowing this game.

    Moris: I’m fine with just deleting moris and keys from the game entirely, they are awful for game balance.

    SWF: People seem to think SWF is some boogeyman that comes to ruin games. Really it’s just people who all happen to understand how to play and make the most efficient plays. Punishing these players will drive them away and lower play base.


    No Mither: adding a BP bonus would be nice.

    Small game: Sure, counter should be base kit for all but this is fine.

    WGLF: I’ll take anything to make it more in line with BBQ

    Monstrous Shrine: Sure

    Spies: Sure

    Spirit Fury: SF is already very strong especially with Enduring, no buff needed.

    Tremors: Sure


    btw I play both sides at red so Im more neutral than most will be

  • I would like:


    Map reworks. Some maps are too big.


    Mori and key reworks. Red/green Moris only activate if you hook each survivor once. Perhaps yellow Moris could only work on survivors who are dead on hook (preventing flashlight saves or sabos). Red/purple keys can only open for one survivor and immediately close afterwards. Purple keys can only open hatches that have been previously shut that game.


    More BP perks for variety. They can stack but the total won't go above 100%. Multiple BP perks will allow for a variety of playstyles without sacrificing extra BPs.

    Examples:

    WGLF: Same bonus, but unhooked survivor gets 7% Haste for 60 seconds.

    Small Game: 20% bonus for each totem cleansed.

    Up the Ante: 50% bonus for each survivor that escaped before you escape/die, up to 100%. Also change the base effect to be less useless.

    ToTH: Instead of Hunting bonus, 20% bonus for each remaining totem when the match ends.

    Monstrous Shrine: 25% bonus every time a survivor is unhooked from the basement, up to 100%. Change the effect to give you something when that happens, like Undetectable.

  • While I admit that fixing maps would also take care of the gen rush issue, the problem is made possible because of the combination of both large maps and ease of doing gens. Between fixing 20+ maps or removing the ease of completing 5 gens, the latter seems like the more logical conclusion. Last I heard, BHVR only has one person who does maps.

  • Thrilling Tremors' cooldown would be justified if regression wasn't paused while the generators are blocked. I just want that to not be the case, and it would be a great perk. Otherwise, this is a really solid list of changes!

  • Tunneling counterplay: 60 seconds... oof

  • Thats down the line terrible ideas.