Ways of buffing survivor tools - make everything useful but not op.
Going to start this hot topic with two nerfs (I know I know this is meant to be a buff topic so all survivor tools feel powerful but cmon these need adjustment too.)
Purple and pink keys should not be found in chests unless running the perk plunderers instinct OR you are the last survivor left in the match. Overall I see this as a net positive change as they were in the game before the endgame collapse, and with the endgame collapse being a thing now, finding a rare/ultra rare key In a chest can turn games right on their head far more then they ever used to, with all the hatch changes that is. This is due to them being functionally similar to mori's in that they end the game early.
Keys of rare/ultra rare variety should be silver. This is to distinguish them more from green keys which are entirely functionally different.
Now onto the actual thread!
Flashlights :
lens add-ons should extend the beam more, with the common one balloning the flashlight out to be almost a "shotgun effect" - would allow newer survivors to still get flashlight saves at the expense of being close and vunerable, whilst more experienced survivors if their accurate can now hit them from further away.
Accuracy add-ons should be reworked - instead, they should allow the flashlight to be shone whilst running with an accuracy penalty - this will allow players to blind whilst being chased, so long as they can keep on target. Swapping the camera too fast would cause animation changes halting the flashlight use as the player swaps the flashlight from around shoulder etc.
Bulb add-ons should decrease the time to blind under the condition that the killer is not moving. Purely making it easier to blind at pallets/flashlight stun. High beam add-ons should act to increase the blind timer/but increase the time to blind (ie if you use both at the same time you have no real benefit, forcing you to either blind for a longer period, or have short "mini" blinds for stuns)
Medkits :
In a pretty good place right now! Only adjustments I'd make are for -
Skillchecks to be double the points akin to the update repair got a while back, but halve the value of them so their concurrent with the regular game.
Make styptics and syringes not use up the medkit : that debuff was prior to add-ons being lost at the end of the game, and isin't in line with other ultra rare add-ons like the brand new part.
Add status ailement cures - for those whom hate specific debuffs.
Make being cared for with or without a medkit by another player give survival points equal to those given as altrusim to the healer
A rare "charge" add-on, which gives more charges then the green or yellow add-ons with slightly increased speed.
Toolboxes :
In an incredibly good place right now! My only gripes being -
Should allow the toolbox to be used once it's out of charges for specific add-ons - ie brand-new part, instructions and gen quieting addons with no traditional speed boost. would make these add-ons more useful, allow for technician/toolbox silent repair builds, and allow the ultra rare brand new part to be installed when the toolbox is empty preventing you from wasting it.
Keys :
Should be a brown and yellow, unable to open black locks, with more addons relating to aura reading, allowing the supplementing of perks out for a key. Keys in chests should also come with add-ons a la ace in the hole but without requiring a perk (going in tandem with the initial nerf, but allowing green keys to have quite literally some use out of the box.)
Maps :
Some map and key add-ons should overlap as their both aura reading however maps should be a channel, and keys should be a direct aura. Blood Amber reworked to be a map add-on, and keys to work on radius. This would make them both functionally useful and multi purpose whilst giving them individual power ups. Different keys having different radiuses, and maps being global but on a timer that will run out.
Ie bring a key to see survivors and traps in a small radius around you, and a map to see everything ever, but only for a short time.
Pink key being 32m for auras, 8-16m for traps (with applicable add-ons) and a brown being 16m and 2-4m. Maps being global for rainbow map, but for green (or any others if made) being 64m.
Tldr? : Keys only in bloodweb unless using perk - keys and map add-ons useable on each other, with keys and maps being functionally different despite doing the same thing giving postives and negatives to using both. Medkits not being destroyed upon rares/ultra rares, toolbox add-ons allowing it to be used without charges for their special effects ie no skillchecks or quieter repairs, and flashlights being useable whilst moving to a more limited degree (if using add-ons), with add-ons effecting blind time and blind speed (only whilst standing still to prevent days of the insta-blind).
That about covers it.
Comments