Comments

  • Spirit or probably huntress.

  • is very hard to balance right now, they should focus on it before michael myers was released.


    my idea to balance this game will be techeables don't exist, so you should run only your character perks+no-techeables (to evoid op combos)

    also, don't create infinite DLCs and then all these new perks being just new no-techeables.


    but that.... very hard to balance the game right now.


    the other way, is balance the maps around the killer you play, if you play a very strong killer then there will be more pallets and windows, if you play a weak one, there will be less pallets and closed windows.


    but as i said before with good techeables combos is not easy as that.



    so.............. right now i want to focus on nerf:


    moris (they all only work when the doors are powered, with the difference of how many times you had to hook them to be able to kill them, Cypress when you hook them 2 times, ivory if you hook them 1 time, and ebony allow to kill without had to hook.)

    keys (hatch only spawn when the doors are powered/1 survivor left)

    adrenaline (only heal you if the killer is close to you, no more free heals while doing gens)

  • There's a lot more that would make balanced gameplay work

    Like only having one toolbox work per gen (or something to that effect)

    Making skillcheck smaller when two or more survivors are working on a gen (seeing how easy skillchecks are). And having status effects affect them as well

    labeling Perks slots for killer and survivors and having set "role" for each survivor rather then a "difficulty"

    Having teachable perks stronger on the character that it came with... Like Bond on Dwight or Pop on Clown would be stronger then the others using Bond or Pop. It would actually lead players to have a distinct playstyle on each killer/survivor...

    Having maps be hand designed then have RNG use the hand made map as a base... also use the hand designed maps be used in KYF so we can learn that map and spot where RNG messed up

    Purple keys will only allow the user to escape and it triggers EGC... Pink keys have a set duration then closes starting EGC

    Pink Moris activate when all survivors have been hook or when a survivor is on death hook (or both... IDK)

    Those are of the top of my head and not really though out so there're issues with each point... so take these with a gain (or a pinch) of salt