Balance suggestions (long list)
This is a list of suggestions I would like to see at some point of the game to be looked at and/or tested. This list is more meant to promote fun gameplay and strategies, while making current ones that feel terrible to play against not as good/removed entirely. Please understand that my goal is to change aspects of both sides to lead to better gameplay for each side. If you have any questions as to why I buffed/nerfed certain killer(s) or perk(s) ect. I will answer them. Thank you for reading
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Goals -
Try to push more of a playstyle that the killer is actively hunting and chasing all survivors.
Curbing the effects of camping/tunneling to feel less like a strong playstyle - these games tend to be miserable for the victim/ and boring for the people holding M1 on a generator all game.
Having killers feel less immediate pressure early in the game. (Lower the effect of "Gen rush")
Have the survivor role feel like they have more choices that are more meaningful throughout the match.
Having ALL perks feel useful rather then a handful of them.
Having ALL killers feel good at all ranks.
Having generalized quality of life changes to make playing overall more fun - Reduce the amount of "cheese" tactics that leave players feeling cheated.
Have all survivors feel more unique and promotes differant builds/playstyles.
*Please note: on all the changes I have in here for killers and/or perks its entirely possible to try out one or two of the things and see if it corrects the problem.*
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The Grind Changes
To enforce a way to keep a consistent grind throughout the life of this game I propose the following.
All teachable perks older then the newest 16 survivors and 16 killers are automatically learned and at rank 3 for all your survivors and killers (the killer or survivor has to be owned for the perks to be unlocked)
If you do this I would suggest bringing in 2 more non-teachable perks to killers. (To even out the non teachable perks for both killers and survivors - Currently there are 14 non-teachable survivor perks and 12 non-teachable killer perks)
This will enforce at any time there will be around 183 perk levels to be learned at all times (48 teachable perks and 14 base perks x 3 levels) (You start with your own three teachable perks at rank 1)
Assuming about 50,000 a level from 50 on it would take about 4.5 million to get all perks with a setup like this (and an additional 4.5 million if you wanted to hit presigue 3 (assuming about 1.5 million from 1-50 three times)
This would give a reasonable cost for leveling up both killers and survivors - in addition for the new players they would have a nice set of perks to work with right away.
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Map Changes
On each map have Three different layouts
On layout 1 they will be a little bit easier for survivors (better and/or more pallets/windows) - (Thinking 5 strong pallets 12 semisafe pallets and 3 unsafe pallets)
On layout 2 they will be a bit harder (worse and/or less pallets/windows) - (Thinking 4 strong pallets 12 semisafe pallets and 4 unsafe pallets)
On layout 3 this will be the hardest for survivors (Even worse and/or less pallets/windows) - (Thinking 3 strong pallets 12 semisafe pallets and 5 unsafe pallets)
*For all layouts they will need to be tested to make sure there are no unfair setups for the killer (Massive time wasters due to location of tiles next to each other, ect.) - and no massive dead zones for the survivors*
For teams of all solo queue and at most one 2 man survive with friends they get a layout 1
For teams of two 2 man survive with friends or a 3 man survive with friends they get layout 2
For teams of 4 man survive with friends they get layout 3
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Inventory Changes
All Killer Add-ons in the blood web are instead converted into currency of 5 types (Brown, Yellow, Green, Purple, and Pink)
Currency are shared among ALL killers
Brown - Allows use of any brown addon
Yellow - Allows use of any yellow addon
Green - Allows use of any green addon
Purple - Allows use of any purple addon
Pink - Allows use of any pink addon
When you prestige the currency is not lost.
When in load out you pick the 2 add-ons you want and the currency is deducted from the total that you have once the trial starts.
All killer offerings be shared into a pool so that all killers would have access to all the offerings you have earned.
Note: With a currency system its much easier on balance updates to buff/nerf underpowered or overpowered add-ons as the player base will retain the currency (Currently if I had a lot of a specific add-on that ended up getting nerfed I would feel cheated)
All items/add-ons/offerings should be shared among all survivors.
No items are lost as survivor on prestige.
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Quality of life changes
Perks and timers that affect both sides should have the amount of seconds remaining on whatever effect it is counting down (similar to how it done in league of legends)
Have multiple saved builds for all killers and survivors. (Perk loadout and Addons/Items/Skin used)
Daily Rituals during an open archive should be worth 2 rift fragments.
Have each action done to completion grant some survival points in addition to it's regular points (like 50-300 depending on the action) - This is to help get someone up to 8000 if they escape and did other things. Below would be some examples.
Team does a generator - 100 survival points to everyone alive on the team, if you helped complete it an additional 100 survival points.
Cleanse Dull totem - 50 survival points.
Cleanse Lit totem - 100 survival points.
Loot Chest - 50 survival points.
Disarm Trap - 50 survival points.
Sabotage hook - 50 survival points.
Flashlight blind (without save) - 50 survival points.
Heal teammate - 100 survival points.
Safe unhook - 300 survival points.
Escape killer - 200 survival points.
Flashlight or pallet save - 300 survival points.
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Early gameplay changes
-Idea 1-
Have totems all give a 5% slowdown on generator speed for each totem remaining on the map, all totems will be lit (up to 25%)
If this idea is used perks like inner strength would store up tokens saved per totem broken.
If this idea is used the following changes to hex perks (removing the hex from them since people will now be looking for all of the totems actively - thus ruining any chance for them)
Devour hope - Whenever the survivors get unhooked and don't go down in ten seconds gain a token. After 6 tokens you are allowed to mori the survivor once they are downed. Can mori up to 2/3/4 survivors.
Haunted ground - Same perk as current though without hex tag. (The totems will still represent the 5% slow)
Huntress lulliby - Same perk as current though without hex tag.
No one escapes death - Every time you hook a survivor get a token. After the last generator is completed NOED triggers and for the next 20 seconds per token your attacks down the target. Allowed to get up to 4/5/6 stacks. While NOED is active you gain 4% movespeed.
Retribution - Survivors who cleanse a totem will become oblivious for 40/50/60 seconds and their aura will be shown to you for 10 seconds.
Ruin - For all generators that aren't being worked on they regress 1 charge every 6/5/4 seconds.
The Third Seal - Your attacks blind for 120 seconds. In addition after landing an attack the target is oblivious for 10/15/20 seconds.
Thrill of the hunt - Totems take an additional 5/6/7 seconds to cleanse (they wouldn't notify anymore). Your bloodpoints in the hunter category can get up to 16,000 now. You gain 100% additional bloodpoints in the hunter category.
Blood Favor - Same perk as current though without the hex tag.
Undying - The first 1/2/3 totems that are broken will rebuild itself after 30 seconds.
*In the event idea 1 is not used* - At the start of the trial generator repair speed is lowered by 25% for 90 seconds or a player is put into the dying state.
I much prefer Idea 1 on this sort of thing since it gives survivors another objective to do - and in Idea 2 they could simply wait out the timer. Having the slowdown though being base in the game is needed and shouldn't be left to perk(s) to solve this problem.
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Late gameplay changes
Killer at base will have the ability to kill the final survivor by their hand. (In the offering section I have reworked cypress momento mori) - (You can kill one survivor during the endgame collapse)
Have a set distance the gates are required to be at least 80 meters apart from each other.
The gate switch box cannot have a bear trap placed underneath it.
Revert the nerfs to remember me. (Used to stack up to six times at 5 seconds per stack)
The endgame collapse will start once the final generator is completed - Increase this time to 4 minutes.
If the killer closes the hatch while the generators aren't completed the final survivor is sacrificed to the entity.
The left for dead achivement to be changed to - escape five times through the hatch as the final survivor. (This would include if you leave through hatch after other survivor(s) leave through the gates)
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Generalized changes
Have a name detector that will ban certain words from being used in player name. (Actually look into banning players with inappropriate names)
Have a three minute timer that will force either a generator to be completed or a chase to begin. If either happens the timer resets back to 3 minutes (a survivor being chased, in dying state, or hooked state resets and pauses this timer) - otherwise all remaining survivors will be sacrificed.
Oblivious survivors cannot read the killers aura.
Increase the bloodpoint cap to 10 million.
Revert back to old rank reset - The current one is pooling most players to ranks they don't belong. (I believe it sent rank one players to 10 ect.)
Luck now increases the rarity of items in chests (and add-ons if running ace in the hole) - Adjust the tables if would prove to be too strong.
All offerings aren't shown to the other side.
Put a hard cap on penalties and buffs survivors and killers can have in various categories (By doing this you avoid potential abuse of combination of perk(s) add-ons ect. This also allows more room to create new perk(s) addons ect). For example
Maximum generator repair speed penalty 25%. (This is given from killer perks/add-ons (Penalties survivors give themselves can push this value higher then the cap)
50% on healing speeds - Then buff perks if need be to be more competitive. (Penalties survivors give themselves can push this value higher then the cap - Mangled is also counted towards this 50%)
Maximum survivor healing speed bonus to be capped at +100%.
Maximum survivor vault speed bonus be capped at +15%
Maximum item efficiency be capped at +50%.
Maximum door opening speed be capped at +25%.
Maximum break pallet/break generator speed capped at +30%.
Maxumum killer vault speed capped at +30%.
Maximum killer on hit attack speed capped at +40%.
After 640 total charges have been put on generators - if the gates haven't been powered, they become powered.
Hooked survivors will be transported to a far away hook if the killer is within 24 meters of them AND not in a chase for 20 seconds . If this occurs the killer won't be shown what hook they have been sent to. This will not apply if all generators are completed.
After hooking a player the killer gains a 10% movespeed buff for 5 seconds. If you use an offensive power during this time this bonus is lost.
Killer adept achievements have their requirement changed to killing 4 survivors in a single game.
Devotion levels should give 1 skin that could be purchased with auric cells (like 1 piece not the entire costume) - Something like this or special specific devotion skins.
Bloodlust needs to capped at tier 1 - If there are still problematic windows or structures they need to be located and addressed through a breakable wall or opening up something so they aren't anymore.
Bloodlust wont build up while the killer is chasing within 8 meters of a dropped pallet.
Bloodlust is lost if the killer misses an attack.
Every game will have one obsession (even if there are no obsession perks)
Surviving a trial should force a minimum black pip
A killer getting at least 8 hook states should force a black pip
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Killer Changes
The Trapper - Starts trial with 2 traps and can carry 2 traps (If you do this change, alter the bag addons to being +1/+2/+3 traps in hand/can carry)
Reloads his traps at the locker - (This will never allow more then 7 traps in the trial)
The Wraith - Increase speed while invisible - thinking baseline where current yellow windstorm is now (Nerf windstorm addons appropriately)
Survivors cannot see the shimmer while outside of 24 meters of the wraith.
Remove lightburn entirely.
The Nurse - If you get stunned while blinking your blink ends and you lose all charges.
Blink attacks will not be considered basic attacks.
The Huntress - Survivors suffer from huntress lullaby 3 while within her singing radius. (Humming will remain even if huntress is in chase)
For each hatchet used up you gain 0.5% movespeed.
The Shape - Change the time from getting from tier 1 to tier 2 two seconds faster (I believe from 5 to 3) - However add two seconds from the first time the shape tries to get to tier 3 (I believe from 5 to 7).
Stalks the obsession 20% faster. There will always be an obsession.
Fully stalked survivors now give off evil within at half rate.
Tier 1 can bloodlust now
Tier 3 terror radius lowered to 24 meters.
The Hag - Flashlights now don't disarm traps (still will reveal their location)
Survivors can now crouch up to a trap and disarm it (4 second disarm time) - Breaking a trap will give boldness points and not give a notification.
The Nightmare - Dream snares slow down freddy by 25% for 1.5 seconds while in chase.
The Pig - Crouch Speed up to 100%.
Ruleset No. 2 - Change to - You cannot start to remove your trap until a generator is completed. (if all five generators are done you can remove the trap)
Reverse bear traps will be active after all five generators are done, However the endgame collapse timer is paused while anyone has an active trap on their head.
Failing a skillcheck from a box will injure you if you aren't already injured.
On most of pig addons that apply the status effect for having the reverse bear trap on, have those effects also applied on a successful ambush attack. (120 seconds on all except exhaustion be 15 seconds)
The Clown - Hitting a survivor with the bottle also disables them from any action for 2.5 seconds (vault and pallet drop included).
Bottles that hit a generator will start to regress them as if you had kicked it if no survivors are working on it. (This will count as you kicking the generator if you have perk(s) that require you to kick a generator for an effect.)
Vaulting windows wont make that sound. (At least on the survivors end)
The further away you are from gassing the survivor the greater the slow would be. (Thinking normal slow for clown for first 8 meters plus 2% for each meter beyond 8 meters)
The Spirit - I had two ideas how to alter her - Idea 1 is more of an overhaul, Idea 2 is more of a nerf
Idea 1
You can tell when you have your passive phasing that is going to happen (Little bar will show when it will happen)
During your phase you will show glimpses of where you are (1.5 seconds of being seen and then 1.5 seconds of being unseen repeating until power ends) (Bar will show you when its about to show you and when you are invisible again)
If this version of spirit is done she would see survivors while using her power. (Probably also make her 115% depending how this sort of thing plays out)
Idea 2
Using the spirits power gives notification to the survivor that the power is being used. (probably have husk showing some form of animation or something that the power is being used)
Using the spirits power will drain the entire bar after it ends.
The stridor nerf as below (Stridor wont work while using your power)
The Legion - Missing an attack with feral frenzy only takes 50% of the power from your bar
For each different survivor you hit in feral frenzy reduces the fatigue time coming out of feral frenzy by 0.25 seconds (stacking).
Hooking a survivor refreshes your feral frenzy bar.
The Plague - In addition being fully sick lowers your action speed 15%.
Being fully sick will put you in the dying state after 120 seconds if not cleansed (while in chase this timer wont go down).
When the plague cleanses she instead gets 50 seconds plus 10 seconds per corrupted pools and it drains all corrupted pools.
Being stunned in corrupt plague mode only removes an amount of time from this power (thinking 10 seconds)
The Ghostface - At base lower the recharge time for Night Shroud by 5 seconds (From 30 to 25) - Then nerf the addons from 8/6/4 seconds (I believe) to 5/4/3 seconds.
The Demogorgon - When a survivor is cleaning a portal the other ones won't see the aura of the portal being cleaned.
He will place the portals down in a similar fashion to how freddy places dream snares (Won't have to pause to place them and can move) (Going in and out of the portal time will still be the same)
The Oni - When you go into demon form all blood orbs on the map become lost. (ones that spawn while you are in demon form will remain)
The Deathslinger - Lower time from aim to shooting from 0.125 seconds to 1 second.
Increase range of chain from 18 meters to 25 meters. (Longer range shots would pull faster so you can land those hits)
You can now drag survivors over a pallet at additional stress to the chain. (Will drag them over slower then usual pull as well)
Hitting an object will allow you to drag yourself quickly to that object (you will also be allowed to cancel it at any point) (This would kind of like a hookshot)
The Executioner - While in chase if you cancel your rites of judgment you are slowed by 25% for 1 second.
Increase trail elements from 100 to 150.
Increase trail elements time from 75 to 120 seconds.
Being tormented lasts 3 minutes. (Or if you save someone from the cage)
Tormented survivors also suffer a 15% speeds to healing and generator repair.
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Killer Slowdown perk rework
Generator slowdown/regression perks be limited to only running one - All of said perks would only be available in the first perk slot. This would include Dying Light, Ruin, Pop goes the weasel, Thanatahobia, and Surge.
Of these said perks my proposed reworks of them -
Pop goes the weasel - Change to - This perk only applies to the first time you hook each different survivor 25/30/35% regression when used. (All ranks 60 seconds)
Ruin - For all generators that aren't being worked on they regress 1 charge every 6/5/4 seconds. (This is if you change the early game as suggested above) Otherwise, keep as current.
Dying Light - Increase to 5% slowdown per non obsession hook (This now applies to all players). Allows up to 3/4/5 stacks. If the obsession dies this perk is lost.
Thanataphobia - Increase penalties to 4/4.5/5% per injured person.
Surge - Allow it to go off on downs even if power was used as well. Will always target the three closest unfinished generators.
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General killer perk rework
All killers at base gain 25% bonus bloodpoints after the trial for each different person they hooked during the trial up to 100%.
Bamboozle - Remove the entity blocking sound from this perk.
BBQ and Chili - Remove the bloodpoint gains from this perk. Change zone to read auras from 40 meters to 40/38/36 meters.
Beast of prey - Change to - You omit no red stain. After 12/11/10 seconds in chase your terror radius is lowered by 8 meters. (This effect will go away after 3 seconds of the chase ending).
Bloodhound - In addition you gain 1/1.5/2% more movespeed while walking a trail with blood on it.
Blood Warden - In addition 30 extra seconds is added to the timer when you hook someone while the timer is going. While this perk is active the end game collapse timer is paused.
Coulrophobia - In addition this effect persists for 10 seconds after leaving the terror radius.
Cruel Limits - In addition windows within 8 meters of players that completed the generator become blocked off during that 30 seconds. (This means if those players move to other windows the entity will block them during this timeframe)
Dark Devotion - Hitting non obsessions transfers the terror radius as well but only for half the time.
Discordance - Make all ranks 8 seconds - In addition you can tell the progress on that generator up to 0/25/50%. (Only for generators that have two or more people still working on - you tell by intensity)
Distressing - In addition your maximum bloodpoints you can get in the deviousness category is increased to 16,000.
Forced Penance - Increse the broken status timer to 100/110/120 seconds.
Furtive Chase - Change to having the lower terror radius on at all times.
Gearhead - Change to - Whenever a generator has a total of 4/3/2 good skillchecks performed on it you see it outlined as a yellow aura and intensity of how close it is to being completed for 8 seconds.
Hangman's Trick - In addition survivors unhooked have their generator repair speed reduced by 10% for 60/90/120 seconds.
Infectious Fright - Change to 6 seconds at all levels. After this perk triggers it goes onto a 60/50/40 second cooldown. This will still go on cooldown even if noone is in range to scream.
Insidious - Change to - After standing still for 1.5 seconds your terror radius becomes 0 and your red stain is removed. You can move around freely, this effect lasts until you take an offensive action or use your ability (this will give a 1 second warning time). -25/-20/-15% movespeed while in insidious form.
Iron Maiden - Change the exposed timer up to 20/25/30 seconds.
Make your choice - In addition - If you hit the make your choice exposed target, the exposed status will become removed and the cooldown is reset.
Mindbreaker - Change to - When you are working on a generator while you are exhausted all of your perks are disabled until you aren't exhausted anymore (This will give a de-buff). While working on a generator while exhausted your exhaustion meter grows by 0.33/0.66/1 second per second you remain on the generator.
Monstrous Shrine - Change to - Gain an additional 50%/75%/100% additional bloodpoints in the sacrifice category, The maximum bloodpoints in the trial you can gain in sacrifice is now 16,000. You gain an additional 500 bloodpoints in sacrifice when you hook someone in the basement. On maps where two basements can spawn, both of them do.
Overcharge - In addition you kick generators 15/20/25% faster.
Overwhelming Presence - In addition this effect lasts for 10 seconds after leaving the terror radius.
Play with your food - Change to - You get an additional 8/9/10% movespeed while not in a chase or using an offensive ability. This bonus wont return until after five seconds of not being in a chase or using a damaging offensive ability. (Chainsaw, Hatchet, Lunge, Puke) This perk becomes inactive if the obsession is dead.
Either that change OR similar to how it currently is except you never get over 5% bonus movespeed (still can hold up to 3 stacks).
Stridor - This perk is deactivated while using your power.
Territorial Imperative - In addition survivors opening chests/cleansing totem, their aura is revealed to you in a 20/24/28 meter radius for 3 seconds. Any of these effects that triggers this shares the same cooldown.
Trail of Torment - Won't highlight the generator that you kicked to activate this perk.
Unrelenting - In addition you can lunge for an additional 0.15 seconds. You also gain an additional 50/75/100% additional bloodpoints in the brutality category. Your maximum bloodpoints in the Brutality category is increased to 16,000
Unnerving presence - In addition this effect lasts for ten seconds after leaving the terror radius.
Whispers - Improve ranks 1 and 2 of the perk to being 36/34/32 meters from current 48/40/32.
Fire Up - Buff to - Whenever a generator is completed gain 4/5/6% action speed.
Zanshin Tactics - In addition lowers the trap setting speed by 25%. On killers that have traps, they start with one more maximum holding capacity of the trap and hold an additional trap at the start of the trial. (This includes the Trapper,Hag,Freddy,Pig)
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Survivor second chance perks
If any of the following perks trigger - it will disable the other following perks from that survivor loadout. Adrenaline, Decisive Strike, Lucky Break (The reworked one shown below), Deliverence, Unbreakable
Adrenaline - Leave as is.
Decisive Strike - Lower timer to 20/25/30 seconds, timer is paused while you are being chased.
If you are downed prior to the timer ending this perk will remain active until you are either healed up or picked up by the killer.
While in the dying state and having Decisive Strike active you are able to pick yourself up - if you do so this will consume this perk (and any other second chance perks as listed)
While Decisive strike is active - If you are healed, start to work on a generator,unhook a teammate, or heal an ally this perk is shut off. (Basically anything that progresses the game in any form)
If the killer hooks any player while decisive strike is active it is turned off.
Lucky Break - Change to - When you would be put into the dying state from the healthy state - Instead you become broken for 120/110/100 seconds. This perk deactivates after it it used once in the trial.
Deliverence - Leave as is.
Unbreakable - Leave as is.
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Survivor exhaustion perks
Exhaustion perks will in addition to becoming exhausted to use it will consume an exhaustion token. Survivors start with 2 exhaustion tokens. (Adrenaline will not require an exhaustion token)
Balanced landing - In addition - When you trigger balanced landing you leave no scratch marks for 3 seconds.
Dead Hard - You may also now activate this while uninjured as well.
Head On - In addition - You gain an additional 50/75/100% more bloodpoints in the survival category. Your maximum points you can gain in the survival category is increased to 16,000.
Lithe - In addition - Vaults that will activate lithe are made 10% faster.
Sprint Burst - Change to - On the first second you start to sprint you get an action button to activate sprint burst. This will only be activatable if you haven't been running within the last 5 seconds.
Vigil - In addition - You start with one additional exhaustion token. Improve from 10/15/20% to 15/20/25%.
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General survivor perk rework
All survivors artificially get 25% bonus bloodpoints after the trial for each person they safe unhook, healing a player from the downed state gives a stack, and protection bonuses give you a stack. Stacks up to 4 times.
Any means necessary - Lower the cooldown of this perk to 60 seconds. In addition you can see auras of dropped pallets 16/20/24 meters. 300 bloodpoints given in the survival category for picking up a pallet.
Autodidact - Change this perk to only allowing 3 tokens. Rank 1 +15% per token / Rank 2 +20% per token / Rank 3 +25% per token
Babysitter - In addition anyone you unhook is invisible, immune to attacks, make no noise, and have no collision for the 4/6/8 seconds, during this time the saved player cannot perform any actions other then vaulting or have actions performed on them - This effect won't take place after five generators are done. (Its sort of like a spirit phase - they will not be able to bodyblock for anyone during this time)
Boil Over - In addition you struggle 5/10/15% faster. If the killer drops you, an additional 10% is added to the progress bar. This struggle and drop bonus is lost if you wiggle free during the trial.
Borrowed Time - Change to - While you are uninjured people you unhook they get protected for 15 seconds. If they are hit during the time this buff ends and you take one point of damage (counts as protective hit - Will trigger perks it applies to - you must be uninjured for this hit to be protected).
Breakdown - In addition players you unhook have that hook broken. (You and the person you unhook however would not see the killer aura as if you were being unhooked though)
Buckle Up - In addition you heal downed allies 100% faster, If you heal them from the downed state this buff will remain for an additional 30/60/90 seconds. People heal you while you are downed 100% faster.
Calm Spirit - In addition allies within 24/28/32 meters of you do not scream.
Camaraderie - Buff range of this perk triggering to 24 meters. This effect also applies to the first phase. In addition when you get within 24 meters of a hooked ally their timer is paused for the time (For allies can also affect each phase). (For multiple people running this perk a timer can only ever be paused once per phase regardless of how many came close)
Deja Vu - In addition a 8th generator is spawned (There will never be more then 8)
Distortion - You gain 1 token whenever you break a totem as well. In addition generators you work on will not change color from killer perk(s) and/or add-ons.
Diversion - Change it just having a cooldown of 30/25/20.
Fixated - The bonus walk speed applies to when you are injured as well.
Flip Flop - Change to 100% of your progress is transferred into your wiggle progress up to the 40/45/50%. Future progress reverts to 50% if you wiggle free during the trial.
Leader - In addition actions done by teammates that were affected by leader give you 50% of those bloodpoints as well.
No Mither - Take out the injured music. Increase reduced sound by 50/75/100%.
No One Left Behind - In addition your maximum bloodpoints in the altruism category changes to 16,000.
Object of obsession - Change to - At all levels auras revealed to each other from 72 meters for five seconds. 60/50/40 second cooldown. This perk makes you more likely to be the obsession.
Open Handed - In addition buffs ranges teammate buffing perks for everyone (Leader, Streetwise, ect.) This bonus will only apply once if more then one player is running Open handed.
Pharmacy - In addition your med-kit heal speed is 5/10/15% better.
Premonition - All levels at 40 meters - 30/25/20 second cooldown.
Prove Thyself - In addition your maximum bloodpoints in the objective category changes to 16,000.
Saboteur - In addition you gain an additional 50/75/100% more bloodpoints in the bold category. Your maximum points you can gain in the bold category is increased to 16,000.
Second Wind - Have it become available if you finish off a heal/help finish off a heal (Similar to how aftercare works).
Self Care - Change to You can heal yourself to 65/70/75%. You will start with 16 charges (one full heal) - Breaking a totem will give you 16 additional charges.
Slippery Meat - Change to read - You can attempt to free yourself during the struggle phase. For each phase gain 0/1/2 additional unhook chances. (The game will auto struggle for you if you are in struggle phase)
Small game - Change to - You see the auras of totems within 8/12/16 meters.
Sole Survivor - Change to - Your aura cannot be read and you cannot read auras unless you are within 40/38/36 meters from an alive ally. (This applies to both sides aura readings)
Spine Chill - Now won't trigger if the killer is undetectable.
Stake Out - Change to - Keep how you gain stacks (and the total of 4 maximum stacks). Your great skillchecks consume a token and progress an additional 3/4/5%.
Lightweight - In addition your running/walking and breathing sounds are 100% quieter (You won't make any noise running over grass or anything else).
Solidarity - Buff to conversion rate of 100% - In addition while injured you heal other players 15/20/25% faster. There will be an icon your allies see if you and they are injured so they know to let you heal them. (Both players will get healing emblem points and bloodpoints for the heal)
Technician - In addition 25/30/35% of your work done on generators cannot be regressed.
This is not happening - Change your increased great skillcheck zone while injured to 40/45/50%. In addition you are 5% more likely to get a skillcheck while injured.
Visionary - In addition any generator that you start to work on is shown to the entire team as an aura for as long as that generator isn't completed.
Wake Up - Opens doors 15/20/25% faster. In addition you will see if an ally is opening a door from 36/72/infinite range.
We're gonna live forever - Change to read - When unhooking or being unhooked, the killer isn't notified for 3/4/5 seconds. The status bar at the bottom left for the killer wont update after an unhook for 3,4,5 seconds. (hook will have the hooked color for the 3,4,5 seconds from afar)
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Survivor Passives
The goal of survivor passives is to feed into the lore and what each survivor brings to the table. This hopefully opens up new builds and playstyles for that survivor.
NOTE: I had two rules for passives
1. The passive cannot increase a survivors natual run speed (balance nightmare)
2. The passive cannot increase survivors generator speed (balance nightmare)
Survivors cannot have more then one of the same survivor on a team anymore
Dwight - You always see lockers auras, While in the locker you can still see teammates auras (if applicable)
Meg - You recover from exhaustion 15% faster. Killers perks and add-ons cannot cause you to be exhausted.
Claudette - You heal others 10% faster.
Jake - You can break hooks and disarm traps 20% faster.
Nea - Your item consumption rate reduced by 15%.
Bill - You unhook 50% faster.
David King - Your bloodpoint gains while injured is increased by 50%.
Laurie - You are more likely to be the obsession. You can see the hatch aura from 8 meters away. You open the gate 10% faster.
Ace - You get 5% increased luck. You open chests 10% faster.
Feng Min - 15% of work you do on a generator cannot be regressed.
Quinton - Your med-kit speed is increased 15%. Your med-kit consumption is decreased by 15%.
Detective Tapp - You are more likely to be the obsession. You break totems 15% faster, If you are breaking the totem in the terror radius this bonus is increased to 30%.
Kate Denson - 5% faster wiggle on the killers shoulders - If the killer drops you an additional 5% is added to the progress bar. If you wiggle off this passive is consumed.
Adam Francis - 5% more likely to get a skillcheck while healing.
Jeff Johansen - Your perks that conceal your scratchmarks from the killer last twice as long.
Jane - Your aura reading ability is increased by 8 meters.
Ash - You are more likely to be obsession. Taking a protection hit gives you double bloodpoints for the event and you gain an additional second of the speed boost from it.
Nancy- When working on a generator or totem you can hit the action button to highlight it yellow (This is permanent until that generator or totem is broken). The aura of it being seen is capped at 32 meters. This ability can only be used three times during the trial and only one thing can be lit up at a time.
Steve- Survivors you unhook run 25% faster for 2 seconds and you run 25% slower for 2 seconds.
Yui - You see injured survivors auras within 24 meters of you.
Zarina - Your non generator action speed is increased by 10% while you are broken.
Cheryl - You may work on a generator that is blocked by the entity.
Felix - You are able to break the breakable walls. (This can only occur 3 times throughout the trial) (3 second animation)
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Survivor Offering, Item, and Add-On changes
Broken Key - Now allows you to open up a breakable wall - doing this consumes 5 charges.
Dull Key - Now requires a 15 second channel - Once this process has started this item will be consumed even if you did not complete opening it.
Skeleton Key - Now requires a 10 second channel - Once this process has started this item will be consumed even if you did not complete opening it.
Wide lens - Change to - You get a bar showing how close you are to blinding the killer.
Abdominal Dressing - Remove the 8 charge penalty from this add-on.
New survivor offering - Very Rare - You can see the killers aura at the start of the trial (Lasts 4 seconds after you can control the survivor)
New survivor/killer offering - Very Rare - All items, addons, and perks for everyone in the game is disabled. Everyone receives 200% more bloodpoints at the end of the trial. (Any items or addons aren't consumed by either side if this is used)
New survivor/killer offering - Very Rare - Everyone's perks are randomized for this game - All perks for each side will be available at rank 3. Everyone receives 200% more bloodpoints at the end of the trial.
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Killer Offering and Add-on changes
Irridesent Head - Change to reduces maximum hatchet count by 2. If a Hatchet would hit from 15 meters or greater it downs the survivor.
Strong Coil Spring - Change to opening up an unarmed trap every 60 seconds - Dosen't stack with Irridesent strone or Secondary Coil
Secondary Coil - Change to opening up an unarmed trap every 45 seconds - Dosent stack with Irridesent stone or Strong Coil Spring
Irridesent stone - Change to non stacking with Strong coil spring or Secondary Coil
Sheep Block - Change to - Reduces microsleep timer by 5 seconds.
Cat Block - Change to - Reduces microsleep timer by 10 seconds.
Unicorn Block - Change to - If you are hit while in the dream state you become mangled.
Z Block - Change to - Sleeping survivors are blind, In addition the children singing radius is reduced by 8 meters.
Judith's Tombstone - While in EW3 you now also mori anyone you pull out of the locker.
Stab Wounds Study - Change to - Anyone hit by your feral frenzy is oblivious for 30 seconds.
Frank's Mixtape - Change to - You now see auras of people mending within 32 meters of you.
Workshop Grease - Change to - Removes the roar when using the crouch attack.
Ruleset No. 2 - Change to - You cannot start to remove your trap until a generator is completed. (if all five generators are done you can remove the trap)
Tatoo's Middle Finger - Change to - You automatically get 1 bottle back every 20 seconds. In addition intoxicated survivors auras are revealed to you for 10 seconds.
Ebony Momento Mori - Change to - You may sacrafice all survivors in the dying state once all survivors have been hooked at least once in the trial.
Ivory Momento Mori - Change to - You may sacrafice one survivor in the dying state once all survivors have been hooked at least once in the trial.
Cypriss Momento Mori - Change to - You may sacrafice one survivor in the dying state during the endgame collapse.
New killer offering - Rare/Secret - You see the aura of one survivor at the start of the trial (lasts 4 seconds after you can control the killer)
New killer offering - Ultra Rare/Secret - You see the aura of all survivors at the start of the trial (Lasts 4 seconds after you can control the killer)
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