What needs to happen after the freezes are fixed

I'll try to keep this as comprehensive yet simple as I can.

Trapper: Able to carry more than 1 trap at base. The mascot of the game needs to be stronger than he is now. It's kind of embarrassing. You don't have to make him carry all his traps, even though that wouldn't be overpowered, but at least make it more than 1. Also, fix people being able to Dead Hard through traps. It makes no sense.

Wraith: Get rid of lightburn.

Hillbilly: Buff him or give him an add-on pass. A personal suggestion is to remove the overheat mechanic. It punishes him for using his power.

Nurse: Fix the blinks. You never know what you're gonna get. You could blink short or over blink. Let us blink into a survivor. It makes no sense for them to take up space where she can't blink to, especially since survivors can be inside the killer after getting hit. Why the double standard? All of this makes her too inconsistent. Why is she slower than 110%? Maybe you should make her 110%, and adjust her power accordingly.

Myers: Rework/add-on pass. He's boring to play as and against because he's so basic. You're staring at survivors, and nothing else. He makes Ghost Face seem complex. The Tombstone add-ons need to go. Moris should not be tied to add-ons.

Hag: Increase the distance from the hook Hag can place traps. Why are Trapper, Pyramid Head, and Twins limited in this but not her? Also, don't let flashlights destroy her traps.

Doctor: Fix the shocks. He shocks the survivors, but they're still able to vault windows and drop pallets. They're not supposed to do that.

Leatherface: Rework him. He doesn't need charges that let him saw for 15 seconds. He just needs to not slow down to 85% when charging his saw. Maybe make him stop sawing after he downs somebody, similar to Hillbilly. Why do it for one but not the other?

Freddy: More dream pallets and snares. It's not the number of them that make him strong, so why was that changed? His add-ons also suck.

Pig: Make her crouch and dash attack better. Also, too many people play her as a budget Leatherface, abusing her headtrap/tunnel combo and pretty much guaranteeing a kill off of 1 down. If she could do better in chase via a better crouch attack, or have second kind of trap or something, we would see a higher diversity of playstyles.

Clown: Take away yellow bottles being able to speed up survivors. It may not happen often, but it's insulting that it's even possible. Maybe even give Clown 4 bottles each instead of having them be a shared amount and him spending half the match reloading.

Spirit: Small nerf. If you go ham on her, you're gonna kill her. Simply take away her stand still/in-terror radius mindgame and see what a difference it makes. People want to know when she's phasing at least.

Legion: Give them a secondary ability. Injuring survivors as a killer power is not even that good. And why is their fatigue so long coming out of their power? Also, don't make a miss cancel their power, especially with the aim dressing feral frenzy causes.

Plague: When the survivors run out of fountains to cleanse at, make them stay corrupted. Turning all of them back to cleansing ones in exchange for Plague getting 1 corrupt purge is a joke. Why does Nemesis have limited T-Virus cures but Plague gives the survivors infinite?

Pyramid Head: Give him an add-on pass. The range increase ones are good and the rest are minor annoyances for the survivors. Also, if the exit gates are powered, don't let the cage send the survivor right next to one.

Blight: Fix the sliding. No he is not fixed; he still slides. He ends up being weaker because of how inconsistent his bounces are. If you run straight into something, you should bounce. If you go alongside it, you should slide. It's that simple.

Twins: Qol changes. Mostly revert the latest changes to them. Why does it take so long to: let Victor out, switch to Charlotte, switch to Charlotte after downing someone, catch up to a survivor when feathering the pounce? Everything about them feels slow. Why do survivors get to kick Victor after a successful down with him? Why can't he consistently hit survivors over windows and pallets anymore?

Trickster: Make his main event like Oni's, where you can hold onto it. It's stupid that we have a limited time to use it when often times we don't even need to use it. Make him 110% still while he's in main event, and don't give him such a big fatigue and inability to use his blades when he comes out of it. If all else fails, make him 115%.

Nemesis: Fix the zombies. They're just not hitting anyone anymore. They seem dumbed down. And they get stuck on things for the whole match. If they're this dysfunctional, why are they even in the game? Also, why does his tentacle attack give a sprint burst if it's just infecting survivors? Why does it have the hinder effect if it's only for less than a second?

Survivors: Bring back the old "new" animations or cap the survivor turning speed.

Perks: A lot of them suck. Why does everyone use the same 10 perks? Because there's nothing better! We want to see buffs!

Add-ons: A lot of them suck. Change them. Many of them feel inconsequential if not self-destructive to put on. We're talking about item add-ons as well as killer power add-ons. Some killer add-ons are either useless, self-destructive, or should be basekit. Get rid of the joke add-ons for killer (speed limiter, padded jaws, etc) or let us disable them when we're searching the bloodweb. Also, allow us to sell the add-ons we don't want for BP.

Macmillan Estate: Nerf the windows on Groaning Storehouse.

Autohaven Wreckers: Delete Azarov's Resting Place. It's a terribly designed map. 3-gens on there are not fun for the survivors, and split maps on there are not fun for the killer. Also, on Gas Heaven, make the map smaller, probably by getting rid of one of the car walls.

Coldwind Farm: Fix the corn. We still can't see anything. The maps are annoying to play, even for high mobility killers. Why? Because we can't see who we're chasing! Maps like Rotten Fields are the biggest offenders. Also, Fractured Cowshed is still too big.

Haddonfield: Downsize it and/or fix the houses. There are way too many strong windows and pallets that can spawn on them.

Blackwater Swamp: Remaster/rework. The maps look dull and low-poly, and also not much like a swamp. Where's all the trees at? Also, the totem spawns suck. Very lopsided games because, for example on Grim Pantry, the totems will either spawn in the god spots on the edges or the painfully obvious spots near the killer shack. Also, nerf the main buildings of both maps.

Red Forest: Remaster/rework very much needed. Both maps are way too big. Killers are having to hold forward more than anything else. The gen spread is abysmal. Both maps also have many very unfair loops for the killer, especially Mother's Dwelling's main building in certain iterations.

Badham Preschool: Close up one of the buildings, similar to some in Haddonfield. The 2 strong houses, plus the house of pain, plus the loops at the school is too much.

Gideon Meat Plant: Way too many god pallets. Get rid of them.

Yamaoka Estate: Delete Sanctum of Wrath. It's another badly designed I map like Azarov's. Matches are decided by the 3-gen or the split map, and little else.

Ormond: It's too big, especially because of the bench area and the rock formation area, which just fill the map with space and make it harder for the killer to pressure gens.

Hawkins: Make path between the exits faster.

Grave of Glenvale: Ease up on the foliage at Dead Dawg Saloon. You can barely see the survivors in those dark bushes.

Silent Hill: Make it a little more varied. Every room is the same guaranteed every time, which is most problematic when you take dream pallet Freddy into account.

Raccoon City: Split the map into variations which close off parts of the police station, because the map is way too big. It also makes sense because in RE2 Remake you only get access to parts of the station depending on which character you are. This idea could also allow the map to be scaled bigger in terms of the doorways being bigger, because right now half the killers won't work well on the map.

Breakable walls: Make them a killer sided mechanic. The only map that has done them right is Dead Dawg Saloon. What they do to shack and the TL on that map are good examples.

God pallets: Allow 1 per map. A god pallet is one where once it's dropped, the killer pretty much has to break it to get the survivor, making it an infinite. You could argue bloodlust 3 would let you catch them, but that's an unreasonable amount of time waste.

Custom games: Allow more spectators. Also, bring back the Golden Eye-esq camera shake when spectating the killer.

Console: Fix console-specific problems like performance issues.

Blood points: Raise the cap to 999,999,999. There is nothing wrong with this. If hackers will abuse the cap to get free BP, they would have done it with the lower cap as well. Don't punish the masses for a few bad apples.

Cosmetics: Lower the prices, and make certain ones that are exclusively bought with auric cells not so. There's exceptions of course, like the licensed cosmetics, but everything else should be purchasable by iridescent shards.

DC Penalty: Keep it on permanently.

MMR system: Make it happen.

Everything else, like fixing bugs and balancing the game, is a given.

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