Survivor's items

My idea on items is to make them "equal" to Killers' powers, which is make them free, but have a single version of them (Brown). So survivors always bring 1 of them into game all the time, but items overall is more like "training wheel" rather than game changing, which is requires addon for that.


Broken key:

- Dull key item become Dull blade addon (Brown): instantly open one chest. Then lose addon.

- Skeleton key item become Skeleton blade addon (Red): open hatch. Then lose addon.


Flash light:

- 3sec of use. A single blind.


Medkit:

- Allow to self heal once, takes 32sec. Equal to 1 time self-care

- Need a Brown addon to bring it back to 16sec.


Toolbox:

- 64 charge. Doesnt boost repair speed. But constantly spawn skill check. You have to hit great skill check to actual boost speed.

- Cant sabo without addon.

- Faster repair speed addon reduces charge.


Map:

- If you're 4m close to anything, they will be added to the map. Which mean you have to run around the map before using it for more effect.


For streamers said just a Brown medkit can be strong, which I agree if survivors are good loopers. But its not a problem for me. Its items come with High rarity that can put on high rarity addon. Example Purple flashlight with Red bulb and Green battery, Purple medkit with +16 charge addon and Styptic Agent ect

Comments

  • I don't hate this idea at all, but I think some of these nerfs might be a little bit too harsh. But the idea of reducing item rarities to one or maybe two, and having the stronger effects be more about addons, would actually help quite a bit with the grind for survivors since they don't have to replace all the items they want to use, and only have to be concerned with picking up the right addons for it instead.

    Items should still be a little stronger at base than what you're laying out here, but that also should come with the addons being substantially weaker at the higher tiers. I think we can all agree some survivor addons are just busted currently, so something clearly needs to be done about that.

  • what will happen medkits will become useless since selfcare exists.

    Toolbox sounds interesting.

    Unless flashlight blinds for 5 seconds no one will use it.

    map and dull key is useless.

    So the only item worth running will be toolbox.....

  • @Jejune said:

    what will happen medkits will become useless since selfcare exists.

    Toolbox sounds interesting.

    Unless flashlight blinds for 5 seconds no one will use it.

    map and dull key is useless.

    So the only item worth running will be toolbox.....

    Item is FREE, like Killer's power. You bring a medkit without addon (0 BP), means you can "self care" once while able to have 4 perks.

    The change is pretty much decrease 1 addon slot on item. Where you have to put an addon to make them work like it should be. Here is a chart to let you understand.

    image.png

    @jesterkind said:

    I don't hate this idea at all, but I think some of these nerfs might be a little bit too harsh. But the idea of reducing item rarities to one or maybe two, and having the stronger effects be more about addons, would actually help quite a bit with the grind for survivors since they don't have to replace all the items they want to use, and only have to be concerned with picking up the right addons for it instead.

    Items should still be a little stronger at base than what you're laying out here, but that also should come with the addons being substantially weaker at the higher tiers. I think we can all agree some survivor addons are just busted currently, so something clearly needs to be done about that.

    From the chart, addon can work as you said "addon is weaker at higher rarity". As a Brown addon add +50% healing speed (from 32sec to 16sec), Yellow addon add 60% and so on. You have only 1 addon slot for adding Charges or Styptic Agent.

    If you put +Charge addon & Styptic Agent (allow for 2-3 healing and Endurance effect). Its totally fair that your healing is 32sec in exchange.