General balance suggestions

Hey, i'm new here. I play both survivor and killer. Here are my suggestions for a better experience for both sides.

Dead Hard- Remove all invicibility.

Decisive strike- lower the active time to avoid locker stalling or slugging. 30 seconds active time would be fine on tier 3.

Boons- only one boon per game can be applied to any totem . No sound cue for killer. When snuffed, the totem is broken.

Gen kicking should be more viable without perks, making the kick automatically regress 5% of gen total progress and increasing to 2 seconds the time required for survivors to cancel the regression.

Basekit borrowed time of 5 seconds more or less. Remove deep wound or increase active time for perk to avoid it becoming obsolete.

Basekit NOED without speed buff to give survivors side objective ( cleansing totems ), thus reducing gen repair speed slightly. Totems could become visible to survivors after 5 gens are done, maybe with a cleansing speed buff, to ease total cleansing. Noed perk retains speed buff.

Automatic endgame collapse wth gates closed of possible adjusted duration based on the above paragraph, after 5 gens are done. This to avoid stalling by survivors who 99% gates and making the endgame quicker, with little stalling.

Non gameplay related things- solo custom game in order to try things out with both surv and killer.

No perk tiers in bloodweb or inventory, just highest tier ones.

There would be many other things to say, but i feel like these are the most important. Thanks for considering even one of these changes. See you.

Comments

  • I've played the game for years so I guess this is my thoughts.

    Dead Hard: 100% agree, removing the invincibility would make it a distance closer, instead of being able to just avoid an attack. Also this would fix the dead hard latency desync.

    Decisive strike: Kind of agree, however unfortunately killers would simply wait out the timer. Until a system is put into place to properly discourage tunnelling/camping 60 seconds is mandatory to ensure killers do not abuse these strategies.

    Boons: Boons are actually fine the way they are, there are only two issues. The first is indoor maps. Due to those maps being horizontal, they give the perk more distance then it actual should have, which is less an issue of boons and more indoor maps and why they are so poorly designed. Second issue is COH. Boon shadowstep is fine, strong but with only limited distance its fairly well made. The other two are so weak I have never seen them used once. Not including the first weak when the artist was released. COH needs a complete rework but that is it. Perhaps a timer should also be put in place after they are deactivated, to give killers more of an incentive to snuff them out but I don't think it is that important.

    Gen kicking: Unfortunately certain killers simply have too much map mobility to allow for a 5% regression per kick. I would be fine if all killers moved at say hag speed, but on nurse, Blight? It would simply be too strong, and would require communication to beat.

    Basekit borrowed time: I agree with basekit borrowed time however It would need to be longer then 5 seconds, as killers would simply wait it out. I believe 8 seconds minimum if not 10-12. Alternatively we could make it the current BT timer. The perk could work similar to the old BT, which use to apply to both the hooked and the unhooked, as means to fix survivors form simply trading hooks.

    Basekit NOED. I would agree too this, however . First a counter in the corner to know how man totems are done, so they are not wasting time searching for a completed objective. Second unfortunately this idea would actually hurt killers them most. survivors would be concerned more about NOED then anything else and this would in turn cripple hex totems. Especially the stronger ones that get stronger as time goes on.

    Automatic endgame collapse: I was a little unsure what it is you want here, but I understand you want to avoid survivors from stalling. Simple fix make the exit gate progress bar regress. this would mean survivors cannot 99% the door. It would also put more pressure on the survivors as it would force them either too leave the door closed giving the killer more time to get extra hooks, or open it, thus starting the survivors countdown to an automatic loss.

    Non gameplay related things: Completely agree. Unfortunately this idea has been asked for before and the devs are incapable to doing that.

    No Perk tiers: this has been asked for many times and in the latest development stream they explained why they have not done this and it is very stupid.

    https://www.youtube.com/watch?v=wIocxDbQ-9g

    Essentially they believe that removing the perk tiers would not decrease the grind enough to justify removing them, despite the fact they are objectively wrong.

  • Judging by this first post of yours, you’ll fit in very well with most of the users here. Welcome!