QoL changes for killers
Here's some quality of life changes for some killers that I think would make them feel better overall. Some might be slight buffs, some might just be things that make sense, and others might just be cosmetic in nature.
Pyramid head:
Reducing the time that survivors can see the outline of his projectile before he fires it. With the reduction of speed in putting his sword in the ground and the cooldown after pulling it out of the ground, mixed with the fact that it can be seen for quite a while beforehand makes this ability super easy to dodge. Which makes it horrible for looping, which is the whole point of the power, anti loop.
Or
Make his trails hinder slightly when survivors go through them, kinda like Freddy snares. Makes zero sense that a pool of blood slows survivors but they have no problem running full sprint through a trail of metal and razor wire.
Also give him his butt back.
Deathslinger: I understand nerfing his 1v1 potential a bit because survivors were always put into a damned if you do damned if you don't situation. However there were too many nerfs and it made him feel clunky. Having the cooldown when lowering the gun by itself would've fixed the whole issue of his fake aiming and then immediately hitting you issue. So remove the slow down when aiming initially. This would still allow for the skillful quick shots, without punishing survivors even if he misses.
Freddy: I get that he was quite strong in the 1v1 with his pools, so I get nerfing that a bit. But it's made him woefully weaker and less fun to play. So I thought of a slight buff that would give him a little bit back without making him too strong again. Simply decrease the animation and time it takes to actually teleport a small amount. Nothing crazy, not like sadako speeds of teleporting. And not reducing the cooldown of being able to teleport. Just the time it takes to get from point A-B.
Pinhead: The time it takes to wake from using your possessed chain is simply too long and doesn't really do much to actually anti loop, which is what it's supposed to be used for. Most of the time you do use it, it's in a spot where you would've hit them anyways. So just reducing the wake up by a small amount.
Twins: Once again just reducing the wake up a tad amount, and fixing collisions with Victor, as well as the amount of time survivors can just hold on to Victor. They've already fixed the whole, switching within a certain range of a downed or hooked survivor. Reducing the wake up timer would allow for more mind games and that type of playstyle over just trying to camp and slug. Same thing with reducing the time in which survivors can just hold Victor hostage. Or maybe giving a decent timer. Like you have to get Victor off within X amount of time or he downs you. Nothing crazy but like 36-48 second timer would be pretty fair.
Trickster: Fixing the aiming to be actually centered by default. Right now, at least on console, if you stand still and aim at a wall and throw, they go to either side, which makes little actual sense. If you're knife throwing, you'd aim down the center, not off to the side based on which side you're throwing. Both sides would be down the center. And then from there, you'd become less accurate the more rapidly you throw knives.
Trapper: Make it to where 3 of your furthest traps start preset, meaning wherever they spawned in on the map. Obviously certain addons would circumvent that like his purple bag one. It would still be kinda subjected to RNG, and unless you bring in an add-on you'd still be able to pick them up. But it'd help a little with his very weak early game.
Clown: different types of bottles should be separate. That seems pretty obvious, it doesn't make sense.
Meyers: Distance shouldn't affect stalking speed. Another kind of obvious one, it just doesn't make sense.
I'm not touching on killers like legion and ghost face as they're being looked at already and might not even be close to the same in a couple of months.
Here's some general ones that apply to multiple killers.
Fix hit boxes for certain killers:
Things that should land don't and there's some that shouldn't land but do. Saying it's okay cause that should even it out doesn't make it okay lol. Includes but not limited to;
Huntress hatchets, deathslinger spear, doctor's shocks, plague vomit, nemesis tentacles, pyramid heads basic ability, Pinhead's basic ability, and nurse blinks. The amount of times I've had nurse blinks eaten up by walls just because survivors were in close proximity, but I wasn't actually blinking on top of them, is too much.
Add-on changes- will mostly just focus on iri or purple ones because a lot of them need addon passes including; Freddy, twins, Pyramid head, Pinhead, nemesis, ect.
Most of their add-ons either make no sense or only change numbers slightly on their abilities, but don't actually change their powers in any unique way.
Freddy-Black box: When teleporting leave a blood husk of your body that can only be seen while in the dream world. For 8 seconds after teleporting you can recall to your husk.
Survivors in the Dreamworld can walk through your husk to destroy it, revealing them with killer instinct for 6 second.
Pyramid head:
Obsidian goblet: When standing on a Rites of judgement trail you gain the undetectable status and can see the aura of tormented survivors.
Seal of Metatron: Removes the ability to torment survivors. Your rites of judgement trails now have collision. Trails stay active for less time.
Trapper- Bloody coil: Bear traps are change into tripwire traps. Tripwire traps take longer to set and can be set between 2 close points. (i.e. Between a rock and a barrel, a wall and a wall, a wall and a rock, ect). When triggered they injure survivors and hinder them for 2 seconds.
Nemesis- depleted ink ribbon: keep the affect but to to 4 zombies can spawn per exit gate. Makes no sense and does absolutely nothing to have a singular very slow, very bad AI zombie spawn in each exit.
That's all I have for now. Let me know what you think!
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