Quality of Life Changes the Game Needs
TL;DR - Things that need reevaluated or updated: Bloodpoint gain, prestiging characters, Shrine of Secret changes, Bloodlust changes, map offering changes, Dead Hard changes, NOED changes, address design issues with camping and tunnel, and slugging changes.
BLOODPOINT GRIND
- At minimum, double the default Bloodpoint gain
- Prestiging characters gets you automatic higher tier perks (e.g. A P3 character gets all T3 perks as they level up the Bloodweb)
- Change Shrine of Secrets from 4 perks to 8
BLOODLUST
- Remove T2 and T3 Bloodlust. It promotes lazy gameplay and removes the purpose of creating distance between a survivor and a killer. Pallets should have to be broken (and it adds value to pallet perks, like Enduring and Brutal Strength). It's a design issue
MAP OFFERINGS
- Do something about map offerings. Map offerings give one side a huge advantage over the other, which immediately ruins the RNG element of the game. Getting sent to The Game as Trapper is not fun at any capacity. Either change map offerings to REDUCING the chances of getting that map, OR Sacrificial Ward should not be a green offerings, but a yellow, or even a grey
BAD PERK DESIGN
- Change Dead Hard, please. It's a lazy perk, and the killer equivalent to how strong Dead Hard is requires multiple perks to be stacked. Ruin by itself isn't lazy, in fact, it sucks. You need Undying to make it any good (or a damn map offering). Address either the iframes of Dead Hard or the distance Dead Hard grants. Dead Hard promotes lazy gameplay, and also removes the element of what makes running around injured intimidating. It's not scary to run around injured when you have an automatic 'get out of jail' free card. Tons of survivors at high MMR just run around injured, because why not? That's a design issue
- If we're going to talk about Dead Hard's lazy, bad design, let's also mention NOED. NOED is literally rewarding a killer for failing their objective: preventing the exit gates from becoming powered. Rework the perk to be a token-based system that, similar to Devour Hope, needs to reach a certain number of tokens before working. The tokens are rewarded by hooking survivors.
UNFUN GAMEPLAY
- What makes survivor ungodly unfun? Getting camped until second phase for no reason, and then tunneled off hook immediately. This gameplay choice also defeats the element of how the game was designed to be played. If this is all about winning chases and displaying better 'skill' over the other side, how is camping and tunneling any sort of challenge? It's a Trial, it's supposed to be hard for both sides, and actual number of hook should matter more
-> Built-in Camaraderie. Killer is in close proximity? Both hook stages are now double the time limit. It will now take 4 minutes to fully sacrifice someone on first hook. This gives survivors time to fully complete gens and then get together to potentially save. This change would also affect the strength of NOED because suddenly campers aren't getting rewarded with insta-downs by only having one hook
-> Tunneling someone rewards a fraction of the Bloodpoints. For each tunneling event, you gain 1/2 the Bloodpoints, and then if you do it immediately again, it's now 1/4. It essentially lowers the value of the survivor
- If a survivor is slugged for X number of seconds, give them a 'Let Go' option, where essentially the survivor has the choice to end it and bleed out. Getting slugged for 2+ minutes doesn't happen too much, but when it does, it's pretty boring since the survivor slugged can't do anything
Comments
Also, forgot to mention generator speeds. I don't think anymore than two survivors should be able to work on a generator. Three people on a generator can finish it in like 50 seconds, which is crazy to me.