Boons, Killers, Maps, Perks

BOONS: Killers need the option to snuff or cleanse boons (instantly). (With a crunch sound effect for cleansing.) This change would open up multiple gameplay strategies/decisions, for both killers and survivors.

 

DEATHSLINGER: Remove reload movement slowdown. Possibly speed up reload.

 

CLOWN: Remove reload movement slowdown. Possibly speed up reload.

 

TRAPPER: Start with all traps.


MAP WEATHER: Either change weather/time-of-day for each trial randomly or add a speeded-up day/night cycle, starting randomly, for every trial. For indoor maps, this would impact shadows, lights coming on, etc. Possibly add different environmental sounds for times of day. Possibly add weather offerings (back). Possibly add a sundial or something that players can interact with.

 

NEW MAP SUGGESTION: Add Dawn of the Dead/Dead Rising mall. Possibly add an additional special generator that impacts lighting. If killer kicks/jolts/etc it, it’s affected. If survivors work on it, it’s affected too, but it can change throughout the trial.

 

COMBINE/IMPROVE UNDER-USED/WEAK PERKS IF POSSIBLE:

Territorial Imperative + Monstrous Shrine becomes Territorial Shrine:

-Basement hooks become random scourge hooks. (If killer picks a specific scourge hook perk(s), the basement hooks match. In that instance, the killer would have the standard 4 scourge hooks scattered around the map + the 4 indestructible basement scourge hooks.)

-If a killer is carrying a survivor, his speed increases the closer he gets to the basement.

-Maintain the standard TI effect.


SYNERGIZE EXPLOSIVE DAMAGE AND KICKING DAMAGE: Explosions should count as damage and synergize with damage perks, to the max extent possible.

 

SYNERGIZE OPPRESSION DAMAGE AND OTHER DAMAGE PERKS: Oppression’s damage should synergize with other damage perks, to the max extent possible.

 

PENTIMENTO: The 5-totem requirement is too high. 4 totems should lock the totems, complete with a prison-door-slamming-shut sound effect, so everyone knows the situation.


THIRD SEAL: Consider making a perk, not a totem.

 

THRILL OF THE HUNT: Add audio notification back.

 

NO MITHER: Needs the same BP % gains as We’re Gonna Live Forever

 

SOLIDARITY: Needs to heal the healer the same number of health states as the one being healed. If a full health-state heal doesn’t occur, the healer is healed the same % as the one being healed.

 

LEFT BEHIND: Double all the values.

 

OPPRESSION: Change cooldowns to 80sec, 60sec, 40sec. (or less)

 

THANATOPHOBIA: Needs to maintain a stack for each survivor who is sacrificed or killed.

Comments

  • Boons: Sure but all the other boons besides COH would need significant buffs. But tbh that’s probably what needs to happen to fix them, whether it be breaking totems or something else.

    Deathslinger: The slowdown is fine. Speeding up the reload I could get behind, if they’re not going to revert his TR.

    Clown: I really don’t know what this guy needs tbh. His “rework” didn’t do much for him and simply buffing reload isn’t suddenly gonna make him good.

    Trapper: No, but traps shouldn’t spawn so close to the edges of the map/should be less of a chore to collect. Traps should also inflict deep wound basekit imo and the time to rescue another survivor from a trap should be increased.

    Map weather: Might be a cool side effect but there’s far more important issues I’d rather see addressed first.

    Oppression: Just needs a shorter cooldown, that’s all.

    Pentimento is fine.

    Third seal needs a buff but not that. Making permanent blindness that isn’t a hex would immediately outclass almost anything else in the game that inflicts it.

    Thrill of the hunt: Imo it should just not have tokens/always have the current effect of 5 tokens. It being a hex but also getting weaker while it’s active is redundant imo.

    No mither: While I get the idea, adding BP gain isn’t a good idea because it will encourage more people to run it who probably shouldn’t be using it. A survivor with no mither can easily become a weak link and be the downfall of the entire team.

    Solidarity is fine. 100% conversion rate would be legitimately busted.

    Left behind: Needs a complete rework imo. It’s a selfish perk that encourages you to play for hatch and not help your team. It’s just bad design.

    Thana is fine as is.

  • BOONS: Yes. Boons should be a 1 time use from survivors. The first totem they cleanse becomes their boon - when the killer snuffs it. (SOUND EFFECT PLEASE! YES!) it breaks as a cleansed totem would. To compensate, totems are much quieter and actually have a gentle 'chime' sound in its radius that becomes slightly louder the closer you become to the totem. Within 4 meters, the Boon lightly emits the original 'Eternal ghost nail on ghost chalkboard' sound effect)

     

    DEATHSLINGER: I disagree. Just bring back his normal ADS and make the shots wildly inaccurate unless he holds it down a little first. A lot more fun that way. Also - let him have a 4 round magazine that he reloads at lockers. A long enough reload animation will give survivors time to breathe, especially if he times it poorly.

     

    CLOWN: 4 bottles of each kind with no cooldown on switch. Reload at lockers. Keeps him much faster paced with easy switches and forces him to take little time-outs between chases to cool down on his increased pressure from the volume of bottles.

     

    TRAPPER: Oho... Nonono my friend. Start with 2 bear traps with 5 others spread out through the trial. Can 'trap' pallets with an animation to make them spring back if pulled down without being disarmed by a survivor. Can 'trap' breakable walls to make them break when walked through. Can 'trap' Hooks to turn into rope traps that restrain survivors (Break on use). Can 'Trap' vaults, injuring a healthy survivor that preforms a rushed action. Can 'trap' a locker to make it lock a survivor in for 5 seconds once entered. All traps can be disarmed by survivors.

    Trapper needs more traps. More FUN ones that he takes time to set up. He needs to be the killer that can get lost setting up creative pitfalls and executing them afterwards. Survivors can always thwart his efforts - but throwing down that pallet, only to hear that 'bungie' sound and see it fly back as the Trapper flies through. Priceless. He may lose matches from setup time alone. But I'd rather have a fun killer that loses games than a boring killer that wins them. *Cough Cough - ARTIST - Cough Cough*


    MAP WEATHER: I personally HATE this idea. Maps are memories lost in the lucid dreams of the Entity's victims. They should remain in that dream state. However, I wish each map had a different weather effect. I want a map that has heavy rain and a loud storm brewing.

     

    NEW MAP SUGGESTION: YES. YES PLEASE. MAKE THIS A THING!

     

    COMBINE/IMPROVE UNDER-USED/WEAK PERKS IF POSSIBLE:

    Not bad, not bad, But I'll do you one better.

    Rework the perks to be ACTUALLY useful!

    ~

    Territorial Imperative:

    After a lifetime of protecting your home, you’ve awakened instincts that none would have imagined.

    While within 8 Meters of the basement, gain bloodlust points passively and never lose them.

    Gain maximum Bloodlust while in the Basement.

    See the auras of survivors in the basement at all times.

    ~

    Monstrous Shrine:

    (Pick your favorite of the three:)

    When a survivor is unhooked from the Basement while you are further than 24 meters away, the Entity blocks Survivors from entering or exiting the Basement for 10/15/20 seconds and renders them Incapacitated for the duration.

    This effect ends early if the killer enters the basement.

    60 second cooldown.

    (or)

    Survivors are affected by the Oblivious status effect while in the Killer basement, and any act of altruism within takes 100% longer to complete.

    For each survivor hooked in the basement, decrease the End Game timer by 18 seconds and increase Entity progress on all hooks by 1/2/3%

    (OR)

    When a survivor is hooked on a Scourge hook, all other hooked survivors gain a hook state instantly.

    The Hooks in the basement count as Scourge Hooks.

    ~


    SYNERGIZE EXPLOSIVE DAMAGE AND KICKING DAMAGE: No. A million times no. Pop and Echoes of Pain will instantly regress the most important generator by 40%. Hard pass.

     

    SYNERGIZE OPPRESSION DAMAGE AND OTHER DAMAGE PERKS: No, just make it re-trigger on failed skill checks and blow regressing gens for 4% with a 60 second cooldown or something. In such a case, survivors that miss will create a chain reaction of explosions and skill checks that can continue for a little while and wreak havoc. I'd pay money to see this incarnation of the perk in effect.

     

    PENTIMENTO: LOL! Ok, I like the prison door slamming shut idea. Def a thing. But they should just make the 1st totem a taster that synergizes with protecting the totems - and make the rest of the totems accrue more power instead of starting out with the most powerful effect.

    ~

    You are skilled and bringing out the life in that which has been destroyed.

    The aura of destroyed totems is revealed to you.

    You can rekindle destroyed totems into hex totems.

    1 Totem – When survivors are interrupted from cleansing a hex totem, the totem is blocked by the Entity for 60 seconds.

    2 Totems – Repair Speed, Healing, Opening, and Recovery speed of all survivors is reduced by 5/10/15%

    3 Totems – Reduction is increased to 10/20/30%

    4 Totems – Reduction is increased to 15/30/45%

    5 Totems – All Totems are blocked by the Entity Indefinitely.

    Once a Pentimento Hex totem is destroyed, the remains are dissolved by the Entity.

    ~

    Encouraging the killer to pick up the pieces is strong, and the most powerful part of this perk is the entity block – which is why the first totem erected should be a miniature version of this. In truth, it is next to impossible to get all 5 totems up – as survivors will target the totems and harass them to great effect. However, chasing them away from your precious totems will allow a semblance of breathing room, as the survivors are forced out and away from the totem with only a hope to return to it later if interrupted. This has strong synergies by its own merit. The other issue is that the totems had hefty penalties that started out strong and quickly faded in strength. By making the power of the hex ramp up, it keeps pressure on the killer to find more totems to rebuild. The 4 totem benefit is much, much greater than the previous 4 totem benefit because it is incredibly rare to have such an occasion. With the aid of the first totem, it may become easier – but in truth, this perk is a deterrent that rewards a surging playstyle. Instead of building up totems as they fall, the killer should leave areas that have no hexes and wait for the survivors to cleanse (Which they hopefully will – and this will be a far more viable perk if boon totems broke when snuffed). High risk and high reward mentality that makes survivors think twice before cleansing totems – or blessing them once the inevitable fix comes out.


    THIRD SEAL: I wish. But the devs want all of the Hag's perks to be Hex ones - logic be damned. Unfortunately, we're going to have to make this perk work as a Hex - which means it has to be a significant threat that needs to be cleansed rather than ignored.

    ~

    A hex that roots itself in the aura-reading ability of survivors. You exploit your prey’s reliance on intuition and insight – rendering them stupefied before you.

    Hitting a unique survivor with an attack grants a token up to 2/3/4 and afflicts them with this Curse.

    1 token – Survivors are blinded

    2 tokens – Survivors have much of their HUD removed

    3 tokens – Survivors cannot see progress bars or any HUD element other than skill checks.

    4 tokens – The killer becomes Undetectable.

    “She touched your skin, it’s too late for you now!”

    ~

     

    THRILL OF THE HUNT: I agree with the dev's choice to get rid of the audio - because it was the original was a bit cheesy and could be exploited to make games endlessly frustrating for survivors. The devs put a bandaid on a bad perk. It should be reworked to make dull totems a favorite of the killer, and a priority for survivors.

    ~

    A Hex rooting its power in despair. Your totems feed your instincts, and those who interfere fall into your deadly sights.

    Survivors have their auras revealed while they are within 2/4/6 meters of a totem.

    Cleansing speed of all survivors is reduced by 20/25/30%

    “Get back! If you touched it, the beast is already on its way!”

    ~

    This perk has a bad rap. Similar to Undying, it is only useful as a support perk for other totems. However, by reallocating Undying’s aura read to this, it revolutionizes it into a brand new hybrid that changes how Killers and Survivors interact with this perk. Survivors will always know when this perk is active when they try to cleanse a totem – revealing its curse and notifying them that the killer has likely been watching their aura. The 30% speed debuff is nice, as it lends to the traditional intention of Thrill as an anti-cleansing perk. However, the main strength is its combination with the generous and constant Aura read effect. This makes the hex totem a powerful perk that becomes a priority for survivors in the game – once they realize its effect, they will endeavor to cleanse totems to negate the aura reading effect, while also changing how killers treat totems. The Thrill of the Hunt is about maintaining your totems – yes even the dull totems – as they are valuable assets. In high levels of play, the Hex itself is still at risk – but astute killers will always be trying to protect their assets. By bringing this perk, the killer runs the risk of having it cleansed – but while it is up, it adds an entire new level of play around totems that will shake up any match it’s in.

     

    NO MITHER: Nonono. This perk needs a complete overhaul. Not sure how to do it right, but this thing needs to become some sort of perk that gets you broken and rewards you for staying broken.

     

    SOLIDARITY: Too broken, and doesn't fix the main issue. Solidarity only finds value when you're 1. Injured. 2. Healing someone first. 3. Not using a medkit.

    You're going to need to make it a viable pick to use while uninjured, because you'd be surprised how many times you're healing up somebody when you're the only healthy person in the room.

    ~

    While healing another survivor, heal yourself at a rate of 50%.

    For each health allied health state healed, gain a token up to 4/3/2.

    When there are no healthy survivors left in the trial, and you are at max tokens, they are consumed and you are restored to full health over 16 seconds.

    (Damage taken during this time cancels the effect. If Dying, Restored to Injured in 8 seconds and restored to Healthy in another 8)

    ~

     

    LEFT BEHIND: Nonono. My friend, my friend, listen. The hatch - she aint nothing. If you're bringing this perk, you're banking 25% of your game on being the last one alive. Even if you bring this perk, you may not even be near hatch and get a bad run of RNG. Even Even if you find the hatch, the killer can get there before you. Even Even Even if you make it to end game - this perk isn't going to help you much, regardless of everything, you might as well take Wake Up.

    You're going to want to have a perk that gives you a quantifiable benefit for such a situation as when you... are left behind.

    ~

    This perk becomes active when you are the only survivor remaining in the match, or the End Game Collapse has begun.

    See the aura of the Killer and the Hatch when they are within 16/24/32 meters.

    When another survivor leaves the match or dies, you are instantly healed for a health state.

    ~

    Giving wall hacks to survivors and a free health state when their friends die or get out of dodge, this perk can become pretty powerful. It can even be coordinated to a stupefying effect by numerous survivors. However, in practicality, this incarnation of the perk shines when you are at your most desperate moments at the very punctuation of the match. When you are the last one, or the forgotten one. Dying on the floor as your last living teammate leaves you for dead and another just died on hook? Congrats, you’ve been left behind - you’re restored to full health. The counter to this perk is in its own name - the killer is going to have to make this survivor the one that gets left behind. The perk, however, loses all of its potential when the opposite is true. When the killer either takes out the designated survivor before the end game arrives, or if they focus on other players during the final moments of the match. In reality, this can be seen as an ‘Adrenaline on drugs’ but can only be triggered in very particular situations. End game builds will have to contend with the healing as the final kills are mounted, but so long as the exit gates remain closed and the survivors are trapped as a group within - the perk refuses to shine its true colors, making it a true value pick for anyone who plans on making a clutch play.

     

    OPPRESSION: I think I kinda wrote too much about this one in an above segment. I tend to do that.

     

    THANATOPHOBIA: YES! YES YES YES! Ahhh. I'm so glad someone agrees. There are some other creative approaches that can be taken with this perk. But by simply allowing a stack (or even half of a stack) to remain after death, it would make this a valuable pick in any situation - not just Legion players and Plague mains.


    Thank you for coming to my TED talk. I love having these conversations.