(long post warning) EVERY killer/perk/map/general balance change. dev inspiration post.
before i talk- i love this game and all i want is to see it succeed. i have many hours on BOTH sides. i hope this post will show 0 bias to either side, i want a fair game that remains fun whilst keeping it competitive for those who want it.
this post will cover- every single killer and how to make them more fun to play as less people enjoy killer. problematic perks that need looked at aswell as general perks, each map that has good things/bad things. core gameplay changes aswell. here is the TLDR to skip to the place you want to read in order they will appear
-maps
-killers
-perks that need attention to
-new core gameplay changes for all players
MAPS:
Eyrie of crows- map is a bigger coal tower with very safe loops, riddled with audio buggs and disjoint pain grunts to where the survivor actually is, make the loops less safe and shrink the map slightly, most killers have no chance on this map.
RPD-other then the "gameplay" of the map and its structure there are a mix of strong and weak loops, this is good. afew too many god pallets that can spawn however. i would also make it impossible for survivors to spawn at the front exit gate as there are times a killer spawns at the top of the middle room and can instantly attack you as you are cornered. make the doorway at the east most stairs bigger as when there is a hook there the killer can just stand there and block a save. remove totem ontop of library
Midwich- i dont mind this map, some safe and unsafe loops, however it takes a while to get to a gen as killer without taking a long path. my idea is add a walkway in the shape of a plus on the 2nd floor that hangs over the middle of the map, accessible from the broken walls that already exist at the top of the map. no pallets will spawn on here but add a chest in the middle to allow easier access to places.
Dead dawg- love this map. not to big so its easy to pressure where you need, strong 3 gens for killer and main building is very strong so maybe tone that down slightly. other then that i see no issues
Ormond- big map but mostly open so you can spot survivors easily. main building feels fair to chase in compared to other buildings, i would only say maybe shrink it abit
Sanctum of wrath- high 3-4 gen potential to spawn making the killer stay at one side of the map all game, other then this its fine for loops.
Family residence- make it smaller, other then that the map is perfect.
The game- lower the amount of god pallets that spawn, killers are literally unable to use there power or skill for most of the game and its boring to loop, run forward and drop, run forward and drop, boring for both sides to play
(every badham)- the issue with badham is you can hit a survivor from anywhere and they can always make a god structure that is difficult to catch them (main, shack, house, house of pain) maybe remove one of the houses or make main less strong with the few god pallets it has, boring to play
Grim pantry- main building is one of the strongest in the game if ran correctly by a survivor so this will need a change, the rest of the map is fine
Pale rose- make it smaller, boat feels fair to chase, the rest is fine
Temple- i dont really mind temple that much, make the totem spawn below main building not exist, a boon there is too powerful and you dont have time to kick it as killer. you could maybe shrink the map but overall its fine. possibly shorten the filler loops with the big long stone walls you can see over.
Mothers dwelling- shrink it....alot. its very difficult to pressure gens as killer aswell as main building being in the middle whilst it has the chance for a god window to spawn that you cant do anything about. quite miserable to play. chance of a strong tile window to load next to a filler pallet into another strong tile window at one section. dont let this spawn (general game balance talks cover this later)
Lerys- shrink the map. there is a chance library makes a survivor uncatchable IF the correct RNG spawns so nerf the power of it, the god pallet numbers seem fair for a indoor map and you dont feel cheesed as killer.
Haddonfield- after the change its alot nicer to play as killer however some houses can spawn with strong windows you cant outplay. one house can have 3 windows on the bottom floor making it nuts, not sure if this is a bug but its very strong, the rest of the map is fine compared to how it was so well done devs.
Disturbed Ward- hate this map for both sides. main building is very unfair to chase. the jungle gyms in the map spawn next to another jungle gym i sections to easily combine making them boring to chase. map is huge and you feel helpess. this map needs a rework desperately
Campbells Chapel- map seems fine. main isnt super strong whilst keeping some positives apart from the bottom floor good window that can spawn and you feel cheesed as killer when playing vs it. shack and the jungle gym next to it should not have the chance of both windows spawning facing eachother. this is so dumb to chase i cant explain it.
Bloodlodge- the idea of this map is perfect its just too big! make it not as long as you have a perfect map, you are so close!
Wretched shop- map is fine, maybe on the big side, shrink slightly but not by much.
Gas haven- map feels fine with tile distance and spawns. make it smaller in terms of how wide it is. maybe remove the cars on the right of the map and shrink it inwards OR add a passage through the middle of it
Wreckers yard- perfect map, no changes needed, you guys nailed it! fair for both sides, feels amazing to play
Azarovs- high 3-4 gen possibility making the killer stay over one side of the map, bit stale
(coldwind in general- remove the filter over it, some colour blind people cant see scratch marks or the killers red stain and its very challenging)
Cowshed- tile spawn is very close making it difficult to chase. very large map. stop letting shack window spawn facing a "I" tile where the survivor can run around it back into the shack window, stale,boring, no gameplay
Rancid Abattoir- maps fine for the most part, make it smaller
Thompson house- maps fine. main is fair to chase. make the corn smaller in height so you can see where you are going. no one likes the corn.
Torment creek- feels fair depending on the tile spawns around shack, main isnt too strong.
Rotten fields. no one likes corn. lower it and it can be good, maybe
Groaning storehouse- main is way too powerful to chase and its easy to access from every part of the map. coin flip on many or no pallet fillers to spawn in the middle.
Suffo pit- main is too strong to chase, middle of the map has many tiles easy to combine and loop making it also difficult to loop. would be very boring if there wasnt a possible chance of a 3-4 and even 5 gens to spawn on one side. fix the gen spawns to help survivor. fix the main building power and middle jungle gyms to help killer.
Iron works- fine map. remove totems ontop of main building. boons too powerful up there. too long to kick
Shelter woods- shrink the map but add more small filler pallets (not too many) . will be fine
Coal tower- very pallet dense. shack can spawn with a window into a "i" loop like cowshed does. this is dumb and boring. main is very strong depending on the rng around it. perfect size map however
KILLERS:
Trapper: id suggest giving him makeshift wrap base kit aswell as fastening tools. make him feel faster and more smooth to play with less downtime!
Wraith- give him "blink-white" base kit to feel more fluent to play as you feel able to chase better. since his lunge nerf that i felt was unnecessary id suggest giving him "swift hunt-mud" base kit aswell as a small helper to give him the hits he deserves.
Hillbilly- remove overheat, its not needed nor wanted. gains low kickback chains basekit to makeup for the bad map collision as you bump into nothing quite often
Nurse- range addons removed, gains catatonic boys treasure base kit, fix issues that send you into the basement despite aiming above it.
The shape: tombstones removed, just feels boring to play vs and cheesy. no longer suffers slower power build up from far away targets. gains a +15% pallet break speed in T3
The hag- is now a 115% killer and gains swamp orchid necklet base kit. shes easy to bully and needs some help.
The doctor- range addons removed and gains +4 meters base kit. he can now shock gens to have a static aura around them that sparks similar to plagues vomit that alerts him of any survivor interacting with the gen.
Huntress- Gains deerskin gloves basekit to make her feel smoother to play, gains shiny pin basekit
The cannibal- weird one for me, can be very strong but we need to not allow him to just stand infront of a hook, boring for both sides but id recommend primer bulb basekit.
The nightmare- needs an addon rework, most addons are usless. nancys masterpiece and nancys sketch have now been removed. freddy gains base power recovery speed by 4.5% for each person in dream world basekit. is now able to use both snares and pallets to encourage survivors to spend time to wake up. no longer slowed when placing a snare. freddy is very weak, he needs a boost
The pig- ambush now breaks pallets, gains combat straps and workshop grease base kit. gains razor wires basekit however they no longer decrease skill check size. crouch speed moves her at 105% m/s. if the pig is in chase/within 12 metres of/ an active trap the trap is paused. (pig can just follow you and guarantee a kill, its boring, this wont fully fix this but its a start) jigsaw boxes now disable decisive strike.
The clown. yellow gas generates 50% faster after bottle is broke. smelly inner soles is now basekit, pinky finger changed as its cheesy. Redheads pinky finger now: inverts survivors movement inputs for the intoxicated duration. gains sticky soda bottle base kit.
The spirit: is now 115%. base power recovery decreased from 15 seconds to 10. her old green addons are brought back to create variety. dried cherry blossom removed. passive phasing is removed. mother daughter ring is changed to: after a successful hit out of power refill 40% over your power bar instantly, increases move speed by 10%. furin is changed to: inverts the sound location of the spirit for all survivors.
The legion: BFFS addon is now 8% increase endgame. filthy blade is now removed-its boring. the legion pin inflicts broken for 45 seconds (was 60). gains mural sketch base kit. never sleep pills removed.
The plague- rubbing oil and olibanum incense are now basekit. vile purge projectile speed increased by 10%. infected survivors within 5 meters of another survivor will infect them.
The ghostface- "philly" is now basekit. no longer makes small audio sounds when in stealth near a survivor (the clothes stretching sound) , its very easy to hear ghostface, if you are not paying attention he should be rewarded, not give the survivor a small hint..
The demogorgon-gains vermillion webcap and rotten green tripe base kit. after a survivor destroys a portal gain a -10% repair speed for 60 seconds.
The oni- ink lion is now basekit. iridescent family crest changed to; increase blood needed to build power by 150%, blood fury has an indefinite duration.
The deathslinger- gains bayshores gold tooth and wardens keys basekit. hellshire iron changed to: after a successful hit from a speared target, immediately reloads the redeemer.
The executioner- complete addon rework needed. almost every single addon is useless apart from range addons. i believe in you devs. the killer itself is fine
The blight: (if you dont want to change his addons he should be 110%. if you want to keep him 115% change his addon power they are all very over tuned). alc ring recharges 2 tokens instantly. gains canker thorn basekit. both iri addons are changed to something else.
The twins- tiny fingernail, bloody black hood and stale biscuit is now basekit. increased victors power recovery time after being kicked/stunned by 5 seconds. he comes back waaay too fast
The trickster- is now removed from the game (jk). ok ok so give him melodious murder basekit. base knives hit untill max laceration increased by 1. starts with 15 more knives basekit
The nemesis-gains zombie heart and mikhails eye basekit. change his "drag" after a missed tentacle attack, the hitbox lingers and you can still get the hit despite missing by dragging his tentacle left or right into the survivor. feels bad to dodge the attack but still be hit.
The cenobite. iri fang has been removed. not fun at all. gains skewered rat basekit.
The artist- give her a viable power recovery speed addon, she needs it. with it she will be so much better and thats why its the only request.
The onryo- after coming out of a tv gain a +15 vault and pallet break speed for 15 seconds. clump of hair is now basekit.
NEEDED PERK CHANGES- SURVIVOR
-Boon: circle of healing needs a change, i recommend giving it 48 charges split between all survivors of power. after all charges are used it snuffs itself. it then takes 10% longer to relight each time its been snuffed.
dead hard- remove ONE of these, the distance, the I frames. having both of these is dumb. id recommend the distance being removed
decisive strike- an active DS is now disabled if the killer hooks another survivor.
iron will- now keeps breathing noises as if you were healthy when injured.
prove thyself- is now 10% repair bonus (was 15)
NEEDED PERK CHANGES-KILLER
all totems now all spawn 20 seconds into the trial for survivors to see after emerging from the ground with any killer hexes applied randomly. killers can see there hex totem pre placed where the totem will spawn.
Hex Noed: when this perk activates start with 3 tokens. after a down on a suvivor lose a token. after 3 tokens are lost this hex explodes.
NEW CORE BALANCE UPDATE + QOL:
corrupt intervention is now removed as a perk and is basekit. the duration its active has been reduced from 120 seconds to 90.
-all survivors spawn together at the start of the trial.
-killers now have an FOV slider.
-survivors can see the killers ping in the lobby
-killers can see if the survivors are in a pre made group in lobby OR after the game
-base regression speed from a kick has been doubled.
injured players do all actions apart from vaulting 5% slower.
final words: i hope the devs see this and take ideas, ive tried to remain un bias as i play both sides, ive tried to make some fun ideas whilst keeping the game competitive for those who want it that way. thanks for reading
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