Easy changes to (almost) all Killers
Trapper:
- Traps don't spawn on the map anymore, but can now be grabbed out of lockers similar to Huntress and Trickster, once all traps are either in his hand or on the map he cannot grab more out of the locker
- Trapper can delete traps from a distance, he gets a marker above the selected trap and has a short non slowing animation, so he does not accidentally delete the wrong trap
Wraith:
- Faster kicking and vaulting in his power by default +20% (does not stack with the addons)
Hillbilly:
- Overheat gets removed
- 3 new addons: 1. One addon the lowers his charge time by 15% 2. One addon that gives him a 15 % lower chainsaw cooldown 3. One addon that does both but only 8-10% for both values
- When hitting a survivor that is doing an unhook action the chainsaw gets a 15 second cooldown
Nurse:
- Nurse's Blink attacks don't work with exposed anymore
- Her purple range addon gets a decrease in the bonus range so now 5m instead of 6m
- Her green range addon gets deleted completely
Shape:
- Purple tombstone gets deleted
- While not running his permanent t1 addon he is now 4.4m/s in T1
- Once a survivor is fully stalked you can still stalk him for 50% of the original value (He can now no longer run out of power)
- When leveling up to t3 all "fully" stalked survivors will have their auras shown for 5 seconds
- While holding a second button additional to the one used for stalking he can prevent himself from reaching T3 unintentionally
Hag:
- Hag's traps can now be disabled with a small animation when crouching on top of them, it takes a similar amount of time s disabling Trappers traps
- Hag can delete traps from a distance, similar to trapper, so she has control over which trap gets deleted instead of the oldest one
Doctor:
- Doctors shock therapy gets increased in length by 2m
- Doctor can teleport to a fake doctor with a 4 second delay, it cannot be interrupted and has a 50 second cooldown, you hear a global laugh while he is teleporting
- After finishing his teleport a smaller Static Blast will be activated around him at the moment his teleport finishes, it only has a range of 20 m and the same effects as his normal static blast
Huntress:
- Huntress' Hatchets become insta down if you get hit from more than 40m (could also be a change for Iri Head)
- Reload time from lockers gets decreased by 20%
Cannibal:
- The chainsaw looses charges when within 16m of a hooked person, it looses a charge every 8 seconds
- Loosing charges starts after 5 seconds of standing in that radius
- Charges don't recharge while within 18m of a hooked survivor
- When downing a survivor during an unhook action with your chainsaw it goes into cooldown for 15 seconds, recharge time per charge is doubled after this
- Per survivor you down during your chainsaw sweep you regain an additional charge and 2% bonus movementspeed only for the current chainsaw sweep
Nightmare:
- Freddy has dreampallets and dreamsnares at all times, no addon needed
- Number of Dreamsnares gets increased to 8, Number of Dreampallets gets increased to 10
- Dreampallets can be removed by survivors without having to throw them, it takes 3 seconds (Passive game slowdown, since putting Dreampallets everywhere does not really cost you much as Nightmare)
- Dreampallets now have, similar to doctors fake pallets, a visual indicator that they are not real, it is only visible at very close range, like 5m
- For each survivor in the Dream Freddy has 5% faster recovery from basic attacks
- Full addon change, since they are all useless (Too much to put it into this post as well...)
Pig:
- Dying to a reverse bear trap takes an additional 30 seconds
- Crouch state transitioning speed gets increased by 30%
- Dash attack movementspeed gets increased by 6 %
- Pig can use her dash attack while standing
- When using her dash attack from a crouching position its duration is increased by 20%
Clown:
- Clown gets Jack in a Boxes spawn similarly to Sadakos TVs close to generators, he can teleport to them
- Survivors can lock them similar to Dredges lockers, but not limited to once, it takes 10 seconds
- Normally his teleport takes 4 seconds, when locked it takes 6
- When his teleport finishes slowdown gas gets spread in a wide area (14-16 m radius maybe?)
Spirit:
- MDR movementspeed gets decreased to +25%, scratchmarks can still be seen
- Spirits Base movementspeed in her power gets increased to 180%
Legion:
- Legion can take off his mask and pretend to be a normal survivor running around, he looses his terror radius and takes the form of one of the survivors that is currently in the game, cosmetics included
- He gains controll over everything a survivor can do, he can also fake repair gens, they will show the red bar normally, but not increase for his part
- Putting on his mask again will make him go into feral frenzy normally
Plague:
- Plagues Fountains can now be messed with, it takes 10 seconds to do
- If Plague tries to use a fountain the survivor has messed with she will take an additional 2 seconds to use it
- The duration she has her power normally gets increased by 5 seconds
Ghostface:
- Survivors get a crosshair in the middle of their screen to properly reveal Ghostface
- After fully exposing someone Ghostface gets an increase in movementspeed of 5% for 5 seconds
- While holding a second button Ghostface can prevent himself to fully exposed a survivor on accident
Demogorgon:
- New Addon: Demogorgons Shred now gains an additional 25% range, but it takes 1 second longer to fully charge
- Demogorgon can remove portals at will (same as Trapper and Hag)
Oni:
- Oni can end his power at will, but it will loose xy% until the next step (steps being 75% 50% 25% and whatever number that it is currently at that is below 25%), allowing you to cut your losses
Deathslinger:
- Terroradius gets decreased to 30 m
- Deathslingers gains an additional ability: sharpshooter
- With a 2 second animation he can switch between his normal harpoon mode and a sharpshooter mode, in the sharpshooter mode his projectile will have unlimited range,
- targets hit by it from more than 40 m are put into the dying state,
- targets that get hit between 18 and 39 m will only loose one health state or put into mending when healthy
- When getting hit by it while being in range of his harpoon it cannot down people, but will put them in mending like it would if they broke the chain
Pyramid Head:
- Full addon rework, since most of them are not worth using (too much to write in detail)
Blight:
- Alechmist Ring only recharges 2 charges
- Iridescent Blight tech gets reworked (no idea how exactly)
Twins:
- Charlotte can recall victor at all times, he then has a 6 second cooldown
- When Victor gets kicked he does go on cooldown for 15 seconds
- After downing someone with Victor you can already switch back to Charlotte while Victor goes through cooldown
Trickster:
- Main Event can be hold for a minute
- Survivors have the option to remove knives one by one, each taking 5 seconds, does need to stand still for it
Nemesis:
- Implement an audio queue for when a Zombie is chasing someone
- Tentacle now has 6m Range in all tiers, but 5 % faster cooldown in T2 and 10% faster cooldown in T3
- When in T 3 survivors will go from healthy to injured and infected in one whip of the tentacle (Big maybe about this one in particular...)
Cenobite:
- Make it less likely to be conitnously harassed by chains while holding the box and trying to solve it
- Chain gets unlimited range, but the movementspeed will not go over a certain amount, hitting a survivor from more than 40 m will remove one health state
Artist:
- can't really think of something easy to make her more bearable to go against...
Onryo:
- Hitting Survivors with an M1 attack will spread 1 stack of condemned
- Invisibility Duration after Manifesting gets increased by 33%
- Duration of intermittent visibility phase after manifesting gets increased by 2 seconds
- While demanifested Onryo vaults windows faster by 10% and breaks pallets faster by 10%
Dredge:
- During Nightfall a locked Locker does not delay Dredge coming out of it, the lock will not get broken though
Mastermind:
- After getting unhooked infection does not start growing passively until a conspicious action has happened
- Iridescent Uroboros Vial makes it so 4 additional charges of First Aid spray are in the game (the addon will now only delay the survivors in the beginning without also making them burn through all First aid sprays faster)
Knight:
- No clue where to even start with this mess...
Feedback is always welcome, some changes might not be enough but I wanted some smaller changes at first.
Comments
That's true and I get that but really I feel if you are going to increase the time then she should have a higher quantity of traps or have an addon that allows them to be reusable (ie Amanda's secret since it already disables jigsaw box auras)
"weakest stealth killer, is probably true but the Pig doesn't rely on stealth as her main tactic. I use it situationally and it proves useful.
The grabs usually work on the first survivor you encounter on a gen. If you go stealth before they get to your terror radius, they don't hear you coming (unless they have Spine Chill or something) and you can catch them off guard. They become more and more aware as the game progresses so grabbing them later on is more and more difficult. Still, even if it is just one grab in a game, it is a "free" hook.
Dash is again situational. The roar might be directional but sometimes the gens are placed in such a position that there are just two ways out, if you approach from the correct angle and start the dash, they hear the roar but it is behind an obstacle so they know they have to run but the chances are 50:50 which side you're gonna come from. If they choose wrong, they'll run right into you. So yes, it is situational (because not all gens are these "two ways out only") and there is luck involved.
And punishing survivors for bad play of their team-mates is a basic feature of the game. If one of your teammates makes a mistake and gets killed, your chances of escaping take a sudden nose dive. Bear trap timers are paused when a survivor is on a hook and it is true that getting unhooked just to die the next second because your team finished 2 gens is probably gonna lead to a ton of complaints but that is nothing that cannot be solved by adding a simple condition. Something like "every finished gen cuts the remaining trap time by 20 seconds, but the remaining time cannot be pushed below 30 seconds this way." so even if your team finishes gens, you don't die out of blue purely because of your team.
I'm not saying the dash should be removed entirely lol I'm simply stating that we shouldn't leave the traps in the dust and for most, the traps are her main and most fun power
The dash can still be used, especially if combat straps and last will is basekit I just think the traps should be reusable with Amanda's secret too since it disables jigsaw box auras and possibly even put her at 4.4m/s
If you get a gen grab as pig while using her build in stealth the survivor didn't listen properly, you can hear the blade really well...
How are traps the most fun power? You're not doing anything from a gameplay perspective?? I don't see any reason to put her to 4.4 m/s sine she is really weak. Just to understand that... What is fun about using the traps? I mean I get it roaring at a survivor that is about to die from the trap is fun, but besides that actually usin a power to outplay a survivor is the most fun thing in the game, and making it usable on more tiles, allowing her to properly use her power seems great. I just don't understand how something can feel good when you didn't do anything to achieve it... I mean if you get a kill with the bear trap you mostly didn't do anything for it.. You maybe ran addons to help and the survivor got unlucky with boxes or something like that. But you did not really earn the kill or did anything skillfull or something that was based on your mastery of the killer.
I just want her to have more depth, more to learn about her, more ways to use her power, make her stronger but also give a her a higher skillcap. Because honestly after a certain amount of hours basic m1 killers just loose a lot of their charm, and Pig is not much more than that in her current state, an M1 killer with game delay, and very rarely usefull stealth/dash.
It's iconic really and it becomes a thing whether or not they will get it off in time
But since that usually does not happen and it's basically guaranteed for them to get it off before the timer goes off without patrolling boxes or face the darkness, I feel she should have an addon that helps this and makes box patrolling basically impossible in exchange for reusable/unlimited traps and a speed decrease
To me, that sounds like a fair tradeoff as she will be slower and cannot box patrol but her traps will not be limited anymore
Her traps are her main power, the dash is more of a secondary, why can't we improve both? Especially if they get a 30 second increase of their timers
Why would you improve the power she has no to very little control over? I think the traps are already doing their job fairly well, they delay the game quite a bit, and if we improve her dash she will be a lot better in chase and not rely on prolonging the game that much anymore.
The main power of a killer should basically never be a passive thing, because handling that power is why you pick up the killer, what makes him different from others from a gameplay perspective.
I'm agreeing with u on the dash could use some work, why is it such a far fetched idea to buff Amanda's secret as well?
Yeah sure we can debate that, I just don't want them to be the main feature that makes you play the killer. I just had to look what the addon even does and I have to admit it's pretty bad, however having a basically unlimited supply of beartraps sounds really annyoing to go against. I mean sure when you want to pick them up again finding the boxes could be rough if you don't see the auras, but just the possibility that survivors have to always get rid of a box after getting unhooked sounds really annoying and might delay the game way too long. What if we double their number but make it so they get removed easier... like 8 traps but you are guaranteed to get them off after 3 boxes. So you still get around 150% of the normal slowdown, but survivors don't have to traverse the entire map each time after getting downed and hooked.
Honestly even that could be too much considering the 3rd time you get downed you die on hook... that slowdown would be immense... But sure, debatable...
I mean don't forget that the player would then have a movement speed of 4.4m/s so it's easier to get away and the fact that a gen needs to be done first to activate the trap, I don't think it would be that OP with those tradeoffs as well imo
I don't like the idea of turning her into a 4.4 m/s killer... I would rather keep the bonus the addon gives lower than implementing this downside. Because thats just such a massive downside that the upside would have to be ridiculous.
The upside kind of is powerful tho? Having unlimited/reusable beartraps is kind of a big deal but also reasonable with all the tradeoffs (which would still be worth it for a purple addon)
Basically the maximum of bear traps you can use per match is 8, unless you only do slugging. And I think the slowdown to 4.4 m/s is just really a lot. That would hurt your chase so much and pigs chase is already not good.
I mean you already are able to get 6 traps by using two addons, you don't get that much more with this addon but loosing so much ms is huge.
Imo it's worth it for reusable traps, just 2 more isn't enough you still run out and you still have to box patrol or run face the darkness to get good value out of them
Thats the tradeoff, less chase power for limitless head traps
You get value out of them just by placing them on survivors, there is no need to patrol boxes, since the guy getting rid of the trap is not progressing the game, he is not doing gens... He is being kept busy by just having to get rid of the trap. Unless you want to tunnel him out there is no reason to go for the guy with a trap, just go for someone else... This way 2 survivors are not doing gens instead of just one guy that already did not do gens even before you started chasing him just because of the trap.
It's not really limitless, it is 8 unless you want to slug people to death.
That's true yeah but they're still limited.. and this buff idea would at least make Amanda's secret more of a niche buff to those that like head traps
I never said it should only be 8?, my suggestion was to make Amanda's secret allow the traps to be reused after being taken off or able to find/build more from lockers
This is also with the tradeoffs being purple rarity, disabling jigsaw box auras, and lowering her speed to 4.4m/s
Also don't forget about the fact that the traps don't activate until a gen is done after placing it so it cannot really be abused much
It is 8 if you put a trap on every survivor after you down and before you hook them... At that point you have hooked everyone 2 times... Putting a trap on them when they are on death hook does not do anything... Therefore it is basically 8.
You could say that sometimes you won't get the hook after putting a trap on because of a pallet or flashlight safe or something like that, but then you would need to take cases into account where you don't 12 hook, because in those cases you most likely would not have been able to get value out of your 8 traps anyway... So overall you will get to use a maximum of 8 traps effectively, even if the number would be technically unlimited...
Why would you put a trap on a survivor that is on death hook..?
You don't have to hook them either when on death hook either you can just put the trap on them again and leave them to be slugged lol or just like not use the trap on them? I don't get what u mean
I mean that's true but like if they are on death hook you can just put a trap on them and move on instead of hooking or just not use it but I guess if you're playing for sacrifices then idk
I just thought it would be OP without a speed penalty or something
What are you even talking about? I just said you will get value out of 8 traps at most, since trapping people that will die on hook does not give you value... I have no clue how you ended up where ever you currently are?
It might because they may end up dying from the trap rather than sacrifice
Either way though, it would still make Amanda's secret better than it currently is
I can agree on the second part.