Very very long overall revised proposal

I'm often told that if I have a problem with the changes, I should write my opinion on reddit first, so I did, and it turned out to be very long, forgive me.

I am writing this in the killer's favor, but this is based on the natural range of "this much a killer can do", and from here I will adjust the healing speed and power generation speed to be reasonable.(DeepL translation)


General

・Only after energizing, the survivor is allowed to catch; if there are more than 3 people left (1 hanged, 2 survivors), 3 can escape with friendly cover if no mistakes are made. This is a reasonable kill by catch, as it means that the kill ratio exceeds the management's target of 2 kills.

・When I spot a survivor from a relatively long distance, it takes me a long time to get close to him, and even after I do, he doesn't give me a decision to chase, so I can't get my bloodlust up. It's hard to be treated as a walker when  chasing. Chase judgments should be adjusted to enter from a longer distance, and judgments should be made more lenient.

・The scattering of footprints is too much these days. They are suddenly missing or too far from the survivor to be visible. This is not a good way to help the survivor's stealth and is too much of a disadvantage to the hard of hearing player who cannot hear footsteps.

・A statistically weak killer is seen as a killer instinct after hanging a random survivor position. If it is weak, the efficiency of the kill should increase if the search target is known, and the perk devoted to it can be saved. The reason I don't highlight it is to avoid sniping certain survivors.

・Gimmickize the generator like "Among us". Even FBI engineers should not be able to look aside while repairing generators. Let us play mini-games because we are bored and it's not right that we can concentrate on searching for them (Practically Ghost Face reinforcement).

・I feel that the gimmick of the anniversary event should definitely be incorporated in the regular event. It is reasonable that the survivor can generate a magic board when the number of boards on the map is running low, since there are more and more places where the chase becomes unreasonably difficult in the later stages. It seems odd that the killer should take the time to clean up the planks left over from previous chases, so the killer can remotely destroy the planks by approaching them when they are not in a chase.

・A significant reduction in the appearance rate of some killers on the two-level map and on certain maps is essential. While the ability range of DOCTOR and SKULL MERCHANT is doubled, it becomes difficult for the thrower to shoot at long range. HILLBILLY and ARTIST are also unfavorable, as they are only capable in a straight line.

・Rescues and blinding by flashlights are allowed, as they are a stunt in horror movies. However, skilled lightsmiths, including add-ons, are powerful enough to destroy the game. Therefore, the number of times a light can stun should be adjusted to 2 to 3 times, and persistent spotlights and agitating behavior should be reduced. In the first place, escapees should not be able to afford to shine their flashlights on killers without feeling nervous.

・If everyone brings gears or syringes, it is a game breaker. There is a big difference in the way the game unfolds if everyone brings something to begin with and if no one has anything at all. So the survivors all start the game with random items. This is done in order to collect data in a unified game environment. Of course, you will still be able to bring in specific items as before, but some of the current Ultra Rare and Very Rare powerful add-ons and items will only be available from the chests and will not be brought back. This is both to reduce the number of influential items in the match and to level the environment, and also to fill the chests with dreams. Corollary to this, during the waiting for the match, there should be an explanation of the items and add-ons that were drawn.

・The killer crosses the gate at the end of the line. If the generator is destructible, the gate should also be destructible. The delay perk will work as well, and will reduce the charge. It would be interesting if, after opening, it could be closed again by reducing the charge to zero.

・Leaving a destructible wall in place can be a tactic depending on how it is generated, but never bother to generate a destructible wall in a place where it will be destroyed. Killers are not carpenters. The bar is especially bad 

・What do you think is needed for a Class AAA title? A change in viewing angle. The viewing angle should make it easier to see what you can see, not what you can't. In addition, the viewing angle should be adjusted to the needs of the individual. In addition, it should be able to meet the needs of the individual, for example, a lv 2 shadowbone is easier to see than a lv 3 shadowbone.

・You're kidding about the 10% increments in sensitivity when there's an aim factor, right?

・I'm not sure what to do about the pop-up notifications where you can't see the survivor. It could be given transparency or shifted to a different position.

・The "caw caw" movie is the one I heard more about than my parents' faces. All movies except the new one should be skippable by default, or should be played while waiting at startup. YouTube is enough for video ads.

・I think that's a hacker, isn't it? I have a perk that makes me think it's a hacker, but the perk is blinded when the player is executed for the first time. I would like to have the ability to review the results of the last 3 matches as a history after each match. Answers are necessary for growth.

・Survivors have an overwhelming advantage in shortest circuits around objects as a player skill, and it is more difficult for killers to grow than for survivors to grow. Therefore, the killer should be able to be notified by some kind of visual information when there is an object exactly to his left or right. This should allow the killer to follow the same path that he has been following for a long time, thereby calculating a more accurate chase time relative to the distance to the killer.

・How about making a slight adjustment each week to the four perks in the store? ±With a slight adjustment of +/- 5m or +/- 3s, it should not be too difficult to debuff a perk that is said to be too strong and buff a weak perk that is not even mentioned. Unlike rework, I think it is possible to make a gradual balance to the whole by making small changes in a casual manner. The saltiness of the perk can also be adjusted.

・There should be a specification that the perk effect is changed only when in a party. Boon:Circle of Healing has a clear difference in effectiveness depending on whether you are in a party or solo. The current ability is a reasonable line when soloing, and half the ability should be powerful enough when brought in as a party.

・The general acceleration perk is 150% acceleration for 3 seconds, which gives 6m more than a normal run. Balance and Smash Hit are favored because of their difficult conditions, but this should be the basic distance traveled. The "Made for This" that we are talking about here has loose conditions and can be triggered infinitely, and if you include boards and windows, it becomes even worse. It is not reasonable that it is infinitely effective without the difficulty of activation conditions like Balance or Smash Hit. If you calculate backwards from the current 3% acceleration to the 6m that would normally be earned, you are allowed 50 seconds of acceleration in simple arithmetic. If we include the benefits of boards and windows, it is reasonable to expect fatigue to occur after a shorter effective time. In addition, the patient status due to treatment should be removed as in the general acceleration perk.

・The camper problem is a controversial issue these days. If we absolutely want to solve this problem, we should not put survivors on display in the first place. When a survivor is hanged, he is taken to the other world by the entity and held for a certain period of time, similar to an execution. After the time has elapsed, they are spit out at a location far away from everyone, similar to the Lament Configuration. This would make camping impossible and create a definite disadvantage for the survivors, right?


TRAPPER

・I dare to leave the camouflaging of traps, which has been whispered for years, because some add-ons are powerful and enhancing the trappers of ordinary people enhances the trappers of professionals.

・However, the traps need to be placed in a relatively dense area and all the traps on one side of the map need to be carried. Moreover, the map is randomly generated , it is impossible to plan where to place them in advance. I am not saying that the initial value of traps that can be carried should be increased, but the upper limit should be raised.

・The range of judgment that allows one to pass by a trap placed in a narrow passageway, which is almost a bug, should be modified to be horizontal (Of course, there is the tactic of intentionally placing it on the side of the aisle so that you can get through.).

・The nature of trap collecting makes it stronger in the latter half of the game, but it is still sometimes difficult to go around the whole map, including the outside and the inside. How about a model where traps are recharged by time (with a limit) in addition to the traps in the initial possession and the traps scattered all over the map? It would be nice to be able to place traps when you want to place them without having to bring them all the way to the traps.



HILLBILLY

・The reduction of ups and downs in walking and chainsaw snaking that discourage the use of a chainsaw. (I'm not saying that it should be eliminated.)

・I think the stun on chainsaw collision should be shortened as it is often an accident, not a failure of the chase. In most cases, the chainsaw is supposed to be switched off before the collision, but it is frustrating when it mysteriously stumbles and hits a tree, and the stun takes time.



HILLBILLY & CANNIBAL

・Is that chainsaw a decoration? I like the feint to break the board with the ability to read, but it is also good to break it simply and quickly as a passive skill. It is silly to break a board with a foot when you have a chainsaw. Especially when a beginner charges from right in front of the board and breaks it.



NURSE

・Even after repeated nerfs, it is still strong. However, it is still the strongest in terms of its ability. So, how about changing the direction of nerf a little and implementing a special item for survivors to protect against nurses? This item can be used like a stun grenade to create a small invisible wall that blocks the nurse's blink for 5 seconds. This would certainly give the survivor an advantage, as it would block one unreasonably short chase. Of course, the survivor has to retrieve this special item and take some risk.



HAG

・It is out of the question that the  4.4 m/s is as slow in setting traps as the trapper. A sorcerer should be able to write remotely in the first place. Surprise the survivor with the same behavior as Dream Snare.



DOCTOR

・The add-on "Insanity Level 3" is not effective for most of the time. Therefore, the maximum insanity level should be set to 4, with the emphasis on screaming at level 3 and partial disablement at level 4, so that the patient can be insane for a longer period of time. The doctor's main objective should be to stay insane for a long time, not to delay the treatment by disabling the patient.

・It seems odd that this requires aiming, as it is easy for the survivor to avoid, despite the disadvantage of slowing down to release the electrode treatment. It is easier to hit with electrode add-ons, but that is the way it should be, and the default area of effect should be wider.


HUNTRESS & TRICKSTER

・I would like to speed up replenishment. I would like to reduce the stress of refilling during a chase, as there is no time to do so.

・The ability to highlight the location of the locker by default, just like when you run out of ammunition. No more getting lost in the process of refilling.



NIGHTMARE.

・Isn't it strange that a survivor who enters a dream world only to become deaf? And I can hear my alarm clock ... . Joking aside, I have no problem with the unique way of hearing the heartbeat in the dream world, but if you are dreaming, your eyes must be closed. So, as a buff, the dream world is blinded and all auras are invisible. Survivors will not only need to be aware of the position from which they were hung, but also the significance of waking up from the dream will be increased.



PIG

・To use more surprise attacks, the distance should be extended and the rigidity of the attack should be reduced.



CLOWN

・I still remember the feeling I had when I used it for the first time. What a joke of a throw! Why do you have to throw in a heap?" I wish they would make the Fingerless Parade Gloves the standard way to throw, so you don't have to look down. It would be the craziest thing to be a clown who throws long and high like a major league baseball player and throws smoke from a height, right?



SPIRIT

・The second most unreasonable chase after Nurse. The ability to know the location by the swaying of the grass has been removed. The grass texture and sound are lost during the ability.



LEGION

・The visibility is poor during the ability, and it is useless if you don't cut at the beginning, so you can see the footprints only at the first shot. It is not as unreasonable as the spirit, and it is more effective as a means of high-speed patrol if the footprints are visible.

・There is little advantage to cutting five people. By the time they are done, two of them are usually healed and touching the generator. This is the result of running all over the map, and this is a terrible situation for an add-on specially designed for cutting 5 people. At least shorten the time to cut the fourth person again doing and change it to down at the fourth person.



ONI.

・The one-punch by assault alone is removed because of the rejection power of the chase and the unreasonable corner bending for a one-hit killer, even if it is finite. It is necessary to attack by rushing. In exchange, the ability time is slightly extended.



HUNTRESS &DEATHSLINGER.

・Death slingers have been weakened enough. It is time to lower the heartbeat range. If not, then the mid heartbeat range should be reduced to 28m.

・I don't understand the meaning of humming that is not a substitute for heartbeat . The scope should be narrowed as well.



Dear Triangle

・I changed it so that the effect of the hook of fainting in agony is applied to the cage.

・It's no wonder that the sword can trail when you are on foot. It is reasonable to step on it during a chase and be in a state of agony. The trail does not appear immediately after the passage, but after a few seconds. The trail can be pulled even with a separate ability, and the total distance is converted separately.



BLIGHT

・The board is not broken by the plunge. Why do they break? Instead, it can climb over the board and attack. It is impossible to collide again from there.

・You always have a lot of tokens to spare, don't you? You have more than enough tokens, don't you? I confiscate one.

・The distance of the saving attack is reduced because it bends too much.



TWINS

・The ghosts of children love you. Two zombie-like ghosts search for the survivor. When they find a survivor, they start crying and highlight the survivor. Survivors have no choice but to leave.



NEMESIS

・Viruses evolve and become airborne. Survivors are on a timer. The number of injections increases.

・Zombies can be infected and wounded at one level, but not downed. A slight slowing effect is added if they are in the vicinity for an extended period of time. Zombies camping on generators are not allowed.



CENOBITE

・For beginners who do not know when to release the Lament Configuration during a hunt, the chains do not fly while releasing it.



ARTIST

・Friends with crows . Survivors fly crows, and as many crows flock to their heads as they fly.



ONRYŌ

・When the TV set goes into warp, it makes a momentary false heartbeat as if Sadako had appeared in the center of all the TV sets.



DREDGE

・Survivor is highlighted by a generator very close to the sunset. The purpose is to obstruct the chase, not to hide the generator.

・Add a gimmick that allows dredge to end the sunset on its own. When the sunset ends, the remaining charge is taken over and recharged. Dredge can reach this gimmick by moving his locker. Survivors can reduce the sunset time by 15% by touching this gimmick.



MASTERMIND.

・The treatment of MASTERMIND is more important than Nemesis, and tunneling leads to a chase in a fully infected state. Therefore, the infection does not progress for 30 seconds after being pulled off the hook. This should be adjusted to a reasonable line where there is room to spray after wound healing and before full infection.

・Bouncing is very strong for simple movement, as a means of attacking the chase, and for knowing the distance, and even if it misses and the distance opens up, the disadvantage is small because the bouncer can get closer. The recharge time should be increased by removing the shortening of the recharge time by the infected person.

・The heartbeat is reduced to 32 m. The 40 m heartbeat makes the player feel prideful, and makes him hesitate whether to leave or not. The 40m percussion is a nerf to the percussion percussion, which is also dependent on the percussion.



SKULL MERCHANT

・The game time is getting longer when the generators are biased. I'm sick of it, but the ability itself encourages it, so I feel it needs a major tweak.

・The survivor wears an uncharged claw trap from the start of the ritual. When it enters the drone's search range, it is progressively recharged. When the claw trap is active, the killer gains a speed effect (1% speed at 50% charge, 2% speed at 100%, up to 8%) depending on the location notification and charge rate.

・The destruction of the drone must be done twice at intervals. Repairing a generator within the drone range will prevent the generator from progressing unless it continues to emit the same great as in past "ruin" cases. (Bending repair is also possible).

・Only becomes active when the killer is within drone range, increasing its area of effect. The claw trap is rapidly recharged, and the add-on's effects are applied to the survivor.

・The claw trap consumes the charge faster than before, and without the add-on, it does not become a detection load, destroying the board or leaving it unprotected.

・The ideal persona is a fast killer who is always on his/her feet in many situations where three or more claw traps are active. Survivors will strive to successfully empty their claw trap charge and focus on old-fashioned skill checks.



SINGULARITY

・I can't say for sure, but it is unnatural to throw a rice cake through the camera when the survivor is right in front of you. It would be a good idea to be a 4.4m/s thrower, and the overclocked acceleration would be useful. The figure is designed to be similar to a warp spirit.

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