Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Why would you absolutely gut Xeno like this..? Xeno already has a reputation for feeling fairly bad to play, what are these changes?
A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.
They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.
When the devs are balancing features, they don't have any idea of what are the real flaws.
With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.
New survivor perk ideas
Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.
You can also reinforce pallets and breakable walls by using a toolbox (6 charges).
Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.
Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.
Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.
Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.
Hurry: gain 15% Haste while being more than 40m away from the killer.
SURVIVOR ITEMS
Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground,being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.
When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.
Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.
Refined serums (green rarity)
Injection (stand still for 1,5s) = 5% Haste for 16s
Firecrackers (yellow rarity)
Increase blindness from 2s to 2,5s.
Medkits
Camping aid kit (brown) = removed
The rest of medkits are now 1 rarity lower.
Anti-haemorrhagic syringe goes from pink add-on to pink item.
Maps
-Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.
-Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.
-Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.
-Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.
-Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.
Keys
-Broken key = removed / Dull key = removed
-Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.
Review
Brown (35%): first aid kit, map and toolbox.
Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.
Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.
Purple (10%): skeleton key, utility flashlight and engineering toolbox.
Pink (5%): anti-haemorrhagic syringe.
TERROR RADIUS
No longer a cylinder, now is a sphere.
BLINDNESS STATUS EFFECT
Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.
KILLER ADDONS
Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.
Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.
KILLER POWERS
Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.
To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.
"Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.
_
Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.
Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. NurseCAN'T.
Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.
_
Hillbilly
"LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.
Michael Myers
Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.
Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Dredge
Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.
Leatherface
Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.
Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.
Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.
_
Pig
"Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.
Idea
-Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.
Note = fits the whole Saw theme of the movies
_
Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.
Ideas
-Can create powered totems from nothing, similar to hex: pentimento but chosing the location.
-Curse and trick survivors with new effects.
_
Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.
Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.
Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.
5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.
Idea
-Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.
_
Freddy
Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longergive immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.
Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.
Idea
-At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.
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Sadako
Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.
Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.
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Ghostface
Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.
Ideas
-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).
-Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.
_
Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.
Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.
Ideas
-Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.
-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.
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Artist
Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.
Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.
_
Twins
Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.
At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.
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Skull merchant
Haste goes from 3/5/6/7% to 2/4/6/8%.
Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.
Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.
Idea
Claw traps now only show survivors location on radar, no longer injures them.
1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer
Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.
_
BLOODLUST
Remove Tiers II and III.
ADRESSING CAMPING AND TUNNELING
-After being unhooked, survivors can't bodyblock for 10s.
-Now the killer has the ability to mori the last survivor.
-If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.
BASEMENT AND KILLER SHACK
Remove basement from the game and change the stuff inside shack to make it less strong.
TOTEMS
At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.
Now totems can't spawn within 36m radius from another one.
GENERATORS
The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.
Now generators can't spawn within 30m radius from another one.
MAPS
Remove map offerings from the game.
The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.
Remove all the invisible walls in front of drops, in buildings with upper floors.
Macmillan estate
-Make the water tower an accesible structure to go over and have one more high place to drop from.
Coal tower: remove main building breakable walls.
Iron works of misery: remove the window and breakable wall on the upper floor.
Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.
Suffocation pit: remove the 2 big walls that divide the map in two zones.
Autoheaven wreckers
-Increase the lenght of the LT walls.
Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.
Azarov resting place: increase the wideness in the middle of the map.
Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Colwind farm
-Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(
-Increase the lenght of the LT walls.
-Reduce the length of the jungle gyms.
Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.
Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.
Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Crotus prenn asylum
-Reduce the length of the jungle gyms (1 pallet 1 window) version 1.
Father campbell chapel: remove all main building breakable walls.
Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).
Disturbed ward: remove the pallet at the front entrance of the asylum.
Haddonfield
-Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.
-Nerf the loops inside the houses.
Lery's institute
-Remove the god pallet next to the office and the god pallet on one of the map edges.
-Remove 4 random windows from the map and buff 2 weak pallets.
-Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)
Red forest
Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.
Springwood
-5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.
-Remove all the breakable walls on the map.
Gideon meat plant
-Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.
-Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.
Ormond
-Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.
-Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.
Hawkins
-Now the exit gates have 2 entrances instead of 1.
-Open completely all the sliding metal doors of the map.
-Remove one section of both staircases to lower the height of the upper floor.
-Remove from the corridors the 3 weakest pallets.
-Replace some of the blocked path ways with breakable walls.
Dead dawg saloon
-Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.
-Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.
Midwich elementary school
-Remove the breakable wall of the upper floor bathrooms.
Eyrie of crows
The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).
Garden of joy
-Improve the lighting on the main building.
-Reduce the size of the map by -15%.
-Increase the height of the jungle gyms far way from the main building.
-Reduce the orange bushes hitbox.
Shattered square
There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.
Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.
Toba landing
-Make it so is more close to night time.
-Reduce the amount of bushes by -20%.
-Change jungle gyms setups so they are the same as the ones in other maps.
Nostromo wreckage
-Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.
-Change jungle gyms setups so they are the same as the ones in other maps.
Racoon city
Windows and drops aren't featured in the drawings.
Lower floor
Traffic fences, police cars, trucks and ambulances can be on the street too.
Hurry seems busted, on certain maps, think about it on Midwich for example, I don't know how long the corridor is but it would create a literal infinite if the perk activated there...
The rest of them is somewhat okayish, in my mind not completely busted in towards one or the other side...
Items
I like the syringe being a seperate item. The item changes seem alright at first glance, unless I'm missing something.
Terror Radius
I don't understand what you mean by that? Are you reffering to the red light? Because the terror radius is a circle? So....??
Blindness hurting solos even more by hiding the hud, the thing that is there to bridge the gap between solo and swf is horrible.
A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.
They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.
When the devs are balancing features, they don't have any idea of what are the real flaws.
With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.
New survivor perk ideas
Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.
You can also reinforce pallets and breakable walls by using a toolbox (6 charges).
Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.
Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.
Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.
Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.
Hurry: gain 15% Haste while being more than 40m away from the killer.
SURVIVOR ITEMS
Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground,being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.
When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.
Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.
Refined serums (green rarity)
Injection (stand still for 1,5s) = 5% Haste for 16s
Firecrackers (yellow rarity)
Increase blindness from 2s to 2,5s.
Medkits
Camping aid kit (brown) = removed
The rest of medkits are now 1 rarity lower.
Anti-haemorrhagic syringe goes from pink add-on to pink item.
Maps
-Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.
-Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.
-Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.
-Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.
-Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.
Keys
-Broken key = removed / Dull key = removed
-Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.
Review
Brown (35%): first aid kit, map and toolbox.
Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.
Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.
Purple (10%): skeleton key, utility flashlight and engineering toolbox.
Pink (5%): anti-haemorrhagic syringe.
TERROR RADIUS
No longer a cylinder, now is a sphere.
BLINDNESS STATUS EFFECT
Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.
KILLER ADDONS
Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.
Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.
KILLER POWERS
Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.
To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.
"Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.
_
Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.
Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. NurseCAN'T.
Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.
_
Hillbilly
"LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.
Michael Myers
Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.
Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Dredge
Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.
Leatherface
Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.
Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.
Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.
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Pig
"Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.
Idea
-Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.
Note = fits the whole Saw theme of the movies
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Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.
Ideas
-Can create powered totems from nothing, similar to hex: pentimento but chosing the location.
-Curse and trick survivors with new effects.
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Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.
Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.
Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.
5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.
Idea
-Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.
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Freddy
Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longergive immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.
Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.
Idea
-At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.
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Sadako
Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.
Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.
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Ghostface
Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.
Ideas
-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).
-Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.
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Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.
Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.
Ideas
-Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.
-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.
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Artist
Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.
Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.
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Twins
Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.
At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.
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Skull merchant
Haste goes from 3/5/6/7% to 2/4/6/8%.
Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.
Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.
Idea
Claw traps now only show survivors location on radar, no longer injures them.
1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer
Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.
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BLOODLUST
Remove Tiers II and III.
ADRESSING CAMPING AND TUNNELING
-After being unhooked, survivors can't bodyblock for 10s.
-Now the killer has the ability to mori the last survivor.
-If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.
BASEMENT AND KILLER SHACK
Remove basement from the game and change the stuff inside shack to make it less strong.
TOTEMS
At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.
Now totems can't spawn within 36m radius from another one.
GENERATORS
The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.
Now generators can't spawn within 30m radius from another one.
MAPS
Remove map offerings from the game.
The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.
Remove all the invisible walls in front of drops, in buildings with upper floors.
Macmillan estate
-Make the water tower an accesible structure to go over and have one more high place to drop from.
Coal tower: remove main building breakable walls.
Iron works of misery: remove the window and breakable wall on the upper floor.
Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.
Suffocation pit: remove the 2 big walls that divide the map in two zones.
Autoheaven wreckers
-Increase the lenght of the LT walls.
Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.
Azarov resting place: increase the wideness in the middle of the map.
Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Colwind farm
-Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(
-Increase the lenght of the LT walls.
-Reduce the length of the jungle gyms.
Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.
Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.
Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Crotus prenn asylum
-Reduce the length of the jungle gyms (1 pallet 1 window) version 1.
Father campbell chapel: remove all main building breakable walls.
Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).
Disturbed ward: remove the pallet at the front entrance of the asylum.
Haddonfield
-Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.
-Nerf the loops inside the houses.
Lery's institute
-Remove the god pallet next to the office and the god pallet on one of the map edges.
-Remove 4 random windows from the map and buff 2 weak pallets.
-Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)
Red forest
Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.
Springwood
-5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.
-Remove all the breakable walls on the map.
Gideon meat plant
-Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.
-Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.
Ormond
-Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.
-Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.
Hawkins
-Now the exit gates have 2 entrances instead of 1.
-Open completely all the sliding metal doors of the map.
-Remove one section of both staircases to lower the height of the upper floor.
-Remove from the corridors the 3 weakest pallets.
-Replace some of the blocked path ways with breakable walls.
Dead dawg saloon
-Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.
-Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.
Midwich elementary school
-Remove the breakable wall of the upper floor bathrooms.
Eyrie of crows
The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).
Garden of joy
-Improve the lighting on the main building.
-Reduce the size of the map by -15%.
-Increase the height of the jungle gyms far way from the main building.
-Reduce the orange bushes hitbox.
Shattered square
There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.
Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.
Toba landing
-Make it so is more close to night time.
-Reduce the amount of bushes by -20%.
-Change jungle gyms setups so they are the same as the ones in other maps.
Nostromo wreckage
-Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.
-Change jungle gyms setups so they are the same as the ones in other maps.
Racoon city
Windows and drops aren't featured in the drawings.
Lower floor
Traffic fences, police cars, trucks and ambulances can be on the street too.
Having all traps at the start might be problematic for specific playstyles, but at least he does not have to walk around the entire map anymore, I would have prefered if he could just reload them at lockers, and therefore being able to not walk back to specific traps to pick them up again. The Makeshift Wrap addon could be alright, I'm not entirely sure though, because if I remember correctly, there are some fancy plays it removes basically.
Nurse
I would have to do the math for it, but messing with blink distance and or cooldown could lead to nurse basically becoming slower than the survivor when holding w in a straight line, so I'm always a bit scared when people want to do that. The stun thing is a good idea, I would have however just made it so her blink attacks don't work with exposed because that was indeed too strong... Despite the limitations it puts on her.
Hillbilly
Lopro is in my mind a problematic addon becaus it creates loose loose situations. The reduction of cooldown and bump cooldown is a good idea, I would however further strenghten his basekit and removed overheat, since it serves no purpose. Besides that he basically needs a full addon overhaul, because he has like 4-5 addons that are worthwhile and everything else is utter trash or way too situational to be good.
Myers
I would not increase the stalk when doing a conspicious action as it can mess with how much you want to stalk to some degree, however together with the inability to accidentally go into the next tier it should be fine... I might remove it though for t1 to t2, becaue I don't think there is ever a situation where you would want to do that. I would not only make it 50% more but basically make the stalk be the same speed regardless of distance. It makes no sense to stalk faster when you are right in their face, you're not stalking them at that point... In addition he problem needs a full addon rework, not just the tombstone ones. I don't think the reduction in t3 terror radius is needed, however I'm not that against it, I just think it is kind of annoying if he has too small of a heartbeat and just oneshots you.
Xenomorph
I'm fine with the carrying speed reduction the rest is not so good, not being able to lunge is horrible and I don't see a reason to reduce the tunnel ms...
Dredge
I think the reduction in locker exit time is fine, the indicator for him staying inside a locker for longer time should stay though. I agree that the value of Nightfall is greatly reduced by that, but I think he should have some form of counterplay during this, the darkness basically making it almost impossible to see further than, 16 (?) m needs to have something for survivors do against it... They could make his ambient sound less loud though, because it is basically impossible for him to sneak up.
A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.
They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.
When the devs are balancing features, they don't have any idea of what are the real flaws.
With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.
New survivor perk ideas
Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.
You can also reinforce pallets and breakable walls by using a toolbox (6 charges).
Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.
Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.
Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.
Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.
Hurry: gain 15% Haste while being more than 40m away from the killer.
SURVIVOR ITEMS
Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground,being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.
When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.
Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.
Refined serums (green rarity)
Injection (stand still for 1,5s) = 5% Haste for 16s
Firecrackers (yellow rarity)
Increase blindness from 2s to 2,5s.
Medkits
Camping aid kit (brown) = removed
The rest of medkits are now 1 rarity lower.
Anti-haemorrhagic syringe goes from pink add-on to pink item.
Maps
-Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.
-Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.
-Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.
-Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.
-Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.
Keys
-Broken key = removed / Dull key = removed
-Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.
Review
Brown (35%): first aid kit, map and toolbox.
Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.
Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.
Purple (10%): skeleton key, utility flashlight and engineering toolbox.
Pink (5%): anti-haemorrhagic syringe.
TERROR RADIUS
No longer a cylinder, now is a sphere.
BLINDNESS STATUS EFFECT
Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.
KILLER ADDONS
Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.
Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.
KILLER POWERS
Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.
To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.
"Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.
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Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.
Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. NurseCAN'T.
Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.
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Hillbilly
"LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.
Michael Myers
Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.
Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Dredge
Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.
Leatherface
Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.
Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.
Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.
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Pig
"Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.
Idea
-Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.
Note = fits the whole Saw theme of the movies
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Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.
Ideas
-Can create powered totems from nothing, similar to hex: pentimento but chosing the location.
-Curse and trick survivors with new effects.
_
Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.
Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.
Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.
5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.
Idea
-Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.
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Freddy
Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longergive immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.
Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.
Idea
-At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.
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Sadako
Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.
Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.
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Ghostface
Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.
Ideas
-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).
-Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.
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Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.
Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.
Ideas
-Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.
-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.
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Artist
Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.
Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.
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Twins
Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.
At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.
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Skull merchant
Haste goes from 3/5/6/7% to 2/4/6/8%.
Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.
Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.
Idea
Claw traps now only show survivors location on radar, no longer injures them.
1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer
Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.
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BLOODLUST
Remove Tiers II and III.
ADRESSING CAMPING AND TUNNELING
-After being unhooked, survivors can't bodyblock for 10s.
-Now the killer has the ability to mori the last survivor.
-If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.
BASEMENT AND KILLER SHACK
Remove basement from the game and change the stuff inside shack to make it less strong.
TOTEMS
At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.
Now totems can't spawn within 36m radius from another one.
GENERATORS
The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.
Now generators can't spawn within 30m radius from another one.
MAPS
Remove map offerings from the game.
The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.
Remove all the invisible walls in front of drops, in buildings with upper floors.
Macmillan estate
-Make the water tower an accesible structure to go over and have one more high place to drop from.
Coal tower: remove main building breakable walls.
Iron works of misery: remove the window and breakable wall on the upper floor.
Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.
Suffocation pit: remove the 2 big walls that divide the map in two zones.
Autoheaven wreckers
-Increase the lenght of the LT walls.
Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.
Azarov resting place: increase the wideness in the middle of the map.
Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Colwind farm
-Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(
-Increase the lenght of the LT walls.
-Reduce the length of the jungle gyms.
Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.
Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.
Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Crotus prenn asylum
-Reduce the length of the jungle gyms (1 pallet 1 window) version 1.
Father campbell chapel: remove all main building breakable walls.
Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).
Disturbed ward: remove the pallet at the front entrance of the asylum.
Haddonfield
-Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.
-Nerf the loops inside the houses.
Lery's institute
-Remove the god pallet next to the office and the god pallet on one of the map edges.
-Remove 4 random windows from the map and buff 2 weak pallets.
-Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)
Red forest
Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.
Springwood
-5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.
-Remove all the breakable walls on the map.
Gideon meat plant
-Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.
-Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.
Ormond
-Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.
-Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.
Hawkins
-Now the exit gates have 2 entrances instead of 1.
-Open completely all the sliding metal doors of the map.
-Remove one section of both staircases to lower the height of the upper floor.
-Remove from the corridors the 3 weakest pallets.
-Replace some of the blocked path ways with breakable walls.
Dead dawg saloon
-Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.
-Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.
Midwich elementary school
-Remove the breakable wall of the upper floor bathrooms.
Eyrie of crows
The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).
Garden of joy
-Improve the lighting on the main building.
-Reduce the size of the map by -15%.
-Increase the height of the jungle gyms far way from the main building.
-Reduce the orange bushes hitbox.
Shattered square
There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.
Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.
Toba landing
-Make it so is more close to night time.
-Reduce the amount of bushes by -20%.
-Change jungle gyms setups so they are the same as the ones in other maps.
Nostromo wreckage
-Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.
-Change jungle gyms setups so they are the same as the ones in other maps.
Racoon city
Windows and drops aren't featured in the drawings.
Lower floor
Traffic fences, police cars, trucks and ambulances can be on the street too.
I don't think the tantrum duration is really an issue? What is however is the hitboxes on some maps. I guess the restriction on chainsaw usage is a good idea to effectively prevent camping with Bubba, as you are always able to trade.
Pinhead
I like the idea of rewarding hits from further away, however I don't like the impaling wire change, because if not breaking them with the environment, what else are they supposed to do? I also don't see how this helps in the nerf of chain hunt? Or are you just not naming a concrete fix for the issue?
Pig
I don't like the rule set no.2 basekit change, because the traps has slowdown whether you do it active or inactive, I don't think this change helps in any way. The ambush speed increase is alright, however I would also increase her crouch speed as it is way too slow to be usable effectively while traversing the map. I don't like the change to the boxes because it overcomplicates the whole thing for no reason.
Hag
Sure I guess, but that would be whole new killer, so why rework an existing one if you can create a new one and sell it...
Clown
Hitting the bottle directly like this is fairly easy because you can slow them down beforehand, which makes it a lot easier, and you don't get punished for throwing, but the survivors would get punished for trying to juke it by losing distance, I don't like those changes. However I agree that there should be something for players to show skill, I like the two throwing modes, but I don't know how many usefull or fancy plays this will enable, so there is probably something else.
Trickster
I don't know what this is supposed to do, because it just feels like you need to be more carefull with your knives currently, but less than with Huntress, and you still don't get much of a reward for dodging it, because entering and exiting the mode is so fast and what not... I don't know I find his entire concept a failure.
Freddy
I would want for Freddy to have a skill cap and not just put stuff on floor, even with this changes there is really not much depth to him. 8 seconds is also really long, you could probably make it there on most maps... He would basically be a better trap killer than trapper with this. I like the fake gen idea, I just wished there was more than that to it. 20% hindered for 10 seconds however is way too much. I just hope they give him a whole new power at some point.
Sadako
The addons are nice, I think it would increase her chase power by quite a bit. The other stuff is also quite nice, I just hope that there is something done about the forcing condemn by teleporting to the generator you are supposed to put your tape in... That stuff is quite annoying.
Ghostface
The 99% stalking is basically what makes Ghostface special from Myers, I don't think his stalk should decrease. Because his entire gameplay revolves around stalking several people and then going for someone else and finishing those first stalked guys later. I don't find the additional changes not necessary. They could however really do something about the whole getting revealed behind cover, as it is really annoying.
A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.
They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.
When the devs are balancing features, they don't have any idea of what are the real flaws.
With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.
New survivor perk ideas
Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.
You can also reinforce pallets and breakable walls by using a toolbox (6 charges).
Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.
Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.
Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.
Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.
Hurry: gain 15% Haste while being more than 40m away from the killer.
SURVIVOR ITEMS
Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground,being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.
When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.
Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.
Refined serums (green rarity)
Injection (stand still for 1,5s) = 5% Haste for 16s
Firecrackers (yellow rarity)
Increase blindness from 2s to 2,5s.
Medkits
Camping aid kit (brown) = removed
The rest of medkits are now 1 rarity lower.
Anti-haemorrhagic syringe goes from pink add-on to pink item.
Maps
-Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.
-Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.
-Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.
-Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.
-Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.
Keys
-Broken key = removed / Dull key = removed
-Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.
Review
Brown (35%): first aid kit, map and toolbox.
Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.
Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.
Purple (10%): skeleton key, utility flashlight and engineering toolbox.
Pink (5%): anti-haemorrhagic syringe.
TERROR RADIUS
No longer a cylinder, now is a sphere.
BLINDNESS STATUS EFFECT
Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.
KILLER ADDONS
Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.
Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.
KILLER POWERS
Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.
To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.
"Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.
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Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.
Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. NurseCAN'T.
Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.
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Hillbilly
"LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.
Michael Myers
Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.
Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Dredge
Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.
Leatherface
Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.
Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.
Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.
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Pig
"Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.
Idea
-Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.
Note = fits the whole Saw theme of the movies
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Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.
Ideas
-Can create powered totems from nothing, similar to hex: pentimento but chosing the location.
-Curse and trick survivors with new effects.
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Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.
Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.
Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.
5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.
Idea
-Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.
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Freddy
Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longergive immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.
Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.
Idea
-At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.
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Sadako
Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.
Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.
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Ghostface
Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.
Ideas
-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).
-Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.
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Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.
Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.
Ideas
-Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.
-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.
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Artist
Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.
Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.
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Twins
Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.
At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.
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Skull merchant
Haste goes from 3/5/6/7% to 2/4/6/8%.
Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.
Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.
Idea
Claw traps now only show survivors location on radar, no longer injures them.
1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer
Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.
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BLOODLUST
Remove Tiers II and III.
ADRESSING CAMPING AND TUNNELING
-After being unhooked, survivors can't bodyblock for 10s.
-Now the killer has the ability to mori the last survivor.
-If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.
BASEMENT AND KILLER SHACK
Remove basement from the game and change the stuff inside shack to make it less strong.
TOTEMS
At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.
Now totems can't spawn within 36m radius from another one.
GENERATORS
The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.
Now generators can't spawn within 30m radius from another one.
MAPS
Remove map offerings from the game.
The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.
Remove all the invisible walls in front of drops, in buildings with upper floors.
Macmillan estate
-Make the water tower an accesible structure to go over and have one more high place to drop from.
Coal tower: remove main building breakable walls.
Iron works of misery: remove the window and breakable wall on the upper floor.
Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.
Suffocation pit: remove the 2 big walls that divide the map in two zones.
Autoheaven wreckers
-Increase the lenght of the LT walls.
Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.
Azarov resting place: increase the wideness in the middle of the map.
Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Colwind farm
-Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(
-Increase the lenght of the LT walls.
-Reduce the length of the jungle gyms.
Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.
Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.
Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Crotus prenn asylum
-Reduce the length of the jungle gyms (1 pallet 1 window) version 1.
Father campbell chapel: remove all main building breakable walls.
Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).
Disturbed ward: remove the pallet at the front entrance of the asylum.
Haddonfield
-Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.
-Nerf the loops inside the houses.
Lery's institute
-Remove the god pallet next to the office and the god pallet on one of the map edges.
-Remove 4 random windows from the map and buff 2 weak pallets.
-Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)
Red forest
Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.
Springwood
-5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.
-Remove all the breakable walls on the map.
Gideon meat plant
-Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.
-Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.
Ormond
-Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.
-Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.
Hawkins
-Now the exit gates have 2 entrances instead of 1.
-Open completely all the sliding metal doors of the map.
-Remove one section of both staircases to lower the height of the upper floor.
-Remove from the corridors the 3 weakest pallets.
-Replace some of the blocked path ways with breakable walls.
Dead dawg saloon
-Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.
-Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.
Midwich elementary school
-Remove the breakable wall of the upper floor bathrooms.
Eyrie of crows
The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).
Garden of joy
-Improve the lighting on the main building.
-Reduce the size of the map by -15%.
-Increase the height of the jungle gyms far way from the main building.
-Reduce the orange bushes hitbox.
Shattered square
There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.
Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.
Toba landing
-Make it so is more close to night time.
-Reduce the amount of bushes by -20%.
-Change jungle gyms setups so they are the same as the ones in other maps.
Nostromo wreckage
-Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.
-Change jungle gyms setups so they are the same as the ones in other maps.
Racoon city
Windows and drops aren't featured in the drawings.
Lower floor
Traffic fences, police cars, trucks and ambulances can be on the street too.
The Zombie changes seem good, I would also like a way to destroy them without wasting a pallet, so maybe a longer fighting the zombie thing? The lingering hitbox is one of the things that make him somewhat good, as it allows for interesting hits, I don't like the cooldown as I think it is mostly unnecessary because you will need the time to catch up unless you will go for another person when it just wastes time. At least the boxes made it so the survivors wasted time on cleansing, this feels somewhat like a nerf even... The roar seems rather meh, and I would rather have something else done with his whip as well as a full rework of his addons, as they are basically all terrible.
Artist
I like the severed hands basekit but I cannot really say what the impact on the gameplay will be, because the double hit would sometimes take way longer with this changes, overall nerfing her. I don't know if the buff of lockers is evening that out.
Twins
The switching time seems nice. I think the cooldown being this short is a problem as you basically cannot kick him this way, counterplay against Victor is already almost non existant the kicking action being the major thing you can do if the Victor player messes up. I think the looking at Victor to destroy him is not even necessary, you should just always be able to recall him. No matter if he is idle or hanging on a survivor, I don't like the dying state thing, because if Charlotte is really close you might not be able to finish the action as you get disturbed by her and forced to vault something... I would however make his cooldown quite a bit longer when he gets kicked or crushed by the survivors to punish him for that... Like 15+ seconds at least.
Skull Merchant
This whole thing seems overcomplicated again while not doing anything about the problems the killer has.
Bloodlust
Removing those tiers seems like a good idea, if you reach bloodlust 2 or 3 you have messed up already and should not get a benefit for it.
Tunneling and Camping
Good idea, this way you can just run away and not worry about getting blocked and the killer is also not forced to tunnel because you ran in his way.
Mori changes are allright.
Removal of basement is a good idea, as it is only usefull for camping or against hardcore sabo squads, neither of which playstyles should exist.
I think Shack is an allright structure, it is only somewhat strong against basic m1 killers, as most killers with a chase power can outplay it.
Totems
I don't know if maps are big enough for the 36m radius to work effectively... But sure they should be somewhat apart from each other.
Generators
I don't think the 30m radius will help too much, as they could still work as a triangle being really close together. There is no reason to remove to pole just to make perks work... This is more a problem that comes with indoor maps, which is another reason why indoor maps are terrible... And some perks only exist to make this downsides less bad... However buffing those perks by making outdoor maps worse is not the way... At the same time most experienced survivors will know where gens spawn only newer ones will have trouble finding gens outdoors...
A whole bunch of perks are weak, useless or bad designed. Very old ones like "This is not happening" have been in the game since 2016 and still are garbage. A good part of those only need numeric buffs. I don't know how to make a videogame, but I certainly know that only changing numbers is easy stuff to program.
They only take a few perks and at the end only some of them become actually good. These balancing updates are so slow that is impossible to keep up with the new content and it wont never be an end to all this mess.
When the devs are balancing features, they don't have any idea of what are the real flaws.
With more than 200 perks, the game is starting to get overwhelming with the heavy amount of very similar perks just being copies of others, a lot of them are unnecesary and go unused. Seems that the devs are running out of ideas. There are a lot of fanmade perks that add new features, actions or secondary objectives in the survivor gameplay, making it more interesting, which is needed. Perks like diversion, repressed alliance, any means necessary, hyperfocus, blast mine, boons, deception, flashbang, for the people, red herring, deliverance, reassurance, chemical trap and wiretap.
New survivor perk ideas
Wall up: press X button while being in contact with a pallet or breakable wall to reinforce it, takes 12s (skillchecks) and makes noise. Increases pallet breaking time from 2,34s to 3s and breakable walls from 2,34s to 3,5s. Has a 90s cooldown.
You can also reinforce pallets and breakable walls by using a toolbox (6 charges).
Snare trap: press X button while being in contact with a pallet to trap it with a rope, takes 12s. When the killer passes through the pallet, this falls down stunning them for 1,5s. Has a 90s cooldown.
Fragile hook: press X button while being in contact with a hook to make a special sabotage, which takes 16s (skillchecks). 10s after a survivor is hooked, it breaks, freeing the survivor. Has a 120s cooldown.
Without fear: supresses the killer terror radius, but increases field of view by 10º and gives immunity to killer aura reading perks and the Exposed status effect.
Handyman: shows the aura of the remains of broken pallets on the map. Press X button to pick up a piece of wood (only one time on the same place), after collecting two pieces you can rebuild a new pallet, takes 12. It will break if stuns the killer.
Hurry: gain 15% Haste while being more than 40m away from the killer.
SURVIVOR ITEMS
Quality of life changes: survivors can see the aura of dropped items in a 8 meters radius. Now they drop items throwing them on the ground,being able to do it while running. When having a normal item and a limited one, survivors can choose which one to use.
When searching a chest, each item we get should be useful enough. Not the case with the broken key, dull key, worn-out tools and mechanic/engineer toolbox. Garbage compared to other items of the same rarity.
Firecrackers are one of the coolest items but you can only get them in events. Aswell with refined serums, very cool but only an addon and also only available in events. Both things need to be put as normal items (with addons), because makes survivor gameplay way more fun and ARE NOT OP.
Refined serums (green rarity)
Injection (stand still for 1,5s) = 5% Haste for 16s
Firecrackers (yellow rarity)
Increase blindness from 2s to 2,5s.
Medkits
Camping aid kit (brown) = removed
The rest of medkits are now 1 rarity lower.
Anti-haemorrhagic syringe goes from pink add-on to pink item.
Maps
-Map (brown): reveals the aura of gens, totems, hooks and chests in a 32m radius, while revealing exit gates in a 64m radius. Lasts 10 seconds.
-Toolbox (brown): 18 charges, increases repair speed by 60%. You can sabotage hooks.
-Alex toolbox (yellow): 18 charges, increases repair speed by 40% and hook sabotage speed by 20%.
-Commodius toolbox (green): 30 charges, increases repair speed by 40%. You can sabotage hooks.
-Engineering toolbox (purple): 24 charges, increases repair speed by 60% and hook sabotage speed by 20%.
Keys
-Broken key = removed / Dull key = removed
-Skeleton key (purple rarity): now can also be used to open chests instantly without consuming charges and you can carry it while having a limited or normal item in hand.
Review
Brown (35%): first aid kit, map and toolbox.
Yellow (30%): emergency aid kit, flashlight, firecracker and alex toolbox.
Green (20%): ranger med-kit, sport flashlight, refined serum and commodius toolbox.
Purple (10%): skeleton key, utility flashlight and engineering toolbox.
Pink (5%): anti-haemorrhagic syringe.
TERROR RADIUS
No longer a cylinder, now is a sphere.
BLINDNESS STATUS EFFECT
Now besides hiding auras, it also hides the HUD. This new effect only applies to survivors.
KILLER ADDONS
Some addons should always change the gameplay or the mechanics of the killer power in some unic way. But sadly killers are always given the same simple red addons with no interesting effects. The exposed, aura reveal and undetectable addons are the most uninspiring ones and that formula being repeat with every new killer is boring. With more creativity there is more variety of gameplay when playing as and agaisnt the killers. For not to say that Wraith and Legion have the same red addon, and still no reworks.
Also again more than 90 addons are still weak and bad since they were released (some should be put as basekit). Having no decent improvement in their respective killer powers, being not worth enough to run. Some even need full reworks to stop being so frustating or unfair.
KILLER POWERS
Trapper: the worst of his design is how unfair and frustating is the bear trap escape mechanic for both sides. Sometimes the survivor frees himself in 2s and escapes, other times they are trapped forever.
To get free survivors need to hold the button for 5s. Injured survivors who liberate themselves suffer deep wounds. Trapper can carry all his traps and starts the match with all 7 bear traps in hand.
"Makeshift wrap" is now base kit. Bear traps will stay open after having caught survivors if Trapper picks them up. Now survivors aura isn't revealed if they don't scream when trapped.
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Nurse: the nerf is absolutely one of BHVR most awful and lazy changes in the history of killer updates. Nurse is still a strong killer and this change only makes very skilled Nurses less overpowered. The amount of builds has been reduced, a lot of perks no longer playable.
Nurse CAN'T have the same treatment as Blight, Oni, Hillbilly and Wesker. Unlike her, they move at 4,6m/s, they are able to hit with basic attacks without using their power, they are not SHACKLED to their powers and they still can play in a normal way. NurseCAN'T.
Lunges after blinks are basic attacks again. Reduce the maximum blink range from 20m to 18m and of additional blinks from 12m to 10m. Reduce the travel speed of additional blinks from 13,3m/s to 12,5m/s. Now being stunned makes cooldowns freeze for the stun duration and increases the next blink recharge time from 3s to 4s.
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Hillbilly
"LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.
Michael Myers
Now Tier 1 slowly charges up and Michael is able to fully lunge his attacks. Reduce penalty for stalking from far away by 50%. If the survivors are doing a conspicuous action, the meter goes even faster. Reduce Evil within 3 terror radius from 32m to 24m.
Completely filling the meter doesn't automatically level up your power anymore. Press secondary ability button to progress Evil within from 1 to 2 and from 2 to 3. Rework the pink addons and "Tombstone piece".
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Dredge
Remove the background noise (screams) and the dark edges around survivors camera when being Nightfall, but Dredge no longer gets hightlighted in white. Remove the sound and visual effect when Dredge stays hidden and teleports into lockers. Reduce the locked lockers exit time from 3s to 2,5s.
Leatherface
Reduce his tantrum duration from 5s - 8s to 3s - 6s. Leatherface is no longer able to use the chainsaw within 12m from a hooked survivor.
Pinhead: the killer playstyle of messing with the box and abusing the chain hunt needs to be nerfed. It punishes too much new players and overall solo gameplay.
Increase gateway maximum placement distance from 16m to 20m. Now 1 extra chain will spawn, if you hit survivors with the possessed chain while the gateway is more than 12m away from Pinhead. "Impaling wire" is now base kit.
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Pig
"Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.
Idea
-Now if survivors find the key on the first searched box they have 2 options. Get rid off of the head trap and lose a healthstate (healthy > injured > deep wounds and haemorrhage) or give up the key and have a 100% succesful chance on the second box.
Note = fits the whole Saw theme of the movies
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Hag: her power has been used as an abusable camping strategy since released. She has so much potential for the fact she is a witch, with her dark magic, she could have other powers outside the current ones.
Ideas
-Can create powered totems from nothing, similar to hex: pentimento but chosing the location.
-Curse and trick survivors with new effects.
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Clown: his power was already designed for counter loops, the rework was redundant. The afterpiece tonic can be better and we need something so Clowns can express their skill.
Reduce pink gas clouds area by 15%, but "Fingerless parade gloves" is now base kit. When the bottles hit directly survivors, they get 7% extra Hindered. Reduce antidote activation delay from 2,5s to 2s and how much Haste survivors gain of the antidote from 10% to 5%.
Trickster: main event is by far the most boring designed ability. Doesn't complements Trickster power in any way it's just more knife spam. In open spaces or loops with no cover Trickster is too oppressive and in jungle gyms his power is useless. His character has a lot of potential.
5 knifes are needed to take away a health state. Reduce the time to enter Throw state from 0,35s to 0,15s and to exit from 1,25s to 0,6s, number of knifes from 44 to 30, fire rate from (3 every second to 1 every 0,75s). Survivors with Laceration suffer the Broken effect until their meter goes to zero. Remove Trickster's lullaby.
Idea
-Remove Main Event. Press X button to put on the ground a speaker, up to 2. They reproduce a 32m terror radius and if Trickster is within range, the terror radius turns into chase music.
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Freddy
Now Freddy has a 24m lullaby for awake survivors (he is visible within that range) and a 24m terror radius for asleep ones. Survivors can be awaken: by awake survivors (increasing penalty every time), with any of the 3 alarm clocks in the map (not the furthest, no longergive immunity for 30s), getting hooked and failing skillchecks. "Wool shirt" is now base kit.
Increase dream snares Hindered from 15% to 20% and placement distance from 2m to 12m, but now have a 8s cooldown. If they step on them when being far away from Freddy, they will scream and get stuck on them like quicksand for 8s.
Idea
-At the start of the match 2 extra gens spawn (Freddy can also teleport to these), he is able to switch real generators locations with the fake ones (cooldown). Awake/asleep survivors can see and interact with fake ones. When fake generators are 50% repaired, they explode, making survivors go into the dream world and suffer 20% Hindered for 10s.
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Sadako
Increase projection speed boost from 1,5s to 2s. "Old newspaper" and "Reiko watch" are now basekit.
Reduce global condemn of survivors from 0,75 to 0,5 and now they get +0,5 of extra condemn if Sadako teleports within 16m of them (with or without videotapes). Reduce amount of condemn stacks when hit by Sadako from 2 to 1. Now survivors have to go to the furthest TV and holding videotapes makes them get every 35s outside chase 1 condemn stack.
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Ghostface
Improve the revealing system. Increase the time it takes to reveal Ghostface when being behind him from 1,5s to 2s. After not being stalked for 30s, survivors meter will go down, staying at 50% if they were above half the stalk progress.
Ideas
-While being in Night shroud, Ghostface can now change the incomes of stalking survivors by pressing the secondary ability button again. In this new mode you can choose revealing for 10s without notifying survivors: (their item, addons and perks) or (their aura).
-Ghostface can hide in lockers, but he can't move his camera like Dredge. You can stalk survivors within 20m, but stopping makes the progress disappear. Ghostface can exit lockers fast and loudly or slow and silently.
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Nemesis: the supply cases do not give anything new or interesting and the zombies are unrelieable. Nemesis power is simple on the surface but going deeper gets unnecessary complicated, which hinders his addons.
Increase zombie speed from 1m/s to 2m/s and can vault windows (5s) and they no longer give speed boosts when contaminating survivors. Their respawn time when destroyed by pallets increases from 45s to 90s. Survivors can put them on the ground for 10s, they will be wiggling with the zombies for 4s while facing continuous skillchecks.
Ideas
-Remove the Tiers and supply cases. The tentacle can break pallets and Nemesis moves at 3,8m/s while holding it. Reduce tentacle strike hit time (lingering hitbox). After hitting survivors or breaking pallets, it goes on a 5s cooldown. Survivors now get rid off contamination when being hooked.
-Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie to his location. This cannot be performed near hooked survivors nor exit gates. Has a cooldown.
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Artist
Now each Dire crow has an independent 8s cooldown, they can also be aimed to go up and down (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. Lockers no longer dissipate swarms of crows. "Severed hands" is now basekit.
Reduce how long survivors can't be hit again by another Dire crow after a first one from 0,75 to 0,3s. Now the aura of swarming crows are revealed for 2s when survivors start the repelling action.
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Twins
Reduce the switching time (only from Victor to Charlotte) from 3s to 1,5s, the time Victor can be static in one place from 90s to 30s and the time he gets to recover after missing an attack without hitting an object from 3s to 1,5s.
At any time press X button while directly looking at Victor to destroy him, making him re-grow on Charlotte. Now if survivors holds Victor for more than 30s, they will go into the dying state (they can see the timer on their HUD). If Victor is within 16m from you when hooking a survivor, he gets automatically destroyed.
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Skull merchant
Haste goes from 3/5/6/7% to 2/4/6/8%.
Now holding the power button and releasing it makes the drone fly away (the longer it has been hold, the further will go) up to 16m or until it collides with a wall, then it goes into Stealth mode. Tapping the button makes the drone position itself normally. Stealth drones area of effect is only visible to the Skull merchant and you can turn them into scouting ones by using the radar.
Reduce drones hacking window time from 30s to 5s, increase mini-game buttons from 5 to 7. Interacting with a drone while survivors are disabling it, cancels the hack and gives them 1 stack of lock on. Stealth drones have a red aura while hacked ones are white.
Idea
Claw traps now only show survivors location on radar, no longer injures them.
1 stack = claw trap (45s), broken effect and 15% Hindered for 4s / additional lock on = resets claw trap timer
Stacks won't reset claw trap and exposed effect durations if their timers (45s and 30s) ran out.
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BLOODLUST
Remove Tiers II and III.
ADRESSING CAMPING AND TUNNELING
-After being unhooked, survivors can't bodyblock for 10s.
-Now the killer has the ability to mori the last survivor.
-If the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of killing by it's own hands all remaining survivors in the match. Remove all memento moris from the game.
BASEMENT AND KILLER SHACK
Remove basement from the game and change the stuff inside shack to make it less strong.
TOTEMS
At the start of the match, hex totems that spawn more than 56m away from the killer become blocked for 30s.
Now totems can't spawn within 36m radius from another one.
GENERATORS
The generators pole makes it very easy for survivors to find them. Visionary, deja vu, clairvoyance, detective hunch and the maps get their value reduced a lot in outdoor maps. The pole should only appear and light up when the gen is completed.
Now generators can't spawn within 30m radius from another one.
MAPS
Remove map offerings from the game.
The whole (god/unsafe) pallet thing is a ridiculously easy problem to fix. In Youtube I saw how some players got into the devs personal tester "Dead By Daylight unused,proto,test maps - YouTube" and went around it. With this I got into the conclusion that all the "single pallet loops" (not jungle gyms) in the maps should be between 8-14m to be balanced for both survivor and killer.
Remove all the invisible walls in front of drops, in buildings with upper floors.
Macmillan estate
-Make the water tower an accesible structure to go over and have one more high place to drop from.
Coal tower: remove main building breakable walls.
Iron works of misery: remove the window and breakable wall on the upper floor.
Groaning storehouse: make the map squared and make the staircase inside the main building accesible to have one more high place to drop from.
Suffocation pit: remove the 2 big walls that divide the map in two zones.
Autoheaven wreckers
-Increase the lenght of the LT walls.
Gas heaven: make it so players can go on top of the car piles and be able to drop from them. Remove the breakable wall at the front entrance of the shop.
Azarov resting place: increase the wideness in the middle of the map.
Wreckers yard: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Colwind farm
-Change the map lightning so it's just like Dead dawg saloon. The atmosphere of the map is warm, calm and beautiful, not unnerving or scary. :(
-Increase the lenght of the LT walls.
-Reduce the length of the jungle gyms.
Torment creek: increase the amount of wooden planks on the walls of the main building to obstruct vision and remove the breakable wall.
Fractured cowshed: put a staircase inside the main building, right where basement spawns so players can access the upper floor and have one more high place drop from.
Rotten fields: there is no unic main building, it has no self identity and doesn't feel special or different to play. Remove it from the game.
Crotus prenn asylum
-Reduce the length of the jungle gyms (1 pallet 1 window) version 1.
Father campbell chapel: remove all main building breakable walls.
Idea for future chapters: take away all the circus staff and save it for a big circus map. Replace it with a cemetery (fences, tombstones, graves and mausoleums).
Disturbed ward: remove the pallet at the front entrance of the asylum.
Haddonfield
-Put more taller automobiles along the street to obstruct vision (vans, a truck and a school bus) and make the two ends of the street safer (more traffic fences and concrete blocks). Put some windows vaults along the street.
-Nerf the loops inside the houses.
Lery's institute
-Remove the god pallet next to the office and the god pallet on one of the map edges.
-Remove 4 random windows from the map and buff 2 weak pallets.
-Reduce the amount of stuff on the hallways and rooms, like the guard posts near the torture room and some of the electric chairs inside. Also open up more and make wider the doors, openings and pathways (except the hallways on the edges of the map)
Red forest
Temple of purgation: open the 2 doors on the sides of the temple and all the ones inside the crypt under the temple. Increase the size of the map by 15%.
Springwood
-5 identical variations that between them the only thing that changes is the structures locations, making it too repetitive. Remove badham preschool IV and V.
-Remove all the breakable walls on the map.
Gideon meat plant
-Remove the god pallets on the lower floor and the god pallet which is in front of one of the exit gates. On the upper floor put 4 more windows and remove 3 pallets.
-Now all the gates which open once their respective gens are completed, are no longer closed. Remove all the breakable walls on the map.
Ormond
-Lower the map lighting, change it by making the sky clouded (like before the visual rework), the atmosphere was better back then.
-Put trees and rocks to obstruct vision in front of the back entrance of the ski shelter, past the stone wall. Also increase the amount, on the sides of the building and on the front entrance.
Hawkins
-Now the exit gates have 2 entrances instead of 1.
-Open completely all the sliding metal doors of the map.
-Remove one section of both staircases to lower the height of the upper floor.
-Remove from the corridors the 3 weakest pallets.
-Replace some of the blocked path ways with breakable walls.
Dead dawg saloon
-Remove on the upper floor of the saloon, the breakable wall next to the window in front of the staircase and the ones in the bedrooms. On the lower floor the one in the back which connects the outside with the poker room.
-Put debry (tall cactus and rock columns) right at the village entrance, on the empty corner.
Midwich elementary school
-Remove the breakable wall of the upper floor bathrooms.
Eyrie of crows
The map is too damn bright, lower the map lightning, change it so it was just like in the 5.4.0 PTB update (it was so much better).
Garden of joy
-Improve the lighting on the main building.
-Reduce the size of the map by -15%.
-Increase the height of the jungle gyms far way from the main building.
-Reduce the orange bushes hitbox.
Shattered square
There is 7 unic structures not counting main building and killer shack. Now all 7 will spawn instead of only 4 or 5, replacing all the jungle gyms locations.
Note = it makes Borgo even more immersive and different from other realms. Besides, the jungle gyms have weird and bad layouts.
Toba landing
-Make it so is more close to night time.
-Reduce the amount of bushes by -20%.
-Change jungle gyms setups so they are the same as the ones in other maps.
Nostromo wreckage
-Remove the 3 pallets in the Nostromo corridors, replace them with weak windows.
-Change jungle gyms setups so they are the same as the ones in other maps.
Racoon city
Windows and drops aren't featured in the drawings.
Lower floor
Traffic fences, police cars, trucks and ambulances can be on the street too.
Most sound alright, some aren't I will go over those which are problematic..
Wreckers yard is a solid map and way better than some trashy other ones there is no reason to remove it, just because you don't think it is unique enough, it could just have a main building added if you insist on it, instead of shack there could just be a building there.
The same goes for rotten fields, if you think it is missing a main building add one, don't remove the map, also the maps identity is a wide open field... A main building is not what makes a map unique.
I like the father campbell and circus map.
Temple has an alright size as it is, it does not need to become bigger again.
If you remove all the breakable walls in springwood the low fence window will become way stronger, I don't think this breakable wall should be destroyed, the other ones can be deleted though.
Gideon just needs less (safe) pallets and more windows to work with, as the map has basically 25 safe pallets...
Dead Dawg: Adding debris and other trash is never a good idea... Adding some tiles, for example a small cemetry, would be nice to have in an otherwise empty spot.
I cannot evaluate if RPD will be fine or not just from this drawing...
Overall some good ideas, some that are so so and some that are a bit too much in one direction or the other.
Apologies for the many posts, but apparently my answer was too long to be send in less messages :/
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Comments
Xenomorph
Reduce survivors Hindered while carrying turrets from 35% to 25% and Xenemorph movement speed inside tunnels from 18m/s to 16m/s. Xenomorph no longer can lunge his basic attacks while in Crawler mode.
Why would you absolutely gut Xeno like this..? Xeno already has a reputation for feeling fairly bad to play, what are these changes?
For the new perks:
Fragile hook seems way too strong...
Hurry seems busted, on certain maps, think about it on Midwich for example, I don't know how long the corridor is but it would create a literal infinite if the perk activated there...
The rest of them is somewhat okayish, in my mind not completely busted in towards one or the other side...
Items
I like the syringe being a seperate item. The item changes seem alright at first glance, unless I'm missing something.
Terror Radius
I don't understand what you mean by that? Are you reffering to the red light? Because the terror radius is a circle? So....??
Blindness hurting solos even more by hiding the hud, the thing that is there to bridge the gap between solo and swf is horrible.
To be continued...
Killer Changes
Trapper
Having all traps at the start might be problematic for specific playstyles, but at least he does not have to walk around the entire map anymore, I would have prefered if he could just reload them at lockers, and therefore being able to not walk back to specific traps to pick them up again. The Makeshift Wrap addon could be alright, I'm not entirely sure though, because if I remember correctly, there are some fancy plays it removes basically.
Nurse
I would have to do the math for it, but messing with blink distance and or cooldown could lead to nurse basically becoming slower than the survivor when holding w in a straight line, so I'm always a bit scared when people want to do that. The stun thing is a good idea, I would have however just made it so her blink attacks don't work with exposed because that was indeed too strong... Despite the limitations it puts on her.
Hillbilly
Lopro is in my mind a problematic addon becaus it creates loose loose situations. The reduction of cooldown and bump cooldown is a good idea, I would however further strenghten his basekit and removed overheat, since it serves no purpose. Besides that he basically needs a full addon overhaul, because he has like 4-5 addons that are worthwhile and everything else is utter trash or way too situational to be good.
Myers
I would not increase the stalk when doing a conspicious action as it can mess with how much you want to stalk to some degree, however together with the inability to accidentally go into the next tier it should be fine... I might remove it though for t1 to t2, becaue I don't think there is ever a situation where you would want to do that. I would not only make it 50% more but basically make the stalk be the same speed regardless of distance. It makes no sense to stalk faster when you are right in their face, you're not stalking them at that point... In addition he problem needs a full addon rework, not just the tombstone ones. I don't think the reduction in t3 terror radius is needed, however I'm not that against it, I just think it is kind of annoying if he has too small of a heartbeat and just oneshots you.
Xenomorph
I'm fine with the carrying speed reduction the rest is not so good, not being able to lunge is horrible and I don't see a reason to reduce the tunnel ms...
Dredge
I think the reduction in locker exit time is fine, the indicator for him staying inside a locker for longer time should stay though. I agree that the value of Nightfall is greatly reduced by that, but I think he should have some form of counterplay during this, the darkness basically making it almost impossible to see further than, 16 (?) m needs to have something for survivors do against it... They could make his ambient sound less loud though, because it is basically impossible for him to sneak up.
to be continued...
Leatherface
I don't think the tantrum duration is really an issue? What is however is the hitboxes on some maps. I guess the restriction on chainsaw usage is a good idea to effectively prevent camping with Bubba, as you are always able to trade.
Pinhead
I like the idea of rewarding hits from further away, however I don't like the impaling wire change, because if not breaking them with the environment, what else are they supposed to do? I also don't see how this helps in the nerf of chain hunt? Or are you just not naming a concrete fix for the issue?
Pig
I don't like the rule set no.2 basekit change, because the traps has slowdown whether you do it active or inactive, I don't think this change helps in any way. The ambush speed increase is alright, however I would also increase her crouch speed as it is way too slow to be usable effectively while traversing the map. I don't like the change to the boxes because it overcomplicates the whole thing for no reason.
Hag
Sure I guess, but that would be whole new killer, so why rework an existing one if you can create a new one and sell it...
Clown
Hitting the bottle directly like this is fairly easy because you can slow them down beforehand, which makes it a lot easier, and you don't get punished for throwing, but the survivors would get punished for trying to juke it by losing distance, I don't like those changes. However I agree that there should be something for players to show skill, I like the two throwing modes, but I don't know how many usefull or fancy plays this will enable, so there is probably something else.
Trickster
I don't know what this is supposed to do, because it just feels like you need to be more carefull with your knives currently, but less than with Huntress, and you still don't get much of a reward for dodging it, because entering and exiting the mode is so fast and what not... I don't know I find his entire concept a failure.
Freddy
I would want for Freddy to have a skill cap and not just put stuff on floor, even with this changes there is really not much depth to him. 8 seconds is also really long, you could probably make it there on most maps... He would basically be a better trap killer than trapper with this. I like the fake gen idea, I just wished there was more than that to it. 20% hindered for 10 seconds however is way too much. I just hope they give him a whole new power at some point.
Sadako
The addons are nice, I think it would increase her chase power by quite a bit. The other stuff is also quite nice, I just hope that there is something done about the forcing condemn by teleporting to the generator you are supposed to put your tape in... That stuff is quite annoying.
Ghostface
The 99% stalking is basically what makes Ghostface special from Myers, I don't think his stalk should decrease. Because his entire gameplay revolves around stalking several people and then going for someone else and finishing those first stalked guys later. I don't find the additional changes not necessary. They could however really do something about the whole getting revealed behind cover, as it is really annoying.
to be continued...
Nemesis
The Zombie changes seem good, I would also like a way to destroy them without wasting a pallet, so maybe a longer fighting the zombie thing? The lingering hitbox is one of the things that make him somewhat good, as it allows for interesting hits, I don't like the cooldown as I think it is mostly unnecessary because you will need the time to catch up unless you will go for another person when it just wastes time. At least the boxes made it so the survivors wasted time on cleansing, this feels somewhat like a nerf even... The roar seems rather meh, and I would rather have something else done with his whip as well as a full rework of his addons, as they are basically all terrible.
Artist
I like the severed hands basekit but I cannot really say what the impact on the gameplay will be, because the double hit would sometimes take way longer with this changes, overall nerfing her. I don't know if the buff of lockers is evening that out.
Twins
The switching time seems nice. I think the cooldown being this short is a problem as you basically cannot kick him this way, counterplay against Victor is already almost non existant the kicking action being the major thing you can do if the Victor player messes up. I think the looking at Victor to destroy him is not even necessary, you should just always be able to recall him. No matter if he is idle or hanging on a survivor, I don't like the dying state thing, because if Charlotte is really close you might not be able to finish the action as you get disturbed by her and forced to vault something... I would however make his cooldown quite a bit longer when he gets kicked or crushed by the survivors to punish him for that... Like 15+ seconds at least.
Skull Merchant
This whole thing seems overcomplicated again while not doing anything about the problems the killer has.
Bloodlust
Removing those tiers seems like a good idea, if you reach bloodlust 2 or 3 you have messed up already and should not get a benefit for it.
Tunneling and Camping
Good idea, this way you can just run away and not worry about getting blocked and the killer is also not forced to tunnel because you ran in his way.
Mori changes are allright.
Removal of basement is a good idea, as it is only usefull for camping or against hardcore sabo squads, neither of which playstyles should exist.
I think Shack is an allright structure, it is only somewhat strong against basic m1 killers, as most killers with a chase power can outplay it.
Totems
I don't know if maps are big enough for the 36m radius to work effectively... But sure they should be somewhat apart from each other.
Generators
I don't think the 30m radius will help too much, as they could still work as a triangle being really close together. There is no reason to remove to pole just to make perks work... This is more a problem that comes with indoor maps, which is another reason why indoor maps are terrible... And some perks only exist to make this downsides less bad... However buffing those perks by making outdoor maps worse is not the way... At the same time most experienced survivors will know where gens spawn only newer ones will have trouble finding gens outdoors...
to be continued...
Maps
Most sound alright, some aren't I will go over those which are problematic..
Wreckers yard is a solid map and way better than some trashy other ones there is no reason to remove it, just because you don't think it is unique enough, it could just have a main building added if you insist on it, instead of shack there could just be a building there.
The same goes for rotten fields, if you think it is missing a main building add one, don't remove the map, also the maps identity is a wide open field... A main building is not what makes a map unique.
I like the father campbell and circus map.
Temple has an alright size as it is, it does not need to become bigger again.
If you remove all the breakable walls in springwood the low fence window will become way stronger, I don't think this breakable wall should be destroyed, the other ones can be deleted though.
Gideon just needs less (safe) pallets and more windows to work with, as the map has basically 25 safe pallets...
Dead Dawg: Adding debris and other trash is never a good idea... Adding some tiles, for example a small cemetry, would be nice to have in an otherwise empty spot.
I cannot evaluate if RPD will be fine or not just from this drawing...
Overall some good ideas, some that are so so and some that are a bit too much in one direction or the other.
Apologies for the many posts, but apparently my answer was too long to be send in less messages :/