Improvements for DBD

Please focus on the ideas and concepts, the numbers can always be tweaked.

GENERATORS

The generators pole makes it very easy to find them. Makes some perks and map items almost useless in outdoor places. The pole needs to be shorten by half.

Gens can no longer spawn within 26m from each other, except in double floor maps. Totems no longer spawn within 12m from gens (prevents hexes from being easily found).

Objective rework

Brand new part now is a Limited item instead of a toolbox addon. Now 4 of the 7 gens on the map are Incomplete generators. Their repair time is 70s instead of 90s and regression speed -0,5c/s instead of -0,25c/s. When these gens reach 50%, they cannot continue to be repaired without a Brand new part. Incomplete generators can regress to 0% even with Brand new parts installed. The 3 normal gens cannot spawn consecutively from each other.

Brand new parts are found in Heavy locked chests. There's 4 on the map replacing the 3 chests (coin offerings still add normal ones). Unlocking Heavy locked chests takes 20s, skillchecks appear every 3 seconds. Great skillchecks grant +10% progress. Once the chest has been opened, you can rummage (8s) to obtain the survival item. Survivors can see the aura of dropped Brand new parts from anywhere on the map. To install them on gens, a minigame (up, down, left, right) of 10 steps needs to be completed, failing one causes the gen to explode.

Without chases, survivor gameplay is very boring. Gens and chests are very outdated. Chucky, Unknown and Freddy could interact with chests, giving their powers more depth. It would increase weak perks value and popularity: Plunderer's instinct, Pharmacy, Hoarder, Human greed, Dominance, Appraisal, Boon: ilumination, Clairvoyance, Detective hunch, Leader, This is not happening, etc. (some would need nerfs)

KILLERS

Now Pallet saves have a 0,15s window, but stun duration goes from 4s to 3,3s. After being stunned while carrying survivors, Blight, Spirit, Ghoul, Hillbilly, Wesker and Nurse can't use their powers for 6s. Remove Bloodlust Tier II and III.

Increase number of hooks on maps by 2. Hooking a different survivor from the last one hooked causes:

  • +5% damage to the next generator kicked.
  • +10% Haste for 15 seconds (starting a chase ends the Haste).
  • All survivors with less hooks and more than 50m away are revealed for 3s.
  • Blight, Spirit, Ghoul, Vecna, Hillbilly, Nurse and Dracula do not receive these effects.

When there are 2 gens remaining and the killer has 0 - 3 hooks and NO KILLS, all survivors that still haven't been hooked suffer the Exposed effect (they are notified) until they are downed or a survivor is killed. When the killer has hooked all 4 survivors and has a total of 8 hooks, it gains the ability of Moring all remaining survivors.

Killers match performance is no longer based on kills. Now the SBMM follows the emblem system: number of hooks, injuring people, ending chases, etc. Because kills DOESN'T EQUAL SKILL.

  • 0 - 2 hooks = Entity displeased
  • 3 - 4 hooks (at least 2 survivors) = Entity hungers
  • 5 - 6 hooks (at least 3 survivors) = Brutal killer
  • 7 - 8 hooks = Ruthless killer
  • > 8 hooks = Merciless killer = (gain extra points for every survivor moried with the previous new MORI feature)

SURVIVORS

Bonus for hiting great healing skillchecks from 3% to 5%. Survivors now have the option to show their perk loadouts to teammates in the lobby and during the match in the escape menu. Now the Blindness effect also hides the icons of teammates in survivors HUD (health state, killer power debuff and object interaction).

  • Unhooked survivors gain no collision for 15s.
  • If there are 3 survivors in SWF, the 3 suffer a -8% repair speed penalty. If there's 4, then it is -12%.
  • Now if a survivor disconnects when there are 5 gens remaining, the other three gain +10% repair and healing speed for the rest of the match.
  • When a survivor dies to a hook action before 4 total hook states, the remaining ones gain +15% repair and healing speed. Moring a survivor with Killer powers DOESN'T count.

Survivors match performance is no longer based on escaping the trials. Now the SBMM follows the emblem system: chases, doing objectives, altruistic actions, etc. Escaping through the gates DOESN'T EQUAL SKILL.

PERKS

A lot of perks are copies of others, weak and uncreative. Survivor gameplay needs special features or actions to be more fun and entertaining, specially outside chases. Perks like Diversion, Any means necessary, Hyperfocus, Blast mine, Boons, Flashbang, Chemical trap, etc…

Ideas

Wall up (90s cooldown): you can reinforce up-right pallets and breakable walls, takes 16s (skillchecks). Increases pallets and breakable walls kicking time by 25%.

Snare trap: repair 40% of a gen to activate it. You can trap an up right pallet with a rope, takes 16s (skillchecks). When the killer passes through the pallet, this falls down stunning them for 1,25s.

Hurry: gain 15% Haste while being more than 36m away from the killer.

Backpack: now you are able to hold 2 items (without addons), plus a third one if its Limited. Press ability button to switch between your first and second item.

Clues (40s cooldown): pointing the beam of a flashlight for 1s towards a gen, chest or totem reveals them with a white aura to all survivors for 40s. Pointing it towards broken pallets pieces reveals the killer aura to you for 6s.

Changes to existing perks

Bada boom: percentage to activate it from 20% to 40%. Now it stays permanently. Hindered from 50% to 25%.

Chemical trap: percentage to activate it from 20% to 40%. Now it stays permanently. Hindered from 50% to 40%.

Apocalyptic ingenuity (new version): searching broken pallet remains gives you 1 token. With 2 tokens you can build a fragile pallet (it only breaks when stunning the killer). Takes 16s (skillchecks).

ITEMS

Firecrackers and Refined serums are now normal items with addons that you can obtain from the bloodweb and chests at any moment.

Refined serum (blue rarity): after a 1,5s injection, gain 5% Haste for 16s.

Firecracker (brown rarity): reduce time to fire up by 25% and blind duration from 2s to 2,3s. Flashbangs saves stun duration from 4s to 3,3s. (these changes also apply to flashbangs)

Flashlights

Time required to blind from 1s to 0,9s, but killers gain immunity during the blind duration, meaning no chain blinds. Flashlights saves stun duration from 4s to 3,3s.

Purple flashlight: battery from 12s to 10s.

Fog vials

Fix the brightness problem with maps/realms lighting.

Artisan's fog vial (green): 2 uses (60s cooldown), 8m radius and lasts 8s.

Apprentice's fog vial (blue): 3 uses (60s cooldown), 8m radius and lasts 8s.

Vigo's fog vial (purple): 4 uses (60s cooldown). 8m radius and lasts 8s.

Medkits

All medkits go down one rarity.

Camping aid kit (removed)

First aid kit (brown): 24s self heal and +30% speed and efficiency when healing others.

Emergency medkit (green): 24s self heal and +45% speed and efficiency when healing others.

Ranger medkit (blue): 24s self heal and +60% speed and efficiency when healing others.

Styptic agent (removed)

Anti-haemorrhagic syringe (from add-on to item): stand still for 4s to inject it, after 16s gain one healthstate.

Toolboxes

Now they can reinforce pallets and breakable walls with 6 charges, takes 16s (skillchecks) and makes noise. Increases pallets and breakable walls kicking time by 25%.

Sabotage rework (6 charges): sabotage now takes 20s (skillchecks), stoping the interaction doesn't take away the progress. Now when a survivor is hooked on the sabotaged hook, after 30s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.

Note = now is a more healthy and strategic interaction that doesn't prevents killers from getting hooks.

Mechanic toolbox & Engineering toolbox (removed)

Worn-out tools (brown): 18 charges, increases repair speed by 30%.

Toolbox (green): 24 charges, increases repair speed by 30%.

Commodius toolbox (blue): 30 charges, increases repair speed by 30%.

Alex toolbox (purple): 24 charges, increases repair speed by 30% and sabotage speed by 30%.

Maps

Cryptic map (removed)

Scribbled map (green): 6 charges, consume 1 charge to reveal for 10s, pallets/vaults within 32m or gens and chests within 48m.

Annotated map (blue): 7 charges, consume 1 charge to reveal for 14s, pallets/vaults within 32m or gens, chests and the hatch within 48m.

Keys

Consume 1 charge to: unlock hatch, see teammates auras within range or increase chest unlocking by 75%.

Broken key (removed) 

Dull key (green): 5 charges, reveals teammates within 40m for 10s.

Skeleton key (blue): 6 charges, reveals teammates within 56m for 14s.

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Brown (40%): first aid kit, firecracker and worn-out tools.

Green (30%): emergency aid kit, flashlight, scribbled map, dull key, toolbox and artisan's fog vial.

Blue (20%): ranger med-kit, sport flashlight, refined serum, skeleton key, commodius toolbox, apprentice's fog vial and annotated map.

Purple (10%): utility flashlight, engineering toolbox, Vigo's fog vial and anti-haemorrhagic syringe.

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Trapper

Now to escape the traps, survivors have to hold the button for 6s. Injured survivors caught in bear traps suffer Deep wounds and 3% Hindered, it goes away once you fully mend. Disarm time from 3,5s to 4s. Trapper can carry and starts with 3 traps in hand, another 7 on the ground that spawn already set. The perk Calm spirit now prevents survivor aura and location from being revealed when trapped. Now survivors can use their items (can't get them back) to disarm the traps in 1,5s.

Now after 60s of being disarmed, traps reactivate by themselves with a sound cue that nearby survivors can hear. Rework his red and purple addons, their designs are horrible and miserable for survivors.

Michael Myers

Stalker mode: Undetectable and 4,2m/s speed. Stalk range from 30m to 40m. Stalking survivors within 8m makes the stalk meter fill up 33% slower. Stalking survivors doing conspicuous actions ignores this penalty. Time for stalk meter to start depleting from 20s to 40s.

The old stalk distance mechanic was healthy, it encouraged players to find good angles and be sneaky when approaching occupied survivors, while also preventing boring chases when Myers only wants to stalk.

Pursuer mode: 16m terror radius and 4,6m/s. +15% vaulting speed.

Evil incarnate: 60s duration, 32m terror radius and 4,6m/s. Slaughtering strike removed, now all survivors become exposed. Gain +30% basic attack lunge range and additional +15% speed to vaulting, kicking and stun recovery. You can Mori DOWNED survivors who are on their last hook.

If a killer power allows to mori survivors, it needs to be a reward for actually downing them, like Pyramid head and Sadako.

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Clown: he should require more skill and not be a brainless killer.

Antidote activation delay from 1,6s to 2s and Hindered lingering from 1,6s to 2s and bottle reloading from 2,5s to 3s. "Fingerless parade gloves" is now base kit. When the bottles directly hit survivors, they get an extra 5% Hindered. When holding a bottle, press the secondary ability button to change between 2 different throws: normal or with a 60º angle.

Xenomorph

Reduce the turrets fire noises by 50% (too loud). Hindered when carrying turrets from 35% to 25%. Now when being Undetectable the turrets only detect her up to 20m. Now survivors hear a distinctive sound when she is 4s from entering Crawler mode.

Crawler mode: cooldown from 35s to 30s, basic attacks range reduced by 50%.

Bipedal mode: turret flame damage from 1,5c/s to 5c/s.

New ability (Facehuggers): 4 ovomorphs spawn randomly in the map. While being inside the tunnels, press the secondary ability button while looking at a highlighted ovomorph to go dormant and gain control for 20s of a Facehugger that crawls out of it. Ovomorphs take 90s to create a new Facehugger.

You have a third point of view, you move at 5m/s and can pounce survivors (doesn't take away health states). Cannot destroy turrets. Facehugged survivors enter Stage 1, when going in Stage 2 it falls off and dies. Each Stage takes 60s (timer stops when being in the dying state or hooked). Survivors can stop the process, by getting rid off them with the help of teammates during Stage 1. They need to complete (up, down, left, right) mini-game with 20 steps.

  • Stage 1: Blindness effect (ends once the Facehugger dies).
  • Stage 2: nothing.
  • Stage 3: -10% repair/healing speed and survivor makes grunts of pain even when healthy.
  • Stage 4: if they are downed and on their last hook, the Xenomorph can perform a short Mori (Chestburster).

Dredge

Remove the background screams during Nightfall for everyone. Remove the dark edges around survivors camera in Nightfall, but Dredge no longer gets hightlighted. Reduce Dredge walking noise by 33%. Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible. Teleportation speed outside Nighfall from 19m/s to 22m/s and movement speed while holding power from 3,8m/s to 3,6m/s.

Nurse

Lunges after the first blink are considered basic attacks again, but not after the second one. Nurse can no longer see survivor auras when charging her blinks. After being stunned by any means, for 3s she can't use her power and the blinks don't recharge.

Pinhead

He no longer breaks chains attached to survivors with his body. Chains spawn cooldown during Chain hunt from 3s to 4s. Now if the possesed chain has travelled more than 6 meters, 1 extra chain will spawn when hiting survivors with it. Note = last change encourages sniper shots and rewards good aim

Houndmaster

Once the cooldowns of both commands end, the dog disappears and spawns right behind you (prevents the dog from getting stuck and other bugs). Dash cooldown from 3s to 4s and dog vault speed from 0,65 to 0,6s.

Once the dog reaches the place you pointed him with the search command, now you can make him perform a dash from that location, but only one. Speed when following the dog trail from 6m/s to 5,6m/s and dog detection area when it reaches the marked location from 5m to 8m. Now Hound sense lasts for 20s and makes survivors Exposed.

Kaneki

Grab attack can no longer be performed on healthy survivors, only injured ones, but they no longer receive a speed boost afterwards. Leap range from 14 to 18m. Sliding off elevations no longer cancels your power. Leap vault on pallets and windows outside Enrage mode from 1,5s to 1,4s.

Blight

(3 options, I'm undecisive) 1 - Movement speed from 4,6m/s to 4,5m/s.

2 - Rush speed from 9,2m/s to 8,8m/s and token recharge from 2s to 2,4s (5 tokens from 10s to 12s).

3 - Six visceral cankers/pustula plants spawn on the map. Harvest for 12s to get a Refined serum.

Lich

Flight cooldown from 20s to 25s. Mage hand now can only be used on downed pallets, they are lifted and blocked for 4s (survivors magic boots Haste from 7% to 4%). Skeletons flight height from 1,4m to 1m, flight speed from 9m/s to 7m/s and need to travel at least 1,5m to do damage.

The ability to block up-right pallets feels too cheap and easy to use, this change is a more interesting way to outplay survivors.

Sadako

Lullaby radius from 24m to 16m. Invisibility duration while Demanifested from 0,9s to 1s. Now survivors holding videotapes are immune to the condemn from TV's but gain 1 condemn stack every 35s outside chase.

Pig

Now the Pig only roars when the ambush dash charging meter is at 50%. Now when survivors find the key on their first jigsaw box, they have 2 options: remove the reverse bear trap at the cost of getting injured (Laceration and Haemhorrage if already injured) or give up the key and get a 100% chance in the next jigsaw box.

Springtrap

Now the button to access the door camera and the one to exit it is the same one (prevents survivors accidentally going through the doors).

Survivors embedded with the axe no longer suffer the Oblivious effect and the axe aura is no longer revealed to Springtrap (only Victor should do those things). Time for Springtrap to grab embedded survivors from 4,2s to 3,2s. Now you can throw the axe towards breakable walls to break them (doesn't work on pallets) or gens to start regressing them. Axe cooldown from 7s to 8s.

I want the axe to be more unic, so I traded a bit of it's lethality for more utility.

Twins

Time Victor can be static in one place from 90s to 45s, time to recover after missing a pounce without bumping into an object from 3s to 2,4s. Now pouncing on a survivor more than 8m away gives them 4% Hindered until they get Victor off them. Now holding your pounce for more than 2s slows down Victor considerably.

When Victor downs a survivor he holds onto them for 10s, puting Charlotte back in control (can't switch to Victor) and giving her 10% Haste for that duration, once it ends Victor reappears in Charlotte's body. Survivors need to kick Victor in order to heal the downed teammate.

Legion

Now the fatigue duration is tied to how much Feral frenzy you have left: 100% - 75% = 1,75s / 75% - 50% = 2s / 50% - 25% = 2,25s / 25% - 0% = 2,5s.

Feral frenzy no longer increases your terror radius by 8m and nor applies Deep wounds. Slashing healthy survivors injures them, slashing injured survivors puts them into Deep wounds and makes them vault pallets/windows 8% slower. After hitting a survivor, the feral slash to the second will give them 2% Hindered, the third survivor suffers 4% and the fourth 6% (instadown removed).

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Singularity: I want to encourage the use and placement of biopods, not the cannon. Reduce the noise of it's footsteps by 50%.

EMPs hack duration from 45s to 35s. Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game with 20 moves, failing one resets it and reveals the survivor briefly with killer instinct.

Now teleporting to survivors directly with the cannon will put you into Overclocked mode for only 5s, while doing it from a biopod will make it last 8s (was 5,7s). Teleporting directly with the cannon will remove the slipstream from the survivors back. Now the 75% action speed bonus from Overclocked mode also applies to kicking gens.

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Trickster: his power is spammable without really needing to aim and very opressive, even in tall loops. He needs to be a killer that requires good aim like Huntress and Deathslinger, meanwhile letting survivors have a chance to dodge his knives.

Remove his lullaby. Knives needed to take away health states from 8 to 6. Throw rate from 1 knive every 0,3s to 1 every 0,6s and now the speed while holding knives always stays 3,8m/s. Time to exit Throw state from 1,25s to 1s. Time for Laceration to start decaying from 15s to 30s. Main event duration from 6s to 4s.

Krasue

Human form: terror radius from 32m to 24m. Head to Human form transition from 2,2s to 1,5s. Basic attacks on Leeched survivors reduce the wiping animation by 25%. Remove Leeched 2. Leeched survivors are now revealed with killer instinct (3s) everytime Krasue goes into Head form outside a 24m radius. Remove all the mushrooms that spawn at the start of the match.

Head form: Intestinal whip can now injure uninfected survivors. Terror radius from 40m to 32m, movement speed from 4,8m/s to 4,4m/s, window vault from 1,67s to 1,4s, pallet vault from 1,9s to 1,6s and pallet stuns last 2,5s.

Freddy

You can no longer teleport to survivors healing downed teammates. Increase Freddy red stain brightness in the dream world.

Now Dream pallets work like this: you trap real pallets (takes 8s), awake survivors aren't affected by them nor can see them. Tap again the button to detonate the trap, survivors putting down the pallet cancels the explosion.

Ghostface

Downed/hooked survivors can no longer reveal him. Remove the lingering reveal when Ghostface hides from survivors view. Range within survivors can reveal Ghostface from 32m to 24m, but the white arrows showing their position no longer appear on the killer HUD.

While in Night shroud Ghostface can hide in lockers (unavailable near hooked survivors). You can stalk survivors within 20m. Exiting lockers makes a small noise within 6m.

Nemesis

Zombie speed from 1m/s to 2m/s, detection angle from 95º to 120º and audio detection range from 6m to 10m. Healthy survivors can put them on the ground for 12s by going in contact with them, they will wiggle with the zombie for 5s while facing continuous skillchecks (like the Lich monster chests). Zombie respawn time after being hit by a pallet from 45s to 90s.

Tentacle strike hitting time from 0,3s to 0,1s and speed while holding it in Tier 3 from 4m/s to 3,9m/s. Now Nemesis can press the secondary ability button while looking at a gen to call the nearest zombie within 40m of that gen to go towards it (you cannot pinpoint gens nearby hooked survivors).

Artist

Now Dire crows can be aimed in any direction (not only horizontally). Dire crows are no longer able to take away healthstates if survivors are not swarmed first. "Severed hands" is now basekit. Now it takes 4s to repel crows when hiding in lockers.

Reduce how long survivors can't be hit by multiple Dire crows from 0,75 to 0,5s. Cooldown after using 2 Dire crows from 9s to 8s and 3 from 12s to 10s. Now the time to repel increases the further the Dire crow has travelled: >16m = +1,5s / >32m = +2s / >48m = +2,5s / >56m = +3s

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Chucky: being able to scamper pallets outside a dash is what made Chucky unic and different from other killers.

Chucky no longer needs Slice and dice or Hidey-ho mode to scamper under pallets. Scamper under pallets takes 1,5s and has a 12s independent cooldown.

Skull merchant

Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m or collides with an obstacle. Now you gain Undetectable by staying inside a drone area for 2s (can't near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (25s), steps to hack from 5 to 8.

Survivors getting scanned are tagged with claw traps (45s) and makes the drone fly up, staying out of reach for 10s. Claw traps now only reveal survivors in the radar. Once the battery dies, do the same minigame to remove them (8 moves). Claw trapped survivors getting scanned are revealed by killer instinct and get Exposed for 20s.

Hacked drones (white aura)

Stealth mode (yellow): survivors inside the area of effect are revealed in your radar. Two laser beams that rotate 60º/s but the drone only shows two small lights. Scanning survivors puts them in Scouting mode.

Scouting mode (red): laser beams visible and rotation speed of 75º/s. Survivors inside are revealed in your radar. After 15s without scanning survivors they go back into Stealth mode.

Haste removed. Changing scan rotations puts the power in a 6s cooldown.

2 VS 8

Gen repair time from 70s to 80s. Remove the Momentum mechanic. Replace picking up survivors with stomping on them, now killers have to mori them when they are on their last cage (all killers Moris are sped up by 25%). If both killers are within 16m of each other, survivors will gain Endurance effect for 10s when hit. Now caged survivors will relocate if there is a killer nearby regardless if there are survivors close too.

Remove Lerry's institute and RPD maps.

Escapist: you can no longer activate the sprint burst manualy. Switch it's unlockable skill with the Medic class.

Guide: replace Blast mine with a better version of the perk Red herring or Potential energy.

Scout: pallet ability cooldown from 60s to 90s.

Killers

Blight: remove the Rush speed bonus.

Oni: remove Demon dash speed and turn rate bonuses.

Nurse: remove the lunge range bonus after blinks.

Wesker: remove the charge time and the cooldown of missed bounds reductions.

Dracula: remove the additional wolf pounce.

Spirit: remove Phase-walk speed bonus.

Ghostface: Night shroud speed bonus from 10% to 5% and recharge rate from +15% to +25%.

REALMS

Remove basement from all maps and the pallet inside shack.

In this video you can see devs personal tester "https://www.youtube.com/watch?v=WSv_XpHQwh8". I concluded the "filler pallets" in maps should be between 8-12m to be balanced for both sides.

Make the locker placement and number around maps more uniform and consistent, stop with the "twin lockers" spawns cause its terrible. Remove Wrecked yard and Rotten fields, they don't have a unic landmark/main building, no self identity and don't feel different to play. Remove the invisible walls located in front of drops in the upper floors of buildings (if you know, you know). Replace all double pallet loops with normal ones.

Macmillan estate: make the water tower an accesible structure with a loop.

Autoheaven wreckers: increase the lenght of the LT walls and the height of jungle gyms. Make Azarov resting place more square.

Colwind farm: replace all the weak/unsafe jungle gyms and increase the lenght of the LT walls. Put a staircase inside the barn of Fractured Cowshed, right where basement spawns to access the upper floor.

Haddonfield: put taller automobiles along the street to obstruct vision (vans, another truck and a school bus). Make the outskirts and the two ends of the street safer.

Lery's institute: remove the god pallet in the office and the one in the outer halls.

Temple of purgation: put some windows and buff the pallets in the crypt under the temple, so it stops being a dead zone. Also create a third entrance with stairs outside the temple.

Springwood: remove badham preschool IV and V and remove some of the breakable walls.

Gideon meat plant: remove the god pallets on the lower floor. Remove some pallets on the upper floor and some vaults. Now all the closed metal gates are open.

Sanctum of wrath: make the map more square.

Mont resort: make the sky cloudy and lower the lighting.

Hawkins: open completely all the sliding metal doors and remove one section of both staircases to lower the height of the upper floor.

Dead dawg saloon: remove the saloon infamous breakable wall next to the window in front of the staircase and the one next to the window next to the piano. Put some loops right at the village entrance, so it stops being a dead zone.

Silent hill: remove the god pallet. Revert all the changes from the last iteration except the obstacles in the corridors and the breakable walls removal of the bathrooms.

Garden of joy: improve the lighting on the main building, remove the god window and increase the height of some of the jungle gyms (killers can't mindgame).

Greenville square: make it more square, replace all the weak/unsafe jungle gyms variations with normal ones.

Tova landing: replace all the weak/unsafe jungle gyms variations with normal ones.

Nostromo wreckage: replace all the weak/unsafe jungle gyms variations with normal ones.

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