My list of DBD changes part 1
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.
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. Repair time of 70s instead of 90s and regression speed -0,6c/s instead of -0,25c/s. When these gens reach 50%, they can no longer be repaired, to continue, survivors need a Brand new part.
Now there's 4 Heavy locked chests on the map (revealed to killers all the time and to survivors within 4m). replacing the 3 normal chests (coin offerings still add normal chests). Unlocking Heavy locked chests takes 20s, very hard skillchecks appear every 3 seconds, they grant +15% progress, failing doesn't alert the killer nor loses progress. Once the chest is open, you can rummage (8s) to get a normal item. Survivors can see the aura of dropped Brand new parts from anywhere on the map.
To install Brand new parts, survivors need to complete minigame (up, down, left, right) 15 moves. Failing one causes the gen to explode. Incomplete generators can still regress to 0% even if they are more than 50% repaired.
Killers like Chucky and Freddy could interact with them. It would increase the value and popularity of maps, keys and weak perks. It gives the chance to make new unic perks.
KILLERS
Remove Bloodlust Tier II and III. Now Pallet saves have a 0,1s window, stun duration from 4s to 3s. After being stunned while carrying survivors, Blight, Spirit, Ghoul, Lich, Vecna, Hillbilly, Wesker and Nurse can't use their powers for 6s.
Increase hooks number on maps by 3. Hooking a different survivor from the last one hooked causes:
- +5% damage to the next generator kicked.
- +10% Haste for 10 seconds (starting a chase ends the Haste).
- All survivors with less hooks and more than 50m away are revealed for 3s.
- Additionally, hooking a survivor for the first time gives = +5% gen damage and +5% Haste.
Blight, Spirit, Ghoul, Lich, 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 (notified) until they are downed or a survivor is killed. When all 4 survivors have been hooked and the killer has 8 hooks total, they can Mori survivors in their last hook.
Now killers match performance takes more into account the number of hooks than kills. Gain extra points towards piping for hooking all 4 survivors once.
- 0 - 3 hooks = Entity displeased = -1 pip
- 3 - 4 hooks (at least 2 survivors) = Entity hungers
- 5 - 6 hooks (at least 3 survivors) = Brutal killer = +1 pip guaranteed
- 6 - 7 hooks (at least 4 survivors) = Ruthless killer
- 8 or more hooks = Merciless killer = +2 pips guaranteed
SURVIVORS
Luck now also increases odds of getting higher rarity items from chests and great/good skillchecks success zones. Cleansing Dull totems now gives +10% luck. Now Laceration and Haemhorrage last until survivors fully heal. Now the Blindness effect also hides the icons of teammates in survivors HUD (health state, killer power debuff and object interaction).
- If there are 3 or 4 survivors in SWF, those suffer a -10% repair and healing speed penalty.
- If a survivor disconnects when there are 5 or 4 gens remaining, the other three gain permanent +15% repair and +25% healing speed.
- When a survivor dies to a hook action before 5 total hook states, the remaining ones gain permanent +15% repair and +25% healing speed. Moring a survivor with Killer powers DOESN'T count.
PERKS
New perks need to be more creative and unic to make survivor gameplay more fun and interactive, specially outside chases. Perks like Diversion, Any means necessary, Hyperfocus, Blast mine, Boons, Flashbang, Chemical trap, etc…
Ideas
Wall up: you can reinforce up-right pallets and breakable walls, takes 16s (skillchecks). Increases pallets and breakable walls kicking time by 20%. 90s cooldown
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 carry 2 items, plus a third one if its Limited. Cannot start the match with 2 items. Press ability button to switch between them.
Clues: pointing the beam of a flashlight for 1s towards a gen, chest or totem reveals their aura to all survivors for 30s. Pointing it towards broken pallets pieces reveals the killer aura for 5s. 40s cooldown
Agility: you slow vault windows, pallets and lockers 20% faster.
Rusty can: while crouching, you can throw a can rolling on the ground, leaving an 8m trail of scratchmarks in the direction you were looking.
Spikes: when you fast-vault or medium-vault a window, this blocks for 5s, unabling the killer to vault. 60s cooldown
Hearbeat: alerts you when you are being revealed with killer instinct. Reduces the duration and beating rate by 50%.
Super boon: increases radius by 8m, blessing speed by 33% and when the killer kicks it, they are Hindered for a short duration.
Stamina: you run at 4,4m/s (10% Haste), when running you deplete a meter and walking fills it back up. When depleted, you run at 3,4m/s (15% Hindered). Similar to the stamina bar of the Black banquet event.
ITEMS
Now items dropped under hooks by sacrified survivors or left in chests are revealed to all survivors on the map. Firecrackers and Refined serums are now normal items with addons that you can obtain from the bloodweb and chests.
Refined serum (blue rarity): after a 2s injection, gain 5% Haste for 16s.
New offering idea: two putrid serum plants spawn on the map, which can be harvested by each survivor once (16s with skillchecks) to gain a Refined serum. Killers get two uses for each one, they gain a charge to perform a long Blight rush, similar to the Halloween event addon.
Firecracker (brown rarity) and flashbang: reduce time to fire up by 25% and blind duration from 2s to 2,4s. Stun duration from 4s to 3s.
Flashlights
Blinding time from 1s to 0,9s, but killers gain immunity if they are already blinded, meaning no chain blinds. Flashlight saves window from 0,4s to 0,3s. Stun duration from 4s to 3s.
Purple flashlight: battery from 12s to 10s.
Fog vials
Now survivors inside gain the Elusive effect and lasts for 2s once outside. Killers inside have a 4m vision range.
Medkits
All medkits go down one rarity. All have +30% altruistic speed.
Camping aid kit (removed)
First aid kit (brown): 24 charges, +30% altruistic efficiency.
Emergency medkit (green): 24 charges, +40% altruistic efficiency and +20% skillchecks great zones.
Ranger medkit (blue): 24 charges, +50% altruistic efficiency and +30% great zones.
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 20%.
Now they can rebuild broken pallets with 18 charges, takes 16s (skillchecks). Fragile pallets only break if they stun the killer.
Sabotage rework (9 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 40s this one breaks on itself, freeing the survivor. Hook rebuilds after 30s.
Now is a more healthy and strategic interaction that doesn't prevents killers from getting hooks.
Worn-out tools, Mechanic toolbox & Engineering toolbox (removed)
Toolbox (green): 18 charges, increases repair speed by 25%.
Commodius toolbox (blue): 24 charges, increases repair and reinforce speed by 25%.
Alex toolbox (purple): 24 charges, increases repair and sabotage speed by 25%.
Maps
Consume 1 charge to reveal: pallets/vaults or gens/chests.
Cryptic map (removed)
Scribbled map (green): 6 charges.
Annotated map (blue): 7 charges, can reveal hatch.
Keys
Now you can carry a key and another item.
Broken key (removed)
Dull key (green): 5 charges.
Skeleton key (blue): 6 charges.
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Brown (40% chance to appear): first aid kit, firecracker and artisan's fog vial.
Green (30%): emergency aid kit, flashlight, scribbled map, dull key, toolbox and apprentice's fog vial.
Blue (20%): ranger med-kit, sport flashlight, refined serum, skeleton key, commodius toolbox, annotated map and Vigo's fog vial.
Purple (10%): utility flashlight, Alex toolbox and anti-haemorrhagic syringe.
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