My list of DBD changes part 2
Now when Demogorgon, Victor, Nemesis, Dracula, Wesker, Springtrap, Vecna (Henry), Unknown and Wesker are holding/charging their range attack for more than 3s, their respective walking speed slows down by 25% and their power cancel duration increases by 25%.
Remove from all maps the invisible walls in front of drops.
Huntress
Now moves at 4,6m/s when she is out of hatchets.
Demogorgon
Shred turn rate from 55º to 20º. Portals sealing time by one survivor from 12s to 13s and by three from 8s to 7s. Now survivors can only see the aura of portals when a teammate is sealing them and reduce the range from map wide to 32m.
Clown
Antidote activation delay 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.
Dracula
Hellfire range from 8m to 10m, but charge time from 0,9s to 1,1s and speed from 3,8m/s to 3,7m/s. Hellfire can no longer go through obstacles higher than 1,5m. Scent orbs no longer give Haste.
Doctor
Hallucinations of fake doctors last 10s longer and now half of them appear with a red stain and 16m terror radius.
Jason
Now the spear can pierce on gens to start regressing them, survivors need to pull it out (5s) to repair them. Remove the 4% Haste when exiting the fog. Remove the aura of the spear embedded in survivors and the 10% Hinder when taking it off.
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 50%. Make the locker placement and number around maps more uniform and consistent, remove the "twin lockers" spawns.
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 a pallet, for 2s 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.
Encourages long shots and rewards good aim.
Kaneki
Grab attack can no longer be performed on healthy survivors, only injured ones, but they no longer gain a speed boost afterwards. Leap range from 14 to 18m. Sliding off elevations no longer cancels your power. Survivors are no longer able to phase through Kaneki after vaulting pallets/windows.
Lich
Mage hand now can only be used on downed pallets, they are lifted and blocked for 3s (survivors magic boots Haste from 7% to 4%). Skeletons flight speed from 9m/s to 6m/s and need to travel at least 1,5m to do damage, but now they can be aimed up and down (not only horizontally).
Sadako
Increase invisibility duration while demanifested and after manifesting by 10%. Now survivors holding videotapes are immune to the condemn from TV's but gain 1 condemn stack every 35s outside Sadako's lullaby 24m radius.
Trickster
4,6m/s movement speed and remove his 40m lullaby. You require 5 knives to take a health state. Throw rate from 1 knive every 0,3s to 1 every 0,7s. Hiting survivors more than 25m away gives one extra stack of Laceration. Now each stack of Laceration takes 15s to decay. Main event duration from 6s to 4s.
He needs to require good aim like other ranged killers and give survivors a chance to dodge his knives.
Chucky
Chucky no longer needs Slice and dice or Hidey-ho to scamper under pallets. Scamper under pallets takes 1,5s and has a 12s independent cooldown. Now to damage with Slice and dice, Chucky needs to start the animation of swinging the knife down. Now Chucky can hide in chests, exiting them makes a noise within 5m.
Being able to scamper pallets outside a dash is what made Chucky different from other killers and the chest feature makes him more unique.
Legion
Now the fatigue duration is tied to how much Feral frenzy you have left: 100% - 75% = 1,8s / 75% - 50% = 2s / 50% - 25% = 2,2s / 25% - 0% = 2,4s.
Slashing healthy survivors only injures them, slashing injured survivors puts them into Deep wounds and gives them 4% Hindered until they fully heal. Each connected feral hit replenishes the power meter by 25%. 5 hit instadown removed.
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. Pig no longer sees jigsaw boxes auras.
Hag
Can no longer place traps within 16m of hooked survivors. The drawings are now camouflaged, the lines color change depending on the map. She has 3 different traps, all of them can be erased/wiped or cleansed. Hag can remove and get them back by looking at them.
- Teleport (15s cooldown): 40m range.
- Clone: triggered by running or walking and has no collision. Jumpscare that locks your camera for 3s on the phantom hag and triggers chase music for 10s (like Doctor Madness 3). The clone has a 24m terror radius and stays for 10s.
- Curse: place a personal hex totem with a 32m radius anywhere on the map except within 8m of the edges, near hooked survivors, etc. Can only have one active and has a 60s cooldown after being cleansed.
The hex could be random or chosen effects: Haste, action speed bonus. Could also give new effects or penalties.
Springtrap
Now the button to access the door camera and the one to exit it is the same one (prevents survivors accidentally going inside). If Springtrap is behind cover, the camera reveal goes 25% slower.
The axe no longer makes survivors Oblivious (Victor makes sense but an axe doesn't). Axe grab on embedded survivors from 4,2s to 3s, but you need to basic attack to trigger it. Now the axe destroys breakable walls, lockers and hiting pallets increases kicking speed by 30%. Axe area of effect from 2m to 4m and survivors can no longer see it. Now when the axe has been thrown higher than 6m, upon impact, survivors within 2m get 25% Hindered for 2s. The axe always has an 8s cooldown.
If there was ever a chance, completely replace the axe with a new ability.
Three additional animatronics spawn dormant on the map: Chica, Foxy and Bonnie. When dormant they have a radius that if survivors enter and there is line of sight between them, they go wild (loud robotic noises) making a noise notification and start chasing them at 5m/s for 5s. Blinding or stunning them ends early their pursuit. The alert triggers by running within 16m or walking within 8m (crouching doesn't).
Springtrap can see through their eyes by pressing the ability button while looking at them and go dormant himself. While spying through the animatronics, you can take control of them. You can spy and switch controls to the others or back to Springtrap and so on. When active they can too be revealed by the cameras. Switching has a 10s cooldown.
All the animatronics can basic attack, kick, vault, hook, etc.
- Springtrap: 4,6m/s and 16m terror radius. Can use security doors.
- Foxy: 4,2m/s and 8m terror radius. Has a 2s Hillbilly dash that damages one health state. Can hide inside security doors and lockers to start the dash fom there.
- Bonnie: 4,6m/s and 24m terror radius. Cannot use security doors but has a shriek that deafens and incapacitates survivors within his terror radius for 10s.
- Chica: 4,6m/s and 16m terror radius. Cannot use security doors and the basic attack instead of injuring, grabs the survivor holding them for 8s.
Freddy can be a legendary skin for Springtrap.
Xenomorph
Reduce the turrets beeping and fire noises by 50% (too loud). Hindered when carrying turrets from 35% to 25% and now they cannot be put within 5m from each other. Now when being Undetectable the turrets only detect her up to 16m. Now survivors hear the sound cue of Crawler mode 2s earlier.
Crawler mode: cooldown from 35s to 30s, basic attack range reduced by 66%.
Bipedal mode: turret flame damage from 1,5c/s to 6c/s.
New ability (Facehuggers): 5 ovomorphs spawn in the map. While being inside the tunnels, press the secondary ability button while looking at an ovomorph to go dormant and gain control for 20s of a Facehugger that crawls out of it. Ovomorphs take 120s to create a new Facehugger.
You have a third point of view, you move at 5m/s, can pounce survivors (doesn't do damage), but 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 downed or hooked). Survivors can stop the process, by getting rid off them with the help of teammates. 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 special Mori (Chestburster).
Trapper
Now to escape the traps, survivors have to hold the button for 6s. Injured survivors caught in bear traps suffer Deep wounds and 4% Hindered, goes away by mending. Trapper starts with 4 traps in hand, another 6 on the ground that spawn already set. Now Trapper can toss bear traps on the ground that set up by themselves after 15s, these do not injure but escaping requires 10s (4s with teammates).
Now in maps with very little or no vegetation, bear traps are half sunk into the ground and have only visible their jaws. Now after 60s of being disarmed, traps reactivate by themselves (8m radius sound cue). Trapper can remove and get them back by looking at them.
Michael Myers
Stalker mode: stalk range from 30m to 50m. Stalking survivors within 10m fills the meter much slower. Stalking survivors doing conspicuous actions ignores this penalty. Time for stalk meter to start depleting from 20s to 40s.
It encourages to find good angles and be sneaky, while also discouraging to not stalk all the time in chases.
Evil incarnate: 60s duration and gain an additional +15% speed to vaulting, kicking and stun recovery. All survivors are exposed. Slaughtering strike no longer breaks pallets and needs to be charged at least 33% to be released. You can Mori DOWNED survivors 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.
Twins
Time Victor can be static in one place from 90s to 45s, missed pounce cooldown from 3s to 2s and cooldown after bumping into an object from 3s to 2,5s. Now distance travelled affects the pounce:
- 0m - 1,5m = no injury but 15% Hindered
- 1,5m - 4m = injury
- 4m - 8m = injury and 4% Hindered
- >8m = instadown
Hindered remains until Victor is crushed. Now when charging Pounce you have a 1,5m visible radius. Everything else (Broken, Oblivious and Incapacitation) stays the same.
When Victor downs a survivor he holds onto them for 10s, puting Charlotte back in control (can't switch to Victor), after 10s Victor reappears in Charlotte's body. Survivors need to kick Victor to heal the downed teammate.
Slugging is reduced and Victor is encouraged and rewarded for long pounces.
Singularity
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.
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 7s (was 5,7s). Teleporting directly with the cannon two times consecutively will remove the slipstream from the survivors back. Now the speed bonus from Overclocked mode also applies to kicking gens.
I want to encourage the use and placement of biopods, not the cannon.
Krasue
Human form: terror radius from 32m to 24m. Head to Human form transition from 2,2s to 1,5s. 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. Remove the auto aim of the splash after the vomit hits a surface.
Head form: hits to fully infect survivors from 3 to 2. Movement speed from 4,8m/s to 4,6m/s, window vaulting from 1,67s to 1,3s, pallet vaulting from 1,9s to 1,5s.
Freddy
You can no longer teleport to survivors healing downed teammates. Dream snares range from 18m to 22m. Asleep survivors hit between 22m - 14m suffer 15% Hindered, 14m - 6m = 12% and 6m - 0m = 8%.
Now Dream pallets work like this: you trap real upright pallets (takes 10s), awake survivors cannot be injured 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 survivors lose line of sight with Ghostface. Range within survivors can reveal Ghostface from 32m to 24m. Exposed duration from 60s to 45s. Now survivors stalk meter above 50% will go down to 50% if they haven't been stalked for 25s.
Now in Night shroud Ghostface has 2 new abilities:
- Now survivors have phones. Press the secondary ability button to make the Entity call all survivors for 20s, then goes on a 25s cooldown. During a phone call, survivors suffer from Blindness and repair skillchecks warnings are supressed. Survivors being Exposed during a phone call aren't notified and if they are downed it recharges the Phone call and prevents Night shroud from deactivating. If during those 20s a survivor reveals Ghostface, all calls end and their stalk meter goes back to zero.
- Can hide in lockers (unavailable near hooked survivors) and can stalk survivors within 24m (140º camera turn) and Exposing while inside makes it lasts 15s more. You can use Phone call inside them. Exiting lockers makes noise within 8m.
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, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Lich monster chests). Zombie respawn time from pallet stuns from 45s to 90s.
New ability (Tyrant roar): looking at a gen, press the ability button to comand the nearest zombie towards it. Zombie speed goes from 2m/s to 3m/s until it reaches the gen.
New ability (Rocket launcher): unlocks when reaching Tier 4 (15 contamination points), cannot use your other abilities but you get 2 missiles. You witch between the rocket and tentacle with a short slowdown. You move at 2,5m/s while aiming the rocket and projects a laser visible to survivors. 2,5m explosion radius that downs survivors, breaks walls/pallets and regresses gens by 20%. Once used you return to Tier 3 to level up again.
Tentacle strike hit time from 0,3s to 0,1s, meaning it can no longer be "dragged". Now Tier 2 increases the range by 1m, while Tier 3 (level points from 15 to 10) allows to break walls/pallets.
Artist
Now Dire crows can be aimed up and down (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: 0 - 16m = 8s / 16 - 24m = 9s / 24 - 48m = 10s / 48 - 120m = 12s
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 touches an obstacle. Recalling drones gives Undetectable for 8s. Changing laser scans rotation has a 3s cooldown.
Getting scanned give survivors Claw traps (40s), hacking drones (20s), moves to hack from 5 to 10. Claw traps now only reveal survivors in the radar. Once the battery dies, do the same minigame to remove them (10 moves). Claw trapped survivors scanned are revealed with killer instinct and Exposed for 20s.
Stealth mode (yellow aura): survivors inside the area of effect are revealed in your radar. 2 hidden laser beams that rotate 60º/s. 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.
Hacked drones (white)
2 VS 8
Survivors from 8 to 6. Gens to repair from 8 to 6 and repair time of 80s. Remove the Comeback 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 gain Endurance effect for 10s when they are hit. Now caged survivors will relocate if there is a killer nearby regardless if there are survivors close too.
Six survivors cuts down killers waiting time in lobbies and reduces survivors boredom waiting for chases.
Reduce pallets number by 20%. Remove Lerry's institute and RPD maps.
Add Classes with boons, chest and gimmick perks (diversion, mirrored ilusion, repressed alliance, deception, chemical trap, etc…)
Escapist: you can no longer activate the sprint burst manualy.
Guide: replace Blast mine with another perk.
Scout: ability cooldown when pulling up pallets from 60s to 30s and when rebuilding them from 60s to 90s.
Medic: replace the instant 50% heal with a better version of For the people.
_
Add Artist, Unknown, Houndmaster, Singularity and Dredge.
Blight: remove the Rush speed bonus.
Oni: remove Demon dash speed bonus.
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 Haste bonus from 10% to 5%. Now in Night shroud he gets +25% vault speed.
Deathslinger: harpoon range from 18m to 22m.
Nemesis: zombies from 4 to 2.
Chucky: Slice and dice duration bonus from 50% to 35% and no longer breaks pallets with Scamper.
LIGHTS OUT
Survivors start the match without lanterns, they are scattered around the map, on the ground, on gens or in chests. Lantern pallet/window aura reveal radius from 32m to 14m and only available if you raise the lantern using charges. Now survivors can see the light from other lanterns and flashlights from a far and any survivor within 6m from a lantern gets their vision increased. Flashlights beam is 100% wider, 50% longer and only consumes charges when blinding killers.
Gens can no longer regress below 5% progress and remove the 20% repair bonus. Unhook endurance from 60s to 30s and anti-camp from 32m to 24m.
All killers make footsteps noises in a 5m radius. Vision radius increased by 2m. When hooking someone, all survivors more than 50m away are revealed by killer instinct for 3s. Killers now can stomp lanterns on the ground destroying them.
REALMS
At the end of this video you can see the true size of loops "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.
- Remove basement from all realms and the pallet inside shack. Invocations now can be performed under hooks.
- Make the locker placement and number around maps more uniform and consistent, remove the "twin lockers" spawns.
- Remove Wrecked yard, Rotten fields and Dead sands, they don't have a unic landmark/main building, no self identity and don't feel different to play.
- 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 unsafe jungle gyms and increase the lenght of the LT walls. Put a staircase inside the barn of Fractured Cowshed 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: buff the pallets under the temple so it stops being a dead zone and create a third entrance with stairs outside the temple.
Springwood: remove badham preschool IV and V.
Gideon meat plant: remove the god pallets on the lower floor. Remove some pallets on the upper floor and replace some of them with vaults. Now all the closed metal gates are open.
Sanctum of wrath: make the map more square.
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. Improve the 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: remove the main building god pallet and increase the height of some of the jungle gyms (killers can't mindgame).
Greenville square: make it more square, replace the weird/unsafe jungle gyms variations with normal ones.
Tova landing: replace the weird/unsafe jungle gyms variations with normal ones.
Nostromo wreckage: replace the weird/unsafe jungle gyms variations with normal ones.
Comments
KrasueHuman 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
uninfectedsurvivors. 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.I'll ask about the Krasue. What would be point of leech if you can injure survivor that are not leeched? Why not just spend entire match in head form? This would make her even worse than she is now, just making her M1 killer with basekit help wanted or slow head form that has no counterplay other than holding w around loop.
I nerfed Krasue speed on head form from 4,8m/s to 4,4m/s to compensate that. Now Leech gives Krasue the location of infected survivors and allows you to recover 25% faster if you hit them in human form. These are the incentives to infect survivors.
Horrible though. At this point you would completely ignore head form, run save the best for last and two tap people.