If you were a developer for a day, what changes would you make?

If you were a developer for a day, and you could make any change to the game that you please (without breaking 5 other things), what changes would you make to the game?


Personally, I would revert the hatch spawn changes so that the hatch will only spawn for the last survivor after 3 gens have been completed, I would put a 30-60 second delay on the hatch spawning/opening if a survivor disconnects to give another survivor the hatch, and I would give Freddy Dream Pallets as his base power (I don't like the idea of having a power completely changed through add-ons), as well as giving him a terror radius in the Dream World.


Share your changes below.

Comments

  • I'd add my scarecrow killer which would actually add more jumpscares to the game lol (imagine coming around a corner to what you think is an unoccupied body only to realize its the real deal using insidious its a double jump, one when you see him and one when he actually moves and hits you lol

  • I would add a text filter in the post game chat to prevent salt and toxicity to spread in the game.

  • I would probably buff Pig, she deserve it the most after her EGC nerf.

  • Hide survivors' names, appearance and items.

  • Buff Iron Maiden, screw everybody it needs a buff I don't care about your opinions on a ######### perk that benefits 2 Killers when everyone should be able to use it effectively.

    Make it show Auras and increase the Exposed timer, the 15 seconds is ######### and cannot be capitalized on. The Location thing is cool and makes sense because they got ''injured'' but it isn't good enough to be a strong perk and don't say not all perks need to be strong well perks shouldn't be made to be weak on everyone but 2 Killers.

    Or change the perk completely, I hate when we get perks named to be something and then not have the appropriate effect. ######### when you step into an Iron Maiden you get stabbed with Spikes yo, make it Break a Survivor for 15 seconds and then they can heal themselves, keep the Location and that's fine too. At least this way you have a perk named after something dangerous and actually have an effect that's dangerous.

  • I would add Purple Guy from Five nights at freddy’s

  • I would make the perk grind excessively more reasonable and player-friendly, since that is the game's #1 problem.

  • i'd probably collaborate with the other developers into finding out a good way to balance m1 killers (adjusting speeds, lunges, powers, etc.) in hopes of accommodating some of the main issues.

  • I would make an option to remove the chasing music

  • I'd bring in a code review process, making the coding modular and removing spaghetti from the menu.

  • I would refactor the code base to be more stable and modular so I can add/fix features in the future without breaking code, that has apparently nothing to do with the fix.

    It seems as the code of the game grew and the initial design does not hold for the complexity it has now...

  • i would revert the graphic changes

  • @prayer_survivor said:

    Bye bye moris

    Lol then can we also say bye bye isnta's?

  • Pig pig pig pig PIIIIIIIIG.

    I'd also probably do something about Moris, Keys, and insta-heals.

  • These are usually fun. Pinning this for a while.

  • Nerf Billy and nurse and bring back old ds

  • For 72 hours i would lock all perks, addons, offerings and have a 72 hour double bloodpoint event.

  • (1) Make WGLF give a stack for healing.

    (2)Rework most of LF’s add ons

    (3) Increase LF’s speed while chainsawing slightly

    (4) Remove perk tiers.

  • Remove all unfun add-ons and offerings for both sides as I personally feel they ruin the game at times.

  • Add Regan MacNeil as a killer

  • Revert the pallet omega buffs introduced with the dreaded patch 1.1.1.

    • Buff/Rework underused perks and add-ons. This would probably take most of the day 😄
    • Continue the "tradition" of making more perks scale in a way that makes it less mandatory to have them level 3, like what was done to perks like Ruin, NOED, We'll Make It and so on.
    • Add more in-game options. Wider range of sensitivities (this one's for the console players mostly), video settings beyond simple low/medium/high and so on presets, in-game FPS cap/vsync settings, that sort of thing unless it'd horribly break the game in some way.
    • "Loadouts" you can save per character, so no matter what you're running you can switch back to that one favorite build of yours easily and quickly as the perk list grow more and more crowded. The same system should and could be used for cosmetic sets as well I guess.

    Mostly QOL stuff really.

  • I would change and buff Legion of course

  • For survivors:

    Increase the pain noise reduction of No Mither to 100% when standing.

    Change Mettle of Man to require 5 hits of any kind to become active.

    Buff No One Left Behind to increase your altruistic action speed by 6% for each generator completed.

    Increase the action speed increase of Resilience to 10% (why is it 9%??)

    Buff Flip Flop to convert your recovery progress to wiggle progress at a 1:1 ratio instead of a 2:1 ratio. The max conversion is still 50%.


    For killers:

    Change Spirit's prayer beads addon to only reduce the radius survivors can hear the whooshing sound by 16m.

    Buff Fire Up to also affect missed attack and successful attack cooldowns.

    Increase the amount of traps the Trapper can carry by default to 2.

    Increase the base distance of hag's teleport by 8m.

    Increase the movement speed and action speeds of feral frenzy to the values before the rework.

    Make the Wraith's uncommon windstorm addon baseline.

  • I would make sure there is at least one 2x BP weekend each month. Come on BHVR do it.

  • Remove moris and keys.

  • Add BT and Ruin to the surv/killer base kits.

  • @Jed_Olsen said:

    I would make sure there is at least one 2x BP weekend each month. Come on BHVR do it.

    love this daydream.

  • Remove all rare and ultra rare addons and offerings for both sides. No insta heals, no moris, none of it.

    Decrease bloodweb grind

    Test out new game modes with a community stream where you all would get to watch the devs play these modes against one another.

  • I would add a small, but mandatory second objective before gens could be completed. Such as finding a gas can to fill them up. As in you can work on gens, fully repair them, but they won't power the doors until they have fuel. Probably make one can enough for all 5 gens. Something to slow down the game so it isn't 7 minutes long.

  • The only changes I'm not 100% sure about are Doctor buffs #6 and #7 because they're more than just a number change or making part of an add-on baseline. I'm not sure how long it would take to implement them (I'd prioritize changing the Order add-ons over fixing the illusions though).

    Implement my Doctor buffs:

    1. Increase shock therapy range by at least 25%. The current base range is ridiculously small to the point where you won't even want to use it because you'll be in M1 range. Adjust range add-ons to compensate for this buff if necessary.
    2. Increase movement while charging up the shock (this is different from base treatment mode speed) to at least 105%. He can lose a lot of distance from just trying to use his shocks.
    3. Remove or significantly shorten the shock delay. This is just dumb, I really don't understand why it exists in its current state. Is it to give Survivors a good chance to dodge the shock?
    4. Significantly shorten or remove the transition between switching modes.
    5. Add the illusionary pallets to his base kit.
    6. Change the Order series of add-ons to either buff the illusionary pallets (like letting Survivors drop them if they're standing) or give a new effect (like having the illusions randomly perform actions).
    7. This change is just personal (I'm not even sure if it's true, I'd make sure it is though before implementing it), but the illusions shouldn't spawn on a different floor than the Survivor they're tracking on multi-floored maps like The Game. It's really annoying to check one floor because of the illusion and then find nothing because the Survivor was actually on the other floor.
    8. New Ultra Rare add-on: Dr. Otto Stamper's Files. Your static field becomes map wide, shock therapy range is increased by 50% and the charge time is slightly increased. This would not stack with the Order series of add-ons (they increase the Madness gained from the static field).

    I'd also do some really short and probably easy number/status effect changes too. Most of the day would be for buffing Lord Herman though.

    1. Increase the requirement for Ivory and Ebony Moris to two hooks
    2. Rename Exposed to Vulnerable
    3. Injured noise reduction on No Mither would be 100%
    4. Change Blindness and Hemorrhage on the Unicorn and Z Block add-ons for Freddy to Mangled and Exhaustion respectively.
  • If i were a dev...

    First, I would add bond as part of the survivor basekit and remove the ultra rare syringe addon. Next, I'd give killers the ability to rebuild totems and make thrill of the hunt a basekit ability. After that, I would remove Deep Wounds from Legion's kit entirely and transition them to an on hit effect killer. Then, I'd removed hooks from the game and replace it with a more dynamic gameplay mechanic and add secondary parts hunting objectives for survivors. I'd remove mori offerings and make the kills a natural part of the killer's gameplay.

    I would introduce a game mode where survivors are able to respawn if killed and have to traverse a multisection map by doing a series of smaller objective. I'd also revert the changes to killer instinct. I find those offset to be unnecessary and misleading. I a firm believer in accurate information i.e. if the play is supposed to know something they should know it with proper accuracy. Offsetting the pulse is obfuscation for obfuscation sake and doesn't feel good to me in practice. Its like a nitpick change rather than something useful.

    I'd also want to revisit a lot of neutral perks and give them buffs. Most neutral perks are very middling or down right useless relics. I'd also would think about adding more neutral perks and maybe a couple of perks that crossed the killer/survivor lines. I'd would also give killers the same hook swivel as survivors, but in exchange I would implement a system change to if a killer is hard camping a survivor will be ejected from the hook with Borrowed Time. Lore wise it could be explained as the Entity not approving of the killer not doing their job of keeping it entertained. Mechanically, this should put a stop to mid and early game hard camping scenarios. During the endgame phase i.e. all gens completed the hook ejection would cycle off as now the entity no longer wants to be entertained. It just wants to feed.

  • Make keys not spawn in chests.

    Make moris base kit after 2 hooks.

    Killers with instadowns not punished for using their powers.

    Make a game mode where voice chat is ban worthy or could be heard by killer from a certain distance, (impossible i know but we're dreaming right?)

    Make all 4man blendette groups auto lose on swamp and cornfields lol

    Fix Bubba.

    Make an add on for huntress that shows hatchet path like gears of wat grenades

  • I would bring all mid tier killers to billy level. Especially buff ghostface and legion.

  • So I just realized we’d only be a dev for one day so we’d have to do small changes. 😅

  • Id MaKe A BaTtLe RoYaLe GaMeMoDe!!

  • *Killer changes*

    Make slight buffs to certain killers. Not so much that it's game breaking, but enough to feel as though it made a difference. For example I would remove the slowdown while doc is in treatment mode, but keep the slowdown when he goes for a shock.

    Make ruin have more consistent skill checks, or make skill checks more consistent in general. Potentially make ruin base kit since it's pretty much needed. It would still be a totem, it just wouldn't take up a perk slot.

    Change insidious so that the killer is unable to down someone for the next 10 seconds after "re-appearing" they're only able to injure survivors.

    Give players the ability to toggle off auto lock.

    Allow killer to place survivors on the hooks at any angle (hook swivel).

    Give killers the ability to interact with a totem making it change locations with a dull totem. It would take at least 5-10 seconds to do so. It would show an animation where the entity's claws appear, grabs the totem and pulls it down, then the totem it was switched with slowly rises from the ground.

    *General changes*

    Work on some perks so player feel more inclined to use other perks so there aren't so many meta builds.

    *Survivor changes*

    Make it so no Mither gives bonus BP for chases. Almost no one leaves NM players on the floor, so the ability to self revive constantly is useless.

    Make kindred base kit (sort of). Survivors can't see each other, but if a killer stays within 10m of the hook for 5-10 seconds all survivors can see their aura.

    Make it so if a killer camps around a hook for 30+ seconds borrowed time becomes a base kit perk. Killers must leave the hook for 20-30 seconds to counter it to prevent killers from walking out of range just to walk back instantly. (Also counters killers who are able to hide their terror radius.)

    *I'll probably edit this later on because my mind went blank while making this. There was a lot more I wanted to add for survivors the I seemed to have forgotten*

  • I would force mori users to wear a dunce cap for the next 5 games.

  • Remove the ability to DC from matches, it serves literally no purpose outside of sometimes being funny.

  • Remove Hex: Devour Hope's 2-Token bonus.

    Replace it with the mechanic to not have the Hex be applied to a Dull Totem until you get 1/2/3 Tokens.


    Hex Totems don't make loud fire noises that make you think an entire tree is on fire.


    Survivors affected by Blindness can't see the Red Stain (mindgames ahoy) and Hex Totems will look like Dull Totems.


    Change Wraith's "All Seeing" - Spirit Add-on to be Very Rare. (And change its name to avoid confusion with the already-existing "All Seeing" - Blood.)

    In turn, change "Shadow Dance" - Blood to be Rare.

    In turn, change "Shadow Dance" - White to be Uncommon.

    In turn, change Bone Clapper to be Common.

    In turn, make "The Hound" - Soot part of his base kit.

    Make a new Ultra Rare that makes him completely invisible at all times while cloaked.


    Increase Wraith's movement speed from 126.5% to 150% while cloaked.


    The amount of Player Level Experience you get from Emblems will no longer be a set amount, and will instead multiply the Player Level Experience gained from that match by specific amounts depending on your earned Emblems, with the multiplier's maximum being x2.


    Full outfits will NEVER be more expensive than actual characters.


    You can now buy exact amounts of Auric Cells, but only whole Auric Cells, so no 500.24 Auric Cells for example.


    Getting Devotion allows you to either unlock a cosmetic item for free (no combinations nor whole outfits allowed), or your Bloodpoint count gains 1,000,000 * Devotion.

    You can select what you want, though if you SOMEHOW have all cosmetic items, it'll give you BP automatically.

    Oh, and of course the added BP will bypass the usual BP cap.


    Uhh, i guess that's it for now.

  • Revert the Momentum change they made to the vaults so I can't get hit through the window. :)

  • Clown base reload time= yellow add-on.

    Extra bottles increase reload time.

    Flask Of Bleach baseline.

    Tattoo's Middle Finger= direct bottle hits invert survivor controls.

    Clown can inhale his gas and gain speed equal to 2 PWF stacks on a 30 second cooldown.

  • I would want to take a look at hexes and totems. First I'd try to implement better hiding locations for totems, and make it so they can't spawn within a certain distance of generators. I'd give a slight rework to Huntress's Lullaby so survivors don't get notified to it's existence until the effects actually become active. Might consider making it so totems don't even become lit up until their effects become active (like Third Seal, Devour Hope), but I'm not too sure about that one.

    1. Give survivors something other than gens
    2. Buff Pig
    3. Rework Legion
    4. Buff some of the lesser used survivor perks
    5. Rework some maps
  • @Boosted_Dwight said:

    1. Give survivors something other than gens
    2. Buff Pig
    3. Rework Legion
    4. Buff some of the lesser used survivor perks
    5. Rework some maps

    Legion doesn't have to be reworked, legion must be buffed. How? Make the frenzie longer, faster, and make the ment longer

  • Work to get this killer, survivor and perks added to the game:

    @TWiXT said:

    This is an updated version of a concept I came up with over a year ago as an original killer alternative for those out there wanting to see a doll killer like Chucky in the game. I have Many changes but the most notable are the refined backstory, and reworks to the perks and power for better balance in today's current game environment and meta. I hope you guys like it.

    The Dolls

    Appearance/Mannerism: Alabaster porcelain Dolls dressed in different era or environment specific outfits of both male and female varieties. The Dolls move at 6m/s, and have a 24 meter Terror radius

    Back-story:

    Agnes Cartwright was a resident of a small town a few Km outside of Suffolk England from 1896-1923. In her early years she was seen as a peculiar child to others in the schoolhouse, but none could’ve known what torture she endured at her secluded home outside of town under the care of her vicious, and self righteous stepmother. Her father had passed away when she was 4 years old, leaving her at the mercy of her cruel and mentally unstable stepmom who demanded she come home immediately from school with no guests allowed, and regularly abused her verbally, physically and mentally over petty reasons like coming home 20 seconds late, talking out of turn or behaving childishly. Locked in the basement for hours, barely fed, and disallowed contact with others outside of school led Agnes to take comfort in the only fragment of her loving father she had: a large sized porcelain doll named Lucy, whom she regularly whispered to as her only friend. Eventually mercury poisoning from her stepmothers job as a Hatter made her too unpredictable, difficult to understand, and sickly to the point of being bedridden. Those last months of her stepmother’s life were the happiest Agnes had been in a long time. Agnes learned to use the machine in her stepmoms sewing room to make new outfits for Lucy, but the cracks and wear on Lucy were getting too problematic and Agnes could hear Lucy crying out to make her better. Her eye’s had fallen out and broken, and Agnes desperately needed new ones to replace them. At 13 years old Agnes trekked the distance into Suffolk to learn everything she could about doll-making and although a social odd-ball, one shop owner took pity and started her off on a trial basis as an intern, but quickly came to realize that Agnes had a gift for fine details as well as clever innovation with all she was taught. After learning enough about doll repair from the shop’s owner, Agnes slowly restored Lucy while tending to her sick stepmothers gibberish orders and violent outbursts, often Agnes had to calm her down with medicated powder dissolved in boiling water and inhaled through the steam as the doctor ordered. While the medication worked well, it left her stepmother in a confused stupor unable to remember things or accurately process new information, which was fine for Agnes since it ensured a lower chance of interruptions while she worked on Lucy. The biggest problem was always with the eyes, as nothing she tried made Lucy happy. While tending to her bedridden stepmother Lucy spoke out to Agnes about how pretty her stepmothers’ eyes were, and what a shame it would be if she carried them to the grave to rot with her. Agnes felt her blood run cold as the epiphany occurred to her, and she collected her tools for the task ahead.

    It was harder than she was ready for, and even though her step mother had to be strapped down to the bed for her own good so she could be medicated without resistance, she still struggled against Agnes’s efforts and all the blood made her slippery and hard to hold down, but after enough bleeding and slipping into shock, her stepmother stopped moving and she extracted the eyes with care. Agnes gently removed the nerve cords, drained them and slipped in marbles to hold their structure, but fearing the eventual decay she ingeniously soaked them in transparent adhesive overnight before letting them dry, lacquered and polished them to a pristine shine, and with that Lucy finally had the eyes she wanted.

    As Agnes grew better at doll making and more astute at the finer details, the Doll Shop became much more successful, and everyone wanted one of Agnes’s original designs, earning her the title of “The Doll Lady” from the local children. It was always tough for Agnes, making new friends day in and day out, only to have to let them go home with little boys and girls once they were sold by the store owner, but none of them could ever compare to Lucy. At home Lucy began asking Agnes to make more friends for her to play Stop ‘n Go and Hide n' Seek with while Agnes was away from home (The first game is now called Red light, Green Light). Agnes had always wanted to play those games with her classmates after school but was never allowed to, and she was delighted to take up the task. She worked hard and converted the sewing room into a full blown doll workshop. Sometimes stealing but otherwise buying supplies from her employer at a discount for her home shop; she dedicated herself to the craft of making new friends for hours every evening at home. Again however, Lucy disliked her new friend’s eyes, and eventually got them to beg Agnes for better ones like hers, a request which Agnes resisted.

    In her mid 20’s however, upon returning home she found that a local boy had broken into her house and discovered her friends. Startled by Agnes, the boy threw a doll at her and leaped out the window. Agnes’s mind broke as her beloved Lucy’s brief scream for help was silenced when she shattered against the wall. Agnes’s grief over the sudden loss of Lucy was overpowered by her fury as all of her friends cried out for her to punish the interloper in kind for the murder of Lucy. Without hesitation she took up her shears, chased down the boy in the nearby woods, and ended his life. She took boy’s eyes as compensation and used them to give Lucy’s boyfriend the eyes he always wanted. Agnes held a memorial for Lucy, burying her in her favorite spot of the meadow on their property overlooking the pond, marked the grave with a single candle and a small photo of her holding Lucy when she was 3, and hid the boy’s body in her basement alongside her stepmothers’ desiccated corpse. With the money she had earned from the doll shop, Agnes had a large, spike tipped, iron rod fence put in around her estate to keep out further transgressors, and from that point on obnoxious children with pretty eyes started disappearing in her home town and Suffolk.

    Agnes had mastered preserving the eyes, and giving them to her friends as gifts, sometimes taking a friend into town or Suffolk to pick and choose the eyes they liked best, and Agnes soon became an expert at luring, capturing, and killing the children and young teenagers to extract their eyes for her friends, as well as transporting and hiding the bodies in the woods. However, after a long storm caused mudslides, a few of her victims bodies had been discovered floating down rivers, prompting authorities to search the wooded areas on the outskirts of Suffolk where more were discovered. Everyone was on high alert for suspicious behavior, as any information leading to the arrest of “The Gouger,” now linked to the missing children, had become top priority. Agnes’s peculiarities and shift in personality became more troubling to her boss, and her insistence on walking home without an escort every evening while a killer was on the loose only drew further suspicion her way. She feigned ignorance as best she could until a constable visited her estate, discovered the bodies in her basement and drew his revolver. Panicking about how she would never be allowed to play with her friends again, Agnes attacked the constable, taking a shot in the lower abdomen from his weapon, but managed to cut his jugular artery and send him tumbling down the cellar stairs. Agnes knew she didn’t have much time before more constables would be on her doorstep and had to move fast. After patching herself up haphazardly, all of her friends cried and begged to go with her, but she could only pack up a few with promises to return for the rest later. Tears running down her cheeks, and dragging 2 travel trunks full of her friends while bleeding from her crudely stitched wound, she hastily limped off into the woods as a thick fog rolled in during the twilight hours. Despite the horrific discovery of the dolls she left behind featuring preserved children’s eyes, and an exhaustive manhunt lasting for months, Agnes was never found.

    Weapon:

    Knives, scissors, ice picks, box cutters etc. Anything small enough for the dolls to wield that could be found in any home or store. (Possibly themed per realm in weapon cosmetic packs) They have a higher than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive:

    Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks their inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and their Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    OR,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active:

    Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over the span of .3-3 seconds depending upon distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori:

    Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House.

    In the middle of a large meadow overrun with chest high grass, and on the edge of some woods with a small pond, lies a run down one story home with a living room, bedroom, small bathroom, kitchen and dining area, a doll making workshop room, and a basement accessible from a cellar door outside. Aside from the base of a few mid-sized boulders and trees there is barely a bald spot of earth on the grounds of this map. The entire estate is surrounded by a large, rusty, spike tipped, iron rod fence. Hooks on this map are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: The Entity is swift to punish those who who become distracted from their goals. Survivors who take their inner 30 degree cone of vision off of a generator while repairing experience a 5/10/15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 5/10/15%

    Hide n’ Seek: Control over your heart rate conceals your exact whereabouts from survivors. When within 16/24/32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist: Your intense desire to kill transgressors has saturated the fog of the trial grounds dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion notifications are exempt from this effect.

    Survivor: Wei Ying

    A bit malnourished but professional to the core, Wei Ying is a clever man in his 30’s who has over 15 years of experience as an electrical technician. In his youth he always took apart every toy and electronic in his possession; intrigued by how they worked, and as an adult he’s a master of electronics and an artist with his tools and ingenuity having created multiple patented devices that are mass produced today. Cocky, condescending to others, but intense when he commits to a task; having him as an ally ensures objectives will be completed more smoothly than you’re accustomed.

    Unique Perks:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    TL;DR Version:

    The Dolls

    Appearance/Mannerism: Alabaster porcelain dolls the size of totems of male and female variety with differing outfits (possibly in themed outfit packs of 4, e.g. creepy dolls made to look like small versions of the other killers/survivors), they have a 24m terror radius and a 6m\s movement speed.

    Weapon: Small weapons such as knives, scissors, screwdrivers, ice picks, claw hammers etc. basically anything small enough for a Doll to wield that can be found anywhere (possibly in themed cosmetic weapon packs of 4, e.g. Realm themed small farm tools, medical tools, metal shop tools, hunting tools…). They have a larger than average lunge range but the shortest reach of all killers.

    Power: Possession

    Passive: Up to 10-16 dolls appear on the trial grounds based upon map size, and are eager to play a lethal game of “Red light, Green light” with survivors. A possessed doll within 16 meters of a survivor can be transfixed and unable to move or attack (unless touching the survivor) as long as a survivor is looking at it with their inner 30 degree cone of vision, but will be able to move and attack again once the survivor breaks thier inner 30 degree line of sight with it or gets more than 16 meters away. Hooked survivors or survivors in the dying state can’t transfix a doll. Similar to how tall reeds and corn affects killers using line of sight abilities (Shape, Ghost Face), vegetation counts as broken line of sight to a survivor looking in a dolls direction restricting the transfixion range to 8 meters. Possessed Dolls make movement sounds and periodic child giggling noises that can be heard within 12 meters, and Terror Radius, giggling, and red stain persists for 6 seconds for a recently possessed doll after transferring to a new one. The Dolls can’t vault windows, or destroy pallets while transfixed. Breaking, Grabbing, Carrying, Vaulting and Hooking actions are performed by the invisible spirit of Agnes Cartwright who possesses the Dolls and can’t be body blocked, and after it’s hooked a survivor, it possesses the nearest doll.

    (Possible balance change if needed due to The Dolls size)

    This is the only killer with a 3rd person perspective.

    Or,

    Fog and Vegetation renders 90% transparent in a 20m radius for the killer when in a dolls perspective. (if going this rout I suggest it also applies to Pig and Ghost Face when they crouch)

    Active: Activating this power transfers your perspective to the nearest Doll, or to the Doll whose aura you target over .3-3 seconds depending on distance. After possessing another doll if the doll you left behind was transfixed by a survivors gaze, that survivors aura is revealed to you until they get far enough away or break line of sight with it.

    Mori: Four dolls run in and hold the survivors limbs down while the fifth eyeless doll gouges out the survivors eyes with its hands, eats them, and blinks revealing the newly acquired eyes in its sockets, after which the dolls scatter and your perspective returns to the last used doll.

    Map: The “Doll Lady’s” House

    A small 5 room run down home with a basement accessible by a cellar door on the outside in the middle of a large and very grassy meadow. On the edges of this meadow are young woods, and a small pond. The grounds are surrounded by a spike tipped, rusty, Iron rod fence, and the hooks are wood framed and feature stitched together patches of fabric wrapping around them, dangling doll body parts, and a small black and white memorial photo of a of a 3 year old girl holding a doll at the base lit by a single candle.

    Unique Perks:

    Painful Neglect: At Max, Survivors who take their inner 30 degree cone of vision off of a generator while repairing it experience a 15% reduction to progress speed and increase the odds of skill checks triggering as well as reduce their success zones by 15%.

    Hide n’ Seek – At Max, When within 32 meters of a survivor your Terror radius’s heartbeat rate no longer increases the closer you are to them.

    Mind Numbing Mist – At Max, Up to 4 Survivors no longer receive Status effect, Perk and Teammate condition notifications during the trial. Injured, Down, Hooked and Exhaustion status notifications are exempt from this effect.

    Survivor: Wei Ying

    A malnourished electrical technician with a cocky attitude, and condescending demeanor towards others. Never the less his expertise at repairing and tinkering with items makes having him as an ally a great benefit to the team when focused on primary objectives.

    Unique Perks:

    Tools of the Trade: At Max, While carrying a Flashlight or Toolbox item of Rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First – At Max, When you start repairing a generator it powers down over the span of 4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors – At Max, After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed by 5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    ​

    All creative criticism is welcome.

    Make Mori's un-cancel-able, add much needed Gore to mori animations for regions that can support/handle it (this is an M rated Horror game after all), and create alternative mori animation packs that can be sold as DLC or for Auric Cells. That way Killer players can pick and choose which mori animation they will be using in game or choose to have the game pick a mori they have for a character at random just to add a little variety.

    Add 5 Perk load-out slots for killers and survivors in the load-out UI to save their favorite builds to so that changing builds is just a button click away.

    Add this Shared Offering to the game:

    Tarnished Trophy (VR)

    Gain a 10% bonus in Blood Points for every rank you've achieved.

    Bonus blood points awarded at the end of the trial.

    Personal.

    "They're the best in their field. Simple as that! That's why they get to live the good life." - Meg Thomas

    (Note: not sure if its clear enough the way I Wrote it, but basically at the end of the trial it calculates how many points you earned in the trial and then applies a 10% bonus x whatever Rank you are. So the maximum it can give you is 10%x 20 ranks = 200% if you have reached rank 1, 150% at rank 5, and 100% bonus at rank 10 etc. So its an offering that makes rank matter by potentially rewarding more BP than any other BP offering does, but only at ranks higher than 10, otherwise its about the same as the others.)

    Finally, Either make it so killers instantly regress generators by 10% each time they kick them to start regression, or have it so that a survivor has to work against the regression on a generator for 5 seconds before it'll stop regressing. This is to discourage the tap and run tactics this game has had ever since the introduction of the generator regressing mechanic. Survivors have all kinds of perks, items and add-on's that make repairing generators faster while rendering regression moot, and even if the killer brings in a perk or add-on specifically to counter these, they will always be fighting a losing battle against "Tap and run" survivors which doesn't feel balanced.

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