NuclearBurrito
NuclearBurrito
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@AliXnm said:
https://forum.deadbydaylight.com/en/discussion/comment/746893#Comment_746893
I have plenty of proof I just need to know how to post the videos on here.
You misunderstand.
Your initial claim is demonstrably false. Even your claim about the addons is false because while there are more usable addons, her best addons (the ones that broke her) are now normalized which is an overall power decrease.
In other words, basekit Nurse is worse and Nurse with addons is worse. Thus Nurse is worse.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/746861#Comment_746861
Imma play devil's advocate for a sec. Alot of killer mains here constantly tell others counters for Spirit and they get ignored and even treated rudely for playing Spirit so they get annoyed and just say "git gud" . I hope I'm not coming off as rude btw
The issue is that it happens in 2 separate conversations. You (a hypothetical Spirit player not you specifically) talk to 2 people and give the counters to the first and then when the second guy comes along you get fed up and just say "git gud", but now the 2nd person walks away with no counters thinking Spirits are just entitled and then they tell other people who make anti-Spirit threads which the other Spirit players continue saying "git gud" because they are still fed up and in the end nothing is accomplished because no one is really talking to each other even if initially they all were.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/744685#Comment_744685
I dunno if that's directed at me (cause of my post lol) so Imma just say, my other posts hold countless of strategies and counters that other Spirit mains and even survivors have pointed out. These people don't wanna listen to reason so I suggest not bothering to respond, it's a waste of time. But yea, sorry if my post seemed kinda unhelpful 😅
It wasn't directed at anyone specific. It just tends to be the standard response to Spirit criticism. Even if I have to keep repeating myself to everyone individually so be it.
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No. Assuming Nurse is still viable (and I expect her to be) there are 7:
- Nurse
- Spirit
- Billy
- Hag
- Demogorgon
- Freddy
- Huntress
As well as that there are also 3 borderline cases which aren't viable but are pretty damn close so you should still get results:
- Ghostface
- Plague
- Myers
Considering that this is 10 Killers total that are at least usable at all ranks out of a total of 17 Killers I'd say the game has massively improved since I started keeping track.
For the record when I started keeping track it was:
- Nurse
- Billy
- Huntress
With Myers as Borderline. Nowadays Hag has been buffed to viability, Spirit, Demo, GF and Plague have been added and Freddy has been reworked and is now good.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/746294#Comment_746294
i'm talking about the old instaheals... instantly heal is the same as instantly down... or mori wich is instantly kill. but ofc its only fair that killers who do bad gets instadown when all gens are done?
We are talking about the same instant heals. Aka: the instant ones.
Hence why I'm able to compare it to 8 extra hits rather than the 2-3 you get from actual Killer perks.
An Ebony is of similar power and should be nerfed for the exact same reason. Iridescent head isn't quite that strong but still should be nerfed anyways.
Tombstone is a great example of a high impact addon that is actually balanced. It is a bit too strong anyways, but only in the sense that all iridescent things are and thus the fault is more fundamental than this specific addon.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/746198#Comment_746198
@TAG Iri Head, Pinky Finger... You can basically Lust your way and be right up their behind to a complete down = No skill.
Like I said. It's only when an ability not designed to be an instant down becomes one that it's a problem.
That's why perks are always conditional and have a counter of some kind.
The only Killer perk that causes Exposed that isn't in response to something Survivors do is Devour Hope, which has a considerable set up time and risks being destroyed before it can do anything.
MYC triggers on Survivors unhooking.
Haunted Grounds triggers on Survivors breaking a totem.
NOED and Rancor both trigger on gen completion
Iron maiden only triggers on a Survivor leaving a Locker.
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@Mr_Digi said:
https://forum.deadbydaylight.com/en/discussion/comment/746271#Comment_746271
but you're happy noed and other instadown killer things can hit survivors down instantly? because its only too string if survivors have a insta thing? they should do something about noed and rancor... rancor does not need instadown and mori.. would be fine with 1 them
NOED and Rancor are not equivalent to an instant heal.
What would be equivalent is a hypothetical perk that says "Your first 8 successful basic attacks are instant downs"
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Meh. It makes it useful sooner but it isn't any better than it already was. Seeing dropped items is really niche.
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@Tohmo said:
Corrupt Intervention is great for early game steamrolling and is active at the beginning of the match.
It's kinda just meh by itself. However it synergieses really well with some Killers as well as early game tracking perks.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/746150#Comment_746150
yes but speed up have a limit.
just like what i told
how fast you can do it?
give you 30sec to find a survivor and 30sec to down one and 10sec to hook.
quick enough?
there are already 70*3=210sec.
which mean 2 and 5/8 gens done.
it just dont work if you dont do something to delay gens
With Whispers or Spies you can cut the tracking time down to as low as 10 seconds. Chase times are mostly dependent on Killer and addons but can easily be achieved in 20-30 seconds with the top 7 Killers.
And then CI means that you buy some time so they don't get as much gen completion as they otherwise would.
In otherwords it ends up being more like 30*3=90 = 1 1/8 gens worth of progress but no gens actually popped.
Then you PGTW 1 of the gens to reset it and DL is procced too and there is a Survivor on the Hook which further slows things down.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/746126#Comment_746126
what is Cl?
and how Whispers or Spies from the Shadows can help me to delay the gen in the early game?
Corrupt Intervention. And those tracking perks let you find the Survivors quickly thus allowing you to start a chase much sooner and thus get your first down sooner and as such your objective of stalling until first hook or 2 is achieved.
Speeding yourself up has the same effect as slowing Survivors down. Don't forget that.
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Alternatively pair Ruin with Haunted Grounds. The DH Survivors cleanse Haunted and you can get a quick down afterwards before they have time to also get Ruin.
You can also use Thrill of the Hunt.
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Use CI and either Whispers or Spies from the Shadows.
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Detectives Hunch. They are buffing the perk in the next update
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What instant heals? ;)
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/745543#Comment_745543
Typical hypocrisy from DbD. I don't argue that IHs were not powerful, but to claim those to be unbalanced and to leave EMs in the game is quite hypocritical. Sorry, but neither take much of any skill to use, and both create near game-breaking issues. Nerf one, you need to nerf the other.
Yes and no.
Instant heals and Ebonys don't have a special interaction so changing one doesn't itself justify changing the other.
That being said both are bad for the game.
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Tombstone has enough downsides to justify it's upside.
Moris and Prayers Beads totally should be nerfed/reworked
Instadown powers are balanced with them being instant downs in mind. This is why it only becomes a problem when something not designed to be an instant down becomes one (iri head, red finger ect).
Powers that preform instant downs come with either a long setup time, risk or both and other Killers in the same tier which lack an instant down instead have numerous other benefits which the instant down Killers lack. And Killer instant down perks are all situational in one way or another making them equivalent to the Survivor instant heal perks like BT, Adrenaline or now Second Wind. All 3 of which are fine in their current state.
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@AliXnm said:
https://forum.deadbydaylight.com/en/discussion/comment/745543#Comment_745543
https://us.v-cdn.net/6030815/uploads/617/335NNDE18TG4.jpeg
Looks like you guys need a little help on what to do since you’re losing players.
step 1: Not that.
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@GrootDude said:
🔘Undecided
I don’t know if she necessarily needed one but if it makes her balanced then I’m fine with it.
Ditto
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/745027#Comment_745027
It was patch 2.5.0 in the PTB. Specifically:
- Adjusted the Vault mechanic so that survivors come out of the vault with momentum, instead of being set to 0 movement speed after a vault.
- Changed the Medium Vault speed to last 0.9 seconds down from 1 second.
Thank you <3
Is a 0.1 second buff really that big of a deal? Like yeah I'm sure it matters sometimes but I highly doubt that it's big enough deal to for example Kill the clowns viability.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/745009#Comment_745009
not everyone dumb enough to confuse motion change and actual change
Then prove it and specify the change.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/744990#Comment_744990
it was patch note and every other people knew and focus on subject
you don't know but wanted to involve yourself here
hello logic
no worth talking for nothing
There are a lot of patch notes and given a specific change suggestion I can evaluate it. You haven't presented a specific suggestion. I can't evaluate "revert medium vault buff" because I'm not aware of any medium vault buffs. If you just said what the buff was and thus properly defined what exactly it is you are suggesting then there would be no problem.
And no just saying "it was slower" doesn't cut it. That could be anything from forever to 1 second. Until then I'm going to just assume you're blowing something small like an animation change or something out of proportion.
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Using Legion and Franks mixtape to get 60 second downs no matter what the Survivor decides to do.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/744963#Comment_744963
why i have to specifically find you certain imformation other people knows
theres unlimited people online
im not your mother
Because you are the person making the complaint.
People that don't complain about medium vault buffs don't need to specify what they are talking about.
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@prettyf said:
https://forum.deadbydaylight.com/en/discussion/comment/744943#Comment_744943
killer had faster(both speed and time) bloodrust and survivor had slower middle vault
What patch buffed medium vaults specifically.
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What buff?
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/744679#Comment_744679
all of what you wrote sounds really nice on paper,but when you take it into a game you need to make QUICK decisions based on everything you wrote,and you dont have enough time for that.Then theres the fact that not running iron will ######### you over,or the killer running stridor ######### you over aswell or the spirit using the glasses.I said all of this tho already,but even considering everything you said it all bares to what happened the first few times,did you get downed or did you live by winning the 50/50s so you actually have enough information about ur opponent,or are you already on ur second hook and about to die next time you get hooked.Also thats my point that i was trying to make,its all a guessing game about who gets more lucky,cause even tho YOU HAVE information taking into the fact that you remembered correctly what happened in all of ur chases(which you cant cause you cant see the spirit but can only tell where did she end up leaving her phase so you cant actually tell what did she plan to do but only what the end result of her phase was.Also she can just do something completely illogical like i said and make it seem really weird)its still a guessing game with luck involved.ANYTHING that isnt guaranteed involves luck on what will happen next aka who will get more lucky and guess correctly.What you said can bend the chances A BIT but luck is still on the spirits side due to collision,numerous sounds survs make etc.Im pretty sure the fact that you need to run a perk to even stand vs spirit is kinda dumb and the fact that can be taken away from you by one perk or one addon is kinda dumb aswell
I never run iron will.
In any case you have an absolute minimum of 4 attempts against a Spirit before you die so long as you aren't hook farmed without DS/BT or 2 hooked of course.
If you heal that number jumps up to 6.
It takes about 3 attempts to have a somewhat consistent read on the average opponent.
Your first attempt is without data and thus you can only use statistics and payouts. In theory this wouldn't let you do any better than RNG but in practice it does, however the difference isn't large enough to be consistent so if you want to call this one pure luck then sure fine whatever. But just understand that I'd estimate a 60% success rate for predicting a Spirit on your first attempt, with that number being higher if you are at low ranks.
Your second attempt has data but a single data point is not enough to construct a trend. Thus this is slightly easier but not by much and still isn't anything reliable.
Your third attempt has a trend now and thus you can make a meaningful prediction using it. This is where you can start to expect you can dodge the Spirit.
And finally by your fourth attempt you not only have a trend but also a possible chance to shake up the (very short) trend. By this point you can start getting consistent against decent Spirits. The best Spirits will still catch you due to doing the exact same thing from the other side but this is where you can separate the good Spirits from the bad ones.
Yes this is hard since you need to do it fast, but luckily it can be thought out in advance. Between chases you have time to process what you've seen the Spirit do and work out what your plan is in the next chase. Alternatively you can just try to do it intuitively, but I wouldn't count on that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/744582#Comment_744582
How am I supposed to watch and learn something and predict, when I cannot see or hear the opponent?
I've said again and again I would love if Spirit would leave "ectoplasm" showing the path she phased in (so scratch marks for her) whenever she pops out of phasing so I could at least understand what path she took and why I got hit instead of just being left to wonder why. That way survivors can at least gauge how she plays and it'll make her less frustrating to play against while not directly nerfing her power at all. It would require the Spirit player to be a little more unpredictable for how she moves. If she always took a left at a TL wall for example, then the survivor could see that and play around it.
I'm all for a trail and have suggested it myself before as a way to ease frustration and encourage this style of play.
It's not strictly required since you can estimate what a Spirit did based off the outcome anyways. But it helps, especially for those who don't play Spirit.
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And yeah "git gud" isn't a productive thing to say. Give advice or you are wasting your time.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/744582#Comment_744582
knew u would introduce "patterns".They depend COMPLETELY on the other person and he can do something completely illogical of what you would think,so thats really unreliable.Like at t walls for example.First time they bait you into vaulting the window and you vault it.And then you would think they wouldnt do it again,but they do and you get baited again.Also where is that information ur talking about?Only thing i see is a spirit standing still with no sound or a whooshing sound.Im guessin you might be reffering to ur patterns again,but you dont have ENOUGH information if you guess wrong the first few times,which then brings me to the fact that it depends if you guess wrong or right the first few times.Also im really glad you didnt just say "git gud" or similar and are actually trying to have a normal conversation unlike many other players.
The information is from both the Spirit standing still (telegraphing that you need to do a juke even if it's not enough to know which one) and more importantly you have data on what they have been doing in previous chases or previous parts of that specific chase depending on it's length.
For the record:
Information = What you know about the current situation.
Data = What you've seen in prior situations.
These aren't the standard definitions but it's useful to distinguish between "I see them vaulting so I should cut them off" vs "they vaulted the last 6 times so I should cut them off for the 7th".
EVERYONE acts according to patterns. It's simply an inescapable fact of human psychology. The difference from person to person is in what the pattern is and thus how easy it is to determine what someone's next action is varies depending on the complexity of the pattern, this is how we can say someone is more or less predictable than others even if it's all statistics when you boil down to it.
For example me and my brother are very similar in how we treat these kinds of mindgame situations. So if we play rock paper scissors and tie the first throw then we nearly always tie the next few as well even though statistically that doesn't make any sense.
In general however the factors that influence what someone will do in a given situation are:
- Difficulty of each option - What physically can they do?
- Payouts - What's the potential end results of each option?
- Statistics - What do most people do in this situation?
- Information - What options can they mechanically determine are not going to work?
- The data they have on you - How predictable are you?
All of these factors can be estimated. You know for sure what they Payouts are since they are static in any given situation. Statistic are also static but become less influencing as the game progresses. Information isn't quite known for sure due to things like Stridor but can still be estimated and is mostly static barring perks and fathers glasses. Data isn't static but you control it yourself and thus it is known.
Data in particular is powerful due to how you can manipulate it to make sure the Spirit is more predictable in the endgame.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/744519#Comment_744519
prediction is just a fancier word for guessing in this case,you cant predict where someone is going to go if you cant see em,hear them.And also alot of spirit mains i encounter say they have no problem with not being able to hear me,cause they hear my footsteps breathing etc.But you can outplay her if you get lucky,and choose the correct decision out of the ones that you had.Ofc out of the decisions you have none will 100% work you just choose what you think will work the best.Also the fact pallets are completely unplayable is kinda #########.Like i said needing to have iron will is still kinda #########,needing a perk to be able to even have a chance to outplay her.Once someone defending spirit told me "you dont need iron will it just makes it easier"how is there ANY predictions when you can just hear someones grunts?I know this doesnt have anything to do with our conversation atm but just putting that incase ur bout to say you dont even need iron will or something similar to it
nonononono
If you have enough information to deduce someone's next move rather than simply estimate it then that's a reaction. And the information required for an estimation doesn't need to be what they are doing at that exact moment since Humans act according to patterns which can be determined while playing with them and then utilized to determine the next move in the sequence.
Obviously no action will work 100% of the time, if it did then you could simply preform that action every time and the Spirit would never hit you. Instead both you and the Spirit are forced to use what they've seen each other do in prior encounters to determine what they each will do in THIS encounter.
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@luka2211 said:
https://forum.deadbydaylight.com/en/discussion/comment/744471#Comment_744471
atm without using iron will(spirits run stridor anyway)you cant even have a single bit of counterplay.
At worst that's still false.
If you have counterplay while injured with iron will then give her hell while you are still healthy.
Also that's not even true since a lot of her counterplay is about messing with prediction which would still work even if you were fully visible.
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For example my go to solution has been to have her leave a trail after ending a phase walk showing the patch she took. This gives visual feedback to show what just happened turning:
"Omg she came out of nowhere #########!?"
to
"Omg she was waiting there the whole time? I should be less predictable with my vaults next time"
This technically does have small balance implications, however since usually the information is only given when it's too late to be used to directly help in that specific moment it ultimately would be used as data for determining what to do when mindgaming that Spirit. However the biggest effect a change like this would have is reducing frustration, which is a pure QoL effect rather than a balance one.
It's easier to not be frustrated by something when you understand what went wrong and something like a trail helps with that.
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@Mew said:
Balance doesnt equal fun, and thats what most people have a problem with- they aren’t fun to go against.
Then the solution isn't a nerf since those are designed to solve balance issues. If you see a non-balance issue with the Spirit then the solution should be set up accordingly.
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Why do people keep bringing up the Legion update?
He wasn't nerfed. Legion went from being a bad Killer to being a bad Killer for different reasons.
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UR's in general are OP for the most part. I wish this game didn't use consumables as such a fundamental part of the games balance.
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Remember, viability is a range.
Nurse was at the top of the range at which a Killer can be balanced. So she has room to fall and still be viable
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It was already best to use just 1 blink while patrolling. In a chase the best Nurses will be able to get super quick downs anyways, just with a reduced margin of error.
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I like it.
It would be easy to just not do it on indoor maps as needed.
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80 seconds isn't the issue by itself.
Given a few simple assumptions you need to get a hit about every 20ish seconds plus some time for tracking between chases. Or 40 seconds for an instant down.
For the top 7 Killers this is no problem. Huntress, Hag, Billy, Spirit, Nurse, Demogorgon and Freddy are all absolutely capable of achieving this rate.
For the remaining Killers they vary from bot quite (GF, Myers, Plague, Clown) to heck no (Everyone I haven't listed).
If we make it so all Killers can reasonably have these faster chases then gen speed is no longer an issue, since low chase times would cause everything to just even out in the long run.
I can link both the post where I got 20 seconds as well as other threads for how I'd buff each Killer with this in mind.
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Regarding DS and the Obsession mechanic.
Devs: You get to stab the Killer, but you become the Obsession
Players: I get to stab the Killer AND I get to become the Obsession.
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@Dreamnomad said:
Mindbreaker needs a buff, but I don't want to see it be a hex. This is what I would do with the perk:
Your distressing presence drains and weakens your prey.
While repairing Generators, Survivors are afflicted by the Exhausted Status Effect.
Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator. After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 10/20/30 second(s).
While 3 seconds at 50% is too little, 30 seconds is easily too much. Something more like 6-10 seconds depending on tier would be better.
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Wait still no. The sequence is:
Head on x4 -> Pebble x2 -> Head on x4 -> Pebble x2 -> Head on x4
Which is a total of 48 seconds of stun.
I messed up and concluded that since Pebble has a 45 second cooldown and only needs to be used once per person per cycle it would be off cooldown, however there is an extra 12 seconds from Head on starting off cooldown that doesn't cary over into multiple sequences so it won't repeat.
Still though, 48 seconds of stall.
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Wait nvm I did my math wrong.
It's actually a perma-stun.
With 4 vigils head on takes 16 seconds to come off cooldown. With good timing you can use pebbles and head ons such that by the time you finish a cycle you can seamlessly repeat the sequence
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Combine it with Head on and Vigil and you can stun lock the Killer for up to 36 seconds.
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@White_Owl said:
Imagine being stunned for 12 seconds by a swf group throwing pebbles at you.
Next level bullying
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@SebaOutbreak said:
The idea is ok, but what makes the add-on seems op is that not all of the killer's red add-ons give huge advantages, in this case being able to insta-down a survivor. Some killers don't even need add-ons to be extremely dangerous, but they require a little of skill to succesfully down someone, like Billy.
I don't think the add-on itself needs a nerf, more like the red add-ons need to appear less frequently in the bloodweb. That way, if you come across someone using Iri or some other "broken" red add-on, you'll know it's a rare sight. I swear after level 30/35 red add-ons appear at least once in every single web, at least in my case. I have a lot of Iri on my Huntress, alongside the belts.
Speaking of which, Prayer Beads should be of red rarity, not purple.
Rarity doesn't make something balance.
The only effect rarity has is impacting how likely it is to be predicted before it's telegraphed. For example making the Plagues aura reading addon far more common would make all builds that don't include it stronger, since Survivors would often assume that she has the addon and would cleanse to counter it.
Meanwhile if you are running the addon you are less likely to get full use out of it either due to Survivors knowing they are revealed and acting accordingly or cleansing to remove the effect.
Meanwhile addons that instantly telegraph themselves such as Paint Brush are completely unaffected by rarity.
The important thing to note here is that the rarer something is the stronger it is until the telegraph. Thus the less likely a Huntress is to be using iri, the less likely the Survivors are to be prepared for it. Thus ironically meaning that increasing it's rarity just makes the problem worse.
Same deal for Prayer Beads.
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Btw I'm going to update the Nurse section to use the new addons as a base once her addon rework is implemented
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@NuclearBurrito said:
First off I want to start by saying that I've never like the idea of Killer's or Survivor's SOMETIMES being way stronger than other times, and that there should be some baseline powerlevel that they can consistently have no problem which is then balanced around. It's ok to have a bit of a progression requirement to get to that point but I've never like the idea of something being balanced around the idea of "oh this one thing is super strong but can only be used in one match so it's fine".
Thus addons and items throw the game completely out of balance, since you can't balance around 4 Survivors with items and 4 Survivors without items at the same time, let alone basekit Killers vs Killers with their best addons and Survivors with their best addons on those items and also Mori's because why not.
Since it's impractical to expect high level addons to only be used against opponents using those same addons, balance is not maintained and no matter what everything is thrown out of whack.
Thus the primary change is this:
Make all items and addons not consumables. You always keep them after every match no matter what so long as you got them from the bloodweb (not chest items). Offerings stay the same as they don't generally provide a major benefit and just alter the games RNG instead although Mori's should be completely removed.
The bloodweb would be altered to be MUCH smaller per web compared to now, however besides offerings all prices would be significantly increased to compensate.
As for the specific addon and item effects they would be altered so higher rarity means the effects are more extreme but with a drawback of some sort. Higher rarity means bigger effect and a bigger drawback.
Now to list out what I'd specifically suggest for each item/addon:
Medkits
- Camping Aid Kit - Moderately increases healing speed. Unlocks the self heal option (24 charges)
Note: This means self heal speed is increased too.
- First Aid Kit - Considerably increases the speed you heal others. Unlocks the self heal option (24 charges)
- Emergency Med-Kit - Slightly increases the speed you heal others. Unlocks the self heal option. (32 charges)
- Ranger Med-Kit - Tremendously increase the speed you heal others. Moderately increases Skill Check success zones. Moderately increases Skill Check bonus zones. (32 charges)
Note: No self heal option with the Ranger's medkit.
Addons
- Rubber Gloves - Moderately decreases the Healing Skill Check difficulty. Moderately increases the Skill Check bonus zones.
- Butterfly Tape - Slightly increases the Healing speed
- Bandages - Adds 8 charges to the Med-Kit
- Sponge - You don't get skill checks while healing. Overrides other addons.
- Self Adherent Wrap - Moderately increase healing efficiency when healing another Survivor and slightly increase healing speed when healing another Survivor. (not yourself)
- Needle & Thread - Moderately increase the chance to trigger a skill check. Moderately reduces skill check success zones.
- Medical Scissors - Moderately increase Healing speed. Decrease med-kit charges by 8.
- Gauze Roll - Add 12 charges to the Medkit. Slightly reduce healing speed.
- Surgical Suture - Considerably increase the chance to trigger a skill check. Considerably reduces skill check success zones.
- Gel Dressings - Add 16 charges to the Medkit. Moderately reduce healing speed.
- Abdominal Dressing - Considerably increases the healing speed. Decrease med-kit charges by 12.
- Styptic Agent - Reduce med-kit charges by 25%. Using the secondary action button will cause you to consume this addon and automatically heal the target 1 health state at 50% the normal heal rate. This will consume the appropriate number of charges.
- Anti-Haemorrhagic Syringe - Using the secondary action button will consume this medkit and automatically heal the target up to 1 health state at the normal healing rate. This requires 32 charges to use and overrides normally healing with the medkit.
Note: Unlike with Second Wind taking damage does not interrupt the automatic healing. However it will reset the healing and picking up the Survivor WILL stop the heal.
Toolboxes
- Worn Out Tools - Moderately increases repair speed. Slightly decreases Skill Check odds. Unlocks the Sabotage action (120 charges)
- Toolbox - Moderately increases repair speed. Unlocks the Sabotage Action (130 charges)
- Mechanics Toolbox - Considerably increases repair speed. Considerably decreases Sabotage speed. Unlocks the Sabotage action. You cannot hit great skill checks. (80 charges)
- Commodious Toolbox - Slightly increases repair speed. Unlocks the Sabotage action. (160)
- Engineers Toolbox - Moderately increases repair speed. Slightly increases repair speed further if the generator is less than 50% complete. (80 charges)
- Alex's Toolbox - Slightly increases repair speed. Tremendously increases Sabotage speed. Sabotaging does not consume charges. Unlocks the Sabotage action. (110 charges)
Addons
- Spring Clamp - Moderately decreases the repair Skill Check difficulty. Moderately increases the Skill Check bonus zones.
- Scraps - Adds 15 charges to the Toolbox
- Clean Rag - Slightly increases the Toolbox's repair speed
- Wire Spool - Adds 30 charges to the Toolbox. Slightly decreases the Toolbox's repair speed
- Socket Swivels - Moderately increases the Toolbox repair speed. Remove 15 charges from the Toolbox
- Protective Gloves - Moderately increases the chances to trigger a sabotage Skill Check. Moderately increases sabotage Skill Check success zones. Considerably reduces the sabotage Skill Check failed penalty
- Instructions - Moderately increases the Toolbox's Sabotage efficiency
- Grip Wrench - Moderately increase the chance to trigger a repair skill check. Moderately reduces repair skill check success zones.
- Cutting Wire - Sabotaging a hook does not produce an audio cue
- Hacksaw - Moderately increases Sabotage Speed
- Brand New Part - remove 30 charges from the Toolbox. When you start to repair a generator with a Toolbox consume this addon. You will repair the generator by 15% over 10 seconds. During that time you will receive 2 difficult skill checks. Hitting each Skill Check will result in 5 % progression each for a maximum of 25 % added progression.
Flashlights
- Flashlight - You may blind the Killer. (8 charges)
- Sport Flashlight - You may blind the Killer. Slightly reduces blindness duration and blinding speed.(12 charges)
- Utility Flashlight - You may blind the Killer. Moderately increases blindness duration and blinding speed. Slightly decrease blinding range. (6 charges)
Addons
- Wide Lens - Moderately increases the Flashlight Beam's width
- Power Bulb - Slightly increases the Blindness duration
- Leather Grip - Slightly increases the Flashlight Beam's range
- Battery - Adds 2 charges to the Flashlight
- Focus Lens - Slightly increase Blinding speed
- TIR Optic - Moderately increases the Blindness duration. Reduces Flashlight charges by 2
- Rubber Grip - Moderately increases the Flashlight Beam's range. Slightly decreases Blindness duration
- Low Amp Filament - The Killer does not see the Light beam (he may still be blinded by it). The Flashlight activation sound is muffled
- Heavy Duty Battery - Adds 4 charges to the Flashlight. Slightly decrease Blinding speed
- Long Life Battery - Adds 6 seconds of use to a standard Flashlight. Moderately decrease Blinding speed.
- Intense Halogen - Considerably increases the Blindness duration. Reduces Flashlight charges by 4
- High-End Sapphire Lens - Moderately increase Blinding speed. Moderately reduces the Flashlight Beam's range
- Odd Bulb - Each time you successfully blind the Killer slightly increase the Blinding duration of future blinds. Slightly decreases the initial Blinding duration.
Maps
- Detailed Map - Start with 1 Generator and 1 Exit gate Marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 16 meters. (20 charges)
- Rainbow map - Start with 3 random items marked. Unlocks ability to track Generators, Hooks and Exit gates within a range of 8 meters. (40 charges)
Addons
- Map Addendum - Start with 2 additional random items marked
- Yellow Wire - The map also tracks items in range of other Survivors
- Unusual Stamp - Increases the map range by 8 meters
- Retardant Jelly - Gain 5 additional charges
- Red Twine - Unlocks the ability to track Killer Belongings
- Glass Bead - Unlocks the Marker Ability on secondary action creating a marker that can be seen by all the Survivors.
- Odd Stamp - Increases the map range by 12 meters and reduces it's charges by 4
- Black Silk Cord - Unlocks the ability to track the hatch
- Crystal Bead - Every Survivor sees the Aura generated by the map when the owner activates it. Decreases map range by 50% and the map starts with 1 less item tracked.
Keys
- Broken Key - Reveals your aura to Survivors within 32 meters. (30 charges)
- Dull Key - Reveals Survivor auras within 32 meters (30 charges)
- Skeleton Key - Reveals the Killers aura within 24 meters (30 charges)
Addons
- Prayer Rope - Adds 10 charges to the Key
- Scratched Pearl - Increase the range by 4 meters
- Prayer Beads - Adds 15 charges to the key. Reduces the range by 8 meters.
- Eroded Token - You may channel the key while preforming other actions.
- Gold Token - Revealing a players aura also reveals any auras they can see
- Weaved Ring - Decreases channel time by 0.5 seconds
- Blood Amber - Revealing a players aura also reveals other player aura's within 50% of the Key's initial range.
- Unique Wedding Ring - You may see the obsessions Aura during the entire trial. Decreases your odds of being the obsession. Reduces the keys range by 8 meters.
- Milky Glass - You may open a closed hatch. Makes the Key brightly glow at all times. Shatters if you are ever downed, destroying the addon.
Here's how I would balance both this addon, keys, instant heals and literally every other item and addon in the game while I'm at it.