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Masterninja

Masterninja

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  • @Elan said:

    Krasue

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

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

    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.

  • Killers objective should be hooks, not kills. That's why Dbd is so bad designed. It's a big core/root problem. But the devs are ignorant and incompetent.

  • Yeah everything else is kinda good. Remove the Slaughtering strike and make It that he needs to down first survivors before Moring them. With that he is almost perfect.

  • Escaping a bear trap should be like a plain 7s. The luck aspect screws both the Trapper and survivors.

  • This is how I would buff the Twins without making them better at slugging:

    Time Victor can be static in one place from 90s to 60s, time to recover after missing a pounce without bumping into an object from 3s to 2s. Now pouncing on a survivor more than 8m away gives them 4% Hindered until Victor is crushed.

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

    (This encourages Victor to go for long pounces and to go for the downed survivor and carry them to a hook as Charlotte.)

  • @UndeddJester said:

    So while I was away we got a preview of Skull Merchant's rework... and not just the new direction, but the community reaction/feedback left me rather unsettled and deeply saddened.

    The joy of a Set Up Killer

    For those who don't know, I am a Pig main... I love setting up my RBTs, watching the RBT timers carefully to identify the possible patterns, and then (good chases willing), orchestrating scenarios where I put players into positions with difficult decisions to make around that RBT timer. I want to stress, it's not a case of trying to force a head pop (at least not often), it's more about using the threat of the head pop to predict survivor movement and squeeze the survivor team at the right time. Obviously this is harder to do against good survivors, and sometimes this backfires hard in your face... but this is where my enjoyment of the killer comes from.

    Other killers I enjoy playing are Trapper, Myers, Hag, Sadako, and at one point Artist. The thing I tend to like about all of these killers is the set up, followed by the pay off. Maintaining a Web of traps in clever odd little places and then catching someone off guard is very enjoyable to me, and I really like Trapper and Hag for it. With Hag specifically I ban myself from trapping hooks, because maintaining my web is the part of her game I really enjoy.

    For both Myers and Sadako, both are very much slowly building your power and paying attention to the map state to find the right moment to press your strength. Their strength manifests differently, but the point is slowly accumulating your threat and then finding the right moment to strike and hopefully put the survivor team in a very difficult to manage situation.

    Artist is a bit of an outlier for me, but she also has elements of this setup/payoff to a degree, mostly where you can try to line up a double hit on someone at distance with a staggered crow combo, and then try to get the hit, maneuvering to cut them off from where they'll likely run. I also like the shotgun combo, where you hit a single crow then try to predict where the survivor will go before they can clear it to shotgun a hit. The two stage nature of Artists hits appeals to me.

    https://c.tenor.com/9qn_nI927TYAAAAC/tenor.gif

    The thing with all of these killers is I don't really care if I'm not the strongest killer in the game... I just enjoy trying to make a plan work and catching people out/off guard.

    The Skull Merchant 2.0

    Fun fact, I started playing DBD upon the launch of Skull Merchant... I don't remember the old days of DBD, but I do have a keen interest in DBD history and have read/watched hundreds of hours of content, guides and wiki information discussing the evolution of the game, old killer powers, changes and mechanics, etc.

    I really liked Skull 2.0, yes I know she could be played in the lame poop drone at tile and make survivor leave style, but that wasn't what I liked about her. I liked the mechanic of dodging scanlines, combined with the idea of setting up drones to lock off paths and makes tiles unsafe once I pushed the survivor into my web.

    I defended this killer a lot, because with this style 2.0 Skull Merchant could be played like a bonfied trap killer, an archetype not used since Hag.... Hag for christ sake! The drop trap at tile and push survivor away playstyle did suck to play as well as play against, I might do it at a REALLY strong tile, but I much preferred setting up drones and pushing survivors into them. Quite honestly if you just said "make it takes 2 seconds to set up a drone where SM can't move", I'd have still been happy.

    I've got quite a firm idea what I want Skull Merchant to be, I've discussed her at length, and wpuld quite happily suggest it... however...

    Skull Merchant Proposed Rework and the Community Reaction

    https://forums.bhvr.com/dead-by-daylight/discussion/441096/design-preview-the-skull-merchant

    I'm not dumb, nor think I'm right and everyone else is wrong... I understand why BHVR took this route and I understand why people like this shift of design focus...

    Broadly speaking I'd split killers up in the following categories: -

    • Dash/Speed Steroid Killers
    • Projectile Killers
    • Teleport/Map Presense Killers
    • Anti Loop/Zoning Killers
    • Instadown Killers
    • Stealth Killers
    • Slowdown Killers
    • Trap Killers

    Some killers cross multiple categories, but generally speaking this can be uses to reflect vast majority of killer powers.

    To my mind, dash/projectile killers achieve effectively the same thing in regards to their gameplay... they subvert loops by using speedy thing to land hits that would normally not be possible at base for the killer, mitigated by how well they aim and time their abilities. We have an abundance of these types of killers, particularly in more recent releases.

    With Skull Merchants rework, it looks a lot like a dash/projectile killer. Fundamentally these remote controlled drones are likely to operate like Victor, or Engineers Fang Pinhead, or Snug, or remote Wesker/Hillbilly.

    Meanwhile killers with slowdown and traps are not at all common. The need to "set up", or take time away from chases, combined with their low mechanical ability to force hits, tends to make these killers inherently weaker than their mechanically demanding dash and projectile counterparts...

    I think the real shame and big concern for Skull Merchant is instead of her being modelled for a player type that doesn't have so many options to pick from... we instead throw her into the pool of killers where there are plenty of those style killers already...

    It disappoints me immensely that no one ever wanted to talk about how SM 2.0 could be fixed, no one entertained the idea of trying to make this trap like killer work (despite numerous attempts to get the discussion going)... but once she's being made into yet another dash/projectile killer, every claps like seals knowing full well there is no reason to pick her over anyone else on the roster.

    Similar Treatment to other Set Up Killers

    All this is to say, the community reaction to Skull Merchant has made me realise that we'll likely never see another trap/set up style killer... The community doesn't want them on either side.

    They refused to talk about Skull Merchant until she got made a dash/projectile killer, no one would talk about how to make her a fair and interesting set up killer.

    They tried to gut Pig RBTs and push her ambush to be discount Chucky, because heaven forbid a killer doesn't have strong anti-loop or map mobility as their main strength.

    Good luck getting a discussion going aboit Hag... The only posts about Hag is only about how shes a problem, only wanting to nerf her hook camping or make it stronger cause that's all that's "viable". There's never a discussion on making her web/setup better as a prominent part of her gameplay.

    Trapper people just want Trappers Sack basekit so they can create an impenetrable 3 gen or a hard basement cheese from minute one. No need to plan, or think, brute force him into viability to create the most mundane gameplay loop possible.

    I'm not insulting anyone... but there are times it feels like Killers are just being homogenised into some variation of Blight of Huntress, and everything else is just a problem to be fixed, or more often, swept under the rug and ignored.

    I completely agree. Here is my SM rework that combines her 1.0 and 3.0 version:

    Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m or collides with an obstacle. Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 4s once outside. Hacking drones gives claw traps (25s), hacking moves from 5 to 7.

    Survivors getting scanned are tagged with claw traps (45s). Claw traps now only reveal survivors in the radar. Once the battery dies, do the (up, down, left, right) minigame to remove them (7 moves). Claw trapped survivors getting scanned are revealed by killer instinct, get Exposed for 20s and makes the drone fly up, staying out of reach for 10s.

    Hacked drones (white aura)

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

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

    Haste removed. Changing scan rotations puts the power in a 5s cooldown.

  • I saw in a video that is Chucky you have to blind.

  • The new gens feel like a breath of fresh air for survivors. After 9 years we finally have a new survivor objective. I want it to be permanent.

    If we get it as a permanent feature I will literally never use a toolbox to repair gens ever again.

  • Killer gameplay should be around hooks, not kills. While survivor gameplay should be about how much or how many actions you did during the match (repairing, being altruistic, duration of chases, etc…) and not wether you escaped the trial or not.

  • @ThatRyanB said:

    Thank you to everyone who's taken time to share their thoughts in this thread and across the community these past few days! It's always great to see such in-depth responses, so please keep 'em coming! The more granular the info you provide, the more useful it is to us, so seriously, thank you!

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901413#Comment_3901413

    Coming back to this one, I appreciate you breaking out your specific thoughts for each piece of the preview! On the controlling of drones, I see you mentioned you like the idea of this, but not the proposed version.

    Is there something specific that you would find rewarding if it were wrapped into the drone control mechanic?

    Yes, thank you. I think the best way to add a "move around/control" feature that wouldn't be too complicated for the devs to implement would be something like this:

    Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m or collides with an obstacle. Then you could by holding the radar press a button to make the drone fly back slowly (while still being active) to the location where the Skull merchant was when she deployed it. Press again the button to make the drone fly back again.

  • Stealth drones (VERY GOOD): these were always a very cool feature and fun as a survivor having to pay attention to the lights coming out of the drone to not get scanned. So is a great decision to put back the Stealth mode.

    Hacking changes (VERY BAD): hacking drones is very very easy, there shouldn't be any reward for survivors. Actually you should increase the minigame steps number from 5 to 7-8, because hacking drones is way too fast.

    Deep wounds, Hindered and Broken effects removal (VERY GOOD): both Skull merchants and survivors would agree that this was very obnoxious.

    Claw traps removal (VERY BAD): they were always a very cool and unic form of tracking so please do not remove them. Claw traps should only reveal survivors location in the radar and no one would complain.

    Changing scan rotation removal (VERY BAD): this is a very cool feature, please do not remove it.

    Controlling drones (GOOD): it would be great to have some way to pilot the drones and make them move around. But not in the way the devs proposed.

    Propulsion, kamikaze drones (VERY BAD): Skull merchant should be a tracking/trap/stealth killer. She doesn't need to be another "I throw something to injure you" type of killer. There's already plenty of killers with damaging projectiles and dashes. This is very unoriginal.

    Red light, green light (NEUTRAL): it sounds cool and fitting with Skull merchant abilities, so why not?

    Here is my rework. Is just basically a mix of the Skull merchant older and newer versions:

    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. Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (20s).

    Survivors getting scanned for the first time are tagged with claw traps (40s). Claw traps now only reveal survivors in the radar. Once the battery dies, do the (up, down, left, right) minigame to remove them. Claw trapped survivors getting scanned are revealed by killer instinct and get Exposed for 20s (doesn't reset until the timer run out).

    Hacked drones (white aura)

    Stealth mode (yellow): the area of the effect shown on the ground is invisible for survivors. Survivors inside are revealed in your radar. Laser beam rotation of 90º/s but the drone only shows a small light.

    Scouting mode (red): laser beam and area of effect visible and rotation speed of 120º/s.

    Haste removed. Changing scan rotations puts the power in a 3s cooldown.

  • Your are completely right. Perks from characters you own from the start: Meg, Claudette, Jake, Dwight, Nea, David, Nurse, Trapper, Wraith, Hillbilly and Huntress, shouldnt appear in the Shrine.

  • Survivor gameplay outside chases is very boring. The chests are also a very outdated and boring mechanic that gives nothing to survivors. This down here is how I would rework survivors objective. Of course, Killer/survivor generator perks and toolboxes would require nerfs to adjust to these changes:

    Brand new part now is a Limited item and no longer a toolbox addon. Gen repair time goes from 90s to 70s. When gens reach 50%, they cannot continue to be repaired until a Brand new part is installed. Brand new parts are found in chests with red padlocks, there are 7 on the map which are revealed to killers with red auras. Base regression speed from 0,25c/s to 0,5c/s and kincking extra regression from 5% to 8%. Gens can regress to 0% even with Brand new parts installed.

    Unlocking red padlocks takes 30s and every 2 seconds very difficult skillchecks (the Overcharge kind) appear. Hitting them grants 10% extra progress, failing them doesn't remove progress but still causes a loude noise notification. Survivors picking up Brand new parts are revealed briefly by killer instinct. Survivors can see the aura of dropped Brand new parts from anywhere on the map. To install them, a (up, down, left, right) minigame of 10 steps need to be completed.

    Note = Chucky and The Unknown could have the ability to hide inside normal/red padlock chests and Freddy could trap them in some way. Meanwhile Pig reverse beartraps would activate when a gen reaches 50% or is completely repaired

  • I think the perks only need this to be actually good: range from 16m to 24m and duration from 10s to 15s. Now also activates when teammates are hooked within range.

  • Zombies really need to be more interactive and fun, not only for Nemesis, but for survivors too:

    Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button within 1,5m from them, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Vecna monter chests). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.

  • @Santanemesis said:

    Give him more zombies and a new ability so Nemesis is able to sprint.

    Zombies really need to be more interactive and fun, not only for Nemesis, but for survivors too:

    Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button within 1,5m from them, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Vecna monter chests). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.

    If Nemesis ever gets a dash/sprint burst ability to traverse the map or catch up to survivors, then I would want this change for the tentacle strike:

    Now Tier II increases the tentacle range to 6m and speed while holding it to 4m/s. Tier III makes the tentacle break pallets.

  • Zombies really need to be more interactive and fun, not only for Nemesis, but for survivors too:

    Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button within 1,5m from them, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Vecna monter chests). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.

    If Nemesis ever gets a dash/sprint burst ability to traverse the map or catch up to survivors, then I would want this change for the tentacle strike:

    Now Tier II increases the tentacle range to 6m and speed while holding it to 4m/s. Tier III makes the tentacle break pallets.

  • Kills doesn't equals skill. This game would be a lot better if the win condition for killer were designed around hooks, not kills. The developers dont even understand their own game and that's why they are so bad when it comes to improving it and changing things.

    And if you think this is wrong go ask the youtubers Ortzarva and TrU3Ta1ent, who are veterans and actually know and understand this game better than any of you and the developers.

  • You are right, zombies really need to be more interactive to feel fun to go agaisnt, not only for survivors but for Nemesis too. Although I think the flashbangs are unnecessary, a simple button interaction for the survivors would be enough:

    Zombie speed from 1m/s to 2m/s. Healthy survivors can put them on the ground for 10s by pressing the interaction button within 1,5m from them, they will wiggle with the zombie for 5s while facing continuous skillchecks (like Vecna monter chests). Now Nemesis can press secondary ability button to roar loudly and call the nearest zombie within 32m to his location. This cannot be performed near hooked survivors.

    If Nemesis ever gets a dash/sprint burst ability to traverse the map or catch up to survivors, then I think a tentacle strike nerf would be needed so he isn't that oppresive:

    Now Tier II increases the tentacle range to 6m and speed while holding it to 4m/s. Tier III makes the tentacle break pallets.

  • @Barin said:

    The problem with Trickster is that he is seen as weak in some situations or takes less skill by spamming his knives.

    However, I see potential in his skill expression by aiming accurately and creatively. I wanted to make the Trickster feel like a Trickster. My goal is to increase his skill ceiling.

    THE TRICKSTER - REWORK

    Movement Speed

    • [REVERT] Base Movement Speed is 4.4 m/s (was 4.6 m/s)
    • [BUFF] Caged Heart Shoes is Base-Kit (+0.1 m/s in the Throw State)
    • [BUFF] After hitting 5 consecutive Blades, you gain 5% haste, this effect is lost when missing a blade or by Basic Attacks

    Laceration

    • [REVERT] Laceration Meter is 6 (was 8)
    • [NEW] Hitting a survivor from further than 32 meters increases the Laceration by 200% for each Blade Hit
    • [NEW] While a survivor is 1 knife away from losing a Health State, the laceration decay is increased to 60 seconds
    • [NERF] Standing still increases the dissipation after the laceration decay by -1.0 c/s (was -0.5 c/s)

    Main Event

    • [REWORK] After the Main Event is active, you throw Heavy Blades. Each Blade increases the Laceration by 200% and decreases your throw Rate by -30%.

    Blades

    • [NEW] Switch between 3 different Blades: Light Blades, Music Blades and Explosive Blades

    Light Blades

    • Will ricochet off environments one time
    • +1 laceration when hit by any means

    Music Blades

    • Survivors hit by this knife will hear the Terror Radius of the Trickster anywhere
    • When Laceration decays this effect is lost

    Explosive Blades

    • Will shatter when hitting the environment
    • +0.5 laceration when hit by the shatter

    Dont listen to DOOMSAYER, you did a good job regarding Trickster design flaws and trying to fix them by buffing and nerfing him.

    My changes to him are more simple and straight forward but they aim somewhat similar to yours:

    Movement speed from 4,6m/s to 4,4m/s, terror radius from 32m to 24m and remove his lullaby.

    Now 5 knifes are needed to take away health states. Throw rate from 1 knive every 0,3s to 1 every 0,7s, time to enter Throw state from 0,35s to 0,3s and to exit from 1,25s to 1s. Time for Laceration to start decaying from 15s to 30s. Main event duration from 6s to 4s.

    Respectfully, I think the different types of blades is unnecessary. Although I kinda like music blades. It reminds me of secondary power I though a long time ago for Trickster to replace the main event. It was 2 soundboxes that he put on the ground and they played his terror radius music in a 24m radius.

  • @DOOMSAYER said:

    If his movement speed was changed back to 4.4 I probably wouldn't play DBD again to be honest, as he's my main. He was far, far too slow back in the day, and it was a chore to catch up to survivors. 4.6 is just fine given his height and body weight, never mind his power, which is a steep learning curve in its own right. It just makes sense to keep it at 4.6.

    The different blade types is a pretty neat idea. I'd be well up for that.

    The guy buffs him in other ways to compensate for the 4,4m/s nerf, but you dont want to hear anything after that. What a whiny, crying mentality you have there "if he is 4,4m/s I quit playing DBD".

    You are the kind of player that doesnt let DBD actually improve and have better designed killers.

  • Solution: when dying survivors have 95% recovered, a 45s timer starts, this stops if the killer picks them up or a teammate heals them. Once it ends, they can press the ability button to instantly deplete their bleeding meter.

  • @theonryo123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870911#Comment_3870911

    They literally have sprint burst that’s what’s sprint burst is for. They are running at a normal speed rate but all they have to do is press the active ability button to get speed it’s lien having sprint burst but instead your running

    Sprint burst is 50% for 3s while Dramaturgy is 25% for 2s.

    Dramaturgy downsides: can't use it while injured and may cause Exposed.

    Upsides: can use it at any time and may give you extra Haste duration.

    Is a very good perk, but its not OP. Lithe is even better than Sprint burst and Dramaturgy.

  • @MechWarrior3 said:

    ”I don’t trust the devs with her” lol

    What you get is what you get lol. The devs are gonna put out what they want.


    Hopefully they will improve their reworks in general.

    Hopefully? How long have you been playing this game, do you want some history?

    They ruined Hillbilly once, took a good time to buff him again. They badly reworked Sadako once and after the PTB they reverted a lot of the changes (also her invisibility was bugged for a long time). Skull merchant has gotten reworked 2 times and she still needs a rework. The first Twins rework got completely revert after the PTB.

    Trickster and Freddy got changed a bunch of times and still need changes. Trapper still need a lot of changes, Myers finally buffed after 8 years, etc, etc, etc. Lol, I wonder why I dont trust the devs and why this clueless player says ridiculous things.

  • @SidneysBane1996 said:

    What on earth is with the needless asking for Nerfs for perfectly fine, balanced, functional Killers?

    You do all realize if you ask for nerfs like these they will just buff other more annoying parts of their powers, right? You all know you're not entitled to ask for Killers to be destroyed just because you successfully all got Skurchent made useless, right?

    Yeah, I nerfed some parts of the killers… and at the same time I compensated that by buffing other things. That was the point, nerfing the annoying stuff and buffing the healthy parts of the killer powers to encourage more dynamic gameplay. Do I need to enumerate the amount of buffs and nerfs?

    Clown: 1 medium nerf / 2 medium and 2 small buffs

    Legion: 1 big nerf / 4 medium buffs

    Singularity: 1 big nerf / 4 medium buffs

    Nemesis: 2 small nerfs / 1 medium and 1 small buff

    Dredge: 2 small nerfs / 1 medium and 2 big buffs

    Trapper: 1 medium nerf / 2 medium and 1 huge buff

    Xenomorph: 1 medium and 2 small nerfs / 1 big, 1 medium and 1 small buff

  • The look maps in daylight have is pretty bland and bad. Coldwind atmosphere feels too warm and calm, the lightning should be as Dead dawg saloon. Ormond mont resort looked way better (scary and desolate) when the sky was cloudy. While Eyrie of crows is just too damn bright, they should revert it to how it looked on it's PTB.

  • It actually had different lightning in the PTB and it was soooooo much better than what we have right now.

  • 20s is too short, it needs to be… once you have 95% recovered, a 30s timer starts and when it finishes, press button to increase the bleed out from 0,25p/s to 1,25p/s.

  • The only thing it needs, is to go from 2% to 3% and extend the duration once outside from 4s to 8s.

  • Why is Russia mentioned in the servers you want the devs to bring back? Did you forget their ongoing war agaisnt Ucrania and all the crimes already commited by them?

    A lot of companies, BHVR included, have shut down their bussiness in the country to somewhat support the end of the war. So stop being ignorant and watch what you say.

  • YES TO ALL OF THIS

    Also give killers the option to surrender, but ONLY if the match is going very bad their way. For example: 0-3 hooks and 4 gens are completed

  • Your changes to improve the shrine by buffing the numbers of the free perks would be catastrophic in terms of balance (especially the ones you suggested for botany and sprint burst).

    What could make the shrine very appealing for players, would be doing the next steps…

    First: increase the number available, +2 survivor perks and +2 killer perks

    Second: remove the free/universal perks from the pool

    Third: licensed perks such as Finesse (Lara croft) and Rapid brutality (Xenomorph) can only be bought with 250 auric cells = 2,50 $. Original perks such as Decisive strike (Laurie strode) and Bamboozle (Clown) can be bought with 2000 iridescent shards or 200 auric cells = 2 $

    A whole character costs 500 auric cells = 5$ and you get +3 perks and a skin

    A lot of players sometimes want only the perks from a character, so giving the options to instantly buy it (iridescent shards can only be earned by playing A LOT) would definitely give the devs a lot of extra money.

  • My changes

    Increase invisible duration while Demanifested to 1,2s. Now survivors holding videotapes gain 1 condemn stack every 40s outside chase.

  • I want to encourage the use of biopods and placement strategy, I think is cheap and lazy to just spam the teleportation with your cannon.

    Biopod cooldown after tagging a survivor from 3s to 2,5s and EMPs hack duration from 45s to 25s. Now teleporting to tagged survivors directly with the cannon will remove the tag from them, meaning you will only get one teleport if you use the cannon (not the biopods).

    Now to retrieve EMPs from 3D printers, survivors have to complete the (up, down, left, right) mini-game, but there are 15 steps instead of 5.

  • Firecrackers and Refined serums should be put as normal items that you can get from the bloodweb and in chests.

  • If all perks were at least more than decent, then chaos shuffle will be fun, but that's not the case, therefor chaos shuffle isn't good.

  • It doesnt has to be full invisible scratchmarks, maybe like 75% less scratchmarks visibility.

  • 3 Gen: make it so gens can't spawn within 30m of each other.

    Sadako: "Old newspaper" and "Reiko watch" are now basekit. Reduce global condemn, but now survivors get extra condemn if Sadako teleports near them (with or without videotapes). Now survivors have to go to the furthest TV to get rid off videotapes. Holding one makes survivors every 35s outside chase get 1 condemn stack.

    Hillbilly: "LoPro chains" is now basekit. Reduce cooldown of missed chainsaw hits from 3s to 2s and bumping into objects from 3s to 2,5s.

    Blight addon pass: is very posible you are not going to do it right.

    Save the best for last: reduce stacks from 8 to 6.

    Grim embrace: you better not make it OP.

    Quick gambit: increase range from 24m to 128m, but reduce bonus from 8% to 6%.

    Shadowborn and Monitor & abuse: why? they are fine.

    There's need to be like 10 more killer perks and 15 survivor ones in that balance update.

    Mangled and sloppy butcher: why? they are fine.

    Pig (she needs more than a few tweaks): "Rules set No.2" is now base kit. Reduce the terror radius from 32m to 24m and increase ambush dash speed from 6,9m/s to 7,1m/s. Now the Pig only roars when the ambush dash charging meter is at 50%.

    Ultimate weapon: don't nerf it to the ground.

    DS: increase stun from 3s to 5s.

    Twins (you better do it right)


    Things that should be in your roadmap...

    -50 survivor and killer perks updated, even more (like a lot more because there is so much you haven't done earlier)

    -Refined serums and firecrackers as normal items (not event ones), remove broken key, dull key and green map.

    -Terror radius a sphere not a cylinder.

    -Trapper, Myers, Dredge, Clown, Freddy buffs and another Trickster rework.

    -A lot of map changes.

  • Wonderful idea, there's so much addons which the devs haven't changed or had changed but they made them worse, that no one uses.

  • Like from 2% to 4%, would be nice.

  • It would be wonderful if firecrackers wouldn't be event items. They are so fun.

    Also refined serum is also very fun to use, it should be an item not an addon

  • This is perfect, you do a better job thant the devs.

  • I would rather have 8 months of all midpatch and balanced updates with perks, maps, killers, addons and item changes than FOUR NEW CHAPTERS with problematic and non-necessary new content which just adds more garbage in the cannister.

    Seriously devs, STOP WITH THE NEW CONTENT AND FIX YOUR GAME.

  • There is always gonna be at least 2 medkits in a match and one circle of healing. Nowadays is just too easy to heal, and not worry about being injured. Medkits need like a 20s self-healing time and not 16s.

  • Nemesis concept is so meh, the wip, the contamination effect are so boring and dont add anything special to the game. The zombies are the only cool thing about the killer.

  • in some way, I kinda like this.

  • What we need is more midpatchs for year. With map, perks, items, addons and Killers changes.

  • Yes please, and a search bar.

  • If we can have It like a base non-event item, yes please.

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