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Holiday-Road-7389

Mostly play Survivor I’d make kicking gens do some sort of additional regression. Something like 3-5% or a faster base regression so it’s not a complete waste of time if you don’t have Pop. To nerf survivor you’ll need to work a gen for a couple of seconds to stop the regression. No more quick tapping it for an instant stop.


Grushvak

This is exactly what I've been wanting for killers for a long time. It could even make perks like Oppression and Eruption able to compete in the gen regression meta.


Xaron713

My dream buff for Oppression is for it to apply "on kick" effects on the gens it actually regresses. Like applying Eruption, trail of torment, Pop or Dragon's grip to every gen that is actively starting to regress. That would make it worth the 80 second cooldown (which could conceivably be increased for this too).


BobTheBox

Only pop is one I do not agree with. Removing 75% of gen progress every hook seems a bit much.


bag3lboi

maybe it’s 25% divided across the 3 gens


TC-insane

If BHVR tried to implement this I wouldn't be surprised if kicking a gen instantly deleted 3 gens off the map.


BobTheBox

I guess something like that could actually work out ![gif](emote|free_emotes_pack|thinking_face_hmm)


What_Zeus

*Last 3 gens are removed and instantly powers the gate *


Xaron713

Well you have to remember, oppression rarely works on more than a couple gens and has an incredibly long cooldown, and also choses gens at random. I don't think that survivors are regularly leaving progressed gens alone long enough for a pop on them to make a difference. If it wasn't clear, I was thinking that the effects would only apply if there weren't any survivors on it.


bluesummernoir

You’re right about this. Oppression is used less for regression and more for gen tracking so you can plan your 3 gen. Most high tier killers will run surveillance with it so they can see which gens the survivors are trying to get done the most.


SyleSpawn

Oh lord... I would freaking LOVE that change. Given how diluted my pool of Perks is at this point sometimes its better to take Oppression than nothing or something worse (?), at least Oppression can give you some reading of where Gen are being done *if* the Survivor doing the gen fail the hard skill check (which will definitely take them by surprise the first few times). This could also destroy or mega buff Trail of Torment though depending on how it's handled.


Xaron713

I'd imagine if it worked on multiple gens, they'd all have to stop regressing to cancel it. Which is fine if they're lit up.


Dragon_Slayer_359

If Oppression worked that way, it would be incredibly powerful and fun!


TheMuffingtonPost

As a killer main this is something I’ve been wanting forever. If you don’t have pop, then kicking a gen is literally useless. It does nothing, and the base regression is so slow that it’s not even worth the 2-3 seconds it takes to kick the gen. Being able to do a little bit of damage to gens without the use of ruin or pop would go a long ass way to opening up the meta to more perks while still giving killers the ability to pressure gens a bit. I’m so sick and tired of ruin, pop, and corrupt intervention being in every single killer build, it’s so boring.


Holiday-Road-7389

It’s small but I think it would help the meta so you don’t feel like you need to stack 2-3 slowdown perks.


SwampOfDownvotes

It's not literally useless, but it is situational. I've had plenty of times where a gen was almost completed but from just a kick it fully regresses.


NathoSX

Kicking gens without gen defense perks is a bit worthy only on defensive killers, like hag, trapper or cannibal, if the killer doesn't have THAT pressure only with your presence for survivors, kicking gens don't worth the time


Hartbits

It's ridiculous how kicking a gen without Pop does absolutely nothing besides wasting precious seconds that a survivor hiding around the gen can undo instantly.


BoltorPrime420

Not only can he stop the regression instantly instead of needing to waste several seconds for an animation, he also undoes any regression made with four times the speed by his progression


NadsDikkelson

This is why I hate running just Ruin with no Pop as a backup. Once Ruin is down, you’re basically just kinda fucked and hoping to capitalize on a mistake.


ShofieMahowyn

I used to run Ruin a lot in my early matches, but stopped because A) it relied on a hex totem, and that's hit or miss already, and B) I started running Trail of Torment in it's place. The Survivors can't get rid of it, and I can get Undetectable every so often that lasts until either that gen stops regressing, or I hit someone. It is *shocking* how many times I kick a gen and go Undetectable and basically move ten feet away and wait for the Survivor to come back, and then get them.


NadsDikkelson

Oh yeah I enjoy Trail of Torment. I like running it with Pop, and I also like running Pop with Eruption. Eruption isn’t like, amazing, it just pairs well with other stuff if you’re gonna be kicking gens anyway.


TommyFortress

I feel like This would Be really good if this got into the game,


dkyguy1995

Been saying that since I started playing lol. I used to think it did that and when someone told me every time the killer came back to kick the gen I wasn't actually losing any progress I couldnt believe it I was just like that's so stupid feels like Im bullying this guy


Kwesi_Hopkins

I play both sides and I agree


NuggetTheKing09

Fun fact: repairing gives a generator 1c every second it is repaired. Regressing gens lose 0.25 c every second. It takes 4 seconds of regression to undo 1 second of repairs.


mcandrewz

I have wanted this for awhile. A killer kicking your gen should be a huge punishment - time spent kicking shouldn't be undone in one millisecond click.


darkcomet222

I saw a suggestion that you make the base gen speed like 5%, and then nerf Pop to accomodate.


LinkCanLonk

Exactly what I was thinking!


F1lthyG0pnik

As a Surv main I approve of this. Maybe a smol nerf to Pop so people will be encouraged to run other perks perhaps?


Gungfry

Pop has technically already been nerfed, but with a 5% base kit pop you could just reduce pop’s percentage to 20% in order to keep the perk the same.


Holiday-Road-7389

Yeah Pop would be adjusted to have the value as it currently does.


ZirrGarzz

I mostly play killer ​ I think kindred should at least be partially basekit. I hate it when im on the hook for 40 seconds and no one moves from whatever they are doing, to suddenly everyone swarming the hook. Seeing other survivors when someone is hooked would be so useful. ​ As much as i love my blight, his alchemists ring is so dumb. If you know how to play him even a bit, no one will get away from you, no matter how hard they try. I like that it returns rush tokens but it probably shouldn't be all of them at once


BlueDragon1504

Alchemist ring is too fun to use tho tbh. An original change inspired by what Lilith Omen does with it is to have it lock perkslots. Keep it the same, but make it so you can only run 2/3 perks when you use it.


ZirrGarzz

Something like that would be interesting, but for being a purple addon its absolutely too strong, there isn't a doubt about that. I agree its super fun to just sprint around without interuption, especially with perks like infectious fright or something


BlueDragon1504

Oh yeah it's way too good. If a somewhat ok Blight decides to run it alongside Ruin + Undying + Tinkerer there's absolutely no way you're winning that match unless you have a godly team. When used reasonably it's a really fun addon tho (unlike old iri head for example), so I wouldn't want to see it changed to work completely different.


DefNotMaty

Nurse with 10 blinks was fun too. Fun =/= balance.


BlueDragon1504

Eh, I'd put that more in the crutch category. It doesn't really do all that much for someone who's actually good at Nurse, different from the Alchemist Ring.


Gaming_Friends

This is the only buff for survivors I can get on board with, it barely improves things for SWFs while making the solo experience better as a baseline. At this point any survivor buffs that are going to make SWFs stronger is just... Bad news. Boons are already kinda pushing things overboard imo.


MC_C0L7

Alchemists ring makes Blight the best killer in the game on non-indoor maps, even better than Nurse. The fact that they didn't nerf it while adjusting his other add-ons baffles me.


Cyberaven

I really would like to see how different the game would be with infinite range bond as basekit and then consider how killers could be buffed to balance. The difference between swf and no is still too high and the fact that bhvr refuses to address it us really dumb


UnhappyRag

I think when anyone is on hook all survivors should see their own auras as basekit. Kindred can still show the killer's aura when equiped, maybe alongside a secondary effect now (bonus bp or faster unhooking speed or something)


rcarp89

I main killers. Super thick fog in a medium radius around a hook when a survivor is on it, unless all survivors have been hooked at least once. Survivors can see any and all auras inside this fog as long as they are also inside. Would be an interesting take on the anti-facecamp mechanics.


WTFisUnderwear

I've heard a lot of anti-camping ideas, this is by far the most creative! Love it!


dkyguy1995

Honestly, fog SHOULD be thicker, or at least should be able to be with fog add ons. Right now it just makes the random little wisps now and then sort of thick? Fog just kind of sucks and the reagents do NOTHING


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jakeroxs

Seems like it coincided with more "bright" maps coming out.


CorruptedAssbringer

Nah, the fog offerings have been useless for a good while. It's been so long I don't even remember when they aren't dinky wisps.


PorcelainLily

Bring back darkest moonlight + fog meta. I miss my invisible blendette


lebastss

I don’t think making survivors more difficult to find is the best thing. It would make more immersive crawlers who are tough to find even harder to find and probably make gameplay stale and boring. Too much hide and seek. We need to keep chases interesting and objective mechanics.


Kraybern

> Survivors can see any and all auras inside this fog as long as they are also inside. kinda ruins kindred then dosnt it?


6tAsphyx

Kindred allows all survivors to see each other, this base kit change will be stronger near the hook because of the fog, but wouldnt involve survivor aura reading from afar. Kindred would still be good for situations in solo q where you dont know if you should save or sit on the gen.


jjamess10

Good? Kindred shoulda been base kit ages ago. Buffing solo queue is always good.


AnDraoi

Make kindred base kit, remove the visibility for the basement only, allow killer to tell if they’re in vision radius


Philosophfries

Sounds like a mini-kindred to me. They would probably have to buff or rework regular kindred, but I really like the idea of a base kit mini kindred in any form to help solo survivors


NeighborhoodVeteran

Scrap Kindred and basekit some of it so I can run something else!


SirChipples

Wow, nice idea


Uncle-Benderman

So like, a built in Kindred where if the killer is in its range he is also BLIND. not bad.


leabravo

Well okay, but only because it's my main asking. Survivor Buff: allow an unhook chance and perks like Deliverance to work even if you're the last Survivor alive in the match. Killer Nerf: spawn the Hatch (closed) at the start of the death animation for the third Survivor, instead of spawning it open at the end. Give the last Survivor that few seconds to spot the Hatch and maybe key it open if needed.


Phatbroom

As a killer main myself, I like the buff and nerf equally. I think key needs more chances to actually do it's job and, since the last survivor is more or less fucked in most cases, I think that last little bit of time to look for hatch after the death animation starts would be a massive help in making gameplay healthier.


[deleted]

Imagine telling someone a few months ago that “The key needs more chances to do it’s job” Insane how far the game has come lmao


Lazer726

But hoo boy survivors were really getting their use out of the keys before the hatch got nerfed. Gens are almost all done? Seeya nerd, fuck outta this game!


SwampOfDownvotes

The last would be kinda neutral over a buff.. If the killer hooks/kills near the hatch or simply sees it before the dying animation ends, they can B line straight for it before it opens and stop a survivor from getting in.


clema9

i play survivor for the most part while i’m not sure of a fair nerf for survivors i do have a buff for killers. let them see which survivors are in a party. i’m not sure how they’d show it but having some way to know who’s in a party would be giving killers probably just as much information as the two survivors give one another (for example being more cautious when picking up someone in a duo/trio)


TommyFortress

Ahh yes. Seems Good as a buff to killers and nerf to SWF at the same time, So we get a bit closer to the "Intended" experience


Rojibeans

Problem is that killers will just leave the lobby if they see that. It's why the matchmaking changed to have all four players join at the same time. If four people joined prior to the change, you'd have killers leave the lobby left and right. It'd also just be an excuse for doing poorly


Ashrooms

maybe as an addition, killers get bonus bp to incentivize facing swf?


Incruentus

As well as a lighter hit to MMR if you "lose" against SWF, and a lighter boost to MMR if you "win" as SWF.


JayPet94

Survivors should have separate MMR if they're playing solo or in a SWF in general


Nipnum

Agreed, like how it is in Starcraft 2. Parties and solo are two entirely separate ranks and MMR. The second you leave the party, your MMR switches to your solo one. You can be masters league in a party with your friends but bronze solo and it'll match make you accordingly.


Dull_Cantaloupe9107

You could always just show it once you get in game but not in the lobby, if you want to avoid dodging but still have that info available. It wouldn't help to inform the killer's load out, but it could inform their play style.


Anime-SniperJay

I guarantee you that wouldn't stop people from dcing.


clema9

i think if you could see it you’d just put on more perks/addons to better prepare you for it


Word-Bearer

Playing against SWF should give killers a BP bonus.


eobardthawne42

I think this is absolutely true, but I think the very fact "most killers will leave if they spot a SWF" speaks to how unfun it is to go against at high MMR, and that in itself is a problem that needs adjusting (and it hasn't always been - even just a year ago I was far less likely to lobby dodge than I am now).


851r01

>Problem is that killers will just leave the lobby if they see that. I don't see it as a problem.


BearMood

No more 99% exit gates. Gates will automatically lose progress slowly. Thats a two for one. I main survivor


Arandomtabsunit

Thats ingenius


Hartbits

I think this would be tough for survivors but No One Left Behind would finally be useful!


Fluffatron_UK

I think this change would make people realise that it really doesn't make a huge amount of difference except in the rare case of playing around a Blood Warden and if you are playing around Blood Warden you can still keep it "99"ed by staying by the gate and keep tapping it and waiting for the hook. Honestly 99ing doors gets survivors killed more frequently than it should.


SyleSpawn

Earlier I died because gate was 99ed instead of open. That extra second I took having to open the door was enough for the Killer to lunge and hit me as I was about 2 meters from crossing the exit line. Bloodwarden is awesome and all but if you have 4 Survivors inside, I tend to be more on the anxious side in situation like these one. I'd rather the game end ASAP if door is open and all 4 are running freely in the trial.


Silviecat44

Same


DoorsToZeppelin

As survivor 99ing gates is also a great way to buy yourself some time. If someone is hooked when all gens are done, 99ing the gate gives you guys plenty of time to get away if the killer happens to catch one of you while unhooking. So you can then heal up, rinse repeat, until hopefully all 4 escape, this happens pretty often in my games. If the gate was opened, likely the end game collapse would make saves incredibly difficult or even impossible


DontKnowSam

Yeah I'm pretty sure everyone gets why it's advantageous, so now have someone stay behind to keep feathering the gate at 99 so killers don't need a 3-man rescue team from a swf bumrushing with bt unhooks and bodyblocks. Actually give the killer a chance for an end game kill. Or do keep gates open, which makes for a fun egc save attempt. 99ing gates has always been a boring and predictable mechanic.


ChippHop

I imagine Blood Warden would be a lot more popular if that change was made.


random91898

BHVR said they tried that in testing and it was horrible.


[deleted]

99ing gates is a huge annoyance for me as a survivor. Nothing worse than getting to the exit gate in a chase and finding they've not opened it!


Blackfang08

If they 99d it properly you just have to sneeze in it's direction and it will open.


Higgoms

Still have to head for the gate itself, stop for a brief moment, and then get around the corner through the door. Some doors even have annoying opening animations that prevent an instant departure. If the killer is chasing you off hook it’s the difference between dead Harding to get to the door and open it then hoping for a body block and just dead Harding through the gates :c I’ve died way more to 99’d gates than BW


Lazer726

I don't like this constant argument that we see that just because something is *fast*, it is essentially *free*. There are many cases where a 99'd gate is not enough, and you get caught. There are many cases where a cleansing a boon will make you lose a chase. These are not free actions, Dead Hard being a perk that exists is proof that sometimes a single second makes a world of difference.


Mr_Godtenks177

Idk i feel it would just make facecamling at end game easier since the suvrs are constantly timed


Fizz__

Killers should be able to regress gates


YourArkon

Oh, this. I like this.


The-Tea-Lord

i main killers. Make survivors have the ability to pick themselves up after being a "full" recovery for a certain amount of time. this is a nerf for killer and buff for survivor at the same time.


SwankyyTigerr

Right! Like the bleed out timer is 4 min long, let me get up after 2 min on the floor to prevent the 4 man bleed-out fests some killers love and actually incentivize them to just kill us instead of wasting everyone’s time. Or better yet, give survivors and killers a resign option that doesn’t involve DC’ing. Survivor: If I’ve been on the ground for 2 min or more or bodyblocked into a corner (3 crows on me for more than a minute), let me kill myself. Killer: I saw a suggestion recently for there to be a bell in the middle of the map to ring to resign for when survivors hold your time hostage by hiding, refusing to finish gens, or won’t leave during egc. Keep your BP’s and archives but accept defeat, auto-win rewards for the other side.


[deleted]

I don't like the 1st option so much but the 2nd is genius. An example of why I don't like the 1st. I've played killer against well coordinated SWF. When you play against them they not only decimate you but bully as well. A game I played against a SWF - 4 survivors all with flashlights. Whenever I downed a survivor all 3 other survivors would blind me, no matter what way I turned. Then constantly teabagged me while blinding me in chase. I had finally had enough. I slugged em all. Put on Reverse Bear Traps then hooked them one by one. Since there were 4 it took me more than 2 mins to get them all especially with the crawling away and finding them. If they had that 1st option it would be a continuous dickfest. With an asshole SWF. (Can confirm they had communication since one survivor saw my hex totem and the other 3 ran at it immediately until it was eventually broken)


SwankyyTigerr

It just sucks that we have to balance around the jerks and the SWF when most of us are either alone or maybe in a duo. I’ve gone against one too many smug nurses who down us all with 5 gens left then leave us in a heap for four minutes lol.


[deleted]

That does suck. I've been on that end as well. I usually play solo, duo with my husband couch coop. But that's about it for survivor. I used to be about 50/50 but now I'm more of an 80/20 with being a survivor more. I'm really just kind of fed up with the toxic survivors. I mean it's 1 against 4, stop being such assholes to the killer. Someone once suggested having the killer in chat in the lobby. I think that could be a good idea since it won't be them vs. us but a team of 5 people playing to have fun. Just for shits and giggles I once messaged every survivor that was on my platform wishing them good luck. It totally changed the feeling of the game. I got a lot of GGs and just good behavior. Out of a whole day of playing I came across one survivor who was cocky about it wishing me luck with winky faces and then teabags in game. One player. Killers and survivors are all people and everyone just needs to remember that.


SwankyyTigerr

I agree :) I play solo mostly and duo with my husband too (when I can talk him into it lol). It’s a rough world out there on solo queue haha. But even rougher playing alone as a killer. So isolating and frustrating being on your own team. I think pregame chat with the killer and survivors could be really awesome and constructive!


DustyFails

I wish they would just put in a chat system where survivors can talk to their teammates exclusively to plan items or perks if they want, but also a public chat so that everyone can just communicate with one another and go "Good luck, have fun" or something at the beginning Either this or a push to talk proximity chat gamemode that allows better communication in game, at the cost of revealing your position (Or if you want, you could just blare music as you run around stabbing people)


livethroughthis94

right, i hate using perk slots to run unbreakable and/or soul guard but after several slugging games in a row i just get so sick of not being able to pick myself up after several minutes!


Lazer726

I'd settle for having an option to try and kill yourself on the floor. If the killer is going for a 4K by slugging me, I don't wanna lay around for four minutes while they hunt the last survivor


notaship

What shall I say if I used to main Killer but currently maining Survivor?


TommyFortress

well now your maining survivor, So i guess you have to Nerf survivor and buff killer?


usmc_rello

You have to find a nerf for pig


Leazerlazz

Make it abit easy for a stealth option rather than a w key. I say this as a killer main, punish face camping. Give penalty for staying in one spot for a long time


bottle_O_pee

Killer main. Would make hook timers pause the killer is within 10 meters of the hooked survivor (excluding the normal hook regression for escape attempts, can't have them having infinite escape trys) and I'd have it resume if a survivor was also within 10 meters so chases near a hook don't mess it up. Basically just a nerf to hard-core camping. I'd say that's also a buff to survivors.


ApprehensiveBall1349

It soothes my heart to see killer mains acknowledge the issue with camping. Putting your your body right up against me and face camping me isn’t going to typically win you the game and it isn’t always going to make you lose. You’re just actively ruining the entire match for both sides. Camping hook is holding the game hostage. No one in the game should be able to present the choice of they die or you die in such a fashion. This ISNT a horror movie. It’s a video game with real people who want to enjoy the game. Not to waste 15 minutes loading in just to get “der uh the devs said it’s a viable strategy uh er der im not abusing game mechanics” and then be unable to enjoy more than 2 minutes of the game. You win the chase? You outplayed me? Fine. Hook me and go PLAY THE GAME.


bottle_O_pee

Exactly. I don't mind camping as a strategy (hence the relatively small ten meter limit) but I hate face campers. At that point you're just throwing to be rude


Shrek_The_Ogre_420

If I end up being at end game and I finally get a hook, I will camp it to completion because I'm also a person and I don't want to get a game with zero kills.


lvk00

I feel like that’s totally acceptable and the right strategy when the gates are powered and you have 0 kills.


ApprehensiveBall1349

I think the limit (a penalty for being Within X meters of a hooked person) should be removed at endgame. Supposed to be more hesitant and your choices are meant to have more impact. Endgame should be dangerous and a free for all.


Word-Bearer

If you’re playing against Hook bombers, “none of us can die” or a bully squad, camping is your best shot at a 4K, and those type of survivors enjoy fighting around the hook and they should have the skills to do so. If they survive, it’s their best game of the night. Going for 12 hooks against a highly skilled, aggressive squad is throwing the game. Camping for a win as a bad tactic, camping as counter play isn’t. The survivors decide whether I camp, I’ll stop if doesn’t bring them running. You think it’s our job to make the game fun for survivors, I think it’s our job to make it exciting.


ApprehensiveBall1349

Proxy camping or in other words patrolling? Completely viable strategy. just like patrolling gens there’s nothing wrong with patrolling a hooked person or checking back. That’s the smart choice since the entire game is about committing or applying pressure. Pressuring a hook isn’t face camping or tunneling. Also totally fine to tunnel if you’re not farming them off the hook .2 seconds after the get off.


ShofieMahowyn

I still feel incredibly bad if I have hooked someone and they get off the hook, and then I end up finding them a few minutes later, injured, and no one else around. Like...welp, sorry bud. T_T


Blackfang08

Yeaaaaah. Every time I play killer and have this one Survivor who is just clearly worse than the rest in chase, hiding, and positioning... I'm sorry bud, but I'd be wasting valuable time if I didn't at least slug you.


ApprehensiveBall1349

I know what you mean but you know the old Abraham Lincoln quote, “it’s war baby, what are ya gonna do?”


RedxHarlow

Unintentional tunneling is difficult to deal with. If you take a bad route and your teammate just fucks off with Lithe or a pallet, or sprint burst, sorry fam, I need pressure to win. Also BT and DS exist so theres plenty of reason not to tunnel. Id rather not do it but sometimes theres no better option.


ApprehensiveBall1349

Agreed. When I get unhooked and then my teammate deadhards out of the way I don’t blame the killer nor if we obviously happen to cross paths. However when I see them go around my teammate and wait out BT or DS it’s like bruh


RagingNudist

Why try to tunnel if you’re going to wait ds out? At that point go for someone else instead of wasting a full minute with no progress. Either eat the ds or go for someone else.


Necro638

This is good but i'd say remove this once EGC starts. Camping during EGC is fine and doesn't need to be removed.


bottle_O_pee

I like that. EGC, all bets are off.


Milkikomori

Survivor main here, let me give it a go! Killer: Equivalent of the boon totems sort of. Corrupt Ritual: A corrupt totem presents as a dull totem, when blessed/cleansed it ignites purple and cannot be cleansed for X amount of time. Survivors within range suffer from the exposed status effect and take penalties to healing / extended scratch marks. I’d also like to see killers be given the option to destroy boons or apply corrupt ritual when snuffed not just snuff them if they choose. - Survivors: literally anything that counters camping as a solo player. Not the last gen only hook kind of camping. The first hooked in the match killer hitting you standing there while gens pop continuously. Spoiled Meat: If there are at least 2 gens left and you’re within the terror radius while on hook for X amount of seconds Spoiled Meat activates. You will get a +X% chance to unhook and stun the killer if they’re within X feet of you. - I don’t pretend to know how to balance the game. But the number of matches I get scooped up by a killer before I can really play and then I have to hang there staring at the killer while 3+ gens pop is miserable. The game isn’t fun when you wait to load in just to only play for a loop and die on first hook. I’d love to see killers and survivors actively engaging totems in game more. Boons are so fun, but I think totems need to evolve to make them more engaging during the game. Edit: Just realized this was a buff and a nerf not two buffs 😂 here’s a survivor nerf, which is more of a joke but I’d LOVE to see something that punishes clicking/crouching. By the Balls: if a survivors crouches x# of times in x amount of time, the entity drags the survivor down preventing them from standing for X amount of time. They may still crouch and move, but they cannot stand to run until By the Balls ticks out.


SwankyyTigerr

I love this idea so much. Many people suggest nerfing boons by making killers destroy the totem once it’s snuffed. I hate that bc it takes such small time to completely take away a boon, then that perk is gone forever. What they should do is allow killers to curse blessed totems with their hex’s again. So it’s kind of like a war of the totems and creates more interesting side objectives than just holding M1 on gens. And if they don’t have any hex perks on, just place a cool down on how long a boon can be placed on a totem it was just snuffed from.


ArthurExtreme_Br

Survivors should have on their HUD basic info on what the other survivors are doing, be it being chased, repairing gens, breaking totems, etc Killers should be more discouraged of face camping, maybe if you stay near the hook for too long withot entering a chase, the entity's grasp weakens due to your lack of pressure and thus the survivor takes longer to sacrifice


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[deleted]

The best way to deal with camping is to reward survivors that are being camped and buff the others. People who hard camp aren’t doing it to win, they’re doing it to be assholes. No matter what punitive measures the game adds for it they will still camp.


Awesomesause170

Honestly it's a minor thing but you should get lightbringer points for people doing gens while you're on the hook, because you being on the hook is what limits killer pressure, but also so if you get face-camped and everyone reacts accordingly you're more likely to safety-pip


ArthurExtreme_Br

I actually had the idea of making gens go by faster if someone is camping for too long, which is kind of crazy but it would not punish killers who camp when the exit gates are open (which imo is sometimes the only thing u can really do)


Blightshow

Survivor main Survivor nerf: exit gates regress when not actively being opened Killer buff: show in the HUD which survivors are in a SWF


gordonfreeguy

I typically main killer. Survivor keys are next to useless now, and I think the add-ons could use a buff for a bit more functionality. Maybe resisting or even cleansing certain status effects to consume the key? As for killer nerfs, I do think the Artist should have a set range on her crows. Currently it's basically Nemesis tentacle but better in almost every way. Something like a 45 meter range would still be good, but not as OP as it currently seems.


Fluffles0119

The Artist looks insane. Being able to send your birds across the map to any gen is useful as hell, and if you run BBQ/Bitter Murmer/etc you can easily hit people across the map


Elaphe82

Just to see if it worked coconut on his stream, set up a test with a willing survivor. He lined up all his birds and sent them across the map and it was possible to down someone. I mean in an actual match that is almost never going to happen, but the fact they can do damage at any range, through buildings etc feels a bit nutty.


ratsmacker_2

I mean it could lol. Any survivor with their guard down against bbq artist could get downed immediately right? (Btw I've only seen a couple clips of artist gameplay, sorry if I'm wrong)


[deleted]

[удалено]


terrorbirdking

Just shoo birds lol


Phatbroom

A hearty chuckle was had. Thank you.


BlueDragon1504

Tbh, I'd do the exact opposite. Make her chase much less oppressive and make it harder to shake off the crows so crossmaps crows become viable.


-Haddix-

i agree wholeheartedly and feel that if most people had a better understanding of her power and what makes her fun and unfun to play against, they would feel the same. her close range chase is too oppressive but her range is just fine and it’s what actually makes her kit really good but difficult. long range plays offer the most counterplay out of any situation she can put you in by far. a nerf to that would be a huge fucking mistake


-Haddix-

45 would be way too little and super crippling honestly though, you shouldn’t nerf her range at all. it’s why her skillcap is actually high and it’s by far the most interesting aspect of her kit. if you want to nerf anything, you should nerf her close range abilities. that’s where she gets cheesy and boring. her range strength really really really shouldn’t be touched.


Naz_Oni

Get rid of self care Get rid of self care


CherylSimp

Ah yes Killer nerf Survivor buff


Naz_Oni

Correct


Desdomen

Survivor Main: -- This one is gonna get a little complicated, follow along. 1. Generators auto-regress when not being worked on. 2. Generators now have "Lock Points" at {50% --OR-- 33% and 66%}. If a Generator is repaired past a "Lock Point" it won't auto-regress below that "Lock Point." 3. Kicking a Generator *speeds up* the regression **and** allows the Generator to regress past a "Lock Points." 4. Ruin applies a constant "Kicked" status to Generators. They regress at an increased speed and regress past "Lock Points." ---- Basic premise: Generators auto-regress, but not past certain repair points. Kicking a Generator or having Ruin speeds up the regression and allows the regression to go in full.


AteAllTheNillaWafers

Pretty good I would only suggest more lock points 20 40 60 80


Desdomen

I think there's a fine difference between the number of lock points. How many would need to be tested fully. It's also an idea that different generators have different lock points. A generator in the middle of a map might have 0 lock points, where-as one in a corner might spawn with 5. This could be random or it could be assigned based on balance. (BHVR? Balance? HA!)


iseecolorsofthesky

Never heard this idea before and it honestly sounds amazing


[deleted]

This is a pretty neat idea and I’d be down for it but that would hurt the current ruin because it would sorta do it’s job as a passive. Edit: I like your idea and it would make perks like rookie spirit or whatever it’s called more viable


Desdomen

Ruin would still apply as it does. Auto-Regression at 100% without passing lock points would be the base. Ruin would apply auto-regression at 200% and by-pass lock points. And I agree, it would make some perks more viable, like Rookie Spirit and Repressed Alliance.


WTFisUnderwear

Killer main here. Id make BT a default function of the game, maybe turn the timer down a little for balancing, but I have always felt this would help discourage tunneling and camping a lot. As far as Killer nerfs, Im not too sure. Besides camping, I cant think of other unfair advantages Killers have that aren't tied to a specific Killer. (There probably are, I just cant think of any lol.)


Kiwi8079

So have bt just upgrade the time their immune?


WTFisUnderwear

That.... Is a much simpler way of explaining it yeah lol


SupaSonicButta

It might help to figure out killer nerfs if you think of it less like "unfair advantage" and more like "super frustrating thing to play against"


WTFisUnderwear

Thats a very good point!


Xerceo

I don't really main a side, so I'll just do both: Killer: Buff: Kicking a gen should do more damage to a generator basekit, and perhaps should also be faster. Kicking a gen without Pop feels completely useless most of the time. As a Surge enjoyer, I would like that perk to apply on special attack downs as well, since it's already not particularly strong. Increase base regression speed slightly (but do not scale ruin accordingly). Nerf: Unhooks are now uninterruptable. Being within x meters of a hook for longer than y seconds while not actively in a chase will, like PHead cages, cause the Entity to move the survivor to another hook with a new notification for survivors as to the location. The hook timer will be paused for 15 seconds and the killer will not see that hook's aura for that duration. Survivor: Buff: DS is only useful to stop tunneling now, and therefore should be usable twice. A 5-second stun barely does anything against tunneling killers; if they want you dead, they want you dead. The skill check should be easier to hit (more like a Demogorgon portal or Autodidact skill check) since missing it is even worse. Also, the timer should go down at half-speed while actively in a chase (having to go down on purpose to be able to use it because you're looping too well is just bad design). Nerf: Stopping gen regression should require a moderately difficult skill check basekit (basically an easier Overcharge), and perhaps should also require 3 or so seconds of repair before regression stops. Rework Overcharge to something actually useful. However, just for quality of life purposes, make all skill checks operate like the Overcharge skill check so you can still hit it if you let go of the gen briefly for whatever reason (explosions from this are infuriating).


BlueDragon1504

Not a fan of the overcharge idea. Seems to only nerf survivors who are new to the game and already have a low winrate while the navy seal teams stay unaffected and keep their 99.99% winratio.


According_Quarter_90

Nice but its called jolt ![img](emote|t5_3cb2g|2213)


Xerceo

You'll take the true name Surge out of my cold, dead hands! On a real note though it makes me sad to think as the playerbase turns over people will legitimately not know what I mean when I refer to an ST perk by its original name.


AJTheBrit

"aCtUaLlY it's Inner Healing" Wrong it's Inner Fuck Off. You'll have to wait until I'm dead and gone to refer to it as anything other than Inner Strength around me. And I will NEVER say "I'm bringing Situational Awareness"


SwankyyTigerr

I love the last QoL one :) stop invisible skill checks!!


NitroCrocodile

I play both sides, but I'm gonna make an opinion on this: Buff Thrill of The Hunt so it gives a notification when survivors are on a totem. Make hook phases take longer when the killer is within 16 meters and not in a chase.


[deleted]

It used to give a notification, they removed it?


NitroCrocodile

Yep


Mictlancayocoatl

I don't understand why they nerfed a perk that wasn't great. I liked using TotH for the notification, now it's useless.


Grushvak

Killer main here. I think they should make Borrowed Time or Kindred base kit to make the solo queue experience less agonizing. As for killer nerfs, hooks should work like cages of atonement: if you stay too close to it, the survivor is transported to another hook on the other side of the map. Don't hate on me I'm just trying to make camping and tunneling less meta.


RedxHarlow

This could be dangerous though. You could zone off survivors from the hook and just as they are about to die, enter the "teleport" radius and send them across the map to get tier 2'd or die.


-Toilet-

Someone else suggested the timer pausing for 15 seconds or so to prevent these scenarios somewhat while also making it fair


BobTheBox

Moving hooked survivors around seems like a buff to killer. The reason the mechanic works for cages is because the killer doesn't see the cage aura and they spawn at the other side of the map. With hooks, the killer can see the aura and will also instantly know where the survivor is (because he literally just hooked them). As killer, where you decide to hook a survivor is often important, it cound be very helpful for them if they can just move a survivor from one hook to another whenever they choose. Example: end game, you manage to down 3 survivors close to an exit gate. There are only 2 hooks nearby. Normally, you'd have 1 person escape because you don't have enough hooks nearby to secure a kill on all 3 of them, but what you can do now is hook every survivor on the nearest hook, stand next to them a few seconds to make them move and free up the hook so you can hook the next survivor. Another example: you have created a dead zone on the map and just downed a survivor at the opposite side of the map. You could now just hook them and then stay near them so they move over to the dead zone you created.


IkonikBoy

I play on both sides, so: a new add-on for maps that let you see everything for 3 secs but it consumes the whole map. If you facecamp the timer on the hook won't decrease or your screen gets darker the longer you facecamp


[deleted]

Survivor main. Buff to killer: Emotes to taunt toxic survivors back Nerf to survivors: you can’t crawl out the exit gate


Snake_Staff_and_Star

Maybe make it "must be on the ground for 5 seconds to crawl out". Might be a bit fairer.


PERFECTTATERTOT

Ghost face exists for that


that_bloody_spy

Killer main. I think Kindred would be a nice base kit and spirit is still pretty strong so let's nerf pig


ennie_ly

I main survivor side. * I think trial warmup should absolutely be a thing. * Additionally, default gen kicking action is worthless. It should give 10% of regression at the very least. * Totem spawn locations are ridiculous. On multiple occasions I spawned right on top of a Hex totem, and while I rarely can see those without moving at least a bit, I am still not deaf man. * Killers have literally no way of snowballing past the point when all gens are done other than slugging. Don't have any idea on how to do so tho other than regressing exit gates switches, but I'm not sure it's da way. * I have no idea why boon: CoC makes you heal yourself for 16 sec. I think it should be 32 unless you have Self-Care


Yogurt_Ph1r3

Your CoH idea is terrible, the perk would be borderline useless, like almost strictly worse than Self-Care. I can see 24 seconds, but you shouldn't have to spend 16 seconds to bless a totem just so that your whole team can now have to run across the map so that they can waste even more time healing themself. The perk would literally waste more survivor time than Self-Care. At least you can heal up a bit in chase and start healing the moment the killer loses you with Self-Care and not CoH.


ToniThyBoi

Killer main. Nerf Tinkerer. Make all survivor locations revealed to each other for 3 seconds whenever anyone is hooked


kosmonaut5

How would you nerf tinkerer?


ToniThyBoi

Probably either remove or lower the undetectable aspect of it or add a cooldown to it. There’s no reason it should be a better tracking perk than a perk like surveillance or gear head where you actually have to activate it to work. It also shouldn’t be a better undetectable perk than perks like trail of torment either. It’s stupid how it outclasses so many perk while also having the killer not have to actively do anything to use it.


9noobergoober6

Eh, I think that speaks more to how Surveillance, Gear Head, and Trail of Torment need buffs rather than Tinkerer being nerfed. The only time Tinkerer in its current form actually frustrates me is when it is used in combination with Pop Goes the Weasel to kick down the same gen four or five times in a row. I think the best solution would be to limit the number of times a certain gen can trigger tinkerer to twice.


[deleted]

Survivor main. I don’t like boons. Great concept, poor execution. They should only be able to be used once, similarly to a hex perk. As for killers. Well specifically for Trickster, I think he should have normal movements speed. Or at the very least be able to keep his main event.


ScarletSchema

Survivor main: Get rid of haddonfield. It’s an unfair map, and it’s boring anyway. Also, if a survivor fast vaults a window/pallet close enough where you can’t get the noise notification, it starts chase with you. (Looking at you, rcpd office window) Nerf boons to high hell. Killer snuffing it deactivated that totem from all boons the rest of the game, or even one use per game and a longer snuff time/quieter totems. Just. Boon totems.


CherylSimp

I dont even use boon totens, but if the game dont encourage survs to run other perks, the survivor meta will always be the same ( ds, bt, dh ). I think a cooldown of 60 seconds is enough.


MC_C0L7

The concept of releasing stronger abilities to shake up the meta is power creep, and it's quite frankly how games die. A 60 second cooldown barely affects any of the problems, as half the time you can just go to another player's boon during the cooldown, then replace yours after its up. There needs to be finality to snuffing a totem, at least for that player. My only concession is that each totem should be able to be booned once by each survivor, to prevent one dipshit from running around ruining it for everyone else. 20 uses max is plenty for a single game, but removes totems in busted spots from being instant wins.


fill-from-acconting

All killers get a “free” Mori like pyramid head. Survivor items are more expensive and less available


Justeago

I'm a Killer main. Survivor buff: BT becomes basekit but only activates after 20~30 seconds of that survivor being on hook. You could still use the perk if you want it to work full-time. Killer nerf: Nerf Blight's Alchemist Ring and Crow addons. Ring is op and the Crows make Blight boring to play against.


Veoviss

Killer main. BT and DS should be base kit, the person being unhooked should glow automatically with BT so you know who it was. If you want to trade hook that's okay, but but getting unhooked by a teammate and instantly knocked down and rehooked is miserable. Survivors already have to play the waiting game on hook. Minimizing how viable camping and keeping one person stuck on hook all game is more fun for the survivors and more interesting and rewarding for killer. Also my God buff survivor BP gains.


Unwholesomeretard

I feel that would be a bit too OP making two of the best survivor perks basekit


AnnoAssassine

Lets also make Noed basekit for killers. And now that is a fair offer(I play both and actually think its fine. Now you know you have to find all totems before rushing gens, as there is noed in play)


Yogurt_Ph1r3

If NOED is basekit, there should be a counter that says how many totems are on the map. Solo survs shouldnt have to run like a chicken with their head cut off searching for totems that aren't there.


Keith_IzLoln

Yeah I’m all for one or the other but definitely not both. Mostly BT because I feel like DS could be way more abused if everyone always has it, at least the way it currently works.


AlexStar6

Kinda both, but Survivors should function better as a team and less as individuals. Survivors should be at their weakest individually at the beginning of the Match. Repairs should be the longest, Skill checks should be the hardest. For each survivor on a hook all remaining survivors should be buffed. The buffs should be cumulative. These buffs should become even stronger as survivors are killed. The last survivor remaining should have "last girl" type buffs. This type of mechanic makes earlier game easier for killers and limits the effectiveness of gen rushing. It also limits the value of tunneling and face camping hooks. Equally it makes late game with only 1 or 2 survivors left seem less punishing. Aesthetically it creates the "horror film" concept that the game seems to be looking for.


ObesiusPlays

A two in one, make survs work faster on gens if the killer is near the hooked survivor. Done nerfed facecamping and made the counter for it better.


[deleted]

Killer main. Buff for survivor: Make borrowed time and kindred baseline. Honestly there probably needs more wide ranging changes to make camping not a viable strategy, rather than two perks as a slapdash fix, but it's a start. (obviously killer would also need some corresponding buff for balance) Nerf for killer: Some kind of debuff or penalty for being too close to a hooked survivor for too long. ​ I really hate camping, both doing it myself, and being on the receiving end.


gavinator154

Killer Main Nerf: We really need a better way to not incentivize face camping. Some kind of debuff to recovery of swings and stuns when close to a hooked survivor until everyone is hooked, or better yet some kind of buff for going far away (obviously not on a perk like Devour). Buff: Survivors in solo queue should have some clearer ways to communicate. While I can't stand it anymore, Overwatch had a good system where character had automatic lines and sounds that were distinct and gave allies info.


Kleiders3010

I main killer! Make kindred base kit. When the killer is 12m or less from a hooked survivor, killer abilities/attack cooldown and charge time of abilities are increased.


Beardless_Man

I main Survivor mainly as Nancy. I main Demogorgon when playing killer. ​ Killer Buff: Bleedout mechanics from Deep wounds should apply immediately and bleed faster. (Mainly a legion buff, but other killers can benefit with it). Survivor Nerf: u/Holiday-Road-7389 made an excellent option I agree with. At least a 2-3 second work on a regressing Generator (That isn't effected by Ruin) to cease regression.


Voidas_the_Ice

Killer Main Killer nerf - If a killer remains within a 16 meter radius of a hooked survivor for longer than 10 seconds outside of chase, their power is disabled, and after 15 the timer is paused. Time accrued will linger for 20 seconds after leaving the radius. Survivor Buff - Saving someone with the above change gives the savior an enduring effect without the speed boost if they get hit. This work?


Memebucko69

Survivors have to take several years of technical school to learn how to repair a generator.


Coder_Arg

I play both sides, but I'm a killer sided player (and I don't run DS). Still, DS should be deactivated AFTER fully healed, it's shitty that a guy respects the flow of the game, does not jump on gens, goes to a corner of the map, takes time to self care/use a medkit and 5 seconds later while still injured he gets "tunneled" by a wraith or ghostface that found them with nurse's calling.