My live presentation of how I would nerf most items to make matches less dependent on them and more dependent on skill and decision-making rather than what items you brought Watch live: / otzdarva Join our community: / discord
when 3 gens are done, the survivors can call in a tactical nuke that will obliterate the killer, immediately making them win the match (survivors are immune to the nuke)
@@RodDeWitt My solution would be either to make Sacrificial Ward a yellow rarity item, or keep it a green and give it a 25% BP boost across all categories like the green Envelope. More value and incentive to use it.
The worst part is a lot of them were already redone, and they are still bad at times. Like Freddy's maps are survivor sided af, and they were reworked already...
That would be cool, since you could block one (solo or killer) or more (swf) maps instead of sending yourself to one, kind of making sure you DON'T get sent to a bad map for you, but at the same time not giving you a massive advantage, seems nice.
@@tambutt9822 literally circle of healing is ridiculous, double speed self-care+we'll make it, unlimited btw it has no cooldown like blood favor or make your choice
Personally I find that if you solo queue as a survivor, and you don’t have a medkit, it is a miserable experience. Ofc it’s a team game but it makes trying to heal so difficult if you rely on teammates
I understand how you feel there. I do think as a killer that health states can feel less impactful or aren't as sticky as they should feel sometimes when people are running a bunch of medkits.I think it would be nice if it took longer for a self heal like otz was suggesting but maybe give self care some of its power back in the form of buffing healing items on yourself. Might help shake up the meta perks a little bit while taking away some of the strength from the item alone.
I wish the meta wasn’t determined through 4man swf’s but I understand why. I almost always play solo and it sucks most of the time. I wish there was a way to communicate better in the game because some people are absolutely oblivious.
The full repair concept is really cool, and i potentially thought of another way it could work. Instead of creating a regression limit, full repair provides a shield for the gen which protects from a certain amount of regression. for example, a gen on 50% with 15% full repair that receives a pop would only regress to 40% and all the full repair would be depleted. regression from ruin would first eat away at the full repair then start to regress the gen. the killer could also see a visual cue for this, with smoke coming from the gen but no sparks or something similar. This could make toolboxes more useful mid game, and looting chests for them to protect a gen could be a viable strat.
Otz on stream suggested (After the video ends, he keeps talking to chat for a little bit) That the sparks on the gen should be Blue instead of Orange if Full Repair is in play/blocking regression.
Otz is out of his mind if he thinks full repair is a good idea on both survivor and killer. On the killer side, if you ever played/even watched games before killers could kick gens you see why. On the survivor side, it takes for ever for it to regress that low anyways so if it goes from 70% to 40%, it does nothing. If it ruins from 99 to 12%, it does nothing. It's only good when it would have regressed all the way to 0 but that only happens if a survivor isn't in a swf or if the killer has ruin. Both seem like a game problem or a ruin problem. Not with toolboxes.
@@SwanPrincess899 Yeah but we're not talking about repressed alliance, are we? Repressed alliance blocks a generator. if after the 30 seconds, the killer is still around, it can still be popped. This shield is an entirely different mechanic. Im not sure why you're even mentioning this if im honest.
The full repair change would be too weak to justify bringing toolboxes over medkits. It would only work if the gen goes back to 0%, and even if they did it would only save 8 seconds of repair in that niche scenario. Most of the time gens don't go back to 0% as a survivor usually makes sure to stop it, so a toolbox wouldn't help at all. It would only be useful if a 4 man SWF all brought toolboxes and used them on one gen, but that just widens the gap between solo and SWF. My suggestion would be to instead of protecting the first 10% of a gen and nothing else, full repair should act like a shield would in any FPS like Halo. So if a gen is regressed, it must first regress the shield of 10% (which would be 32 seconds normally) before it can regress the repair progress, for example. You can put a cap on the maximum shield percentage to prevent SWF abuse.
Makes sense to me. I think the only times I really see gens fully regress is in a really tight 3 gen or if there's only two survivors left and they're having a time of it.
@@owlrageousjones3442 Yeah, if a survivor lets a gen go from 75% to 0% then that's their fault (unless Ruin is in play). To go from 75% to 0% takes 4 minutes normally, so a survivor has ample time to stop the regression. Survivors can instantly stop regression so most good survivors would never let a situation happen where you need the full repair idea Otz proposed. I feel like the "shield" idea I mentioned would be more useful across all levels of survivors, as long as you make sure to add a cap per gen to prevent SWF abuse.
They should give the deathslinger an add on that changes his spear gun into an actual gun, so that way its fair and ballenced when you get paired up against a 4 man in SWF in haddonfield.
Agreed, but you need to give it some drawback How about he get a real gun but he can only use it to himself so he can shoot his own face and end the game faster 😂
@@DooDee0608 the first Mori for a killer: "is gonna be over and quick with a fast Bang pal" (But can be worst like the game, can get close but if they see you, is a long and hard chase)
@@DooDee0608 "One For Myself" Item Ability- If *the survivors are a 4-man SWF, power changes to "game end." When used, Deathslinger will Mori himself and end the game. Item Description- "If they get up that hill, I've saved one bullet just for me." *Patch Notes: -changed it so it isn't dependent on gens
@@DooDee0608 that can be the brown varient (bloodied revolver), the purple varient gives you the 'stolen prison gaurd rifle' and the iridescent one gives you the 'Imperium heavy onslaught cannon'. I think you can figure out what does what.
"Currently, there is almost no delay between aiming down sights and being able to fire your weapon. Likewise, there is almost no delay between canceling your shot and going for a basic attack. This creates lose-lose situations for the Survivor where there is nothing they can realistically do to avoid getting hit. For example, if they vault a window, you can easily aim down sights and fire without giving them a chance to dodge your shot. But if they decide to not vault the window, you can easily cancel your shot and hit them with a basic attack instead. Additionally, since there’s almost no delay, the Survivor must constantly dodge and run erratically just in case the Killer decides to shoot." Killer's: "Oh mah gawd he's worthless now that he takes .5 seconds to aim and he's no longer a stealth killer with a gun!"
@@SarcasticData survivor mains have zero clue how unbalanced the game is in their favor. Deathslinger should’ve gotten a buff honestly as he’s really only any good in 1 on 1 chases imo.
Chat seems to dislike the idea of medkits being nerfed, but honestly, a brown medkit with no addons save 16 seconds from the heal (plus the time of having to look for someone to heal), while brand new parts save 20 seconds from a gen. And you have to hit skill checks with a brand new part. The fact that a brown addonless medkit is comparable to a brand new part makes medkits astonishingly strong. The brown medkit should make you heal with selfcare speed, and if you want to heal faster, use better medkits or use addons. That would make medkits more fair.
IMO, change medkits to be more in line to what they did to toolboxes by reducing dramatically the number of charges with a caveat of allowing self care at half speed even if depleted. Example: brown medkit only has 8 charges and works at normal speed. A full heal would with it comsuming the charges would take 8 seconds (for half bar) + 16 of self care, bringing in line to the numbers proposed by Otz (24 seconds). A survivor can save the charges 24sec heal or waste time to save the charges.
I mean, thats not exactly how the maths work. But the bigger issue is the lack of self heal options in this game that arent depending on selfcare or medkits. Heck, I'm even of the opinion that selfcare should be basekit and that healing overall needs a rework. Or at the very least, injured survivors should be able to go somewhere to the map to help them recover 1 healthstate(even if they are slugged, doesnt matter as they need to crawl a very long time for a single pick up, if survivors are downed that long without the killer ever hooking them they are supposed to be picked up). Then simply add in a health bar that is worth like 10-12 hits. Where if you take a total of 10-12 hits, you die on the spot, regardless of healing items or perks. You could even argue that 1 hook counts as 1 additional hit, meaning every "normal" game you'd have 3 hits per hook if survivors fully heal inbetween, for a total of 9 hits. This would discourage people from taking hits/bodyblock unless they have a ton of hits remaining, and it would punish people with BT. The only killer that would be a menace to this, is Legion. But that's simply adding 1 exception to the rule, where Legion's hits only count if the survivor is healthy.
I disagree with map offering changes. I think map offering should straight up not exist, it's putting a bandaid fix on a bigger problem, you don't get upset at an offering because it's a 100% chance, you get upset because you're tailoring a huge aspect of the game's rng in your favour. Maps being as imbalanced as they are isn't great but it's made 100x worse when some guy with 4000 more hours in the game with you can afford to send you to awful maps every single game while you're just trying to get your new killer to level 30 to get their teachable
Honestly, hard agree. It's okay if maps are unbalanced so long as it's still rngesus-based because then, at least, it's equally unbalanced for everyone.
I'm just curious on what would happen if someone wants to play scratched mirror myers? Because that add-on is so useless unless you're in an indoor map.
@@gillybeannn961 then youd have to get better and more creative with your approach. yes removing map offerings would nerf some things but it'd be across the board. if the game chose for you to be in lery's and you just so happen to be jumpscare myers, then the survivors have to play better and make smart decisions considering the map is heavily sided in his favor, which is how it should be on both sides. you must play better to win cause duh that is how u win. its not good that any random 4 man swf can just outdo any regular killer like that w just BL and haddonfield offering
You can’t remove the choice to choose maps when there is a such thing as a sacrificial ward. Also the bigger problem your facing is just matchmaking. And with the new mmr system, unless your constantly 3king and 4king, you’re not running into that guy every match. That’s like a 1/10 chance you run into those players. They’re the 1 percent
Regarding Toolboxes, it's a great change and it would be amazing for 3 gen situations too - either use the toolboxes at the start, or if you get 3 genned you can use them to make sure the killer can't keep constant pressure.
I do think, as a killer main, that 3 gens are just boring and annoying. You can easily spend a few minutes defending the gens and the survivors still manage to complete them, or if they feel its hopeless they can choose to play hyper immersed waiting for another person to die so they can get hatch, and it wastes a LOT of time for everyone involved. From times I spend playing survivor solo, 3 gens are near impossible to break without the teamwork you would find in swf but cant really get in solo. Having some kind of tool or another that could help deal with 3 gens, although it might hurt a little bit as killer for pressure end game, would ultimately benefit both sides (especially if the tool doing it was previously a form of early game pressure for survivors, basically adding time to the beginning and taking time away from the end). I would rather move on to another game than feel the constant sweat of trying to keep my three gen and still ultimately failing if the survivors are good, or instead of spending 10 minutes with survivors playing crouching simulator and not getting to do anything but patrol and look for birds.
would be too much if they stacked though because then if you 3 genned as survivor use 2-4 toolboxes on a gen and the killer could never regress it below 20-60% depending on toolbox brought in or found in chests
@@MacaroniMan_ But that also means they would have to save the toolboxes for the 3 gen and not lose them by then. It adds that choice of do I use it now and protect a gen early or risk losing it to protect one at the end. Generally unless the survivors played really well, at least 1 or 2 survivors would be sacrificed by then so even if they happened to choice a gen that ended up in the 3 gen it gives the remaining 2 survivors a better shot at completing it especially if it's a strong 3 gen. As a killer main I think it'd be fine. As it is only having 2 people left with 1 or 2 gens left is almost a guaranteed 4k or 3k with hatch against a good killer. I feel like it might make things more fun on both sides because survivors wouldn't just give up and the killer would still need to pay attention. Obviously, the killer could camp that gen but then any survivors left could just work on a different one using it as a distraction. You do have a good point with it though with you mentioning they could just find one in a chest. Though that would mean they took time to find and open one which isn't a guarantee it's what they'll get, so I still think it's pretty fair and gives them a real chance at escaping when they might not otherwise. Even if they stack with one person constantly finding a new toolbox, that gives killer time to find them while they are out searching chests. I do think it should take at least a little bit of time to activate. Maybe you have to progress the gen to that point before it gets protection?
while i agree on the charges requirement for activating the syringe/styptic, i would say we need a way to tell exactly how many charges we have left since the indicator isn't very clear and i would completely hate to have my medkit at what appears to be 16 charges but are in reality 15.9 and unable to use the syringe/styptic
This is something I've always wanted. Especially if I find an item on the floor that belonged to someone else (eg. maybe it dropped due to Franklin's and doesn't have all the charges anymore).
As a survivor main who literally only uses flashlights for the most part I can’t say I really care that much, but if these changes were to occur which I’m fine with I’d like you to throw us a bone and give survivor items a combined inventory that way the 400 of each other type I have on my feng can be accessed on my zarina who is newly P3 just a thought though.
I wouls say that unlimited brown items for each survivor would be even better, for many reasons... one of which is that shared inventory would surely break a game, i just can't imagine Behaviour having the inventory done in such a way that it would allow such thing, i imagine they tied inventory directly to a character it belongs to, not as a separate thing that is linked to this character... and by all means, its not a bad solution, when you don't plan having a shared inventory system.
In dbd mobile there is already a shared inventory, there is also have a blood market from where you can buy items, add-ons and offerings with bloodpoints (map offerings and hatch offerings are shared with killers too). The only problem is that you lose the items you brought in the game if you used it even for 1 second. They could use the same thing in here too. I forgot to mention, that the blood web is replaced by an xp system, so you have to play a character in order to level it up and get it's teachables or prestige it. The best part about this is that each time you prestige a character you get 10 (p1), 20 (p2) & 30 (p3) auric cells.
I like this idea. Considering there's nothing really special about individual survivors aside from their teachables, it'd at minimum make some people a little more willing to play other characters.
Yes! If there’s one thing DBD needs it’s more fun and unique, casual game modes. Maybe they could add a playlist that alters between different game modes every week. For example, they could add a game mode where you have 2 killers vs 4 survivors and multiple hatches that are one time uses will spawn one at a time. And the survivors objective is to escape through each hatch one at a time before being caught and killed by the killer. And the killers would have to work together to kill each survivor before they all escape. It would basically be like a whack a mole type game mode. Maybe that was a terrible example, but the point I’m trying to make is that I feel like DBD needs some different game modes that are just taken lightly and are fun to play. Your example was great btw. The game needs to diversify a bit.
The medkit suggestions are changes that, as a solo queue player, I can’t help but feel really skeptical about. So many of the more drastic changes made to this game are based around SWF and while I think that’s fair, solo queuers will just continuously have a harder and harder time. In my humble opinion, medkits are fine and provide a simple solution for those that can’t find a teammate to heal them. They don’t last forever and if you bring perks to make them last longer then you are using up perk slots that could be used for DS, Borrowed Time, Dead Hard, etc. so it’s still a trade off.
Hard agree. Most ppl run medkits BECAUSE they are solo queue and usually can't depend on teammates to heal them. Nerf that and you're just making it harder and harder for solo players, while swfs are not affected at all because they'll just hop on comms to meet up and heal. Using perks to make medkits op comes at the cost of better perks like BT, DH, etc etc and I think that's a fair trade off. The toolbox suggested changes also don't make sense to me, the uses would be so niche because no good survivors would let a gen regress to 0% from let's say 70%. The only thing toolboxes would be useful for is ruin, which not every killer brings anyway. I do think toolbox add-ons should be nerfed though.
@@asstronaut1155 Yeah, I agree. But with recent changes on MMR and all that, the game is actively discouraging teamwork/altruism. As a survivor you get rewarded (mmr pointS) if you escape, late hook saves or taking hits (and hell, even 99 gates) is increasingly rare in solo q now. If they implement a change like these now to force people to work together or hinder those that cannot work with their teammates, after implementing changes that discourage people from teamwork, it's really shitty towards solo queue imo, idk
Yeah if the devs made balance changes to make solo q on par with swf. Then these nerfs/changes would be warranted otherwise any significant nerfs to survivors would screw over solo-q so hard.
Medkits within a trial themself were and still are the strongest survivor item. Even a key with good add ons was not even close to the effectiveness a medkit has. Time management being so important in this game, they save so much time and without a doubt are the strongest thing survivors have, even stronger than any perk imo
Absolutely. Add in things like Botany Knowledge and the soon to be absolutely fuggin disgusting Built to Last.... It's going to be a nightmare. I might start running Iron Maiden on everyone just to punish the pain I already know is headed my way.
@@richt7525 Bro if you think Built to Last is going to be anywhere near Meta after the first week or two, you're either way off the mark or you're just exaggerating. It will be a fun and useful perk for healing builds but it's not going to be anywhere near as problematic as you're making it out to be. Also, if you're really worried about survivors with Medkits negating your pressure... Down them before they get to heal themselves? Don't employ a hit and run tactic against these sorts of teams. Switch up your playstyle instead of calling something "absolutely fugging disgusting".
@@boringmonkey6958 You're pretty uninformed if you think the new Built to Last isn't a problem. Even still I doubt it will be meta, which is a good thing. It is undeniably busted though. A purple medkit with the proper addons, basically used over and over again in match just should not happen. And you are off your rocker if you think you can simply 'just down them again before they heal' at high skill level play. Like very off your rocker. That's just not possible most of the time, or optimal against a good group even if it is. Laughable logic there.
@@boringmonkey6958 definitely surv main here boys. Lmao. Yeah so when you hit a a surv around your three gen and they lead to the opposite side of the map toward a strong tile or killer shack just follow until you down them. Got it.
In terms of flashlights: PLEASE fix killers getting blinded from outside their FoV. Looking at a wall and still getting blinded is absolutely ridiculous.
In my experience it’s extremely hard to actually blind a killer with a flashlight unless they are breaking a pallet or vaulting in front of you. Managing to maneuver to an angle to blind the killer when he picks up the survivor without being seen is quite hard, and even then if your timing and aim isn’t perfect the killer can super easily look away and it does very little. Feels like flashlights are only good for the most skilled survivors or organized swf groups and are otherwise nearly totally useless
It's all fun and games until Tommy Jarvis comes along with Jason with a perk that allows him to craft a 1 use double barrel shotgun by sitting in a locker for 15 seconds after completing 2 whole gens just to stun the killer for 15 seconds. Fun
Only issue with the “full repair” concept is a killer cannot see that progress, so they could end up wasting an pop on a gen just for it to regress like 5%
Well i honestly believe thats a fair counter to pop but not an eccesive one, perhaps the full repair afflicts only the automatic regression though and not the direct instant regression of perks
@@bigenemy000 I don’t think it’s really fair. Picture this scenario: 2 gens are roughly at 50%, killer picks one to pop, but because the survivors used a toolbox it doesn’t regress at all. Whereas the other gen would have regressed by 25%, but there’s no recognisable difference between them so its purely luck from the killer’s pov.
@@KeosiYT To be fair, you should be able to down a survivor quick enough to use another pop on the other gen. It's more that Pop can become extremely oppressive to the point of RNG for survivors whether or not they can finish a gen. You know how shitty it is to have a generator at 90% 4+ times, only to have it popped 4+ times because teammates keep running towards you? That same feeling would now be shared with the killer if survivors used a toolbox. Besides, you could kinda keep track of what items survivors carry. If you see a Nea run away from 1 gen and you know she entered the match with a toolbox, then see a Meg run away from another gen and you know she entered the match with a medkit, you know to kick the gen from Meg rather than Nea. It's not 100% RNG, it's more a scenario whether it's worth keeping that generator or let the generator go and use Pop on a generator you rather keep close to 0.
I think the map addon that allows survivors to place a marker should also become base. This helps close the gap between solo and swf if even just a little bit
I've only ever seen it used once and it literally took me like a minute to realise what it was. I just kept staring at it like 'Why is there a beam of light? Is this some weird event...? Sir, is this your challenge?'
I personally don’t agree with these ideas for changes. With how powerful Franklins is for negating items currently, just bring Franklin’s if items are too much of an issue for you. That or nerf Franklins to not suck charges out of items again
I might be in the minority here and say Map Offerings should be removed, as it does bring out the best side of the killer or survivor playing it. Also, all Killer sided maps are currently disabled and every survivor map is always used, I would say that it’s a most likely chance you are not gonna be able to keep up as a Killer.
After todays stream, the rate and what they escaped with BNP and OP medkits, toolboxes, and even rainbow maps, they escaped with 85% rate. Without any items or perks, 80%, in conclusion the most op thing is a 4 man SWF, not necessarily the items, doesn’t mean items aren’t strong, they’re for sure super super super strong, but a well coordinated team is by far stronger
@@ripbraincells8534 I don't have a concrete solution, but one is to not balance the game around missing information. The game is balanced around people NOT knowing whats happening at any given time. You don't know anything about what your team is doing at any given time unless you're in an SWF. Because of this SWF have huge advantages. Giving some information to the survivor team while buffing killers to compensate will mean that SWF have less of an advantage over solo queue. Rn Solo queue is garbage because some killers are made strong enough to win against a sweaty SWF. The other killers just suffer because they can't really win against an SWF. So killers and Solo queue are suffering, while SWF are flashlighting and teabagging
@@davidburke4101 i’m pretty sure they said they are or have added a system that shows players what others are doing, pretty sure peoples icons changed depending on if they were doing generators and other stuff?
19:20 A minor nerf to Blight's Alchemist Ring addon could be that breaking a pallet or wall with a rush makes you LOSE all 5 charges, then keep the ''regain all tokens on successful hit" as is. With your proposed change, the addon isn't even affected as long as Blight can get you injured in two rushes, which is not unplausible.
@@danielmaster8776 As a killer main it pains me a bit to say this, but yes actually. At least any that apply to common objectives. All of the killer regression perks are designed with counterplay because without it you can essentially make the game unwinnable for survivors unless you're a baby killer. The survivor perks that need to be nerfed are the bs ones like DS and adrenaline. I'd argue that things like Repressed Alliance need to be buffed actually. Make ppl drop one of their 4 typical meta bs for a more appealing counterplay perk.
@@richt7525 ds has already been nerfed into the ground? how tf else would you nerf it other then literally getting rid of the perk 💀 also how would you even nerf adrenaline is a strong perk don’t get me wrong but how would you even nerf it that just wouldn’t make sense lmao killers have strong perks like tinkered or nurses or stuff like that survivors can have a perk that doesn’t have a counter as well
For anti hemmorhage I have an idea. What if it were to convert your charges into healing overtime without actually needing to heal. Like let’s say you have half a medkit left and use the red add on. Overtime the add on will heal you halfway
Loved the toolbox idea, completely ingenious. This helps killers immensely but it also helps survivors break out of a 3 gen if it happens which is amazing. Honestly I only started playing recently but you’ve helped me get so much better at the game and really care about the community
- Lock map offerings until the maps have an entire rebalancing job done on them. After this happens, have 2 survivors required to play the same offering to make them work. (3rd and 4th survivors offerings do nothing, and if killer plays an offering as well as multiple survivors, neither map is played). - Purple med kit removed from the game. Green becomes purple; yellow becomes green; brown becomes yellow. Syringe change to 32s. - Increase base gen repair time by 5%. Reduce the base 15% repair from brand new part to 5%, leaving the 2 5% skill checks, for a total of 15% down from 25%.
I love those ideas, especially the map offerings. However, for the toolbox changes I still think that they are geared towards late game this way. They'd function like an insurance against three genning, either by "protecting" an important gen ( I'm mostly thinking about the lodge gen on Mothers Dwelling or the middle gen on Azarov's) or if they already created a three gen by "saving" pressure on them. They could even leave ruin up if they can save their toolboxes/find new ones for that.
What about what the survivors need? It is not only about the killer, many people main survivor and many of these changes would put them at an even bigger disadvantage. I don't know, maybe I'm wrong.
@@okatori795the things he is wanting to change would not make anything fair. The medkits are so necessary the way they are. There are more problems with killer add-ons than what he discussed. These changes would put the killers at an advantage, only helping the killer mains. The changes should be beneficial for both parties. I’m not very good at this game, and almost all of us have no say in the matter, but I wish they would talk to everyone that plays this game, not just the top 1% of players. It’s not my place clearly, I was just putting my opinion out there.
@@desaraegedek7727 It’s not even just the top 1%. With the better perk and items survivors can escape very easily without much effort. There’s a bigger gap between killers and survivors than you think, but I will acknowledge some killer add-ons can be a little crazy just like items. Survivor is definitely much stronger in most cases, but killers obviously also have some crazy stuff that needs to be nerfed or reworked too. This is ofc my opinion and I’m not saying it’s fact.
@@okatori795 idk about your guys experience but i play survivor 90% of the time, and recently i find myself frequently losing to killers i know arent good at the game, but get 4ks by tunnel, strong addons, meta perks, etc, and this happens because teammates often suck or dc etc. I'm decent at the game but part of this is i often play with my friends and girlfriend who aren't very good. I know survivor is strong at high MMR but at lower and mid tier gameplay killer is so easy. When I play killer the little i do it is always super easy, and thats likely because i havent played enough to get my killer MMR up yet. I dont really know what solutions there are to this but from my experience as a non-elite player I don't agree that killers are as helpless as all these killer mains say.
"I have 2k hours and have been Mori'd by a tombstone Myers once it doesn't need adjustment". That wasn't the point of it, the point is that add-on limits how far bhvr can actually buff Micheal to make him a relatively good killer but not op with add-ons like the tombstone or tombstone piece.
@@RegeneratinDegenerat they're buffing iri tombstone. It will no longer have downside of reducing your movement speed in EV1 and EV2. It will be problematic soon. Both Shape and Clown have problematic add-on that prevent them from being able to be buffed.
@@dodang_9147 Even without the "problematic" addons, they wouldn't be buffed. Both Clown and Myers are designed in a way that they can't be buffed without becoming ridiculously unfun to play against. Legion has the same problem. And besides: neither of them even NEED buffs to begin with. Myers and Clown don't need to be Nurse level. And removing the movement debuff isn't "buffing iri tombstone". It's removing an antiquated limiter from an old addon. They did the same thing with Trapper, Hag, and Huntress' addons. Being able to murder survivors is part of Myers' identity. Get over it.
@@Seoul_Soldier The problem with the tombstone addons is that it's almost impossible to tell if the myers is using it. iirc, his hand opens up if he's using the tombstone but not for the piece. They need a more obvious tell that he is using those addons because it is unfun to be looping a myers then suddenly you die regardless if you did anything wrong or not. Being instantly removed from the game in the first chase of the game is not fun for any party involved.
@@Seoul_Soldier removing speed is improving add-on. that is literally what buffing an add-on is. Pyramid head has base-kit mori that can kill players, but its not unfair to play against since player has to earn 2 hooks. Myers with the add-on is literally nurse-level strong. He has 8 meter TR with Monitor and Abuse and can EV3 99 instant kill players without hooking them. Its stronger than old Ivory moris and old Ebony moris. You often have to work on generators that have no line of sight. Here comes Myers around a corner to instant kill you with no warning. This add-on is literally unfun to play against. There's no gameplay for survivor, you just instant die randomly. Its like worse than old legion. Excluding these add-ons, Clown and Myers are M1 killers that are just pallet break simulator killers. It is bottom of barrel in term of killer strength. Almost everyone agrees that these killers could have much better strong add-on diversity and better base-kit strength. You can even look at otz tier-list which rates Myers and Clown as D-tier killers in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--yvmn0qXEMM.html
I don't think the styptic is all that much, 8 seconds is fairly easy to count down and not until yet i've seen a survivor reach to a safe place, though there could be a time others have made good distance with those seconds and that isn't impossible, so i do understand however, 5 seconds is barely anything. I pretty much agree on them having to need charges on the medkit to use them, but not lower the seconds on it, or have it so, the more charges you have the more seconds (that being up to its 8 and 5 being the lowest). As for the syringe i think 32 kinda wonky, its funny how that addon was super busted and then after the nerf no would used them for a long while, now its said to be busted again... just leave it at 24 same as a heal and i think that would be fine. Everything else i totally agree with, and i do play more killer than survivor, however when i do play survivor the item i most love is toolboxes as i send less time on a gen (Since i consider that to be the boring part of the game), with this change, i feel like i wouldn't like them anymore, that would be kinda of a bummer but i guess its compromise.
One thing that wasn't really mentioned is the fact that those items are only a problem because you can start with them. I really hope sooner or later items that are obtained mid game get some sort of buff, because logically they should be better than the stuff we can get we can bring from the lobby. Right now boxes are more like noob traps than strategic options: It takes time to find a box, more time to open it and then there's RNG for what will be inside and even more RNG for what rarity will it be, not to mention that if you want it to have addons you have bring a perk just for it (Which will also create another layer of RNG for what addons you get), which btw is an entirely different perk from the one used to find boxes/better items. Oh, and let's not forget that there's a limited number of boxes to begin with, so you can't even keep trying until you get what you want/need... Honestly, I don't believe just increasing the speed at which we can open boxes would make them worth our time, even if it was instantaneous it would still be essentially a trap for beginners.
It's more of a for fun thing than be powerful, as it should be. Most things in dbd can be pointless in some way or another, but at least chests let you have fun with them and spontaneously high roll, killers don't get anything like that so it seems perfectly fine to me
I agree with this logic to an extent. The wait a minute moment comes from the realization that now you'd just be ensuring those same strong items will be popping up in the trial, guaranteed, but you won't know which they'll be and will be even less prepared to deal with them than you were in the lobby. As a survivor that already favors the plunderers, ace in the hole, appraisal build- boxes are already pretty dmn powerful if you choose for them to be. Buffing the boxes would need to not apply to that build because it already gives me the ability to leave broken items all over the map, and making them even better than the pink and purples i usually get with green addons or better, on average, is disgusting. Although it would make being a plunderer a more popular and viable role in the group. I'm divided.
@@nikolachiara9285 I mean, I get that some people may have fun opening it gacha style, but it is a bait that brings the team down. I mean, I can't do the math so don't quote me on that, but I'm pretty sure even if you lucked out and got the best toolbox with the best addons you will rarely ever make up for the time spent since the time to open the chest itself is the same as the time the base best toolbox save. BNP may save you 20 seconds, but you're probably taking more than that if you're searching for chests (Which you probably will, considering you're already bringing perks for it in order to get an addon). I'm not saying that chests need a HUGE buff, but rather that they shouldn't be nerfed alongside the lobby ones. Perhaps make it so items brought through lobby not have their max charges?
@@richt7525 Yeah, I can see how it can be misunderstood that way, but I didn't mean "buff" by making better items come more often or something like that. What I meant is that items obtained in match should be kept around the same power-level they have now, and instead have only the ones from the lobby become weaker (As I said in my last comment, perhaps by having them with lower charges when brought in or something like that). Honestly, if this change made it so every "meta team" had one person with Plunderers, Ace in the Hole and Appraisal I'd be all out for it. Currently we always have to assume every survivor runs Unbreakable + Dead Hard + Decisive + BT until proven otherwise, not being able to have 3 of these perks would give killers a new way to identify (Either through map awareness, Hoarder or simply luck by being on the right place at the right time) possible weak links, and also be one more person doing side objectives instead of gens.
@@MatLCF Sounds annoying and tedious to nerf lobby items, imagine earning an item through bloodpoints and it doesn't even fully do what it's supposed to. There's nothing that needs to be changed about them, if you get lucky you get something cool, chests are luck and nothing else, you don't earn the items in a trial like you do actively spending your bloodpoints, so it makes sense the rewards are less fulfilling, I see no reason to change chests for now
@@flamingkittyumad you're right, he's only focusing on the high skill levels of dbd, but by the very nature of 1v4 games, you cannot balance around all skill levels because the game varies so wildly across skill levels.
Fairly confident this is not entirely the case. Guess we will see, but i'd bet that's one of the things that got changed without being stated in the patch notes, if it ever did apply. Ditto second wind, inner strength, and any other things that give health progress but technically aren't a healing action. Time will tell tho, definitely needs to be confirmed ASAP
@@DarthRevanFucksYou They never got nerfed since they werent released yet, my guy. PTB is basically just a dev build. According to your logic every Killer, Every Perk, Every Item and addon got nerfed to hell just because they were changed before being released. Hell, You shouldve seen pre-release spirit on devbuild before ptb.
I really like the toolbox idea, gives survivors an incentive at the start of the game to look for the most important / central generator, to dump their Full Repair into it, as getting that central gen done makes a big difference. This also means killer is more likely to early-find survivors trying to do this.
I mean, healing at the very least needs to be reworked. Healing is pretty much the reason why weaker killers are weak and stronger killers are strong. Strong killers can damage you before you have time to heal up. Weak killers need to whittle out all healing items first. So yeah, items need a nerf, solo surv needs a buff
killer is definitely harder then survivor especially when you are facing a 4 man ttv swf try hard team and your just tryna chill and not sweat ur ass off
killer MMR is literally map offering (Haddon, Badham, Couldwing), DH,Unbrekable, DS, BT, atleast one PDS, and key/medkits,flashys swaping at the last second in lobby, Yes, items do be need a huge nerf.
The map offerings are not actually 100%, it's really rare but I've been in 2 matches where someone has put in the offering for Gideon meat plant and the map wasn't chosen in the following match, we actually went to coldwind the first time, and the temple of purgation the second.
it happens with any map offering, i'v brought a lery's offering one time and it brought me to Rotten Fields. another time 2 ppl(One of them being me) brought a game map offering long before it's rework, and it sent us to the swamp
A thing not brought up, as this video focuses on just bringing in the strongest things, is that chests are effectively worthless. At the best of times, you'll get a brown or yellow medkit that can actually be helpful, on the other hand, you'll get a flashlight which most players don't use right or a brown toolbox that saves you less time than you would have spent just doing the gen straight up, or god help you if you get a green key which is actually useless entirely. Like yeah, if EVERYONE brings a useful toolbox with BNP's gens will pop quickly, but if you bring one to sabo hooks or one that doesn't have a BNP you are effectively gimping yourself because the time saved isn't guaranteed to be helpful unless you are grouped. Therefore, medkits, which are pretty much guaranteed heals, are universally better because you can near always guarantee value [Not getting Plague or Legion or Wraith] where as flashlights usually go unused unless you are in lower MMR and Toolboxes can be a complete wash if you aren't in a 4 stack. It's part of a growing issue where groups of survivors are always going to have a good chance at escaping and solo players very rarely are. I also don't think the changes to toolboxes will matter, it'll just be ANOTHER item nobody uses, like maps, outside of very niche builds.
I like all your recommended changes exept the toolbox changes, they would make them complete usless(In most cases) and everybody would only use medkits or flashlights
here would be a cool idea. At the beginning of the match if you brought an item you have to put it in a random chest and then the entity shuffles it and you have to find what chest has it. So you dont start with tool box they have to go and find it. this would also make people more willing to equip the chest perks too cause right now they are kinda stupid.
The problem is that you suggesting to balance game around group survs, while the game itself does not support swf properly, survs on comms are OP, and will always be. If we nerferino items, then playing by the rules as solo surv would really suck.
BHVR really just needs to bite the bullet and add effective coms for solo. That way, they can start balancing the game with the assumption that everyone has roughly the same tools. As it stands, I think a lot of BHVR's balancing problems stem from the fact that they're trying to balance around solo's and SWF's simultaneously.
@@screamingcactus1753 You know, it's okay to play with lots of people I don't know, even if they play badly, only meme around or don't do much all game. But to have to listen and talk to all of them, every game? The immature? The ranters? The know-it-alls? The blaming-everyone-but-myselves? Hell, no.
@@veelafayette7653 I'm not talking about voice coms. Just having pings would be plenty to level the playing field between SWF and solo. You wouldn't be able to communicate perks, but I think being able to ping to tell your team where important things like the killer and generators are would be enough.
@@screamingcactus1753 Ah, okay. I still wouldn't want that. It would mostly probably just irritate me or give me info I already have. Some people might spam it, that would be just annoying. Also not every group is either all swf or all solos, so a swf of two or three wouldn't use this just for the one random in the game. It's not finding gens or evading the killer which is hard, but e.g. knowing beforehand whether you will have BT when someone comes to unhook you. Frankly I really don't want to be babysat so much. I like playing solo, and if I have to search for gens then that's totally fine. I don't want everything on a silver platter, that would just be boring. I just hope the devs don't nerf even more items into the ground because some killer main streamer says so to cater to their audience.
I play both sides evenly. I'm not totally against some of these ideas. But what about killer add on? Some of them significantly change a match just like med kits and other strong survivor items/offerings. There are many things that make this game unbalanced.
Yeah exactly, like some of these ideas are ok I guess but like, then killers have a bunch of add-ons and stuff that drastically make the game in their favor. So like what are we gonna keep asking the devs to nerf everything into the ground. Idk all these different things you can bring in to change the game make it alot funner both sides included.
On stream he has been doing testing and has a list of killer add ons that nerfing and tbh there aren't that many Pinky finger, mother daughter ring, engineers feng, and alchemist ring are undoubtedly too strong and lame But im gonna argue the counter point that survivors individually have too much strength in their items and the fact there can be 4 of them.makes them very busted
@@ThiccBoyChampa There's not nearly as many good ones as you might think. It's a very survivor sided game, changes need to be made there first before others can be considered.
i like the creativity from you otz, good suggestions with the toolboxes. always love new ideas but i saw someone in chat ask how you would indicate that a gen has been fully repaired for the killer? so that way the killer knows that it wont regress any more and doesnt have to wonder
This is the first video I've had a huge disagreement with, interesting to hear your thoughts, I think keys and brand new part are the only broken things
There is a comment a little higher that kind of made me realize how strong medkits are. BNP is an ultra rare addons and apparently assuming you hit all the skill checks you shave off 20 seconds on a gen. A brown medkit shaves off 16 seconds of being healed and that's not counting the time it takes to find someone either. When you take that into account medkits time efficiency wise are even better than a BNP because it let's you go back to doing a generator safely much faster and keeps you further away from a hook state so it keeps snowballing at bay more. Idk, BNP is definitely annoying and I prefer to see medkits on most of the killers I play but balance wise their is certainly a point to be made. (Also probably helps that plague and trapper are the killers I normally play so the health kits aren't doing much)
I think that one of the really big problems when it comes to balancing survivor is that it is both the weakest and strongest role in the game, as solo queue is clearly the weakest thing in the game, while swf is the strongest The first thing to do would be to buff solo queue to swf levels, then nerf swf
Def nerf swf first, then buff solo. A good swf (which is like 70% of the games I get) is so friggin powerful and annoying, especially when I’m trying to learn a new killer who takes a lot of practice (ex: Pinhead, Blight, etc). If they were to buff solo que (unless they could do it without affecting swf), it would entirely end killer’s ego stance when facing swf while they try to figure out how to nerf swf
I would like to agree to this, but I think this makes it more challenging for the greater majority of the players who play this game. If you make a game hard to play a lot of current players or potential players are just gonna quit and not bother playing. I feel these changes would be better for sweaty players who play this game a lot and understand a lot more of the mechanics. But for players who casually play this, it would just make the game more unnecessarily challenging than it already is for most survivors and we would end up with a barren game. The only thing I can think of is make a separate mode like Casual and Competitive.
This "too confusing for new players" thing really limits what you can do with the game. It's an infamous Valve dev quote justifying not adding a new map that was made, and it was as dumb then as it is now. What is even so confusing about these changes? Medkits heal yourself slower, map offerings have diminishing returns and aren't guarantees, and maps just get straight-up buffed. I don't know what you're on about.
@@jimmythornseed8605 It is clear you don't know what I am on about. To make it clearer for you to understand. All I said was the changes OTZ were mentioning would make the game more challenging for people who already find it challenging. I never mentioned anything about anyone being confused. I think you are the only one that is confused here.
As always, love most of these suggestions ! I would make tombstone only work on fully stalked people(giving a use to fully stalking people) or something like that tho. Hate current tombstone and i am appaled they only changed like 2 of the abysmal myers add ons on mid chapter
I'm in love with the idea for toolboxes. I know some people wouldn't want to change pop in that scenario but I had an idea for that. Pop only effects grey progress up to the blue bar UNLESS there is no grey progress to regress. In that rare case you could allow pop to regress 5-10% of the blue bar. Less than a normal pop but it doesn't feel completely wasted when the killer has no idea where that gens progress is at based on blue toolbox repairs.
@@Xuvzkin61 I really don't think you are getting the point. Removing stuff isn't the answer. You remove stuff when it is so ludicrously problematic that it completely ruins the game.
Items and perks should be counted for in MMR. For all of the top their perks they could add 100mmr to your player and tier 3 75 and so on. Items could do the same thing, bring a purple flashlight, you get +100 mmr. They would have to find out what perks they thought were what tiers and same with the items. But it could make a build like the one Otz showed make Their mmr go up a few hundred points
I think that while a Medkit can seem strong. Some killers just completely negate how effective they are. Plague, Insta down chainsaw bros. Nurses, Spirit's, and Blight's are so damn quick that you won't have much of a chance to use it, before they slap you to the ground unless you are in a ridiculous area. There is also the fact that killers can see your items, and see 4 medkits, or whatever item the survivors might have. And bring Franklin's to counter it. There are also perks like Nurse's calling that can seriously help out stealth killers in countering it with their small terror radius. Now they are definitely good still especially against weaker killers. Like Clown. It's also good against Pinhead. Or just saving your unhooker from needing to spend time healing you so they can do a gen. But I honestly think they got plenty of counters as is, from the killers themselves, and from perks like Franklin's. Toolboxes though they have little counters imo. The charges are used up so faster that Franklin's probably isn't going to stop their effect on the game from happening. There also isn't a killer that can counter them either outside of just leathality. However most of the time a single toolbox isn't that impactful. It's usually just when it's used with 4 of them, with especially strong add-ons. The true counter to not wanting to deal with this...is just leaving the lobby. Again unlike survivors...who can't see who the killer is and that they've brought some op add-on's killers can easily see what the survivors have and just find another match. But I could agree with a change that could make them a bit better in a solo situation, rather than in a group. Perhaps the shield method could work with some tweeks. Flashlights - They are fine as stated. I honestly think there is a lot of killer add-on's that could be adjusted. And obviously kits that could be looked at, both to buff up certain killers, and to tone down certain killers. All of the add-on's you mentioned being some of them.
The only killers that don't Care about medkits are Plague and the top 3 strongest. Instadown Bros are mid Tier killers, and even they are forced into M1. I don't think the game should be balanced to account for Just the top killers Just like It shouldn't be balanced Just for the best that survivors can bring(overall). I also think one problem in one side doesn't justify another for the opposite side. Franklin's has counters to It, and honestly you should be happy that a Killer IS giving UP a Perk slot(Far more precious than one Perk slot for one survivor, mind you) to counter items rather than to help themselves or counter survivor Perks. Nurse's is only good on stealth killers, but that Perk IS itself countered By spine Chill (which itself IS a counter to stealth), and you can heal in a pallet or on the Edge of the map or something like that. The biggest issue with items in general, IS that they are an extra advantage for survivors on top of perks and addons(and It's a 4v1), that's why they shouldn't be strong unless you also bring good Addons on top. Toolboxes are underrated. Just one Brand New Part IS already Very strong, 4 are basically broken(It reduces the ammount of gens to be done to basically 4). They are not comparable to, for example, delay perks, because as, Scott Jund put It "DbD is balanced around game delay". The time efficiency IS for the most part with the survivors(because of the early game), game delay IS Just a counter balance. Toolboxes and gen speed perks Just add a further level of unbalance to the game. And again, the survivors are 4, they have strong Addons, strong perks, and then there IS the strong item. The argument for dodging a lobby for people using items doesn't work because the Killer can't Tell the rarity of the items(or the Addons), sure neither can survivors, but considering as i Said, that items are an overall advantage for survivors (above the Killer), i think that IS fine. I have suggested this before, but It would be cool If, like DbD Mobile, the killers could at least Tell the rarity of the item(not the Addons), that would indeed help with this dodging lobby thingy. It's silly to slap on Franklin's or Dodge a lobby, and It turns out everyone was using Just Brown items.
@@marshallyoungmandy8434 Let me clarify, medkits have a an effect on the game just as any item or perk should. So obviously every killer cares about a survivor being able to heal themselves in some way shape or form. And I also mentioned how stealth killers are the ones who benefit from Nurses Calling the most. Spine chill being a counter to stealth killers, while true...isn't really a counter to nurses. You could easily look their direction and then moon walk/side walk if it bothers you that much. Spine chill will light up for a split second only to disappear and they will think they are safe. Also I fully disagree with Franklin's not being a very very strong perk to bring to stop medkits. Most survivors do not have a way to heal themselves from other perks and will have to rely on wasting time to find other survivors to heal them. And many survivors will become suicidal trying to go get their purple medkit that was knocked out of their hands not to lose it. I think the problem lies not with medkits, and honestly even otz changes will do little to help the lower tier killers who actually care about medkits, they still got to a strong area. They still can't afford to commit. It might cost the survivor like 4-6 extra seconds but that won't be enough to help a low tier killer out. They need kit buffs. Though it might help Blight hook someone and see them on BBQ and dash half way across the map and intiate chase before they can finish. I already agreed that toolboxes when brought into a match especially in multiples was too strong. And would prefer a change to some degree. You also can still do something about items swapping last second. But must are too lazy about it. I know I did this personally when I was playing and saw two survivors swap from no items to a map and a key last second. I just turned the game off, and turned it back on, took maybe 30 seconds. I didn't get penalized because the game didn't start. It's not something that survivors can actually do. That's why they dc mid game not to deal with some nonsense that the killer might have, or just kill themselves on hook. I did say Franklin's has almost no impact on toolboxes. Which is why a change is something I'd be down for. Also....I'm completely against the killer even being able to see survivors items in the lobby. Since survivors literally have no clue if they are going against a fairly balanced match against a killer with standard addons, or one with absolute insane add-ons, with an ebony mori. Who's entire game plan is to be as toxic as possible to survivors. While as killer you can see hey these guys got similar team names, they got multiple flashlights, a map, medkits etc. I can dodge this, restart the game if there is a last second switch, or prepare my perks accordingly. Or bust out the super strong add-ons.
@@TheBloodyNights I Said that because in the right hands medkits are pretty much always the best item to bring(minus Plague). There's a reason why in tournaments they don't use 4 purple medkits and stuff like that. My point talking about Nurse's is that It IS not a Very good counter to healing. Like i Said, you can still heal. You Just gotta be more careful. And giving UP a valuable Perk slot to counter items is not very Fair, since It's already perks vs perks. Once you know the Killer has It, you Just gotta hide/drop the item. Regardless my point was that, again, bringing Franklin's IS usually a good thing, since the Killer IS giving UP a valuable Perk slot, to counter(not even completely) items. It doesn't matter what exactly should be the nerf. They still have to be nerfed, for the simple fact that they are an advantage that the killers don't have. Imagine for example A Spirit with the two best Addons, and 4 slowdown perks vs a 4 Man swf with 16 meta perks, 4 ranger medkits+4 gel dressings+4 anti-haemorrhagic Syringe. Do you really believe the survivors are weaker or equal? I bet money that they would come on top most of the time(assuming equal skill). I know you can do that. But that shouldn't be a thing. You shouldn't have to close the freaking game to have to start It ALL over again, Just not to deal with It. Or have to get a DC penalty. Yes the survivors don't know the Killer, but that doesn't matter since you can't change the Killer anymore. And although you can change perks and addons, neither side knows what the other Will bring. The killers already know which item you have. Why not at least show the item rarity(not the perks or addons). Só that you don't Dodge a lobby Full of Brown toolboxes or something. That's exactly what they do on DbD Mobile, and you also can't item switch last Second.
@@marshallyoungmandy8434 If the survivors drop their medkit to avoid franklin's you've already gotten value out of a Franklin's. They have to go out of their way to go pick it up to use it, and hope they don't run back into the killer in doing so. That's if they were even close to it's location after the chase is finished. Also running far off into a corner to avoid Nurse's range also effectively nerfs medkits time effeciency. Also I think it is very fair that a killer can choose to use a perk to deal with items. Sure the survivors have strong perks. Like Descisive, borrowed and Unbreakable. They may not come into play at all but they are strong when they do work. But for the most part their strongest perks are anti-tunnel perks. Their strongest perks are pretty much only available after being downed and put on a hook. Killers perks that are strongest are all centered around some sort of game delay. Franklin's may be a weaker variation on game delay, but it is still game delay, and an option to use. Also regarding your scenario where every single survivor brings the strongest medkits and add-ons, while I'm assuming they are the best of the best survivors, all in a group and on coms. Which I haven't seen in like...3000+ games. I'd say...it's probably even if not in the Spirit's favor when Spirit sticks on Franklin's. lol And yes the killer shouldn't have to restart the game because they don't want to deal with potential op add-ons, that may or may not be there. But at least they got the option to have some sort of heads up. Survivor's don't. So no I don't agree that they should see the add-ons rarity. I still don't think they should see anything at all. The only thing I'd show would be who is in a party together or not.
I would have an opinion on this but I literally only use them for challenges and stock event themed ones coz they look cool, which is pointless really coz I'll never use them incase I lose them
@@gabrote42 but once they're gone I wont be able to get any back in this case in rpgs I use them but since these just are appearance changes for base items I like to have em as memories and stuff
Pretty interesting ideas overall, the only thing I think I would change are the Syringe and the Styptic charge requirement. I would reduce that from 16 to 12, considering that you have to start healing in order to use them, which in itself consumes charges, so having it be a 12 charge requirement would create a greater window of time in which you could use them that wouldn’t realistically affect the balance too much.
Here's a wacky idea. Insta-heals only triggers if you're within a certain radius of the killer. After triggering it, a timer starts and you don't have to be near the killer anymore. You can also make the timer visible, and create/modify an add-on or perk that made the timer only visible by the user.
Love you videos Otz, but here I'm really like only idea about map offering, green key and killers add-ons (I'm playing for both sides). Also, come on... Syringe and Styptic is too uncommon stuff and bloodpoint "wasters". And this idea about 16 charges to using... Well, if we take brown medkit+syringe=10k for it!? I just say NO. Or 3k+6k(styptic)=9k AND IT CAN BE actually dont needed all game ;( ALSO I can be comedian: yellow medkit(4k)+Abdominal Dressing(5k)(-8 charges, but fast heal)+Syringe(7k)=16k for fast heal with you nerfed Syringe.
I love the "full repair" idea. It's also great if the survivors ever three gen themselves; go open chests to find toolboxes, get one of the three gens to 40% full repair, and now they have an actual fighting chance!
Love it. Toolbox Change is a Ballin' change, a completely new effect that ties in with the theme. Still don't think that the Exit Gate Aura addon for maps is worth it, but hey, could be nice for new players.
I think a Iri-Addon for the tool box that would alow you to Incress the Strength of 2 Pallets on the map making them take longer to break for the cost of wasting a few seconds of that survivors time earlier. Each Upgrade will take 50% of the tool box's Charge Alex's toolbox will take 20% Instead
The issue is that, if one survivor heals another, that's two survivors who aren't on gens. That's why self healing is so strong, it means that only one survivor needs to be off a gen in order to heal. If you have a medkit, the best thing to do is drop it for the other survivor to heal themselves then get back on your gen. The extra heal speed you get from healing someone else saves you significantly less time than you lose from not working on a gen, especially if the killer has Ruin.
yeah that and a mode where youre locked to your survivor/killers unique skills, with one slot for an extra universal perk maybe have another mode where everything is random, from the survivors to killers to perks youre given and addons. some games youd be given trapper with perks that do nothing, other games youd be given leon with random perks. maybe have a item/addon only mode where you dont get perks, but any item/addons you want. just stupid stuff like this would be fun
I agree 100%. Recently since MMR, not only have I been seeing more red rank survivors, but more items, especially iridescent items. I had two games in a row robbed from me by keys and it sucks so much. I spent ages hooking people making sure to keep track and getting people on death hooks. I had a plan. The suddenly, 2 people leave through hatch with key and I feel like my efforts were robbed. It was a super fun, really close game and then that happens.
Finally something about nerfing items. (Note this is about things used ALL AT ONCE.) I really hate it when people bring the best items like Syringe, Instaheal, Ranger Medkit, Bnp, ALONG WITH unfair map offerings like The Game/Rpd/Haddonfield, 4 man comms, abuse the best perks (eg standing in front of you after BT save, DS taunting, prove thyself), abuse the best loops or semi infinites non stop, then proceed to tbag at every pallet, bmbmbmbm at every opportunity because of the use of everything TOGETHER. One of such things is already enough to change the game, why should all these strong things be allowed to stack together and literally ruin games?
I thought about something really strange, but what if the devs makes it so that certain underrated perks can "combo" with each other to gain extra effects or amplify their own? I think this would encourage most people to go out and try new and creative combinations of perks instead of relying always on the same ones... Just a simple tought. What do you think?
I like this idea. Ok, so how about certain set bonuses, like many games do with armor sets. Certain perks could have points to certain set abilities and only get that ability if they fill out the tree. These points could be intentionally distributed so that the meta is shattered and less used perks will see more sunlight. I like this idea a lot
hey otz, i was playing against a nemesis yesterday and he had thanato, and the thanato activated when the survs were infected, so during the match, they stayed at thanato the entire match 'cause the limit of vaccines. What do you think about it? it's a bug? or its just a broken thing about nemesis?
@@realglutenfree but infinite thanato in entire match and the killer knowing how to play, it's broken, survs can't even cancel the thanato 'cause the there are limited vaccines
I will say to this the same thing I tell people who say Spirit didnt need a nerf because iron will exists: you should not need to bring a specific perk to counter an entire mechanic in the game and have no other recourse. Perks being soft (or even hard) counters is fine, but it cant be the ONLY counter-play that exists. Plus, even more than with iron will and spirit, Franklins both requires the perk slot AND you to 1: find them + 2: hit them for it to have ANY effect, never mind it's full effect.
@@pokerusfreak8194 your right, if you have to bring the same perks everytime to counter each thing survivors have then what's the point on making other builds, expanding the type of game styles you can have? Having to rely on perks shouldn't be the main part of the games
@@pokerusfreak8194 Add in the fact that this hit needs to be a M1, you cannot use a power for the effect of this perk and for some killers that adds a lot of restriction, like the killer it's from.
Hello Otz, I suggested this change to toolboxes and discussed it with my friends and they liked it: You spawn with a toolbox with no charges, then you can choose to charge it up while doing a gen with 50% speed penalty, like you are collecting parts from a gen in your toolbox, so that you can speed up another gen with this parts, you can also not charge it and do gen normally. After you fully charged it you are able to use the toolbox normally, you can't charge it anymore With this change toolboxes become not the tool to make a first chase cost 3 gens, but a tool to push a 3-gen quickly, finish a gen faster when killer comes and actually become tactical use rather than 'I press one button at the start and win the game' Thanks for your attention if you read it, I'm having fun with your streams lately with all the experiments you do! Keep up the work my friend!
I thought the point of the gate tracking addon was that you have to first work for it by finding the gates yourself, and then you'll always be able to find them again if your sense of direction sucks, or show them to your teammates with the crystal bead. Also, alternative suggestion for map offerings: - Remove map offerings completely - Give all players the ability to vote on a map, independently of offerings, or leave it at random, which would be the default (sort of like in Mario Kart) - The game randomly chooses one player whose map vote will be granted The selection process could possibly be weighted more strongly towards players who aren't in a group. To avoid people always voting for the same maps every game, voting could cost some BP, or alternatively there could be a BP boost if you leave it on random.