







^(note: this list doesn't include stacking nerfs, cuz that'd take a whole new entire post)
^(other note: I am not a profesional and this was done in the span of 1 hour. Some changes might have oversights.)
Noob
>!No changes: Noob is capable of surviving very well on his own while being unable to help the team, which is kinda the vision here!<
Elliot
>!Rush Hour now gives slowness for 3 seconds after speed boost: Rush Hour is the best get-away tool, which doesn't help considering how powerful his pizza is (supposed) to be. !<
>!Max HP reduced from 80 to 75: Again, Elliot is meant to be the most defenseless survivor, so this should help.!<
>!Overall, Elliot should be a defenseless survivor that's better off staying out of danger's way in the first place.!<
Shedletsky
>!No changes: Shedletsky is the baaseline of what a sentinel should be: A character that risks their lifetime to end a chase while being able to sustain themselves once out of danger's way!<
TwoTime
>!Frontstab heal reduced from 10 to 5: That 10 hp lets TwoTime withstand more hits than they should be able to take. !<
>!Backstab heal reduced from 20 to 15: Same reason!<
>!Normal stab windup increased to crouch stab windup: Trickstabs let TwoTime be more agressive than they should be.!<
>!Uncrouch cooldown increased to 3 seconds: Current cooldown acts as a free speed boost if timed well (coughcoughjohndoem1)!<
>!Crouch Invisibility duration reduced from 15 seconds to 10 seconds!<
- >!When invisibility ends, a milder invisibility (say, invisibility 2) is provided for as long as TwoTime is crouched!<
>!Crouch can now be held for as long as needed: TwoTime's crouch does not support a stealthy playstyle due to it's 15 second duration, as TwoTime won't be able to setup while waiting for the killer to come nearby for a lounge-stab.!<
>!Uncrouch drawbacks removed (nothing happens if you cancel while killer is far away): ...why in the first place? !<
>!Hopefully these changes support a more positioning-heavy playstyle.!<
Guest 1337
>!His block is not good mechanic-wise :( might make a post on him later!<
007n7
>!^(caption)!<
Builderman
>!No changes: Builderman is perfect where he is. His sentries, while powerful, can be removed easily. His dispenser is not op to the point it takes over Elliot's job but not useless either. He is defenseless on chase, which is good since he is quite powerful.!<
Dusekkar
>!no offence u/ownmud6375 but I haven't seen enough decent Dukars on action, nor have I player the character, so I'm just pretending they don't exist :/!<
Taph
>!Taph's tripmine and tripwire can be pierced through with m1 (m1 hitbox keeps spawning even when tripmine/tripwire are disabled): I have seen a lot that tripmines are protected by tripwires, and I end up getting hit by one of them. I don't think that's the intended purpose.!<
Chance
>!On 3 heads, the chance of Chance's flintlock misfiring is reduced to 0 (explosion chance increased to 10%).!<
Veeronica
>!guys I saw Vees place stuff on invisible walls, can we make it so invisible walls can't have graffity? Also place one on top of that damned flower pot at Yorick's.!<
Jane Doe
>!No changes: Jane doe's problem is on stacks. That's a topic for later!<
Slasher
>!No changes: Slasher is in a weird spot in which he is impossible to face alone but weak asf against loops and teamwork. I don't think he needs changes since, despite Slasher being considered the worst killer, people fear m4 slashers for a reason.!<
c00lkidd
>!No changes: Despite c00lkidd being overshadowed by Noli and Sixer, he's in a pretty comfortable spot right now. Walkspeed might seem weak compared to Noli's but it's a lot more instantaneous and straight-forward. Corrupt nature seems like a worse projectile but it has a lot more impact in the middle of a chase than Nova. His minions, while not a reliable method of detecting survivors, are quite oppresive in the middle of a chase.!<
John Doe
>!No changes: John Doe is also in a nice spot where he can still pressure survivors in the middle of a chase while not being good at them; survivors must still be careful even outside of traps. Corrupt Energy, while not the best, can let John Doe reduce the gap within him and survivors but is balanced by the insane windup. The traps, while garanteed death sentences, are not as common, and the footprints, while powerful, are quite noticeable outside of chases and there are multiple ways of disabling them (if yknow what you're doing). !<
Noli
>!Hallucination 3 now makes Noli almost invisible (invisibility 4). Any bright parts of his model become fully invisible: The main gimmick of hallucinations is to distract the player for Noli to make an ambush. This change should make the ambush a bit less predictable. !<
1x1x1x1
>!Base entanglement (survivor doesn't have glitched effect) no longer stuns the player and the pull is greatly reduced: The issue with entanglement is that, while it's meant to be a tool used at the end of a snowball to secure a kill, it's too powerful on it's base state. This change should make the base move less useful and encourage the glitched move, which should now feel more powerful.!<
>!Entanglement and Mass Infection cooldowns increased by 5 seconds each: Less spammy!<
>!Overall, these changes should make 1x1x1x1 more of a snowballer than a rushdown.!<
Guest 666
>!Base Manic fixation speed boost reduced to 5%, lenghty manic fixation boost reduced to 10%: The problem with manic fixation is that, due to Marked and Hellforged Will, it offers no counter-play whatsoever. !<
>!Hellforged Will stun reduction reduced to 20%: Again, no counterplay!<
>!Blood Rush highlight duration set to 1 second every 20 studs (max 10 at 200): Older stats made Blood Rush an easy speed boost with no downside. This should stop that from happening!<
>!Overall, these changes give some space for stuns and speed boosts to act as counterplay.!<
...
>!^(i am not doing the vampire cus i dont liek him and dont have enough experience with him for a fair judgement)!<
That's all folks. What do you think?