

1x1x1x1 rework concept
I know this 1x overhaul concept is basically killdroid but fuck it, I wanted to actually have the supposedly zoner killer actually be a zoner. This is mostly made by me for fun but let me know what you think.
(^) = buff
(v) = nerf
(-) = other
Stats
- (v) Terror radius is increased from 60 to 105 (Almost the same radius as entanglements range
Slash
- (v) = completely removed and m1 is replaced with entanglement
Entanglement
- (v) Entanglement cannot hit survivors within a 16 stud radius.
- (v) Entanglement cannot pull in survivors at all
- (v) Entanglement cannot inflict helpless
- (v) Slowness X from entanglement is reduced to 0.5 seconds
- (^) Entanglement is now a hitscan instead of a projectile
- (^) Entanglement damage increased from 10 to 15
- (^) Entanglement’s cooldown is reduced to 3 seconds
- (v) Entanglements glitched status effect is reduced from 2 to 1
Thought process: Entanglement is now a replacement for slash due to slash being removed. Entanglement always felt way too op due to it always feeling like bullshit once you get hit by it. Entanglement lost its X factor status for this rework.
Mass infection
- (v) Mass infection can only be aimed in a cone in front of 1x and 1x can no longer aim it at survivors behind or at the side.
- (v) Mass infection damage is decreased from 30 to 25
- (^) Mass infection projectile speed is increased 66%
- (v) Mass infection no longer gives a speed boost after the projectile is fired
- (^) Mass infection deals 12 studs worth of knockback to survivors.
- (^) Mass infections glitched status effect is increased from 1 to 2.
Thought process: With the fact mass infection can only be aimed in a cone in front of them and with entanglement being useless to survivors that are up in 1x’s face, you will begin to see a pattern of 1x having to distance themselves before they throw off their abilities. Mass infection is kept as a second ranged ability to use as a distance making projectile.
Rejuvenate the rotten
- (^) 1x no longer needs to kill survivors in order to summon a minion
- (v) 1x can only summon a maximum of 5 minions, using rejuvenate the rotten again will kill the first minion that was summoned.
- (v) minions can no longer be killed for a speed boost
- (^) 1x can aim wherever they want to summon a minion at that exact position
- (^) Minions are 50% faster
- (^) Minions do 10 damage without needing glitched
- (^) Cooldown is reduced from 30 seconds to 15 seconds
- (-) Minions no longer wander randomly and once a survivor exits their radius of 40 studs, they will speed up to 2x to return to their original position unless they encounter another survivor in which they return to their default speed.
Thought process: This would be 1x's new X-factor since you can have 5 of them and would allow 1x to place some area denial. Also 1x being able to aim wherever they want to summon a minion helps 1x since minion placement can be a bit inconsitent.
Unstable eye
- (^) 1x does a 360 slash spin that deals 10 damage to survivors, inflicts glitched 2 and poison 1 to survivors for 6 seconds, and deals 20 studs worth of knockback when using unstable eye in a 16 stud radius.
- (v) Unstable eye no longer grants a speed boost to 1x unless there are no survivors in an 105 stud radius. The speed boost disappears once a survivor gets within the said 105 stud radius.
Thought process: This was turned into having two purposes, an esp ability or a “get away from me” ability as 1x’s new biggest weakness is survivors getting close to them. Also the speed boost is removed since why would a zoner character need a speed boost unless the said survivor is all the way at the edge of the map where entanglement wouldn't hit.
Noli changes concept
Feel free to critique it.
(^) = buff
(v) = nerf
(-) = other
Hallucinations
- (^) Fake noli’s have smarter ai with better steering with void rush, using tactics like resetting chases, and in general better pathing without the fake noli facing the survivor the whole time.
- (^) If two or more survivors have hallucination 3, only one fake noli will spawn. If those two or more survivors are grouped up. Survivors can see the one fake noli that will target the lowest health survivor. Survivors that are separated will have a fake noli spawn for them.
- (^) Fake noli’s will spawn as if they teleported to the generator closest to the inflicted survivor with the same sound and visual cue.
- (-) Fake noli’s from hallucination will always use void rush or nova when the hallucination effect for survivors has 2 seconds left until hallucination wears off. Along with this, there is a timer that appears for the noli player to tell them when hallucination will end.
Prankster
- (^) Only one visual cue and one audio cue will play for one of each fake generators
- (^) Wires for fake generators no longer have a visual indicator that makes it super easy to differentiate fake generators from real ones. (See second image for reference)
M1’s
- (^) It takes two m1’s to fully get rid of hallucination
Void rush
- (^) If a survivor had hallucination 2 or 3 without the hallucination being inflicted by void rush, they will take 50 damage upon being hit by the slam.
- (v) If a survivor was dealt damage by a first use of void rush, they will take only 30 damage from the slam.
Nova
- (^) Survivors that are hit through walls from nova will phase through the wall to be brought to the center of the explosion
- (^) Nova’s explosion radius for hitting a wall is increased
- (v) Noli’s endlag from using nova is increased
New ability: Delusion (Cooldown: 15 seconds)
- (-) Using the ability key for delusion will have the noli player choose a survivor within a 40 stud radius to use the ability on. Clicking on a survivor will then have the noli player choose whether they want noli to stay in place or swap places with one of the two clones that will be created once noli picks to stay in place or swap places. Noli’s two clones will appear in a triangle-like manner around the chosen survivor. Noli’s clones behave similarly to fake noli’s from hallucinations but survivors do not require hallucination to see the fake noli’s created by delusion and also it means noli cant do the void slam from void rush without having to hit the survivors two times. Distance between clones and the chosen survivor will scale depending on how far noli is from the chosen survivor. If there is a wall in the way, the noli clone will be farther away and be behind that wall. If the wall is an out of bounds area, the noli clone that would otherwise be out of bounds will not be spawned. Noli's clones last for 10 seconds. (See third, fourth, and fifth image for reference)
Observant
- (^) Cooldown is reduced from 30 seconds to 20 seconds)
- (^) There is no longer a global cue for all generators while noli is using observant and hasn’t picked a generator yet. However the generator that noli is teleporting to will still have the same visual and audio cue to announce that noli is teleporting to that generator.
- (v) Wind-up for teleporting to a generator is increased from 1.45 seconds to 1.9 seconds
If there was one map you want to change because of how much you hate it, what map would it be?
For me it would be planet voss. Brandonworks would be my second pick but mostly planet voss.
What is the biggest issue you have with the game that does not involve balancing?
Examples would be the game not being beginner friendly, the game getting stale with a very repetitive gameplay loop, or something else that could be a bigger issue other than the games balance.
007n7 rework concept (Image somewhat related)
Currently, 007n7 is a trickster survivor that has no way to trick the killer and it bugs me. So I decided to make a rework for 007n7 that mostly buffs the trickster part of his kit. Let me know if it's good or if it sucks.
(^) = buff
(v) = nerf
(-) = other
Clone
- (^) Clones have smarter ai
- (^) The clone has stamina that is exactly how much stamina 007n7 had when using the ability.
- (^) Invisibility from using clone is increased from 4 to 5
- (v) Invisibility and undetectable duration decreased from 5 seconds to 4 seconds
- (^) The killer’s aura is revealed to every survivor for 1 second whenever they hit a clone
CoolGUI
- (-) CoolGUI is now a two use move where pressing the ability key will spawn a teleport point which has a cooldown of 1 second. Pressing the space bar will have 007n7 begin teleporting. During this process, 007n7 can hover their mouse or tap on the furthest spawnpoint while pressing the space bar as well if they desire to teleport to there instead. Successfully or getting hit while teleporting will cause the ability to go on cooldown for 50 seconds.
Inject
- (-) Aimless is replaced with looping where the clone loops around the wall closest to 007n7
- (-) Inject also gets a new mode called teleport point which can be only accessed once 007n7. Teleport point will have the clone go to the teleport point and dies if they reach the teleport point or 10 seconds has passed
(New ability: Mode)
- (-) Switches between whether the clone is sprinting or not.
Slasher rework concept (Image somewhat related)
I simply just want to give my idea on how to allow slasher to be somewhat viable against teamwork. While I do think a melee oriented killer can still be good (look at pursuer from die of death), I think slasher relies way too heavily on raging pace over his other abilities so here are some things I want to add to him
(^) = buff
(v) = nerf
Stats and m1 do not get changed
Behead
- (^) Behead gets 1.5x distance increased
- (^) Behead no longer gives slowness upon hitting a survivor
- (^) Behead no longer drains stamina
- (^) Behead gives iframes to slasher for 6 seconds upon hitting a survivor
Thought process: I wanted to move raging pace from being the distance closer to behead instead since behead does not really serve as either an anti-loop, distance closer, high damage ability, or esp so it’s kinda just…there. I will get to what raging pace gets later.
Gashing wound
- (^) Gashing wound gives iframes to slasher for 8 seconds upon hitting a survivor
- (^) Gashing wound has a secondary hitbox that allows slasher to break a piece of that wall to make the loop smaller.
Thought process: Gashing wound is probably the least used ability out of slashers kit imo. It only serves as a high damage move and that’s that. I feel like most good or balanced killers have at least 2 anti-loops or more in their kit, example: Coolkid has corrupt nature and pizza delivery, 1x1x1x1 has mass infection, entanglement, and to an extent, rejuvenate the rotten, John GOAT has corrupt energy and digital footprint. So I wanted to give gashing wound an extra use case.
Raging pace
- (v) Raging pace no longer regenerates stamina
- (v) Raging pace walkspeed is reduced to 17
- (^) Raging pace highlights every survivor on the map yellow except the closest survivor who gets highlighted red
- (^) If the red highlighted survivor is not in an 80 stud radius near slasher or is behind a wall between them and slasher, slasher gets a 2x speed boost which equates to 34 walkspeed. Once the red highlighted survivor is within the 80 stud radius near slasher or no longer has any walls between them and slasher, the speed boost takes 0.8 seconds to finally go away and return to 17 walkspeed. You can also hover your cursor on or tap on a survivor if you are on mobile during the wind-up to make that specific survivor have the red highlight instead of the closest survivor, this only works within a 35 stud radius.
- (^) After raging pace ends, slasher has lingering iframes for 5 seconds
- (^) Raging pace cooldown reduced from 30 seconds to 20 seconds
Thought process: This ability would be slasher's second anti-loop and gets turned into a chase starter or “where the hell is that survivor I need to get back to killing” move. It also helps to not have slasher run around looking for that 007n7 hiding in the corner while there is a low health survivor desperately trying to find a medkit.
Hot take: Two time should have their healing from hitting sacrificial dagger removed.
Why the hell does a sentinel with really good survivability from landing trickstabs, a speed boost from crouch when the killer is near, and even a second chance to loop the killer for the rest of the match need to have a on demand heal from landing their said trickstabs. 4.25 second stuns is already enough, but 20 health regained on top of that...Just why? This goes for frontstabs as well.
(edit: My bad yall, the stun time is 3.5 seconds, not 4.25 seconds. The lower stun time still doesn't change my opinion on two time healing from sacrificial dagger.)