Multitude of changes that should be in the works
Like probably everyone who plays the game - There is some "bug" or game mechanic change that they want to be worked on. From the ranking system, certain perks and the good ol' Dead Hard reliability, to map design, hex totems and the dedicated server tech. There's pretty much a lot of things in the game that need fixing or changing. Here's my little (not really little) list of things that NEED to be worked on, for the health of the game.
Smaller map design
One thing that the game excels at is huge maps. This is a huge hinderance to killers as it takes a whole generator to walk across one side of the map to the other. There are some maps that do well with their map size (the game being one of them and perhaps even coal tower), but there are more maps that are way too big. It reduces KillerxSurvivor interaction and reduces the amount of skill involved in terms of survivors. Map sizes across the board should be reduced, allowing that interaction without taking away skill on both sides. With this change, you also don't need to increase the time it takes to complete a generator. Which is what a lot of killer mains want.
Hex totems have been a huge problem since their release with the hag. They're way too exposed in most maps (out in the open) and the amount of times totems are taken out within the first minute of the game is a bit ridiculous. It essentially means killers have three perks to work with. Maybe even two perks if they're running two hexes. So how to we tackle the problem and make it objectivly better? Here's my idea on how to tackle the problem.
- Conceal totems better! As I said previously, totems are way too exposed on most maps. Some even in the middle of nowhere. This also falls in conjunction with better map design.
- Change the hex perks entirely. My idea was to allow another slot in a killer's loadout - Hex Charms. They provide the exact same effects as the current hex perks available, but without wasting perk slots when they get taken out. This allows a lot of customisation surrounding a killer's build.
- All survivors receive a notification of a hex being used on the map at the beginning of a game (Using the same symbol as it currently does). They don't know what that hex perk is , which will keep survivors guessing on what that hex is.
- The hex totem should be hidden completely from the survivor's view (Shrouded by the fog or perhaps even cloaked like the Wraith's cloak?) and can't be cleansed until all four dull totems are cleansed. This gives survivors another objective to complete and incentive to actually do something else on the map.
- Expanding on that, cleansing totems should periodically give survivors skill checks, regressing progress if they fail them. Perhaps make the skill checks the same as a DS skill check. Killers get a notification the same way failing other skill checks does.
- Make more hexes! You could also make more hexes for (possibly) every killer. Giving killers more options for which hex to choose.
A couple of changes for certain hexes as well in tandem with the above idea
Haunted Grounds - A dull totem is trapped instead of an actual hex totem. There is no obvious difference between a normal dull totem and the trapped one. The killer knows which totem is trapped and the "hex totem" is actually fake. Once the trapped totem is cleansed, the "hex totem" reveals itself and stays as a dull totem.
NOED - This is a bit of a weird one, as it activates at the end of the game. My idea was to get rid of the exposed effect and keep the haste effect it gives (perhaps even buff it slightly). Make it so it's kind of the same as Beast of Prey. After being in a chase for 15 seconds, the haste effect kicks in until either you hit a survivor or get stunned by/break a pallet.
We all know how absurdly unreliable Dead Hard is as of late. Ever since dedicated servers came out - You use it, get exhausted, but still get hit. Most actually use it to gain distance now, rather than make the killer whiff a lunge. The change I'd make here is to make the Dead Hard effect an absolute priority once used, instead of killers getting a hit through it. Not sure how that would work but something to that effect.
Those are my top three changes that I would make to the game. It definitely makes the game a lot healthier for new and veteran players across the board. There is a couple more things that could use a change...
The ranking system
I think the ranking system is really bad. It's way too easy to rank up and there's no incentive to even rank up in the first place. No rewards, nothing. Just a number and a colour to (can you even) brag about. What was my idea around ranks?
Make it so there are 50 ranks. Yes. 50. 10 ranks for each colour. Brown, Yellow, Green, Purple and Red. Give both sides rewards for getting to higher ranks, perhaps cosmetics, bloodpoints, Iridescent Shards etc. Maybe even Auric Cells at a push. This gives incentive to actually work towards ranking up. The higher you go, the greater the rewards. Make it so rewards are available from green ranks onwards, say around rank 25-20 and get progressively higher as you go up the ranks.
The changes to matchmaking as of late are more of a hinderance, rather than a help. It takes ages to find a game as a survivor but as a killer it's almost instant. In conjunction with the above ranking system changes, the matchmaking should work like this -
Pool ranks together by colour. Brown ranks together, Yellow ranks together, and so on. If you're on the verge of progressing to a new colour (Yellow to green for example or rank 31) then those close to progressing up should be pitted against green ranks. By winning/escaping/pipping or whatever, you then get to that green rank 30 and move on. If there is an SWF group of varying ranks, then it should take the highest rank into account for matchmaking. I think changing matchmaking from average rank to highest rank is a decent change, but a lot of red ranks still go up against greens/purples.
So essentially - Brown ranks are matchmaked together from ranks 50 to 42. But rank 41s are matchmade with yellow ranks between 40 - 32. You get the general idea. This will be healthier for new players as well as veterans.
Both of those changes work well in theory, but you have to get the matchmaking working in practice. As currently, it really doesn't work.
Those are what I'd like to see in the game in the future. Perhaps others feel the same way, or even have other changes in mind that I didn't throw out here yet.