Next patch notes: "We've heard what the community has been saying about Myers, and we have delivered! Myers now loses stalk meter over time." Known issues: The Shape loses the ability to stalk if pallet stunned while stalking.
how to rework michael: give him a good beat on his terror radius. with this every survivor instead of playing, will be sent into a trance and start dancing as long as in chase this gives michael the ability to kill every survivor while theyre stuck in the dance trance. balanced.
Same here. Maybe no longer having a stalk dropoff would help too to stop the current shit show where you stalk a bit and get closer to multiply your stalk metre or stalk for 15 seconds just to get the equivalent of 5 because they ran further away.
I’ve always liked the thought of survivors slowly regaining their stalk meter. This would help him not loose his power and not make that one survivor get you out of tier 1 and then they have like 2/3 left to stalk. And help when you can only stalk the one guy who doesn’t hide from the Killer.
@@complain9269 You gotta swap back to T2 for that. That's why it's more skillful than you'd first realise. You'd gotta balance of knowing whether to ensure in T1 or to stalk for T3. T3 would be better, having built in Enduring.
@@kilzfordays but... but that's pointless really, Swapping to tier 1 is Not helpful at all even with inbuilt scratched mirror, if you can't m1 it's literally pointless. The moment your visible they're gonna run or pop the gen in your face as you restalk them not being able to do anything about it (Unless we are allowing grabs) its an idea but not an amazing one
Completely agree on the sound cue for when tier 3 is almost ready. I also think he should have a separate button to activate tier 3, kinda like how Oni's power works.
So the sound stabs from the original sound for Myers, but done the way the 'fwoosh' of Oni's power works. Would be helpful, especially since Myers and Oni have a bunch of parallels. Bringing the mechanics a little bit (not too much) closer together could make him simultaneously more fun to play AND more fun to face.
@@xornedge8204 Myers is not fun to go against at all. Myers has no counter in a lot of situations. Usually the only people who don’t like going against Oni are just bad at running him.
@@mihairazvan7671 gotta respectfully disagree, even a useless trap forces survivors to do something else and thats powerful. No other killer to my knowledge has that kind of thing base kit and her dash is truly only usable in short loops (unless you're extremely good of course)
@@mihairazvan7671 no it’s not. Free map pressure by excluding one person out until they get that thing off their head is awesome. I’d just make it so it activates immediately and popping gens moderately affects the timer of the future RBTs and significantly affects the timer on active RBTs. This way you get the choice to secure gens at the cost of risking your teammate dying a precocious death or you lay off gens and allow your teammates to get the traps off more safely but allow the Pig to regress all your work. With this RBTs could also be more dangerous as the game progresses with the trade off of Pig having a bad early game. I’d take her becoming a 110% killer for that. No activating after the EGC starts however.
@@jgravemans6076 I agree with you but when I say RNG I mean that you can have a person out of the game for like 2 minutes, looking for the right box or for like 15 seconds. If you are lucky, you can get someone out of the game with the trap or you can make them waste a lot of time. But most of the time it's somewhere in the middle. Without add-ons, the traps vary from decent to useless.
The bad thing about that "About to Tier Up" sound. If I remember correctly it was not removed from the game. In one of the dev streams a long time ago they said it was actually bugged to no longer work in the game and the devs realized that this was a buff to him and kept it in.
@@kerruo2631 No. When Myers released, a sound would play when being stalked by Myers when 85% of the bar was filled till next tier up as a warning. This was buggy and later was removed entirely. Their reason was, it gave the survivors too much information
I'd love it if Myers was like Oni where he didn't need to 99 his stalk and he could just activate his power whenever he felt like it after getting enough stalk
@@hawluchador8754 There is a difference between having it being toggled with a push of a button and "Oh fuck I miscalculated the stalk a bit and it turned on earlier than I wanted it". You also forget that you can't toggle it on if you stalk an already dry person. Having it being able to turn it on with a press of a button when the ability is fully charged would negate these situations and that alone is already good enough to make him dangerous.
@@YourContractHasExpired add the Halloween theme playing map wide until Tier 3 runs out and remove his terror Radius while that happens. I wouldn’t even be scared, I’d be tea bagging in a dance gesture. Not too loud except for the activation tho.
An idea I had was... Seeing as Michael doesn't walk round with his knife in the original films while stalking Laurie. Why not give him the ability to put away his weapon, loosing terror radius no matter what tier he is in and granting him a buffed movement speed of 125 - 130 ish. taking out his knife again causes him to stand still and have a few seconds delay before gaining his terror radius and normal movement speed back. Counters the problem of his lack of map control and also makes him a lot more scarier, having a tier 3 Michael appear on you and you only having a few seconds to react.
@@jacobyounce3223, true, however a lot of killers are similar,.. guess he just doesn’t get the increase in speed when he takes out his weapon and isn’t invisible
Out of all of Scott's reworks, this is probably the one I want the most, just because of how outdated the killer actually is. Even Ghostface does a better job of representing myers thematically than myers himself does-
Love the changes you’d mention. I’d just add allowing him to trigger tier 3 like oni, and make the distance he can stalk to be a lil longer especially if he’s getting rewarded for further distance. Loved the vid!
My recommendation: Stalking speed increases with distance, however, the time at which Myers gains his "super buffs" extends based on how long he has stalked them past rhe buff threshold. For example, say Myers has just hit Level 3 in his current kit. Instead of immediately letting go of Stalk, he can continue to Stalk the person. This postpones the sound cue alerting Survivors that he has hit Level 3 . In addition, I want to say that while he is Stalking, his Terror Radius is reduced to 0. When he finally DOES let go of the Stalk button, he gains a cumulative Movement Speed Bonus or an extended Tier 3 duration that makes him extra scary. This also adds a level of anxiety to EVERY Tier 3 encounter with him. Under normal circumstances, simply seeing Myers standing nearby makes you fearful because you wonder how long he has been stalking you. In this new setup, the same thing occurs, but now he could already be in Tier 3 and there will be the panic of questioning what degree of his "Buff" he's built up past the minimum threshold. Or in other words, imagine suddenly noticing a Myers a mile away, panic running, and then booking it only to turn around and see him approaching you at Mach 5.
I like the idea but moving at that speed would also be very unfair for the survivors. I can imagine running lethal to find them early grouped up and tier 3ing on them very quickly downing all of them with infectious and later on you could even use hex: play thing to make it even worse for them. GREAT idea but idk how to balance it around spotting a whole team early for very strong snowball
Michael was the reason I started playing this game at all, and have never regretted it. But it does feel bad watching the new killers outshine this beast of a horror icon in ever increasing ways. 100% agree with all changes except the half stalk after glowing red, too easy to exploit 1 oblivious survivor and build up to tombstone before 3 gets are done but a mechanic allowing survivors stalk level to regress so that you can return to said survivor later and stay viable in the late game. Secondly the bell curve of his stalk is very unreliable and buggy with how much progress is shown vs actual progress gained. I'd like to see the whole curve removed similar to Ghostface, regardless of if that means tweaking Michael's stalk gain to equal nominal stalking time. Lastly the unused musical assets would be a great way to incorporate a audible warning and could come in the form of a growing "lullaby" equal to tier 3 progress but never greater then the 16 meter radius of default tier 2. I am not a balance expert and do not have defined numerical values available for rebuttal but please let me know if these changes sound in line with Scott's design.
I think one thing that would be a small change but impactful thematically is that if he's chasing you while at tier 3 instead of playing the normal Chase theme it plays the Halloween theme. I think it would really give the feeling that Myers is now coming for you and you can't stop him
idea; myers, when standing still, stalks a lot faster, the rate isn’t affected by distance, meaning that if you do this up close it leaves survivors a chance to escape without him walking on the flipside it means he can gain a tier very quickly while stalking on a gen without moving
I think it’d be cool if, like ghost face, when you’re looking at Myers he stalks very slowly. Would stop him from stalking at loops like you mentioned, and would actually require him to “stalk”.
myers is def the killer with the most presence out there, amazing design for the first licensed killer my suggestions would be: 1. keep the current stalking based distance, but make so it accelerates exponentially as you stalk so if there is a survivor just running away you can use that survivor to fill the bar easily instead of losing all your distance to get 30% 2. remove the stalk limit or make so the stalk regenerates over time 3. baseline the addon that makes so after stalking you can see the aura of the stalked survivor, make it so scales with the ammount of stalking you got 4. make so on t3 you get the full package of benefits, longer range, vault speed, stun reduction and faster breaking speed, myers should feel unstoppable 5. music when it's near popping t3 would be amazing, make it a global indicator so you can properly fear it, something subtle that keeps everyone on the edge
Scott, as much as I like your ideas you’re completely wrong about Myers being “unstoppable” he’s not unstoppable he’s unKILLABLE, Myers has never been a tank through anything and keep on coming(in the moment) he’s unstoppable in the sense that you will never get rid of him, but he can be deterred, if you’ve seen the movies you see he gets his ass kicked A LOT, in the original movie he takes three bullets and then falls off a balcony, in the sequel he gets run over by a car and is knocked out for like ten minutes, he moans in pain when he gets cut and physically recoils when he gets hit with a bat or something, he’s technically unstoppable because he’s unkillable, as in because he can’t die he never stops, he doesn’t shrug off damage and keeps going like it’s nothing he gets hurt, or knocked out and deterred and then does he keep going
I really wish they'd bring the stalking theme back. It'd make it more tense knowing that somewhere, he's close to popping his power. And it works perfectly with how it did with the movie.
I agree with the distance stalking, the "unstoppable" part and the reveal fully stalked survivors. I think it is absolutely idiotic that you have to litteraly kiss survs to charge your power.
These are all interesting ideas, I'd like to give my own rework and hear your thoughts on it: Stalking - Remove the distance curve all together. Regardless if it's slower at long range or close range, it makes no sense to me. In movies a killer can just pop up in front of their victims and like tilt their head, wave etc and just be playful like that but it doesn't take them long to attack, so the stalk being slower up close makes no sense here (Especially since I highly doubt Michael would stand in front of you and not do anything). Stalking from a far also shouldn't be slower because that's not how stalking works anyway, stalkers always keep distance by being behind trees/bushes, through a window, on the other side of a street etc. It makes no sense and in a character sense it is unfitting for Mike since he stalks from a far in the movies as well. So my thoughts on this, get rid of the distance curve. As for fully stalking someone, I agree that it's unfair that a teammate can feed him but then you, who he's never seen once in the whole trial, get one shot as a result. Seeing as how a few killers have started getting their own unique moris (Pig, Pyramid Head, Sadako) I think Myers should be in this group too and I have an idea how. Make the stalk juice run out slower than it normally does (make it take longer to make someone go from white to red in other words). When this happens, you still can't gain any stalk from them BUT if you happen to down them you get an unique mori animation kind of how Sadako can do when you are fully condemned. Now I know some people will go "But he has tombstone addons, wouldn't it be very unfair?", yes it will be which is why I suggest leaving those addons as they are but adding a nerf to the power. For example, if you are using a tombstone piece it takes less time(same as it does now) to make someone go from white to red and you cannot mori a fully stalked survivor. I believe this would be a fair buff that will not only make him stronger but also make survivors much more careful not to feed him seeing as that you'd be able to punish someone who's been feeding you stalk... You'd be encouraged to. As for his theme, it would fit him well. Michael does his own thing, so it would be like him getting impatient and wanting to kill them immediately since in the end Michael doesn't listen to anyone. Tier I - Leave it as it is. It is a handicap but it makes for a good guessing game and intro once you hear the music. Mayyyyyyyyybe make it not deplete any stalk while you're stalking in Tier I, and it starts depleting once you're in Tier II. But that isn't really necessary I think, fun idea tho Tier II - Leave it as it is as well. I don't even have any ideas for it, I like it the way it is. So best not to touch it, it's perfect currently. I would however add that music que from the movie(Halloween (1978) - The Hedge) when he reaches the 4th quarter of his power gauge. Basically to make him creepier as well as let survivors know that Tier III is on the horizon. I don't think it would be too bad, since people behave like you always have Tier III 99ed anyway Tier III - Given all the things I said in the stalking part, I think we are gonna go through this one quick. I originally was thinking to add an extra 10 seconds per down while it's active, but that may be too powerful if it's gonna be with all the moris and shit. Now I'd be okay with just one thing. While in Tier III, breaking pallets become a quick animation (Like him swinging his arm to get rid of the pallet or using only 1 kick to break or smth) and it will function kind of like how Nemesis breaks the pallets and doors with his tentacle. I find that Tier III is not that threatening, since Michael has no real way to chain downs or even much help in chase besides his vault and lunge. This would make him much more threatening in loops but not unfair, it would just force survivors to actually panic and be scared of Mikey and run as soon as they hear the TR or hide in lockers. The stun noise - What the fuck is this even? Michael is the quiet killer who stalks and never speaks, so why would you give him such a goofy ass stun noice? Tbh I am surprised he didn't get something similar to Ghostface's stun noise. In the movie the only noise Mike makes is a heavy sigh when he gets stabbed in the eye by Laurie, so why not make something similar to that? While we are on the topic of noises, this is me just being picky, but it would be cool to change his breathing to heavy breathing while he is in Tier III to give off the vibe that he is done just watching you and is ready to kill you already. Just a thought tho Anyway, those are my thoughts about how I'd like to see him reworked. I'd love to hear people's opinions on this and discuss it, cheers
I dig the idea about the warning for tier 3. When he's within a certain percentage the theme music plays continuously, and gets louder the closer he is to tier 3. When he hits tier 3 it transitions seamlessly into the tier 3 theme. I love dynamic music stuff in games, so this would be awesome.
Along with the increased lunge, vaulting speed, and terror radius as each tier progresses, he now also gains increased speed when breaking walls, pallets, and damaging gens (similar to the killer perk Brutal Strength). He now also gains a pallet stun duration reduction as each tier progresses (similar to the killer perk Enduring). He now also gains a very powerful aura reading ability when stalking at the start of every match that allows him to see survivors through walls, however, this ability only lasts up to 1 minute. Tier 1 Evil Within buff: - Myers Tier 1 begins every match with a very powerful aura reading ability that lasts 1 whole minute, similar to tier 3. - When stalking, Myers can see the auras of survivors up to 32 meters. This will help give Myers an advantage at the start of the match which is when he is at his weakest and will help him get out of tier 1 quicker. - Some people may think this sounds overpowered, but this aura reading ability will only last 1 minute and can only be used once since he can’t regress back to tier 1. - Myers in Tier 1 now has a slightly longer lunge. - Myers in Tier 1 now moves at 110% movement speed instead of 105%. Tier 2 Evil Within buff - Myers in Tier 2 now breaks pallets, breakable walls, and damages generators slightly faster. (15%) - Myers in Tier 2 now gains a slight pallet stun duration reduction (+20%) - When injuring a survivor in Tier 2, Myers gains +10% movement speed increase. This effect lasts until he puts a survivor into the dying state by any means. This effect can be triggered multiple times in Tier 2 but can’t be stacked. (This would be like a built-in Play With Your Food). - Once Myers activates Tier 3, this movement speed increase will be carried over to Tier 3. Once Myers downs a survivor in Tier 3, the movement speed increase is deactivated. Tier 3 Evil Within buff: - Once Myers has stalked the survivors enough to pop Tier 3, instead of having to 99% it, he can manually pop Tier 3 whenever he wants to. This will function similarly to the Oni's power once he has collected enough blood from survivors. This is implemented to avoid Myers accidentally popping Tier 3 prematurely due to lag or other reasons. - Myers in Tier 3 now breaks pallets, breakable walls, and damages generators +20% faster. - Myers in Tier 3 has an increase in the pallet stun duration reduction (+30%) - When picking up a survivor with Tier 3 active, the timer is paused. - This will incentivize Myers players to slug less and to hook more when in Tier 3.
Liked ALL of your changes to be honest. They are all realistic. And wouldn't be overpowered or even boring to Go against. Maybe tone down some of the Aura reading and that should be It.
I've totally been suggesting the same thing with him having a mini built in brutal/enduring. It's such a simple change and makes him a bit more terrifying
“Myers now has a 60 Second cool down after Tier 3 of evil within has finished in which he can not stalk. To compensate this we’ve reworked addons to lower this cool down slightly.”
Imo they should buff his T1 like give him a normal lunge and make him 110% then ma8ke his Power go back from T3 to T1 ofc additionally to what Scott said. This could also be a great rework for the mirror addons maybe
*A few suggestions I had for Myers:* 1) Tier 3 terror radius becomes map-wide or at least very large, just to keep that similar scary aspect, make him more threatening. 2) Tiering up would be less stupid, by making it so fully stalking wouldn't tier you up, instead it'd fill the guage and then require you press the button again when you have LOS of someone. Along with this modernization, hitting Tier 3 would cause a short ≈1 second animation to stop Myers from just obliterating a survivor who gets ambushed and dies instantly. 3) Scott mentioned it but a mini Enduring would be a good addition. Mini Brutal maybe as well, although that could potentially make him oppressive. 4A) A cool but potentially hard to balance idea would be for Tier 3, Myers can increase his movement speed, but this would also decrease the duration of Tier 3 quicker. 4B) Another idea for buffing Tier 3 would be that the action of downing a Survivor would increase the duration by a short amount (the opposite of like Oni's Demon Dash). 4C) The main reason I want a buff like the following is to add more variety to his add-ons because currently almost 3/4 of his add-ons only effect 3 different factors (he has 5 duration add-ons, 5 aura showing add-ons, and 3 useless add-ons, that increase his stalking movement speed). His kit just isn't very special, so I'd like to add another unique feature, that could then have add-ons modify the amounts for. 5) A much simpler idea would be making his Tier 1 110% and potentially a slightly less pathetic lunge. The lunge doesn't matter much since you shouldn't be using Tier 1 regardless, but slightly better mobility I think is a must. Comparing him to the 110% killers, his ability doesn't even begin to compare to them, and he starts out *SLOWER* 6) The last major thing I think Myers deserves is faster stalk speed, and probably just complete removal of the stalk curve he has, or a much less steep curve. The main issue with this, is that Ghostface's main benefit is faster stalk than Myers, so he'd become completely irrelevant. I guess it might encourage a rework for him as well, since that's the only reason I think Myers stalk speed shouldn't be buffed. I had lots of other cool ideas for his add-ons, and maybe giving him some small tracking benefits when downing or Tiering up, but these were the more significant ideas, that I think would give him an edge or a reason to be played over Ghostface or other stealth killers, because currently he's just a worse Ghostface, a worse Oni, and incredibly outdated. Both stalkie boys deserve buffs (although idgaf abt Ghostface), and they should both be unique from each other, with their own benefits to being played.
I feel like giving myers buffed stalk at distance isn't the way to go. When he's further, it's harder for the survivors to spot him, so it seems weird to hurt the survivors more when it's already harder for them. I'd just make the stalking the same no matter the distance, like ghostie, probably a little less than what you can do at point blank. Or at least make it so that the stalking rate only decreases up to like 20 metres, and it's the same rate from 20-40 metres.
I feel like it's fine because if he's super far away then he'll then have to close the distance to use it effectively. Plus if you take into account the "close to tier up" sound it would give the survivors enough information to play around it.
@@brodygarrison5216 my issue is that it would let myers 99 his tier 3 off of unsuspecting teammates far more easily though. Even if you know that myers could appear around a corner and randomly one shot you, that doesn't really help that super fast stalks make it far easier for him to 99 off of not only sandbagging teammates, but any teammate that isn't looking all around them.
Stalking isn’t the issue honestly if they rework him they could just make his TR straight up 8 meters from the start and he stalks to gain t3 but I guess it’ll just be Tier up cause you can kill off t1 like immediately
i think that a good idea to help Myers with map preasure could be that when he triggers tier 3 all the gens that have progress that are not been repair by survivors should regress, so if the survivor want's to hide until tier 3 is off, they are going to loose gen progress, and if they stick to gens to prevent that, the killer can find them and try to kill them, that way the killer can get more value out of his power that 1 or maybe 2 insta down .
One of the things I personally thought about as a buff to Myers tier 3 given the fact that as you point out it can be rather weak right now outside of the initial surprise down, is let him do what blight does. In tier 3 on a lunge attack allow Myers to use a basic attack to break pallets and breakable walls. Keep him in place for a few seconds, a bit faster than usual pallet and wall breaking, but let him basically instantly destroy them. It would fit thematically with Myers too, especially on the walls aspect, if he could just bust through and kill you
I always thought it would be cool if he could expend stalk power/tier 3 time to temporarily go invisible to mimic his disappearances in the movie, this can be used in short bursts but has a cooldown. This would make him undetectable but really slow him and prevent attack on emergence. Also when a Myers reappears it’s with a load of dark fog so it doesn’t look stupid. Gives him some stealth and mobility and lets him pop up at any point for a scare This could work with any of your ideas too
But you’ll just be slow asf And they’ll already be a good distance so basically thats pointless I liked the idea of him just vanishing but what’s the point if they know exactly where tf you finna be cause black fog plus ur slow uhhhh what they have 3rd person view 😕
Couple of point to maybe help with this; - To encourage long range stalks, make his T3 Terror Radius non-directional, but only if the target you stalked was past a certain threshold. Stalk out from a distance, then watch as the Survivors stumble over each other to establish line of sight with the one-shot machine sprinting at them. - Instead of having half-speed stalks on fully stalked Survivors, have any game-progressing action they take (gens, healing, unhooking) refresh their stalk pool slowly. This also adds a meta level of gameplay where say, you've fully stalked a Meg, she runs off. You later see her run from a near-complete gen, with very little stalk pool refreshed; this could mean there's someone else working on the gen who's stealthing it out. Could also have direct actions against the killer (stuns, blinds, totem destruction) fill a small chunk of that Survivor's stalk pool instantly. other than that, I like the ideas, I hope BHVR can pull their finger out of their collective asses and sort daddy Myers out.
Awesome video scott I love these Ideas! One thing I would add is the ability for myers to teleport to a locker of his choice once during t3, in addition to giving him more mobility and allowing him to capitalise on the auras, it also sticks with his theme as myers despite walking everywhere always seems to jump out from cupboards or unexpected places in the movies. He's always 1 step ahead. But great vid! Can't wait for Almo to ignore all of it!
I don’t personally like the idea of making Myers more of a ranged stalker, simply since I feel like it’s ghostface’s job (who gets revealed trying to stalk close range). I think a perfect Myers rework should focus more on making him more different than ghostface, kind of like how bubba’s (great) rework made him more different than billy.
(Update) have you noticed that behavior used your idea for decisive strike back in your old ideas video? I mean maybe it wasn't your idea specifically but they did use it, another situation or perk that you brought up in that video was about stunning the killer with a generator. That ended up being flashbang and Jill's perk. Interesting maybe they do read our comments. Back to OG comment) How funny is this I was just looking at your old rework series and wondering when you were going to get back to it. I know you're busy and feel like crap most of the time but when you do produce these videos I really appreciate them. I agree Michael needs a rework and you bring up some excellent points who knows if they will ever be heard or acknowledged. That remains to be seen. But keep these videos up if and when you can you always have an audience for them. On the topic of reworks what if current Legion just got a multiplayer boost in speed whenever he hit somebody with Frenzy. People argue that Legion doesn't have much Matt pressure because his speed does not really change much with his power. But if you gave him like a stack of play with your food or half a stack of play with your food upon each successful hit. That could benefit him in a little way
I love that you incorporate having certain perks or built in things while not letting them stack with perks that are similar. When I talked about trapper rework and having him start the game with some trapped gens I thought the idea of that and having corrupt not work with that ability and having the survivors disarm the traps on gens. I like the concept of enduring and brutal
8:05 There actually was a mechanic similar to this if you look up “Myers unknown sound” where a sound cue would play when you were being stalked, that would fit this theme Edit: I have come to the conclusion that I am braindead
Another idea: When you reach tier III, you gain a 10% haste effect, and as your tier meter drops, your speed drops as well (in that case, it wouldn’t have a built in Enduring/Brutal Strength)
One change I wish they would give Myers is that, once he goes Tier 3, he loses his terror radius again, and the whole map suffers from the Meyers theme, making everyone on edge as to where he actually is at.
Finally, rework series has returned! I wrote a lot. Oops. :/ Personally, my idea to rework Myers was allow him to gain some Evil from hitting survivors and even more from grabs. He can still stalk, but at a decreased rate when survivors are looking at him (like Ghostie). My initial thoughts were decreased stalking with distance to a max of 50%, but I like your idea more. This is gonna sound crazy but, I want to increase the amount of Evil required to tier up by something like 35%, because I want Myers to be able to choose to enter EWII or EWIII. My idea of EWI is that Myers would be a normal killer with a 16 meter TR. Once he fills the EW meter, he can choose EWII or EWIII. EWII would make him Undetectable and he can’t attack, but he can grab survivors (like old Treatment mode Doctor), and he moves at something like 150% speed. In EWII, he can also go to EWIII like an Oni transformation that plays the old warning sound for everyone. Then EWIII is basically the same as it is now (except he has a 40 meter TR and he has built in Fire Up). A few of the addons should be changed too, I think. Vanity Mirror is bad, make Tombstone Ultra Rare and only able to kill 1 survivor, remove the other tombstone. Stuff like that. I like the idea of having map knowledge on fully stalked survivors. Make it killer instinct.
I feel like the problem with everything that is about the Halloween DLC has something to do with the license. I can't find any argument for why they didn't change Haddonfield or rework Myers until now. They focused on maps that were much better in terms of esthetics and balance, but left Haddonfield without a rework. Also, they changed killers that didn't require changes more than Myers. I would have left the old clown the way he was and I would have changed Myers (and I think most people would agree), so I think it has something to do with the license. Edit: I know they reworked Laurie's face, so I don't know what the problem with Haddonfield and Myers is tbh...
The changes you brought up were so game changing for me I was really surprised because I haven’t thought of most of them, I usually only play unlimited tier three Myers and I think with all the changes you brought up like the base kit tier three enduring would be nasty, knowing for 2 seconds where the fully stocked auras around the map would also be beautiful I would love how unlimited tier 3 would feel like this and yes BRING BACK THE ORIGINAL MUSIC!!
Some Ideas I had to completely rework 2 of Myer's current add-ons: - Judith's Tombstone: When you gain a tier of Evil Within, reveal the aura of each survivor for 6 seconds. - Vanity Mirror: Slightly increases The Shape's Lunge range in Evil Within I . When the shape hits a survivor in Evil Within I, The Shape stalks that survivor until he's Evil Within 2.
This is honestly my favorite series that you’ve started alongside the idea reviews. Looking forward to you covering some of the killers that aren’t as fun to play against such as slinger, spirit and twins. It’s great that you’re addressing the weaker killers first though since they definitely need to be addressed more.
Yooo this is my favorite series of yours, so hyped to see it back! Love your daily videos man. EDIT: I forgot the close to teir music!!! I remember listening to it oh my gosh, it was really cool.
I saw something on a rework-ish concept on the forums. A mechanic caught my eye. Instead of automatically leveling up when his gauge is full, it instead fills up, and when it's full, you press 'ctrl' and then *boom*, level up. Survivors recieve a little music tune warning them of Myers' potential of leveling up. (Similar to his very old self, however, it's map-wide and brief instead of consistent.) I'd say Oni's way of charging his power would fit for Myers. (No, the mechanics, not the blood orbs dum dum-)
Michael is definetly showing his age right now and i really like these ideas scott, some good tweaks here and works thematically as you said too. Would be nice to see these suggestions in action and see if it really has a big enough impact to bring him into the modern dbd era without making him completely overtuned
1. Pay Scott a consulting fee and bring him in to help redesign Michael Myers 2. Scott unleashes a flurry of complaints about what needs fixing in DBD 3. DBD somehow listens and doesn't eject him from the building 4. Everyone profits
I always thought that Tier 3 swings should smash Breakable Walls and Downed pallets, kinda how Blight / Oni takes care of them, and with a proper cooldown. Wouldnt it be interesting if he was also invisible at certain distances like Freddy / Invisible Wraith. It would feed into that theme that hes always faster than you. But if he stalks at distance or enters chase it can turn off the invisibility and put it on a cooldown. It would be super creepy to not see him from far away, and then all of a sudden you see half his face from behind a tree in the distance. I also like the sound queue for his rising into Tier 3. That should definitely be global, and increase in volume / speed as he gets closer to it.
My idea has always been: No more 99’ing Tier III. Once it’s full you can activate it like Oni and it has a small animation of him raising his knife, but filling up the bar also makes a map-wide sound, probably something from the actual Halloween movie.
Purely for the sake of theme (not considering much gameplay), I feel like a good factor for the stalk curve would be the "awareness" of the survivors that Myers is nearby. Sometimes Myers DOES get pretty up close and personal (like being inside your house) without the victim knowing he's there. So, up-close stalking exist. The thing is that, whether he's far or close, you're unsuspecting. So, to actually "stalk" would mean that you're using the power while the survivor is repairing, cleansing or looting. If the survivor is running or looking at the killer, then stalk speed can be normal, but otherwise could get a bonus to speed.
My idea for a Myers rework *Primary ability: Evil Within* Myers as he lurks in the darkness becomes more powerful, Stalking Survivors to hunt for his pray, the further away from a Survivor you are, the more Evil Within you accumulate while Stalking. Starting each Trial in Tier 1, in this state Myers builds up Evil Within very quickly, while also being slightly faster than normal(117%). In Tier 2 this is where the fun begins, you lose your additional speed but in turn your Terror Radius is decreased significantly(16 meters). Tier 3 is true terror, Myers now gains the ability to instantly down Survivors for the next 30 seconds. When Myers is 10% away from reaching Tier 3 all Survivors will receive an audio que warning them to be careful. Myers also moderately gains Evil Within upon hitting a Survivor. *Secondary ability: Fear* Fear is a passive ailment all Survivors suffer from throughout the Trial, each Survivor starts the Trial with none, but quickly gain it in this state called "Ignorance" where until they reach the first level of Fear they are completely unable to detect Myers, once the first Survivor is hit all others are immediately progressed into level 1 Fear, as the realization has set in that they are not alone. Once Survivors reach Level 1 Fear they will hear the faint cries, and whispers of Judith Myers, Michael's first victim, as your Fear increases, you will receive more adverse effects. At level 2 Judith's cries become even more noticeable, and you begin to hallucinate, seeing the ghost of Myers at random intervals as well as hear him breathing next to you, with his chase music activating randomly as you try to remain alive. Once in the 3rd and final stage of Fear, you become hopeless, feeling the dread of your inevitable death approaching you let out a blood curling scream that can be heard across the world, Myers sees this with Killer Instinct, Survivors who scream suffer from Hindered status effect for 20 seconds. You also constantly whimper the either time whilst in this stage, and Myers Terror Radius can be heard constantly at all times. To calm your Fear and sooth yourself you must find one of the many Grave Sites of Myers' victims, and light a candle putting the dead to rest, but having seen Myers already, your Fear is permit, and cannot be suppressed below Level 1. *Add-ons* *Common Tier* Welcome Mat - Slightly increases amount of Evil Within gained while Stalking a Survivor. Music Box - Slightly increases amount of Fear gained by Survivors. Bloody Ashes - Slightly increases the duration of Tier 3. New Jumpsuit - Slightly increases the frequency of hallucinations for Survivors in levels 2 and 3. Loose Handle - removes the additional speed gained while in Tier 1, but grants an additional 150% to Bloodpoints in all categories. Moldy Wristwatch - Increases amount of Evil Within required to reach the next Tier, but grants an additional 150% to Bloodpoints in all categories. Silver Locket - Reveals the Aura of Survivors who scream after reaching level 3 Fear for 3 seconds. Sharpened Blade - Slightly increases the Rate at which Evil Within is gained by Stalking Survivors within 15 meters. Cracked Lens - Causes Survivors who reach level 2 Fear to suffer from Blindness status effect. Whiskey Bottle - Survivors who reach level 3 Fear suffer from Exhaustion status effect for 15. *Uncommon Tier* Ear Ring - Moderately increases amount of Evil Within gained while Stalking a Survivor. Bloody Article - Moderately increases amount of Fear gained by Survivors. Chipped Tooth - Moderately increases the frequency of hallucinations for Survivors in levels 2 and 3. Glass Shard - Reveals the Aura of Survivors who scream after reaching level 3 Fear for 6 seconds. Bird's Eye - Reveals the Aura of Survivors lighting candles at Grave Sites. Whiskey Tonic - Survivors who reach level 3 Fear suffer from Exhaustion status effect for 25 seconds. Rubber Boots - Survivors who are witness to seeing hallucinations will scream, revealing their aura for 5 seconds. Burnt Painting - Moderately increases the duration of Tier 3. *Rare Tier* Laurie's Hairbrush - Greatly increases amount of Evil Within gained while Stalking a Survivor. Vanity Mirror - Stalking reveals the Aura of Survivors within 16 meters, Evil Within is unable to progress past Tier 2. Grants an additional 150% to Bloodpoints in the Deviousness category. Decayed Corpse - Greatly increases amount of Fear gained by Survivors. Rose Petal - Reveals the Aura of Survivors who reach level 3 Fear for 9 seconds. Whiskey Barrel - All Survivors start the Trial at level 3 Fear, and suffer from Hindered status effect until they light a candle at a Grave Site. Mother's Necklace - Greatly increases the duration of Tier 3, increases amount of Evil Within required to reach Tier 3. *Very Rare Tier* Scratched Mirror - Stalking reveals the Aura of Survivors within 32 meters, Evil Within is unable to progress past Tier 1, and you become slower than normal. Grants an additional 200% to Bloodpoints in the Deviousness category. Lock of Hair - Reveals the Aura of Survivors lighting candles at Grave Sites, this effect persists 15 seconds afterwards. Myers Mannequins - Survivors now scream after reaching any new level of Fear, also inflicts Hindered status effect for 10 seconds each time Myers reaches the next Tier of Evil Within. Laurie's Photo - Gain a significant temporary boost of speed immediately after reaching the next Tier of Evil Within. *Ultra Rare Tier* Judith's Tombstone - After a Survivor has been hooked, that Survivor can now be immediately Mori'd at any time while you're in Tier 3. Only 2 Survivors can be killed this way per Trial, and the amount of Evil Within required to reach Tier 3 is greatly increased, until 2 Survivors have been Mori'd this way. Family Photo - Survivors who reach level 3 Fear suffer from Exposed status effect until they light a candle at a Grave Site. *Perks* All unique perks for Myers remain the same, with the exception of Dying Light which no longer is affected by the obsession. "Dying Light (New)" *Tier 1* Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 2% penalty to Repairing, Healing, and Sabotaging speed up to 22%. When the first Survivor dies all Tokens will be lost. *Tier 2* Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 2.5% penalty to Repairing, Healing, and Sabotaging speed up to 27.5%. When the first Survivor dies all Tokens are lost. *Tier 3* Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 3% penalty to Repairing, Healing, and Sabotaging speed up to 33%. When the first Survivor dies all Tokens are lost.
i think that in addition to the sound cue, survivors going against myers should have meters next to their portraits in the HUD that show them how much they've been stalked. it'd be hidden until he reaches tier 2 (so not to reveal the killer's identity before the tier up sound) and it would only update after myers finishes his stalk (to prevent it from alerting a survivor that they're currently being stalked)
Sticking to the theme of information gained from stalking maybe revealing the survivors perks would be an interesting idea once they’ve become fully stalked.
I think something that would be cool, maybe slightly OP is that the obsession has double the total stalkability (before it runs out) but once the obsession is fully stalked and on deathhook they can be tombstoned. I think this would make him really fun to play and really scary to face if ur the obsession and fits thematically into his obsession with Laurie, saving her until the end (needs to be fully stalked and be on deathhook). And from a gameplay standpoint it would mean the person playing Myers would need to hunt down the obsession to gain stalk exclusively from them (as in tier 3 they can’t stalk) in order to activate this ability
Imagine if your fully stalked you can be moried at basekit but as a counterplay you can only be moried in tier 3 and if you repair a gen or heal yourself or a teammate, you earn your stalk points back. Also if a survivor sticks on a gen Michael moris them instead of throwing them over his shoulder. If a survivor jumps into a locker an alternate mori will play where Michael stabs them repeatedly and leaves their body in the locker. If a survivor opens that locker the body will fall out and the survivor screams and reveals their location. Take off Michaels limited lunge in tier 1. Make tier 3 90 seconds instead of 60. Make the timer pause when picking up a survivor. Add a option to manually go into the next tier so you dont have to 99 it. Those are the main changes id like though there are a few smaller ones too
I would like Michael to be able to switch between tier 1 and tier 2 at will. This would help him in accumulating evil. If you need a chase, you turn on tier 2, if you need to accumulate evil, then turn on tier 1.
So instead of built in brutal and enduring, which while nice doesn't really give much personality to him, what if we did something different. I propose two things - He can m1 pallets and break them with a similar movement interaction that nemesis has, having a little movement after - Getting stunned by a pallet causes him to recoil and then rip his knife upward to break the pallet. The distance gain should be similar to if he had broke a pallet with brutal at close range or something in that realm. Honestly that could be fine tuned. Also of course this would count as a special pallet interaction that would not stack with enduring. Seeing him shred through pallets aggressively, visually giving the impression they're very minor impediments in stopping him would give him a bigger intimidation factor and make t3 feel more meaningful. Not to mention forcing yourself under a pallet with the lunge to avoid a predrop would actually be kinda rewarding.
I'd like this, remove the t1 to t2 stalking. To get from t1 to t2, you need to smack someone, and boom instant tier 2. And work scratched mirror into base kit. He has an unknown sense of stalking, and can stalk people through walls at t1 base kit. Once you get a hit, you lose that ability. Can keep the addon, and it'll just remove the stalk meter or ability to tier up.
Holy crap, I asked for more rework videos, and I got it! I've had my own Myers rework idea for a bit now, and I'll post that when I get back from the doctor, but one comment: You say Myers is the only one who can lose/run out of his power during the game. Well, Amanda Young (The Ping) can also run out of Reverse Bear Traps. Granted, she still has her stealth crouch/dash attack, but you could then also argue Myers in Tier 2 still has his low terror radius and also faster vault speed (even if it's not as fast as in Tier 3).
I feel another good change you could make to Myers us to give him the option to actually slug and get a lot of map pressure while he’s in tier 3. There’s nothing that feels worse than getting tier 3, downing someone and then having half your power gauge left just to not be able to do anything with it. My fix would be once you’re in tier 3, if you down a survivor, you gain a portion of your power bar back (1/4 maybe?) and the auras of all survivors are revealed to you for 3 seconds. I think this would fit thematically because in a lot of the movies like the 2018 (2017?) Halloween movie he goes from house to house on Halloween night killing people, like he knows exactly where to go next. And if you don’t want to risk losing your slug, then you can pick them up and similarly to Oni, tier 3 ends and whatever amount of your power you still have left you keep as stalk for your next tier 3. I think this would create a risk vs reward dynamic with Myers, where you can choose either to play it safe and keep your one down, or risk losing your slug to gain more map pressure, and losing what you could have saved of your power gauge.
In the interest of simplicity I would suggest a different approach to the individual survivors' stalk meters. The system I would go for would be along the lines of: the more you stalk a particular survivor the less effective that stalk time is (ie your power fills up slower but their individual stalk meter also fills slower) and there is still a max cap to stalking, BUT the survivors' stalk meters decay over time following the same ratio as filling them up (so if it's nearly full it fades slower, if it's barely any it fades quickly) allowing them to be stalked again and/or more effectively if Myers switches stalk target often. Whilst this doesn't fit quite as well thematically imo it would make for more interesting and interactive gameplay with the whole team rather than encouraging the stalking of one or two players for extended periods of time whilst others are neglected. Different take on a somewhat similar idea
Myers rework This is how Myers should really be: Stalk Mechanic: Survivors start with 100% stalk and Myers gets more stalk when he’s further away. Myers also gets a small bonus of stalk speed (maybe 5%) when he is out of sight like behind a locker or behind a tree, but if a survivor is looking at you then you gain slower stalk (-15% stalk speed). Survivors regain stalk points passively by doing gens, healing, cleansing totems, or creating totems. The player would need to press a prompt in order to Tier up or tier down. A survivor who is 85% stalked can be teleported to 15 meters outside of survivor and gets 5% haste for 5 seconds after teleportation. Myers can tier back down from tier 2 or 3 back to T1 -Myers can go change for tier 2 to tier 1 and back to tier 2 with a cool down of 15 seconds Everytime you change tiers Tiers: Tier 1: -Myers gains permanent undetectable, no speed penalty or no baby lunge. -Myers can teleport around lockers regardless of range once every 15 seconds if survivors aren’t looking at him, this can be done only in tier 1. -If a survivor is nearby where Myers teleport, he can see the survivors aura for 2 seconds. -If a survivor hops in a locker 15 meters outside of Myers then Myers can see their aura for 5 seconds and Myers can teleport to them, 10 meters away. (Why does he need to be at a disadvantage if no other killer in the game is?) Tier 2: -Whenever Myers tiers up he stays undetectable for 5 seconds after leaving tier 1 and also gains 5% haste for 10 seconds to help catch up to the survivor. Myers gains 5% haste when tiering down for 3 seconds -Myers gets the equivalent of 2 stacks of fire-up stacks to gens, pallets, pickup speed but not vaulting. Myers 1 kicks doors, gens, and pallets (this doesn’t give him extra speed just a animation change) -Every time Myers is stunned by a pallet,he gets extra 5% breaking speed for 7 seconds after being stunned by a pallet. -Myers has a 20 meter terror radius Tier 3: -Myers T3 only last 45 seconds -Myers keeps all of his T2 benefits but with a added 3 stacks of fire up. (So 5 fire up stacks in T3). -Survivors scream if they are 15 meters near Myers when he goes into T3. -Over the course of T3 duration Myers gets 5% haste. This allows him to actually catch survivors with his power. -Myers has only a 20 meter terror radius in T3. This allows him to get closer to survivors and catch them off guard. -if a survivor is on death hook while in T3, Myers can Instantly mori them if they on the ground or in a locker. -Vault speed is increased by 20% -Decreased stun duration by 2 seconds Myers will go back to tier 1 after tier 3 ends but has 75% of T2 stalk already filled. Paranoia: If a survivor is fully stalked (fully red) they become paranoid. Paranoid survivors have 2 stages of paranoia: Stage 1: -Stage 1 survivors will see fake versions of Myers far away from them just standing there. This make survivors think myers is standing far away from them, stalking. -Survivors will become more paranoid over the course of 40 seconds. -If Myers hits the Paranoid survivor then the survivor will go down a tier of paranoia and gain all all stalk points back. -if all survivors are in paranoia stage 1 all survivors survivors become blind until a tier is lost. If the tier is lost, survivors keep blindness for 20 seconds. Stage 2: -paranoid survivors are oblivious. -Paranoid survivors receive a 5% gen repair speed penalty if they are on a generator alone. -Paranoid survivors will scream once if Myers hooks a non paranoid survivor. -Paranoid survivors repairing generators or healing will make other survivors scream that they are repairing or healing with them regardless if they are in paranoia or not. -Non Paranoid survivors that screams when healing or repairing with the paranoid will also scream and become blind and oblivious for 20 seconds. Same for healing. -If all survivors are in paranoia 2 then all survivors receive a -15% healing and repair speed, Myers also gains undetectable as long as all are in paranoia regardless of tier as long as all survivors all paranoid. When a survivor loses a stage, Myers keeps undectable for 15 seconds. -Paranoid Survivors who screamed cannot fast vault for 3 seconds. -Survivors can will lose a stage of paranoia over the course of 50 seconds Quality of life changes: -Head tilt when Myers downs a survivor or is stunned by any means. -REMOVE ARGGG noise and breathe similar to ghost face. -Change walk animation he looks like a angry dad with his arms out when he walks. Walks through doors in tier 2 and tier 3 -Add 1978 original Halloween sound track for Myers and Laurie in main Lobby Also add when Laurie catch’s micheal out the window music periodically throughout the match -Add Halloween 2, Rob Zombie, Halloween 2018, Kills, Ends cosmetics.
That sound effect wasnt for when Myers was about to tier up, it was when he was stalking you from a distance. They removed it because it was a dead giveaway that you are getting stalked
The tier 3 alarm idea is gold. Even if not your variant just faint, low volume theme of Myers if he close to tier 3 would be cool. I really like all of those ideas honestly Even though I am more of a ghosty player than a Myers main.
Just give Michael a bulge when he’s in tier 3 Ez rework
Omfg
they can't because he has to slap it over his shoulder
I want to like this comment so bad
Edit: Nvmd i can like it now
Just let his testicle out
no way,he would just become instawin,pay 2 win,no fun killer
Next patch notes:
"We've heard what the community has been saying about Myers, and we have delivered! Myers now loses stalk meter over time."
Known issues: The Shape loses the ability to stalk if pallet stunned while stalking.
Instructions unclear, we nerfed pig
Why is this so accurate?
If myers stays in stalk mode for too long he has a cooldown where he cant stalk for 30 seconds xD
Bhvr: How about a Myers mask for Meg since he’s just as harmless as the pig… boop the evil?
@@zaer-ezart Nah they would make him stalk 20% faster as well
how to rework michael: give him a good beat on his terror radius. with this every survivor instead of playing, will be sent into a trance and start dancing as long as in chase this gives michael the ability to kill every survivor while theyre stuck in the dance trance. balanced.
that's already in the game though, but only in chase
@@horydud no that is incorrect this: ruclips.net/video/HAuzgCSQjPo/видео.html has not been added therefore michael is incomplete
I would spend money on the game to buy him if they gave myers a boogie bomb
@@zephyrxi Literally thought about this video when I saw your comment lol
@@jonathanrichmond3971 yes.
My #1 wish for Myers would be letting him manually trigger tier 3. No more 99ing. Just 100% and hit CTRL when it's murder time.
Boo hoo
Same here. Maybe no longer having a stalk dropoff would help too to stop the current shit show where you stalk a bit and get closer to multiply your stalk metre or stalk for 15 seconds just to get the equivalent of 5 because they ran further away.
Actually a pretty good idea
The terror radius should doble if he has full stalk
@@3xterminator05 weirdo
would be cool if he could break breakable walls by just walking through them in tier 3
Or break shit faster in Tier 3 just like he vaults faster. Maybe even pick up survivors faster.
Next killer confirmed: kool-aid man
or if it only took 1 kick like nemesis, but actually faster
@Yeah Toast Shy-Guy jason is never going to be in the game sorry
@@killertigergaming6762 he’s a shoe-in once the lawsuit is over
I’ve always liked the thought of survivors slowly regaining their stalk meter. This would help him not loose his power and not make that one survivor get you out of tier 1 and then they have like 2/3 left to stalk. And help when you can only stalk the one guy who doesn’t hide from the Killer.
Make him Tier 2 base and make Tier 1 a side ability that has scratched mirror like properties but you can't attack in it.
@@kilzfordays Wait, can't attack in it? You mean can't use your M1? You can't hurt and kill them? What?
@@complain9269 You gotta swap back to T2 for that. That's why it's more skillful than you'd first realise. You'd gotta balance of knowing whether to ensure in T1 or to stalk for T3. T3 would be better, having built in Enduring.
@@kilzfordays but... but that's pointless really, Swapping to tier 1 is Not helpful at all even with inbuilt scratched mirror, if you can't m1 it's literally pointless. The moment your visible they're gonna run or pop the gen in your face as you restalk them not being able to do anything about it (Unless we are allowing grabs) its an idea but not an amazing one
Completely agree on the sound cue for when tier 3 is almost ready. I also think he should have a separate button to activate tier 3, kinda like how Oni's power works.
So the sound stabs from the original sound for Myers, but done the way the 'fwoosh' of Oni's power works. Would be helpful, especially since Myers and Oni have a bunch of parallels. Bringing the mechanics a little bit (not too much) closer together could make him simultaneously more fun to play AND more fun to face.
Would def keep from accidently going into t3 when we don't want. Which became more of a problem once dedicated servers went live.
@@AdeptusCaeiusIII Myers is fun to face tho. Oni generally isn’t.
@@xornedge8204 Myers is not fun to go against at all. Myers has no counter in a lot of situations. Usually the only people who don’t like going against Oni are just bad at running him.
@@FabricatedPheonix Myers has no counter in a lot of situations? You’re…you’re joking yeah?
Myers and Pig. The only characters who can truly run out of their power.
Eh, pig is an iffy with that. She still have the ability to crouch and ambush, but yeah. They both are in need of some change.
Honestly, the trap part of the pig is the worst part of the power. Too dependent on RNG.
@@mihairazvan7671 gotta respectfully disagree, even a useless trap forces survivors to do something else and thats powerful. No other killer to my knowledge has that kind of thing base kit and her dash is truly only usable in short loops (unless you're extremely good of course)
@@mihairazvan7671 no it’s not. Free map pressure by excluding one person out until they get that thing off their head is awesome. I’d just make it so it activates immediately and popping gens moderately affects the timer of the future RBTs and significantly affects the timer on active RBTs. This way you get the choice to secure gens at the cost of risking your teammate dying a precocious death or you lay off gens and allow your teammates to get the traps off more safely but allow the Pig to regress all your work. With this RBTs could also be more dangerous as the game progresses with the trade off of Pig having a bad early game. I’d take her becoming a 110% killer for that. No activating after the EGC starts however.
@@jgravemans6076 I agree with you but when I say RNG I mean that you can have a person out of the game for like 2 minutes, looking for the right box or for like 15 seconds. If you are lucky, you can get someone out of the game with the trap or you can make them waste a lot of time. But most of the time it's somewhere in the middle. Without add-ons, the traps vary from decent to useless.
The bad thing about that "About to Tier Up" sound. If I remember correctly it was not removed from the game. In one of the dev streams a long time ago they said it was actually bugged to no longer work in the game and the devs realized that this was a buff to him and kept it in.
I haven't played in a while. Tier Up doesn't make sound anymore?!
@@kerruo2631 No? He said the "about to tier up" sound. It was a warning sound that would play as an indication that Myers was close to tier 3.
@@kerruo2631 No. When Myers released, a sound would play when being stalked by Myers when 85% of the bar was filled till next tier up as a warning. This was buggy and later was removed entirely. Their reason was, it gave the survivors too much information
They could likely reimplement it though, if they ever overhaul myers
Bruh, in DBD, bugs become part of the game.
I'd love it if Myers was like Oni where he didn't need to 99 his stalk and he could just activate his power whenever he felt like it after getting enough stalk
You just explained 99ing T3
@@hawluchador8754 There is a difference between having it being toggled with a push of a button and "Oh fuck I miscalculated the stalk a bit and it turned on earlier than I wanted it". You also forget that you can't toggle it on if you stalk an already dry person. Having it being able to turn it on with a press of a button when the ability is fully charged would negate these situations and that alone is already good enough to make him dangerous.
@@hawluchador8754 the obvious difference being you don’t have to worry about it triggering accidentally or it not being 99d enough
@@YourContractHasExpired add the Halloween theme playing map wide until Tier 3 runs out and remove his terror Radius while that happens. I wouldn’t even be scared, I’d be tea bagging in a dance gesture. Not too loud except for the activation tho.
@@xornedge8204 That'd fuck up the tier 1 surprise tho
Whenever you pop tier 3 he takes off his shirt and there ya go. OP as fucccckkk
I mean survivors would just run towards him.
Alpha daddy hairy chest Myers
“The spirit of the killer” rework series for spirit confirmed
rework idea: deleted from the game
Just a red herring we're getting springtrap rework next time
An idea I had was... Seeing as Michael doesn't walk round with his knife in the original films while stalking Laurie. Why not give him the ability to put away his weapon, loosing terror radius no matter what tier he is in and granting him a buffed movement speed of 125 - 130 ish. taking out his knife again causes him to stand still and have a few seconds delay before gaining his terror radius and normal movement speed back. Counters the problem of his lack of map control and also makes him a lot more scarier, having a tier 3 Michael appear on you and you only having a few seconds to react.
sounds similar to wraith, but not bad
That sounds absoloutly terrifying and i'm here for it.
@@DocStef9 It takes about 10 seconds to get to tier 2, what do you mean?
Wraith 2.0
@@jacobyounce3223, true, however a lot of killers are similar,.. guess he just doesn’t get the increase in speed when he takes out his weapon and isn’t invisible
Out of all of Scott's reworks, this is probably the one I want the most, just because of how outdated the killer actually is. Even Ghostface does a better job of representing myers thematically than myers himself does-
Love the changes you’d mention. I’d just add allowing him to trigger tier 3 like oni, and make the distance he can stalk to be a lil longer especially if he’s getting rewarded for further distance. Loved the vid!
Notice me father Michael
@@DocStef9 Whenever I watch that scene I always say to myself "He popped his Tier III!"
My recommendation:
Stalking speed increases with distance, however, the time at which Myers gains his "super buffs" extends based on how long he has stalked them past rhe buff threshold.
For example, say Myers has just hit Level 3 in his current kit. Instead of immediately letting go of Stalk, he can continue to Stalk the person. This postpones the sound cue alerting Survivors that he has hit Level 3 . In addition, I want to say that while he is Stalking, his Terror Radius is reduced to 0. When he finally DOES let go of the Stalk button, he gains a cumulative Movement Speed Bonus or an extended Tier 3 duration that makes him extra scary.
This also adds a level of anxiety to EVERY Tier 3 encounter with him. Under normal circumstances, simply seeing Myers standing nearby makes you fearful because you wonder how long he has been stalking you. In this new setup, the same thing occurs, but now he could already be in Tier 3 and there will be the panic of questioning what degree of his "Buff" he's built up past the minimum threshold.
Or in other words, imagine suddenly noticing a Myers a mile away, panic running, and then booking it only to turn around and see him approaching you at Mach 5.
Nah to much there just gonan release a new skin!!!
Jokes aside this is really cool and wish they would but as I said bhvr or whatever they are called are not gonna do this..
I like the idea of being undetectable while stalking
This is actually genius.
I like the idea but moving at that speed would also be very unfair for the survivors. I can imagine running lethal to find them early grouped up and tier 3ing on them very quickly downing all of them with infectious and later on you could even use hex: play thing to make it even worse for them. GREAT idea but idk how to balance it around spotting a whole team early for very strong snowball
Michael was the reason I started playing this game at all, and have never regretted it. But it does feel bad watching the new killers outshine this beast of a horror icon in ever increasing ways. 100% agree with all changes except the half stalk after glowing red, too easy to exploit 1 oblivious survivor and build up to tombstone before 3 gets are done but a mechanic allowing survivors stalk level to regress so that you can return to said survivor later and stay viable in the late game. Secondly the bell curve of his stalk is very unreliable and buggy with how much progress is shown vs actual progress gained. I'd like to see the whole curve removed similar to Ghostface, regardless of if that means tweaking Michael's stalk gain to equal nominal stalking time. Lastly the unused musical assets would be a great way to incorporate a audible warning and could come in the form of a growing "lullaby" equal to tier 3 progress but never greater then the 16 meter radius of default tier 2. I am not a balance expert and do not have defined numerical values available for rebuttal but please let me know if these changes sound in line with Scott's design.
I think one thing that would be a small change but impactful thematically is that if he's chasing you while at tier 3 instead of playing the normal Chase theme it plays the Halloween theme. I think it would really give the feeling that Myers is now coming for you and you can't stop him
Doesn’t it already plays Halloween’s theme ?
@@doge4402 plays for a few seconds but then it changes to his different theme when he was chasing laurie in the movie
idea;
myers, when standing still, stalks a lot faster, the rate isn’t affected by distance, meaning that if you do this up close it leaves survivors a chance to escape without him walking
on the flipside it means he can gain a tier very quickly while stalking on a gen without moving
I think it’d be cool if, like ghost face, when you’re looking at Myers he stalks very slowly.
Would stop him from stalking at loops like you mentioned, and would actually require him to “stalk”.
I approve this
Obviously if we include the stalk from afar mechanic
So you're asking for a NERF?
@@applewithaknife658 ???
@@applewithaknife658 if he gets buffs like Scott proposed in the video, yes. It’s just balancing
@@WastePlace it was a joke lmao. Whenever we ask for a rework, or a general balancing suggestion, bhvr mistakes it for a nerf
bhvr: we have heard your ideas and we have decided to nerf his stalking speed and nothing else.
Unfunny but makes sense, like every comment
More like: we have heard your ideas, we will be nerfing pig in next patch
myers is def the killer with the most presence out there, amazing design for the first licensed killer
my suggestions would be:
1. keep the current stalking based distance, but make so it accelerates exponentially as you stalk so if there is a survivor just running away you can use that survivor to fill the bar easily instead of losing all your distance to get 30%
2. remove the stalk limit or make so the stalk regenerates over time
3. baseline the addon that makes so after stalking you can see the aura of the stalked survivor, make it so scales with the ammount of stalking you got
4. make so on t3 you get the full package of benefits, longer range, vault speed, stun reduction and faster breaking speed, myers should feel unstoppable
5. music when it's near popping t3 would be amazing, make it a global indicator so you can properly fear it, something subtle that keeps everyone on the edge
Scott, as much as I like your ideas you’re completely wrong about Myers being “unstoppable” he’s not unstoppable he’s unKILLABLE, Myers has never been a tank through anything and keep on coming(in the moment) he’s unstoppable in the sense that you will never get rid of him, but he can be deterred, if you’ve seen the movies you see he gets his ass kicked A LOT, in the original movie he takes three bullets and then falls off a balcony, in the sequel he gets run over by a car and is knocked out for like ten minutes, he moans in pain when he gets cut and physically recoils when he gets hit with a bat or something, he’s technically unstoppable because he’s unkillable, as in because he can’t die he never stops, he doesn’t shrug off damage and keeps going like it’s nothing he gets hurt, or knocked out and deterred and then does he keep going
@@DocStef9 ehhhhh it should be more that he keeps his tier three like oni
Tombstone Piece rework: once a survivor is fully stalked, they become exposed for the remainder of the trail.
Judith's Tombstone: unchanged
I'd say tombstone piece should also let you be able to kill survivors once they are on their deathhook
Once in Tier 3, you see the aura of any survivors within 16m when stalking but you lose the faster vaulting speed.
@@kilzfordays that's Vanity Mirror but with another downside
@@greenbrickbox3392 Mori's can already do that.
How bout: once a survivor is fully stalked, you can mori them.
@@koiquatalt2254 Not really. It shares 1 similarity and is more of a gain than a loss.
Thank god, was hoping to see more of this series.
Can we talk about how in the art his knife is the size of a medium sized sword?
I really wish they'd bring the stalking theme back. It'd make it more tense knowing that somewhere, he's close to popping his power. And it works perfectly with how it did with the movie.
“Myers is the only killer who can run out of his power.”
*confused pig noises*
I agree with the distance stalking, the "unstoppable" part and the reveal fully stalked survivors. I think it is absolutely idiotic that you have to litteraly kiss survs to charge your power.
Holy I love this rework and I can't believe that music used to be in the game it sounded awesome
These are all interesting ideas, I'd like to give my own rework and hear your thoughts on it:
Stalking - Remove the distance curve all together. Regardless if it's slower at long range or close range, it makes no sense to me. In movies a killer can just pop up in front of their victims and like tilt their head, wave etc and just be playful like that but it doesn't take them long to attack, so the stalk being slower up close makes no sense here (Especially since I highly doubt Michael would stand in front of you and not do anything). Stalking from a far also shouldn't be slower because that's not how stalking works anyway, stalkers always keep distance by being behind trees/bushes, through a window, on the other side of a street etc. It makes no sense and in a character sense it is unfitting for Mike since he stalks from a far in the movies as well. So my thoughts on this, get rid of the distance curve.
As for fully stalking someone, I agree that it's unfair that a teammate can feed him but then you, who he's never seen once in the whole trial, get one shot as a result. Seeing as how a few killers have started getting their own unique moris (Pig, Pyramid Head, Sadako) I think Myers should be in this group too and I have an idea how. Make the stalk juice run out slower than it normally does (make it take longer to make someone go from white to red in other words). When this happens, you still can't gain any stalk from them BUT if you happen to down them you get an unique mori animation kind of how Sadako can do when you are fully condemned. Now I know some people will go "But he has tombstone addons, wouldn't it be very unfair?", yes it will be which is why I suggest leaving those addons as they are but adding a nerf to the power. For example, if you are using a tombstone piece it takes less time(same as it does now) to make someone go from white to red and you cannot mori a fully stalked survivor. I believe this would be a fair buff that will not only make him stronger but also make survivors much more careful not to feed him seeing as that you'd be able to punish someone who's been feeding you stalk... You'd be encouraged to. As for his theme, it would fit him well. Michael does his own thing, so it would be like him getting impatient and wanting to kill them immediately since in the end Michael doesn't listen to anyone.
Tier I - Leave it as it is. It is a handicap but it makes for a good guessing game and intro once you hear the music. Mayyyyyyyyybe make it not deplete any stalk while you're stalking in Tier I, and it starts depleting once you're in Tier II. But that isn't really necessary I think, fun idea tho
Tier II - Leave it as it is as well. I don't even have any ideas for it, I like it the way it is. So best not to touch it, it's perfect currently. I would however add that music que from the movie(Halloween (1978) - The Hedge) when he reaches the 4th quarter of his power gauge. Basically to make him creepier as well as let survivors know that Tier III is on the horizon. I don't think it would be too bad, since people behave like you always have Tier III 99ed anyway
Tier III - Given all the things I said in the stalking part, I think we are gonna go through this one quick. I originally was thinking to add an extra 10 seconds per down while it's active, but that may be too powerful if it's gonna be with all the moris and shit. Now I'd be okay with just one thing. While in Tier III, breaking pallets become a quick animation (Like him swinging his arm to get rid of the pallet or using only 1 kick to break or smth) and it will function kind of like how Nemesis breaks the pallets and doors with his tentacle. I find that Tier III is not that threatening, since Michael has no real way to chain downs or even much help in chase besides his vault and lunge. This would make him much more threatening in loops but not unfair, it would just force survivors to actually panic and be scared of Mikey and run as soon as they hear the TR or hide in lockers.
The stun noise - What the fuck is this even? Michael is the quiet killer who stalks and never speaks, so why would you give him such a goofy ass stun noice? Tbh I am surprised he didn't get something similar to Ghostface's stun noise. In the movie the only noise Mike makes is a heavy sigh when he gets stabbed in the eye by Laurie, so why not make something similar to that? While we are on the topic of noises, this is me just being picky, but it would be cool to change his breathing to heavy breathing while he is in Tier III to give off the vibe that he is done just watching you and is ready to kill you already. Just a thought tho
Anyway, those are my thoughts about how I'd like to see him reworked. I'd love to hear people's opinions on this and discuss it, cheers
this is honestly one of the best ideas ive ever heard. Too bad behaviour wont do anything about it.
I dig the idea about the warning for tier 3. When he's within a certain percentage the theme music plays continuously, and gets louder the closer he is to tier 3. When he hits tier 3 it transitions seamlessly into the tier 3 theme. I love dynamic music stuff in games, so this would be awesome.
i love the idea of the location reveal once someone is max stalked. that is so thematic and perfect!
Along with the increased lunge, vaulting speed, and terror radius as each tier progresses, he now also gains increased speed when breaking walls, pallets, and damaging gens (similar to the killer perk Brutal Strength).
He now also gains a pallet stun duration reduction as each tier progresses (similar to the killer perk Enduring).
He now also gains a very powerful aura reading ability when stalking at the start of every match that allows him to see survivors through walls, however, this ability only lasts up to 1 minute.
Tier 1 Evil Within buff:
- Myers Tier 1 begins every match with a very powerful aura reading ability that lasts 1 whole minute, similar to tier 3.
- When stalking, Myers can see the auras of survivors up to 32 meters. This will help give Myers an advantage at the start of the match which is when he is at his weakest and will help him get out of tier 1 quicker.
- Some people may think this sounds overpowered, but this aura reading ability will only last 1 minute and can only be used once since he can’t regress back to tier 1.
- Myers in Tier 1 now has a slightly longer lunge.
- Myers in Tier 1 now moves at 110% movement speed instead of 105%.
Tier 2 Evil Within buff
- Myers in Tier 2 now breaks pallets, breakable walls, and damages generators slightly faster. (15%)
- Myers in Tier 2 now gains a slight pallet stun duration reduction (+20%)
- When injuring a survivor in Tier 2, Myers gains +10% movement speed increase. This effect lasts until he puts a survivor into the dying state by any means. This effect can be triggered multiple times in Tier 2 but can’t be stacked. (This would be like a built-in Play With Your Food).
- Once Myers activates Tier 3, this movement speed increase will be carried over to Tier 3. Once Myers downs a survivor in Tier 3, the movement speed increase is deactivated.
Tier 3 Evil Within buff:
- Once Myers has stalked the survivors enough to pop Tier 3, instead of having to 99% it, he can manually pop Tier 3 whenever he wants to. This will function similarly to the Oni's power once he has collected enough blood from survivors. This is implemented to avoid Myers accidentally popping Tier 3 prematurely due to lag or other reasons.
- Myers in Tier 3 now breaks pallets, breakable walls, and damages generators +20% faster.
- Myers in Tier 3 has an increase in the pallet stun duration reduction (+30%)
- When picking up a survivor with Tier 3 active, the timer is paused.
- This will incentivize Myers players to slug less and to hook more when in Tier 3.
Liked ALL of your changes to be honest. They are all realistic. And wouldn't be overpowered or even boring to Go against. Maybe tone down some of the Aura reading and that should be It.
@@marshallyoungmandy8434 thanks! Glad you like my ideas!
@@Sharpshooter-zr9bf
The only slight problem is stacking the speed/etc with Addons/perks. Maybe overall nerf those numbers to not stack that much.
I've totally been suggesting the same thing with him having a mini built in brutal/enduring. It's such a simple change and makes him a bit more terrifying
These ideas are amazing Scott. With McLean gone, you know they'll do their best to rework old killers into something fun like you're suggesting
“Myers now has a 60 Second cool down after Tier 3 of evil within has finished in which he can not stalk. To compensate this we’ve reworked addons to lower this cool down slightly.”
Imo they should buff his T1 like give him a normal lunge and make him 110% then ma8ke his Power go back from T3 to T1 ofc additionally to what Scott said. This could also be a great rework for the mirror addons maybe
*A few suggestions I had for Myers:*
1) Tier 3 terror radius becomes map-wide or at least very large, just to keep that similar scary aspect, make him more threatening.
2) Tiering up would be less stupid, by making it so fully stalking wouldn't tier you up, instead it'd fill the guage and then require you press the button again when you have LOS of someone. Along with this modernization, hitting Tier 3 would cause a short ≈1 second animation to stop Myers from just obliterating a survivor who gets ambushed and dies instantly.
3) Scott mentioned it but a mini Enduring would be a good addition. Mini Brutal maybe as well, although that could potentially make him oppressive.
4A) A cool but potentially hard to balance idea would be for Tier 3, Myers can increase his movement speed, but this would also decrease the duration of Tier 3 quicker.
4B) Another idea for buffing Tier 3 would be that the action of downing a Survivor would increase the duration by a short amount (the opposite of like Oni's Demon Dash).
4C) The main reason I want a buff like the following is to add more variety to his add-ons because currently almost 3/4 of his add-ons only effect 3 different factors (he has 5 duration add-ons, 5 aura showing add-ons, and 3 useless add-ons, that increase his stalking movement speed). His kit just isn't very special, so I'd like to add another unique feature, that could then have add-ons modify the amounts for.
5) A much simpler idea would be making his Tier 1 110% and potentially a slightly less pathetic lunge. The lunge doesn't matter much since you shouldn't be using Tier 1 regardless, but slightly better mobility I think is a must. Comparing him to the 110% killers, his ability doesn't even begin to compare to them, and he starts out *SLOWER*
6) The last major thing I think Myers deserves is faster stalk speed, and probably just complete removal of the stalk curve he has, or a much less steep curve. The main issue with this, is that Ghostface's main benefit is faster stalk than Myers, so he'd become completely irrelevant. I guess it might encourage a rework for him as well, since that's the only reason I think Myers stalk speed shouldn't be buffed.
I had lots of other cool ideas for his add-ons, and maybe giving him some small tracking benefits when downing or Tiering up, but these were the more significant ideas, that I think would give him an edge or a reason to be played over Ghostface or other stealth killers, because currently he's just a worse Ghostface, a worse Oni, and incredibly outdated. Both stalkie boys deserve buffs (although idgaf abt Ghostface), and they should both be unique from each other, with their own benefits to being played.
I feel like giving myers buffed stalk at distance isn't the way to go. When he's further, it's harder for the survivors to spot him, so it seems weird to hurt the survivors more when it's already harder for them.
I'd just make the stalking the same no matter the distance, like ghostie, probably a little less than what you can do at point blank. Or at least make it so that the stalking rate only decreases up to like 20 metres, and it's the same rate from 20-40 metres.
I feel like it's fine because if he's super far away then he'll then have to close the distance to use it effectively. Plus if you take into account the "close to tier up" sound it would give the survivors enough information to play around it.
@@brodygarrison5216 true
@@brodygarrison5216 my issue is that it would let myers 99 his tier 3 off of unsuspecting teammates far more easily though. Even if you know that myers could appear around a corner and randomly one shot you, that doesn't really help that super fast stalks make it far easier for him to 99 off of not only sandbagging teammates, but any teammate that isn't looking all around them.
Stalking isn’t the issue honestly if they rework him they could just make his TR straight up 8 meters from the start and he stalks to gain t3 but I guess it’ll just be Tier up cause you can kill off t1 like immediately
Rework this.
Rework that.
Scott is here
and so is his cat! 🐱
i think that a good idea to help Myers with map preasure could be that when he triggers tier 3 all the gens that have progress that are not been repair by survivors should regress, so if the survivor want's to hide until tier 3 is off, they are going to loose gen progress, and if they stick to gens to prevent that, the killer can find them and try to kill them, that way the killer can get more value out of his power that 1 or maybe 2 insta down .
scott pulling out the old myers music like a history teacher
One of the things I personally thought about as a buff to Myers tier 3 given the fact that as you point out it can be rather weak right now outside of the initial surprise down, is let him do what blight does. In tier 3 on a lunge attack allow Myers to use a basic attack to break pallets and breakable walls. Keep him in place for a few seconds, a bit faster than usual pallet and wall breaking, but let him basically instantly destroy them. It would fit thematically with Myers too, especially on the walls aspect, if he could just bust through and kill you
I always thought it would be cool if he could expend stalk power/tier 3 time to temporarily go invisible to mimic his disappearances in the movie, this can be used in short bursts but has a cooldown. This would make him undetectable but really slow him and prevent attack on emergence.
Also when a Myers reappears it’s with a load of dark fog so it doesn’t look stupid. Gives him some stealth and mobility and lets him pop up at any point for a scare
This could work with any of your ideas too
But you’ll just be slow asf And they’ll already be a good distance so basically thats pointless I liked the idea of him just vanishing but what’s the point if they know exactly where tf you finna be cause black fog plus ur slow uhhhh what they have 3rd person view 😕
Couple of point to maybe help with this;
- To encourage long range stalks, make his T3 Terror Radius non-directional, but only if the target you stalked was past a certain threshold. Stalk out from a distance, then watch as the Survivors stumble over each other to establish line of sight with the one-shot machine sprinting at them.
- Instead of having half-speed stalks on fully stalked Survivors, have any game-progressing action they take (gens, healing, unhooking) refresh their stalk pool slowly. This also adds a meta level of gameplay where say, you've fully stalked a Meg, she runs off. You later see her run from a near-complete gen, with very little stalk pool refreshed; this could mean there's someone else working on the gen who's stealthing it out. Could also have direct actions against the killer (stuns, blinds, totem destruction) fill a small chunk of that Survivor's stalk pool instantly.
other than that, I like the ideas, I hope BHVR can pull their finger out of their collective asses and sort daddy Myers out.
very well put, Scott. love all of the ideas and your logic
Awesome video scott I love these Ideas! One thing I would add is the ability for myers to teleport to a locker of his choice once during t3, in addition to giving him more mobility and allowing him to capitalise on the auras, it also sticks with his theme as myers despite walking everywhere always seems to jump out from cupboards or unexpected places in the movies. He's always 1 step ahead. But great vid! Can't wait for Almo to ignore all of it!
I don’t personally like the idea of making Myers more of a ranged stalker, simply since I feel like it’s ghostface’s job (who gets revealed trying to stalk close range). I think a perfect Myers rework should focus more on making him more different than ghostface, kind of like how bubba’s (great) rework made him more different than billy.
ah yes ghostface, the one who gets revealed at close range clips.twitch.tv/ViscousKawaiiLionTheRinger-ha4mbRDNrhAvmCfw
@@ScottJund I see no problems here
(Update) have you noticed that behavior used your idea for decisive strike back in your old ideas video? I mean maybe it wasn't your idea specifically but they did use it, another situation or perk that you brought up in that video was about stunning the killer with a generator. That ended up being flashbang and Jill's perk. Interesting maybe they do read our comments. Back to OG comment)
How funny is this I was just looking at your old rework series and wondering when you were going to get back to it. I know you're busy and feel like crap most of the time but when you do produce these videos I really appreciate them. I agree Michael needs a rework and you bring up some excellent points who knows if they will ever be heard or acknowledged. That remains to be seen. But keep these videos up if and when you can you always have an audience for them.
On the topic of reworks what if current Legion just got a multiplayer boost in speed whenever he hit somebody with Frenzy. People argue that Legion doesn't have much Matt pressure because his speed does not really change much with his power. But if you gave him like a stack of play with your food or half a stack of play with your food upon each successful hit. That could benefit him in a little way
These Rework serieses are some of the best videos I've seen, please keep putting these out
I love that you incorporate having certain perks or built in things while not letting them stack with perks that are similar. When I talked about trapper rework and having him start the game with some trapped gens I thought the idea of that and having corrupt not work with that ability and having the survivors disarm the traps on gens. I like the concept of enduring and brutal
8:05 There actually was a mechanic similar to this if you look up “Myers unknown sound” where a sound cue would play when you were being stalked, that would fit this theme
Edit: I have come to the conclusion that I am braindead
did you even watch the video bruh
bruh i literally talk about that 4 seconds later come on now
He literally says that in the video, dummy
Another idea:
When you reach tier III, you gain a 10% haste effect, and as your tier meter drops, your speed drops as well (in that case, it wouldn’t have a built in Enduring/Brutal Strength)
The buffed tier three with enduring and brutal strength is something I’ve wanted for years
Scott I really wish Bhvr would take note of your videos because you really do have some fantastic ideas. This would be an amazing rework for Mikey.
I really like this type of video, love seeing your idea for older killers
One change I wish they would give Myers is that, once he goes Tier 3, he loses his terror radius again, and the whole map suffers from the Meyers theme, making everyone on edge as to where he actually is at.
That's Jasons sound tho
@@bradleyfitzpatrick2095 - ah, I never seen any of Jason’s movies. Guess I got them mixed up. Whoopsssiieeeeea
Finally, rework series has returned!
I wrote a lot. Oops. :/
Personally, my idea to rework Myers was allow him to gain some Evil from hitting survivors and even more from grabs. He can still stalk, but at a decreased rate when survivors are looking at him (like Ghostie). My initial thoughts were decreased stalking with distance to a max of 50%, but I like your idea more.
This is gonna sound crazy but, I want to increase the amount of Evil required to tier up by something like 35%, because I want Myers to be able to choose to enter EWII or EWIII. My idea of EWI is that Myers would be a normal killer with a 16 meter TR. Once he fills the EW meter, he can choose EWII or EWIII. EWII would make him Undetectable and he can’t attack, but he can grab survivors (like old Treatment mode Doctor), and he moves at something like 150% speed. In EWII, he can also go to EWIII like an Oni transformation that plays the old warning sound for everyone. Then EWIII is basically the same as it is now (except he has a 40 meter TR and he has built in Fire Up).
A few of the addons should be changed too, I think. Vanity Mirror is bad, make Tombstone Ultra Rare and only able to kill 1 survivor, remove the other tombstone. Stuff like that.
I like the idea of having map knowledge on fully stalked survivors. Make it killer instinct.
As a Myers main this would be so awesome
I feel like the problem with everything that is about the Halloween DLC has something to do with the license. I can't find any argument for why they didn't change Haddonfield or rework Myers until now. They focused on maps that were much better in terms of esthetics and balance, but left Haddonfield without a rework. Also, they changed killers that didn't require changes more than Myers. I would have left the old clown the way he was and I would have changed Myers (and I think most people would agree), so I think it has something to do with the license.
Edit: I know they reworked Laurie's face, so I don't know what the problem with Haddonfield and Myers is tbh...
"Myers is the only killer in the game that can run out of his power"
Pig with 4 RBTs crying in corner* 😭
The changes you brought up were so game changing for me I was really surprised because I haven’t thought of most of them, I usually only play unlimited tier three Myers and I think with all the changes you brought up like the base kit tier three enduring would be nasty, knowing for 2 seconds where the fully stocked auras around the map would also be beautiful I would love how unlimited tier 3 would feel like this and yes BRING BACK THE ORIGINAL MUSIC!!
Some Ideas I had to completely rework 2 of Myer's current add-ons:
- Judith's Tombstone: When you gain a tier of Evil Within, reveal the aura of each survivor for 6 seconds.
- Vanity Mirror: Slightly increases The Shape's Lunge range in Evil Within I . When the shape hits a survivor in Evil Within I, The Shape stalks that survivor until he's Evil Within 2.
Myres rework: Myres now asserts dominance with a T pose in T3.
Myers can now go into tier 4 where he takes his shirt off and bear hugs survivors
This is honestly my favorite series that you’ve started alongside the idea reviews. Looking forward to you covering some of the killers that aren’t as fun to play against such as slinger, spirit and twins.
It’s great that you’re addressing the weaker killers first though since they definitely need to be addressed more.
Yooo this is my favorite series of yours, so hyped to see it back! Love your daily videos man.
EDIT: I forgot the close to teir music!!! I remember listening to it oh my gosh, it was really cool.
I saw something on a rework-ish concept on the forums.
A mechanic caught my eye.
Instead of automatically leveling up when his gauge is full, it instead fills up, and when it's full, you press 'ctrl' and then *boom*, level up. Survivors recieve a little music tune warning them of Myers' potential of leveling up. (Similar to his very old self, however, it's map-wide and brief instead of consistent.)
I'd say Oni's way of charging his power would fit for Myers. (No, the mechanics, not the blood orbs dum dum-)
Michael is definetly showing his age right now and i really like these ideas scott, some good tweaks here and works thematically as you said too. Would be nice to see these suggestions in action and see if it really has a big enough impact to bring him into the modern dbd era without making him completely overtuned
1. Pay Scott a consulting fee and bring him in to help redesign Michael Myers
2. Scott unleashes a flurry of complaints about what needs fixing in DBD
3. DBD somehow listens and doesn't eject him from the building
4. Everyone profits
I always thought that Tier 3 swings should smash Breakable Walls and Downed pallets, kinda how Blight / Oni takes care of them, and with a proper cooldown. Wouldnt it be interesting if he was also invisible at certain distances like Freddy / Invisible Wraith. It would feed into that theme that hes always faster than you. But if he stalks at distance or enters chase it can turn off the invisibility and put it on a cooldown. It would be super creepy to not see him from far away, and then all of a sudden you see half his face from behind a tree in the distance. I also like the sound queue for his rising into Tier 3. That should definitely be global, and increase in volume / speed as he gets closer to it.
My idea has always been: No more 99’ing Tier III. Once it’s full you can activate it like Oni and it has a small animation of him raising his knife, but filling up the bar also makes a map-wide sound, probably something from the actual Halloween movie.
Can’t wait to watch Halloween Kills when Michael stalks Laurie within arm distance
Purely for the sake of theme (not considering much gameplay), I feel like a good factor for the stalk curve would be the "awareness" of the survivors that Myers is nearby. Sometimes Myers DOES get pretty up close and personal (like being inside your house) without the victim knowing he's there. So, up-close stalking exist. The thing is that, whether he's far or close, you're unsuspecting. So, to actually "stalk" would mean that you're using the power while the survivor is repairing, cleansing or looting. If the survivor is running or looking at the killer, then stalk speed can be normal, but otherwise could get a bonus to speed.
I would love to play a version of this game with Scott on the dev team.
My idea for a Myers rework
*Primary ability: Evil Within*
Myers as he lurks in the darkness becomes more powerful, Stalking Survivors to hunt for his pray, the further away from a Survivor you are, the more Evil Within you accumulate while Stalking. Starting each Trial in Tier 1, in this state Myers builds up Evil Within very quickly, while also being slightly faster than normal(117%). In Tier 2 this is where the fun begins, you lose your additional speed but in turn your Terror Radius is decreased significantly(16 meters). Tier 3 is true terror, Myers now gains the ability to instantly down Survivors for the next 30 seconds. When Myers is 10% away from reaching Tier 3 all Survivors will receive an audio que warning them to be careful. Myers also moderately gains Evil Within upon hitting a Survivor.
*Secondary ability: Fear*
Fear is a passive ailment all Survivors suffer from throughout the Trial, each Survivor starts the Trial with none, but quickly gain it in this state called "Ignorance" where until they reach the first level of Fear they are completely unable to detect Myers, once the first Survivor is hit all others are immediately progressed into level 1 Fear, as the realization has set in that they are not alone. Once Survivors reach Level 1 Fear they will hear the faint cries, and whispers of Judith Myers, Michael's first victim, as your Fear increases, you will receive more adverse effects. At level 2 Judith's cries become even more noticeable, and you begin to hallucinate, seeing the ghost of Myers at random intervals as well as hear him breathing next to you, with his chase music activating randomly as you try to remain alive. Once in the 3rd and final stage of Fear, you become hopeless, feeling the dread of your inevitable death approaching you let out a blood curling scream that can be heard across the world, Myers sees this with Killer Instinct, Survivors who scream suffer from Hindered status effect for 20 seconds. You also constantly whimper the either time whilst in this stage, and Myers Terror Radius can be heard constantly at all times. To calm your Fear and sooth yourself you must find one of the many Grave Sites of Myers' victims, and light a candle putting the dead to rest, but having seen Myers already, your Fear is permit, and cannot be suppressed below Level 1.
*Add-ons*
*Common Tier*
Welcome Mat - Slightly increases amount of Evil Within gained while Stalking a Survivor.
Music Box - Slightly increases amount of Fear gained by Survivors.
Bloody Ashes - Slightly increases the duration of Tier 3.
New Jumpsuit - Slightly increases the frequency of hallucinations for Survivors in levels 2 and 3.
Loose Handle - removes the additional speed gained while in Tier 1, but grants an additional 150% to Bloodpoints in all categories.
Moldy Wristwatch - Increases amount of Evil Within required to reach the next Tier, but grants an additional 150% to Bloodpoints in all categories.
Silver Locket - Reveals the Aura of Survivors who scream after reaching level 3 Fear for 3 seconds.
Sharpened Blade - Slightly increases the Rate at which Evil Within is gained by Stalking Survivors within 15 meters.
Cracked Lens - Causes Survivors who reach level 2 Fear to suffer from Blindness status effect.
Whiskey Bottle - Survivors who reach level 3 Fear suffer from Exhaustion status effect for 15.
*Uncommon Tier*
Ear Ring - Moderately increases amount of Evil Within gained while Stalking a Survivor.
Bloody Article - Moderately increases amount of Fear gained by Survivors.
Chipped Tooth - Moderately increases the frequency of hallucinations for Survivors in levels 2 and 3.
Glass Shard - Reveals the Aura of Survivors who scream after reaching level 3 Fear for 6 seconds.
Bird's Eye - Reveals the Aura of Survivors lighting candles at Grave Sites.
Whiskey Tonic - Survivors who reach level 3 Fear suffer from Exhaustion status effect for 25 seconds.
Rubber Boots - Survivors who are witness to seeing hallucinations will scream, revealing their aura for 5 seconds.
Burnt Painting - Moderately increases the duration of Tier 3.
*Rare Tier*
Laurie's Hairbrush - Greatly increases amount of Evil Within gained while Stalking a Survivor.
Vanity Mirror - Stalking reveals the Aura of Survivors within 16 meters, Evil Within is unable to progress past Tier 2. Grants an additional 150% to Bloodpoints in the Deviousness category.
Decayed Corpse - Greatly increases amount of Fear gained by Survivors.
Rose Petal - Reveals the Aura of Survivors who reach level 3 Fear for 9 seconds.
Whiskey Barrel - All Survivors start the Trial at level 3 Fear, and suffer from Hindered status effect until they light a candle at a Grave Site.
Mother's Necklace - Greatly increases the duration of Tier 3, increases amount of Evil Within required to reach Tier 3.
*Very Rare Tier*
Scratched Mirror - Stalking reveals the Aura of Survivors within 32 meters, Evil Within is unable to progress past Tier 1, and you become slower than normal. Grants an additional 200% to Bloodpoints in the Deviousness category.
Lock of Hair - Reveals the Aura of Survivors lighting candles at Grave Sites, this effect persists 15 seconds afterwards.
Myers Mannequins - Survivors now scream after reaching any new level of Fear, also inflicts Hindered status effect for 10 seconds each time Myers reaches the next Tier of Evil Within.
Laurie's Photo - Gain a significant temporary boost of speed immediately after reaching the next Tier of Evil Within.
*Ultra Rare Tier*
Judith's Tombstone - After a Survivor has been hooked, that Survivor can now be immediately Mori'd at any time while you're in Tier 3. Only 2 Survivors can be killed this way per Trial, and the amount of Evil Within required to reach Tier 3 is greatly increased, until 2 Survivors have been Mori'd this way.
Family Photo - Survivors who reach level 3 Fear suffer from Exposed status effect until they light a candle at a Grave Site.
*Perks*
All unique perks for Myers remain the same, with the exception of Dying Light which no longer is affected by the obsession.
"Dying Light (New)"
*Tier 1*
Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 2% penalty to Repairing, Healing, and Sabotaging speed up to 22%. When the first Survivor dies all Tokens will be lost.
*Tier 2*
Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 2.5% penalty to Repairing, Healing, and Sabotaging speed up to 27.5%. When the first Survivor dies all Tokens are lost.
*Tier 3*
Each time you hook a Survivor you gain 1 Token, each Token grants a stackable 3% penalty to Repairing, Healing, and Sabotaging speed up to 33%. When the first Survivor dies all Tokens are lost.
i think that in addition to the sound cue, survivors going against myers should have meters next to their portraits in the HUD that show them how much they've been stalked. it'd be hidden until he reaches tier 2 (so not to reveal the killer's identity before the tier up sound) and it would only update after myers finishes his stalk (to prevent it from alerting a survivor that they're currently being stalked)
Sticking to the theme of information gained from stalking maybe revealing the survivors perks would be an interesting idea once they’ve become fully stalked.
I really love your takes in this series Scott. Thank you for doing them.
I definitely agree great job Scott !
I really agree with all your points and especially adding back the "Hedge Scene" music when he's about to pop EW III, just for the creep factor alone.
I think something that would be cool, maybe slightly OP is that the obsession has double the total stalkability (before it runs out) but once the obsession is fully stalked and on deathhook they can be tombstoned.
I think this would make him really fun to play and really scary to face if ur the obsession and fits thematically into his obsession with Laurie, saving her until the end (needs to be fully stalked and be on deathhook). And from a gameplay standpoint it would mean the person playing Myers would need to hunt down the obsession to gain stalk exclusively from them (as in tier 3 they can’t stalk) in order to activate this ability
Imagine if your fully stalked you can be moried at basekit but as a counterplay you can only be moried in tier 3 and if you repair a gen or heal yourself or a teammate, you earn your stalk points back. Also if a survivor sticks on a gen Michael moris them instead of throwing them over his shoulder. If a survivor jumps into a locker an alternate mori will play where Michael stabs them repeatedly and leaves their body in the locker. If a survivor opens that locker the body will fall out and the survivor screams and reveals their location. Take off Michaels limited lunge in tier 1. Make tier 3 90 seconds instead of 60. Make the timer pause when picking up a survivor. Add a option to manually go into the next tier so you dont have to 99 it. Those are the main changes id like though there are a few smaller ones too
I would like Michael to be able to switch between tier 1 and tier 2 at will. This would help him in accumulating evil. If you need a chase, you turn on tier 2, if you need to accumulate evil, then turn on tier 1.
"stalking speed is now 2x as fast, Evil Within III now puts survivors into deep wound"
So instead of built in brutal and enduring, which while nice doesn't really give much personality to him, what if we did something different. I propose two things
- He can m1 pallets and break them with a similar movement interaction that nemesis has, having a little movement after
- Getting stunned by a pallet causes him to recoil and then rip his knife upward to break the pallet. The distance gain should be similar to if he had broke a pallet with brutal at close range or something in that realm. Honestly that could be fine tuned. Also of course this would count as a special pallet interaction that would not stack with enduring.
Seeing him shred through pallets aggressively, visually giving the impression they're very minor impediments in stopping him would give him a bigger intimidation factor and make t3 feel more meaningful. Not to mention forcing yourself under a pallet with the lunge to avoid a predrop would actually be kinda rewarding.
A bell curve for stalking distance could be most accurate, to match the distance in the film but not so that he would need binoculars 😂
I'd like this, remove the t1 to t2 stalking. To get from t1 to t2, you need to smack someone, and boom instant tier 2. And work scratched mirror into base kit. He has an unknown sense of stalking, and can stalk people through walls at t1 base kit. Once you get a hit, you lose that ability. Can keep the addon, and it'll just remove the stalk meter or ability to tier up.
And remove the tombstone piece
As a Myers main Myers is perfect in everyway and needs to be protected
Holy crap, I asked for more rework videos, and I got it!
I've had my own Myers rework idea for a bit now, and I'll post that when I get back from the doctor, but one comment:
You say Myers is the only one who can lose/run out of his power during the game. Well, Amanda Young (The Ping) can also run out of Reverse Bear Traps. Granted, she still has her stealth crouch/dash attack, but you could then also argue Myers in Tier 2 still has his low terror radius and also faster vault speed (even if it's not as fast as in Tier 3).
I feel another good change you could make to Myers us to give him the option to actually slug and get a lot of map pressure while he’s in tier 3. There’s nothing that feels worse than getting tier 3, downing someone and then having half your power gauge left just to not be able to do anything with it. My fix would be once you’re in tier 3, if you down a survivor, you gain a portion of your power bar back (1/4 maybe?) and the auras of all survivors are revealed to you for 3 seconds. I think this would fit thematically because in a lot of the movies like the 2018 (2017?) Halloween movie he goes from house to house on Halloween night killing people, like he knows exactly where to go next. And if you don’t want to risk losing your slug, then you can pick them up and similarly to Oni, tier 3 ends and whatever amount of your power you still have left you keep as stalk for your next tier 3. I think this would create a risk vs reward dynamic with Myers, where you can choose either to play it safe and keep your one down, or risk losing your slug to gain more map pressure, and losing what you could have saved of your power gauge.
In the interest of simplicity I would suggest a different approach to the individual survivors' stalk meters. The system I would go for would be along the lines of: the more you stalk a particular survivor the less effective that stalk time is (ie your power fills up slower but their individual stalk meter also fills slower) and there is still a max cap to stalking, BUT the survivors' stalk meters decay over time following the same ratio as filling them up (so if it's nearly full it fades slower, if it's barely any it fades quickly) allowing them to be stalked again and/or more effectively if Myers switches stalk target often. Whilst this doesn't fit quite as well thematically imo it would make for more interesting and interactive gameplay with the whole team rather than encouraging the stalking of one or two players for extended periods of time whilst others are neglected. Different take on a somewhat similar idea
Being a myers main I've been against changes to his power in general most of the time, but I'd be okay with this
Super excited to see another rework video! Can't wait to finish it and see your thoughts (and your cute bean).
Myers rework
This is how Myers should really be:
Stalk Mechanic:
Survivors start with 100% stalk and Myers gets more stalk when he’s further away. Myers also gets a small bonus of stalk speed (maybe 5%) when he is out of sight like behind a locker or behind a tree, but if a survivor is looking at you then you gain slower stalk (-15% stalk speed). Survivors regain stalk points passively by doing gens, healing, cleansing totems, or creating totems. The player would need to press a prompt in order to Tier up or tier down. A survivor who is 85% stalked can be teleported to 15 meters outside of survivor and gets 5% haste for 5 seconds after teleportation.
Myers can tier back down from tier 2 or 3 back to T1
-Myers can go change for tier 2 to tier 1 and back to tier 2 with a cool down of 15 seconds Everytime you change tiers
Tiers:
Tier 1:
-Myers gains permanent undetectable, no speed penalty or no baby lunge.
-Myers can teleport around lockers regardless of range once every 15 seconds if survivors aren’t looking at him, this can be done only in tier 1.
-If a survivor is nearby where Myers teleport, he can see the survivors aura for 2 seconds.
-If a survivor hops in a locker 15 meters outside of Myers then Myers can see their aura for 5 seconds and Myers can teleport to them, 10 meters away.
(Why does he need to be at a disadvantage if no other killer in the game is?)
Tier 2:
-Whenever Myers tiers up he stays undetectable for 5 seconds after leaving tier 1 and also gains 5% haste for 10 seconds to help catch up to the survivor. Myers gains 5%
haste when tiering down for 3 seconds
-Myers gets the equivalent of 2 stacks of fire-up stacks to gens, pallets, pickup speed but not vaulting. Myers 1 kicks doors, gens, and pallets (this doesn’t give him extra speed just a animation change)
-Every time Myers is stunned by a pallet,he gets extra 5% breaking speed for 7 seconds after being stunned by a pallet.
-Myers has a 20 meter terror radius
Tier 3:
-Myers T3 only last 45 seconds
-Myers keeps all of his T2 benefits but with a added 3 stacks of fire up. (So 5 fire up stacks in T3).
-Survivors scream if they are 15 meters near Myers when he goes into T3.
-Over the course of T3 duration Myers gets 5% haste. This allows him to actually catch survivors with his power.
-Myers has only a 20 meter terror radius in T3. This allows him to get closer to survivors and catch them off guard.
-if a survivor is on death hook while in T3, Myers can Instantly mori them if they on the ground or in a locker.
-Vault speed is increased by 20%
-Decreased stun duration by 2 seconds
Myers will go back to tier 1 after tier 3 ends but has 75% of T2 stalk already filled.
Paranoia:
If a survivor is fully stalked (fully red) they become paranoid. Paranoid survivors have 2 stages of paranoia:
Stage 1:
-Stage 1 survivors will see fake versions of Myers far away from them just standing there.
This make survivors think myers is standing far away from them, stalking.
-Survivors will become more paranoid over the course of 40 seconds.
-If Myers hits the Paranoid survivor then the survivor will go down a tier of paranoia and gain all all stalk points back.
-if all survivors are in paranoia stage 1 all survivors survivors become blind until a tier is lost. If the tier is lost, survivors keep blindness for 20 seconds.
Stage 2:
-paranoid survivors are oblivious.
-Paranoid survivors receive a 5% gen repair speed penalty if they are on a generator alone.
-Paranoid survivors will scream once if Myers hooks a non paranoid survivor.
-Paranoid survivors repairing generators or healing will make other survivors scream that they are repairing or healing with them regardless if they are in paranoia or not.
-Non Paranoid survivors that screams when healing or repairing with the paranoid will also scream and become blind and oblivious for 20 seconds. Same for healing.
-If all survivors are in paranoia 2 then all survivors receive a -15% healing and repair speed, Myers also gains undetectable as long as all are in paranoia regardless of tier as long as all survivors all paranoid. When a survivor loses a stage, Myers keeps undectable for 15 seconds.
-Paranoid Survivors who screamed cannot fast vault for 3 seconds.
-Survivors can will lose a stage of paranoia over the course of 50 seconds
Quality of life changes:
-Head tilt when Myers downs a survivor or is stunned by any means.
-REMOVE ARGGG noise and breathe similar to ghost face.
-Change walk animation he looks like a angry dad with his arms out when he walks.
Walks through doors in tier 2 and tier 3
-Add 1978 original Halloween sound track for Myers and Laurie in main Lobby
Also add when Laurie catch’s micheal out the window music periodically throughout the match
-Add Halloween 2, Rob Zombie, Halloween 2018, Kills, Ends cosmetics.
Max stalked survivors should scream and reveal their location on the map if they're within the terror radius once you pop tier 3.
That sound effect wasnt for when Myers was about to tier up, it was when he was stalking you from a distance. They removed it because it was a dead giveaway that you are getting stalked
The tier 3 alarm idea is gold. Even if not your variant just faint, low volume theme of Myers if he close to tier 3 would be cool. I really like all of those ideas honestly
Even though I am more of a ghosty player than a Myers main.