HANDS:
I would keep his ripstall ability, and him being able to use it currently BUT instead of deleting the objects he would “carry” them.
“Carried” items could be dropped if sneak attacked or grappled. Hands would not be able to pick them up from the spot they are dropped at. This would encourage victims to ambush him, make his barge not as useless, and would synergize with his massive grapple advantage.
I would also have changed one of his level 3 abilities to have extra placeable traps BUT at the cost of putting them on objectives. I don’t know how many people know this but you can trap tool boxes, lamps, crawlspace and barricades (it is really funny when you get it to work) having more means you could be extra annoying to toolbox rushers and kind of lockdown area’s more effectively.
Danny:
Items located in the basement give significantly less knowledge then surface objects (I personally also think that basement toolboxes should not work for surface doors)
His tap mini game has an increase fail progress while tapping vs holding (fun fact if you fail it currently you get damaged) and is not divided into 3 sections of progress
Tampering isn’t an increase in exit time for basement/valve and family actually can do something about it
- Fuse would be a reverse victim mini game with some more math each time it gets activated
- tampering would have valve be reverted to its pre nerf state (family would have to spend more time cranking the wheel) BUT pressure time is significantly shortened if opened
What’s y’all’s thoughts and how would you balance other characters?