Identity V New Mode Ideas, New Hunter Idea, And More!
- Ariel
- Oct 15
- 13 min read
Below are 17 ideas for the game Identity V, a 4v1 hunter/survivor chase game.

Fog Mode--Mind's Eye mode but for every character--specific game mode for her birthday (like wearing blind glasses); could choose from different sorts of blind glasses even, like spotty vision, to light only, to fully blind and working by hearing like mind's eye currently, or perhaps just color blind (like black and white version of the carnival map).
Roof Top jumping--specific mode where some ciphers are located on roofs, use trampoline to get in-between them, could make sound each time a survivor jumps to help hunters--Geisha would be a good hunter here, Luchino--anyone that can get some distance and/or height like that, maybe fool's gold if he's heavy on the glide to hammer feature, and nightmare with teleport; hell ember could be good too once he has dolls to throw and port back and forth from, or even just a live doll on each map, maybe...
Multi-level map events are a good connection to mine map, preparing for that to be part of the regular game eventually, at least in duo hunters perhaps? Maybe intro in duo so that it doesn't seem so bad since you have a second hunter, or start a new mode with four hunters to introduce it 4v16, or 3v12 (one hunter per floor). Putting the mine map and the indoor mental institution map into the practice mode mentioned in 4 will be helpful. Also, are there chat buttons for those maps that identify each section? I think naming sections would be helpful. I can see main meta like goatman or opera not being great pics for the institution because of so many walls, windows, and pallets. It might shake up the pro tournaments a lot. Nightmare might be good there, if he can curve around things. Maybe giving the map slightly higher ceilings so that luchino can jump some or he is just obsolete here. Or it will just be a peeper heavy map. Giving a few renditions of the map and letting experts vote on most balanced is another option. Hullabaloo would be a great pick here, since he is not a standard type of kite, but there are a lot of places to hide or corners to lock into, so survivors might like kiting him here more too. Ivy might be able to be countered well here with places to hide when you hit 100. Naiad would probably rock, locking off large sections or whole sides for some time, if she can throw far enough. Breaking wheel is obsolete. Ripper could be good, maybe average. I haven't really tried him since he changed. Hermit could be average (could lock off pallets so they can't stun, but might be hard pressed to actually aim and shoot someone; would need quick pallet break for sure, different mind-set than usual), and that being said about a different mind-set, I think IDV has been introducing different sorts of kiting types, and it would be natural to lead to here. Before, it would have been a huge leap, but with Hullabaloo and The Shadow, it's not so far off. I think levelling up survivor's builds in general to not be so...usual, would also go a long way. I'll at least do a couple blog posts for those (will post link here) Skip to six for more ideas on easing into interior spaces.
Zombie hunter--summons zombies to block/slow ciphers, chase survs like hell ember's puppet, or summon one or throw a stun for a second, like how Hullabaloo can put a clone somewhere, but it would be a zombie with a stun every few seconds, or an attacking/chase zombie. This would be particularly good to use on Red Church at night and/or Red Church Halloween for major spook factor.
I love the different maps and wish they were used more often for actual games just to switch things up a bit and feel fresh! I mainly only see them in custom mode when I'm practicing if I set it to random, which isn't often at all. It's such a dark mode for the map. It would be cool if all of them had a night mode. The snow map would have such a cool effect with the red lights standing out and the snow being bright against the dark sky
A: Skills Practice Modes: Create areas in each map where you can practice the hunter's skills. For instance, if you want to practice using Nightmare's first presence jump (his shortest), put a few survivor bots that stay in place, do a specific activity (like drop a pallet, pallet mind game, pallet stun, window jump) then reset (maybe like run 5 meters, jump the window, run five more meters, reset). Being able to change the hunter's presence is good so that you can practice each place and survivor at each presence.
6B: Could be switched to each survivor (half hurt Doctor will heal behind pallet, magician will disappear before going behind pallet, giving a speed boost and more of a mind game, prospector drops a magnet then drops pallet after stun or if you learn not to get stunned, tries another mind game--yes, would require making a different type of bot, but having another bot upgrade would not be a bad thing either). Would be like a mix of custom/test mode and scribbled ideas, but where the maps are the same. Could be integrated into scribbled ideas as a separate type (puzzle, classic, story, etc.) Can also be located in Tutorials where it is expanded to be Tutorials and Practice, so that when you are new to a hunter/survivor, you can learn it from the bots (as a hunter) or practice against; can also be used by intermediate at a point where they aren't very good, to practice kiting a certain area against a certain hunter (would make learning kiting against Geisha more doable). Also, as a side note, these sorts of things would be big for Youtubers, so ensure that the fine print allows for YouTubers to make money off of practicing kiting and other tips and tricks here.
6C: Another instance it could be used is for photographer. Setting survivors at each of the different spawn locations and finding them in x amount of time. Doing that while they run to a cipher location (changeable each time as well) helps with those variations. Then, a particular mode of finding them while they are crouched and hiding. Perhaps giving photographer a way to be pointed towards survivors (like feaster tentacle) would make him more viable for rank and tournament, since it isn't so random anymore. Hide-n-seek mode with photographer and a slightly different or new skill set would be good, wide-spread practice, and hopefully we will see more Joseph's about.
Find the Faro Lady and Find the First Officer while they kite all across the map would also be useful. It can be difficult and/or time-consuming to deal with those characters, and so extra practice just tracking them (they have unlimited item uses) all over the map in their invisible states would be a fun challenge and great practice for finding them.
Open up the buildings in China Town. Having all of the buildings open not only poses a unique challenge for Priestess and Luchino mains, but also gets everyone used to new, lower-ceiling-ed places. I would keep both instances of the map (original/current and this new map). There are a lot of buildings on this map, and plenty of different sorts of shops to do (clothing hanging on racks with pallets in between is quite similar to a room or two in the mental institution; a bath house with stalls that are closed off (similar to the one in the institution); a hotel, with kiting areas in each room (that could be spun off into a whole new map after the mine and institution are created and well-known). But I think the one most people would enjoy is making the manor a map. It has outside areas (like the ones in front where the Wildling's story takes place) and mostly inside areas, with many options for lockers. It would be a great map for an..Imposter type spin off, which I think has been done but on the institution map. I forget the name, I don't play much.
The rotating wall in scribbled ideas mode is not reliable to open in a timely manner from both sides. It's a cool idea and might be something fun to incorporate to help survivors on new maps like the mine map. Setting it on a timer function (which I figured out now...) is okay, but having it rely on proximity of a hunter/survivor gives it a less predictable role in the game. Timer would be an interesting use too though, giving surivors who are close range and in danger of being hit a possible second chance (or few more seconds at least), or not. Proximity may be affected by ping too much also. Having window options next to it that somewhat smooth out reliability could be a good mid point for people who don't like the randomness of whether it will or won't be open when they get there (timer version).
Speaking of the Mine Map, maybe placing things like ejector boxes and cranes that can be used by survivors would help get people used to the map. Having it be a really fun map with many ways to get around it might ease the difficulty of learning the regular map right away. It could be a whole event, like the Fool's Gold event, where you form teams and go up against the Fool's Gold bot on each level, but this time it's on his map, and this time, the map difficulty increases as well. That sounds like fun! And for practice, you could also mix and match the hunter difficulty with the map difficulty. Regular hunters might like a go at chasing down survivors on the easiest map (with the boxes and cranes, etc.) but it would be a bit challenging to say the least.
Has the parkour mode been updated? All of these things are great traps to avoid, like fog blades and sculptures. It could be more like mario kart, where while running, you can pick up different skills (surivor and hunter) to use against opponents. There could also be more built-into the map, and perhaps add a shield type of skill, like scale or gardener's bubble, to possibly help get through harder areas. Bon bon's bombs are great for throwing at opponents. Fog blade is good for at least one opponent. Weeping clowns rocket good for catching up if you're at the back of the pack, or saving to get to the front at the last second; scale/bubble for shield through hard obstacles; ice being thrown randomly in one part of map, causes slipping that is hard to dodge; mud on ground has slowdown effect; can throw mud to block opponent's view...etc. Each character has it's pros and cons, like dr heals faster/lower stun recovery time; Wildling can use boar to catch up; patient and psychologist have their catch up (faster to run towards) each other; enchantress can stun other people around her for a second; first officer can go invisible and can't be targeted by certain bombs and such for about 5 seconds;
From the ending note about Joseph on 4C, I'd love to see other hunters incorporated into duo hunters like Photographer and Hermit. Hermit should work in Duo Hunters because most everyone will have a charge, and with the increased amount of hits available already, and with the slowed down decoding further slowed by healing, (particularly with the slow healing trait also), he should be viable in Duo Hunter mode. Even if you're not a great hunter but your partner is, you would be buying them the time they need to get an extra person or two down, which could make up for your lack of downs if the chip hits are taking a long time to get anyone down. It's a bit similar to Fool's Gold in that way, at least he is locking off ciphers and chipping people. Body block, perfume, or fast healers/runners might be best to counter it.
Photographer should also be viable in Duo Hunters since after once in the camera world, he should be close to full presence with how many hits he would land. I think other hunters being able to use mirror world to get downs would be an interesting way to play. With the slow heal trait on top of it, it should be quite a difficult game for survivors, though not insurmountable with enough decoding and strategy when it comes to healing mirror world people and rescuing in the mirror world. The trade off is decoding, but could go in either the survivor or hunter's way and seems quite fair, especially if the other hunter can also go into photo world and guard chairs and down survivors there. It would add a new challenge to a generally easy to cipher rush game duo hunters can be. It isn't always, but I think more people would learn photographer and it would be something more common if brought up in this way. The other thing is, if you use blink or the trait as soon as it's ready every time, you might be able to get a couple uses out of it. Photographer games are already a bit longer, so he may be able to get 2-3 blinks in one game, also helping him. And, once he has had photo world open twice, he is nearly impossible to rescue against, so he has that going for him, even though he walks slowly. With the right trait tree and another hunter to help, I think he would be able to be used in Duo Hunters.
Undead--The other hunter could chair, and percy could bleed them out as usual. Someone would always be trying to run in and heal, playing towards the potential benefit of Percy who would have a target to chase whether he camped or not, or could bait them in to heal like usual. He would have good cipher pressure, which many hunters do not, so that could help people new to duo hunters and hunting in general do better at it. Some hunters rely on bleeding out people towards the end, and that's common to do with embalmer, so I don't really see how it would be so difficult, especially if the other hunter was able to chair. His dash is pretty similar to nightwatch, so that doesn't seem to be a reason to discount him.
New things to say Hunter to Hunter in Duo Hunters mode would be nice. I don't find all of these very useful in many if any situations. Like to say I found the dungeon, I can just say guard the dungeon, but that doesn't necessarily mean I've found it, and so communication is difficult. Perhaps there could be chat for each hunter, and general chat for every hunter. No one is here is a good one, or check the other exit gate. The one I most use is the one about too many to handle, I need help, so that one is probably good. Or I've found the last/other survivor. I'm in pursuit is sometimes useful.
On the other hand, the new chat features for survivors are a little too detailed, and could be whittled down a lot. Some are quite hilarious, and more things that can be taken lightly like that would be fun. I'm not able to use the directional cues because I don't know what parts of the map each one is...is it labelled in the map somewhere? Do I really need those? I think most people can tell based on direction and distance where they're headed. Specifically naming which exit gate is open has been helpful, except I don't know which is which...so it isn't, but it could be. It's also hard to choose so many options fast enough in between decoding blips...I forget what they're called, but I have to close chat to manage it. And it's almost a dread to think that I'll have to memorize these to be any good at rank in the higher levels...It may be helpful though, since there generally isn't voice chat. But an easy, straightforward way to learn them like written on the map in the corner or on the maps that show where the ciphers and survivors and dungeons can spwn would be great. That's where I learend dungeon spawn locations, and would be great to have a name for each place since I just had to make them up as I went. So it could be quite useful to identify dungeon spawns too, so don't get rid of it, but make it a little easier to learn I suppose. Being able to input it faster in chat will come with practice, as it did the first time.
As an offspring to number 6, the other China Town map should come into play more often. I don't even play it in Duo Hunters much. It's an interesting map, with the tornadic teleport feature, but I could see that it could possibly use some tweaks in some areas perhaps. It could eventually be a map for higher levels. Like, beginners (maybe tier 2 and lower in rank) generally play on the lower level maps, and tier 3 and higher work on the other maps? Or it could just be open to everyone in general matching, but only certain maps in rank. It's enough for new survivors to learn the main ones, but by the time I seriously ranked and reached 3, new maps and more features might be something cool to look forward to...and if they're open in general all the time, it won't be like getting locked out of practice before getting there and making it feel like a horrible amount of work that changes things and makes people quit because they've spent so much time for it to be new and basically beginner again. So that could be a consideration to help new people rank up in the beginning without being overwhelmed.
I hate the team creation box. It's confusing and so many small words and not much that I can understand. It was easy to see teams being formed in LifeAfter, but here, I don't even know where to begin to look for any sorts of teams. It would probably bring a lot of people together to have a team finding log more like LifeAfter that is easily accessible from a button on the home screen or in the room, instead of having to go to specific places to find if any teams are being made for anything in particular.
I also wanted to test out the Eversleeping Town L and tried to make a team, but it kept saying club name invalid, which there is no club name? I changed my team name multiple times, and it didn't work, so I don't know why I couldn't figure it out and post a team quickly and easily. I also couldn't do duo hunters on bot mode, which maybe would be a good new thing to try? I'm not sure how much use it would get, but it would provide a lot of different survivors to try against a hunter quickly, instead of going back and forth.
Being able to change wallpapers in the room might be interesting, or it might be overrated. It might cause a lot of lag, something that some very busy rooms already have.
I never use notes for my rooms--can they be tradeable to other types of currencies?
Do you agree with more hunters being added to Duo Hunters?
Yes, all of them!
Yes, the ones you named! (Photo,Undead,Hermit)
No, none! (Tell us why in comments!)
Yes, but only some. (Who? and why in the comments please!)







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