New mutators are at the bottom of this post
Some of this mutators are already made by GMK|J1gS4w! http://steamcommunity.com/id/GMKJ1gS4w/myworkshopfiles/
The mutators than can be played right now are in yellow.
Please keep in mind. These mutators aren't for suicidal and some of them aren't for hard either. These mutators will give the best players challenging games on normal and hard.
These mutators are designed to take players out of their comfort zone and to make in-game adjustments that normally wouldn't make.
(Updated with more at the bottom)
Feets don't fail me now : At the end of the trader wave, all players feet are stuck until the last specimen is dead.
Give me Head : Only headshots count as damage. Shotgun blasts where a pellet hits the head counts as well.
I could clear this map with anything : At the end of the trader wave, all players are given the same loadout with full ammo.
I can play anything : At the start of the trader wave, all players are given a random perk changes.
I can play anything. RLY! : After the trader wave, all players are given random perk changes.
I can play this game with one hand tied behind my back : All players have a 10 weight limit and support has a 12 limit.
I'm all thumbs : Reloads take 4 times longer
Shanghai Cocktail : Players have 5 minutes to clear each wave or they all die.
That be my Jam : Every wave a random weapon in the map, equipped or not, will be chosen and all weapons of that model will jam and be unusable during the wave.
I like to aim, mmmkay? : 1 second delay between each shot.
The seven percent solution : Seven percent of the clots are invulnerable. Trader wave starts when all of the other specimens are killed.
Who is our enemy? : Two teams of 4, 5, or 6 fight during a normal wave. When one team is wiped out, they get credit for winning that wave. All players get a share of the bonus money. If a team kills Patty, that is 11 waves and the team that won 6 waves wins the game.
This team is fat! : The team has a total weight limit (10 * num of players) for weapons. So a team of 5 could only have 50 weight total for all weapons. Money doesn't matter. The team can buy any weapon or armor they want, but they can't go over the total weight limit.
Why yes, I'm single : Each player can have only one weapon (other than the 9mm).
The Principle : At the beginning of each wave, a random player is chosen and that player is changed into a medic. They can not fire a weapon and can only use the syringe. If that player dies, then the game is over.
Double your fun : All weapons fire two shots in succession. Depress the trigger on a 9mm and two shots are fired. Fire a shotgun and two shots go out. Fire a hunting shotgun and two shots fire in succession. Alt-fire the hunty and a double shot fires, reloads, then another double shot. Fire the xbow and the xbow shoots, reloads, then immediately shoots again. Same thing with the m79 and LAW so have that weapon pointing downrange for the second shot.
Who is our enemy? RLY? : Two teams of 4, 5, or 6 fight during a normal wave. When one team is wiped out, the winning team still has to finish the wave. This brings in the strategy of when to attack the other team. Don't want to kill them too early or even kill one of them because you may need their help during the wave. All players get a share of the bonus money. If a team kills Patty, that is 11 waves and the team that won 6 waves wins the game.
Jenny, what's your number : At the end of the trader wave, the players are randomly assigned perk levels with no duplications. Six players are randomly assigned 1 through 6. Five players are randomly assigned 2 through 6 and so on.
Damn Chinese knockoff! : At the beginning of a wave, all of a single player's weapons disappear and the other player's have to resupply that player with weapons. Or not

Any weapon that hits the ground is instantly destroyed and no weapons spawn on the ground either.
I ate too much. I'm bloated : All enemies and players die with the bloat acid splash unless decapitated.
Modern-day Warrior : All specimens have that gorefast rush when they get close to player.
Which dress to wear? : Players keep the same level after the trader wave but their perk is changed randomly every minute.
Size matters : After every wave, specimens' size decreases 5%.
Finally, a crosshair : Imagine a tic-tac-toe board across the screen with the lines a third of the screen from each edge. There are four intersections, right? After each wave, put a tiny white crosshair at one of the intersections. Instead of the middle of the screen, that is where the bullets will go.
Get you a hero, not a zero : At the beginning of each wave, a random player's perk level is reduced to zero for the wave.
There can be only one : Only one of each perk is allowed
What do you mean that's it? : All weapons are available and free, but only one weapon of each on a team.
Triple the fun : Triple the number of specimens. Triple health for each specimen. Triple their damage. Triple weapon damage. Player's health doesn't change.
Zed Time? More like dead time : Specimens are invulnerable during zed time
True Blood : Players can not heal with syringe. Attacking a clot, and only a clot, with a knife heals the player.
United we stand. United we fall : Group health is players * 100. Any damage is spread out over the group. For example, if a gorefast hits a player for 30 damage and there are 6 players in the group, each player takes 5 damage. Players can not heal during the wave and all players automatically got to 100 health at the start of the trader wave.
Stem cells clotting : Any clot not killed by decapitation will drop for 5 seconds and then grow into another specimen.
Spawn of the dead : All specimens spawn at at the same time
Wife got that in the divorce : At the end of each trader wave, one weapon is permanently removed from the game at random. This includes player inventories and trader.
The all look alike to me : At the start of each wave, a random specimen is picked and all specimens that wave have the picked model. For example, the random mob was a gorefast. All specimens that wave will look like the gorefast but each will still have their own characteristics and attacks. I doubt if this could be played above normal difficulty.
Shootout at the Tarasco Bar : Each player has unlimited money and trader time is doubled. Each weapon has a single load of ammo. No weapons can be sold. When a weapon is empty, the player has to drop it on the floor and pick up a different weapon.
He's Got My Back : At the start of each wave, a player is randomly assigned a buddy. Whenever a player takes damage, it is transferred to his buddy instead.
Get Out Of My Face : Players can not be within 5 feet of each other except during trader wave.
Dagobah Dark Cave: Each weapon, ammo amount, and specimen is given a value. The game then dynamically generates the number of specimens to match the weapons and ammo purchased in addition to the standard amount of specimens. The more ammo that is in the wave means more specimens. At the beginning of the wave, the game sees what weapons are in the wave and how much ammo has been purchased. The game then creates additional specimens to match. So if some carries a bullpup that would be fewer specimens created than if he carried an m14. So each wave is a standard wave + "Only what you take with you."
Healing Pain : The siren's screams heal specimens as well as hurt players
One Shot John : Once a weapon is shot, it continually shoots until the magazine, drum, or canister is empty and the weapon can not be switched until after it is automatically reloaded. For example, when a player shoots a bullpup, the bullpup will continue to fire automatically until the current magazine is emptied and the weapon will automatically reload. Since the Hunty, m79, and xbow are single shot, they will continue to shoot and reload until they are empty.
Telepathic Attack! : All weapon models are invisible.
All Knowing Telepathic Attack : All weapon models and ammo counts are invisible.
Get to the Choppah! : Dangerous radiation is emitted throughout the map but inside the helicopter is safe. The team has to fight each wave from inside the helicopter.
Shop Smart. Shop S-Mart : Players have one minute to run to the trader and they must stay within 20 meters of the trader or they take damage.
That's a what? : At the beginning of each wave, each weapon looks the same but fires as a different weapon. Firing rate, reload, and ammo stays as the displayed weapon. For example, a pistol would look like a pistol but would fire like an aa12. Or a hunty would fire bullpup ammo. Or an AK would fire grenades.
That's a what? WHAT? : Same as "That's a what?" except that EVERY projectile fired is randomized. For example, a player shoots a bullpup. Every round fired is randomized. Could be an aa12 shot, could be a fired grenade, could be a HC round, could be a quick flamer shot.
Reload? More like Meload! : One player is chosen at random at the beginning of each wave. When that player reloads his weapon, either an auto or manual reload, all players have a forced reload.
That mag is dirty : Players lose any unspent ammo in the magazine, drum, or canister during a reload. For example, say a player reloads the 9mm while there are 6 bullets left in the magazine. Those 6 bullets are gone.
What do you mean there is only one syringe? : Players start each wave with 100 health. There is a group pool of healing of 100. If any player takes damage, they recieve health from the pool of 100. When that pool runs out, no more healing. Players can not heal themselves.
Concentrated fire :When one player fires a weapon, every player's weapon is fired.
The unnatural progression :All specimens spawn as clots. When one of these clots is killed, a gorefast rises from the spot. When a gorefast is killed, a bloat rises from the spot. When a bloat is killed, a stalker rises from the spot. When a stalker is killed, a crawler rises from the spot. When a crawler is killed, a stalker rises from the spot. When a stalker is killed, a weighted random spawn of a scrake, husk, or fleshpound rises from that spot.
High Pressure Siren? : When the siren screams, not only do players take damage but players and specimens are pushed away from the siren. A 3 foot push when standing next to a siren and the push gets progressively smaller as the damage lessens. Multiple sirens increase the push as well.
Bloat? More like a Blow-t! : When a bloat burst, there is a LAW level explosion. No damage from the additional explosion, but players and specimens are moved by the explosion.
Caffeinated Crawlers! : Crawlers can now jump up to 3 times as far. The timing of the jump isn't constant either. Rather than the crawler being able to be enticed to jump at a certain distance, the crawler can jump at any point up to 3 times that distance. So one crawler may jump at the normal distance from a player while another crawler may jump at 2X, 3X, 2.5X, 1.5X or any other distance.
Invisulnerability? : Stalkers are invulnerable while in their translucent state.
Michael Myers : Slow moving, unkillable, & constant threat
http://forums.tripwireinteractive.com/showthread.php?t=87300
Multiplicity : Frantic game mode
http://forums.tripwireinteractive.com/showthread.php?t=87274
NEW New low health indicators : http://forums.tripwireinteractive.com/showthread.php?t=87862
NEW Gren-delayed : Grenades have a random delay from normal to 1 minute before they explode. All thrown unexploded grenades explode when trader wave starts.
NEW Random-ade : Grenades have a random chance to explode for up to 400% and corresponding radius with player damage. 5% chance for the grenade to change all affected specimens to sirens.
NEW Perky Thirty : All players always keep the supports 24 weapons capacity. Every 30 seconds each players' perk changes. This forces the players to carry multiple weapons and switch weapons when their perks changes.
Comments?