Possible Perk Rework Suggestions
While perusing a few threads on the forums, I encountered a fair few interesting topics surrounding nerfing and buffing certain perks, though these were usually 'remove xxx too op' rather than anything constructive and it got my noggin' joggin' on a few possible perk reworks.
Might I request some feedback on some of my ideas? I'd like to see what we can come up with together as a community. Perhaps, if we're lucky and the stars align, the Devs will actually consider a few suggestions!
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Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.
While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check
to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the obsession.
- Having a teammate be hooked within the active time will disable Decisive Strike until your next hook.
increases your chances of being the obsession
The Killer can only be obsessed with one Survivor at a time.
(The only thing I would change to this would be making it so that the perk is disabled until the next hook if the killer hooks another survivor after you've been unhooked. This stops DS from being a get out of jail free card granting a minute of invulnerability whilst also keeping to its purpose as an anti-tunneling perk.)
Huntress - Iridescent Head: This one is self explanatory. Iridescent Head allows Huntress Hatchets to instantly put healthy survivors into the dying state. This is bad for both parties as it will lead to early steamrolling hooks whilst also robbing Huntress of her Hunter emblems. It is healthier for balance that this be changed. Instead; I would suggest: Iridescent Head causes the Oblivious or deaf statuses play (Deaf cuts out all sound or heavily muffles everything for 6 seconds after being hit, Oblivious removes red stain and terror radius from Huntress for 6 seconds for that survivor) and does not lower the amount of hatchets that can be taken by the Huntress.
Legion - Buff/rollback: Allow Feral Frenzy attacks to proc offensive perks again (like Remember Me, Save the Best For Last, etc) and cause Deep Wound Timer to tick down 3% faster when running, repairing and performing vaulting actions, does not tick down during a chase. (this retains Feral Frenzy's purpose as a slow-down action and discourages any action other than getting to safety and mending. This may also encourage crouching or walking as opposed to running to slow the bleeding process)
Doctor - Buff Shock Therapy: In my experience, Shock Therapy has seemed to be far less useful for denying pallets and vaults for two reasons, the first of which being a 1.2 second delay before the survivor is actually affected by the shock and the stun is so small that survivors often end up vaulting or dropping pallets again before Doc can recover from the animation to hit. As clunky as it was in the PTB, I kind of liked how after a successful shock, Doc and the Survivor would have to play a smaller game of placement while they both waited for the shock to wear off, where the chase would still continue, though neither party could do anything until 2-3 seconds passed. While this is extreme, a shorter duration version of this would be quite interesting, if not the original PTB version.
Adrenalin: Another get out of jail free card, Adrenalin often guarantees an escape if the survivor gets lucky and the final gen pops after a down. They get an insta-heal that is able to bring them out of Dying State in addition to a free Sprint Burst. My change would be to allow 1 free instant heal of one state without the free Sprint Burst as the combination practically guarantees an escape if the Killer does not have lvl-8 Save the Best for Last and in the event that they do, the current version of Adrenalin does nothing for them anyway.
Borrowed Time: Disable during the Endgame Collapse as survivors will often body block and bully a Killer by the gate to guarantee a free escape using Borrowed Time's Deep Would status. This will make Endgame Collapse more tense.
Rancor: Remove the ability to see all Survivors' Auras when a gen is completed. We have Bitter Murmur for that. Instead, highlight the Obsession's Aura in Yellow. This gives synergy with Bitter Murmur and may result in a lesser used perk making a return when paired whilst also giving the Killer the ability to discern their Obsession from other Survivors.
Cruel Limits - Buff: Rename it back to Cruel Confinement. It was a way cooler name. Also! Make blocking all vault-able surfaces global for Cruel Confinement's effects from 15s/20s/25s. Reveal auras of survivors within 3m of a blocked window instead of revealing the auras of affected windows. This nerfs the overall time, but gives better tracking potential and may end up helping the Killer in a chase from across the map if a gen is completed during the chase.
Any Means Necessary - Buff: allow picking up pallets to be as fast as dropping them, with current cooldowns unchanged
No Mither - Buff: allows the use of wounded perks (This is Not Happening, Resilience, Dead Hard) while Healthy, removes permanent Broken status, but reduces personal generator repair time by 10/20/30% (this makes synergizing with TiNH restore you to 100% default repair speed), keep the ability to fully recover from Dying State.
Buckle Up - Buff: When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds. The Killer sees affected Survivors' Auras when they are allowed to see the Killer's Auras. Affected Survivors gain 3/4/5% Haste for 6/7/8 seconds after healing from Dying State to Injured. Cool-down time: 120/100/80 seconds
Mettle of Man - Buff: remove requirement of protection hits and instead make it normal hits, but also remove the distance requirement for Object of Obsession effect when fully healing.
Premonition - Buff: reveal the aura of the Killer for 3/4/5 seconds in a 45 degree cone rather than get a sound notification. Keep current cooldowns of 60/45/30
Saboteur: Remove the ability to sabotage bear traps without a toolbox, but keep the respawn penalties the same for destroying them. Keep hook sabo the same.
Small Game - Buff: Reveals auras of traps placed by Hag/Nightmare/Trapper in a 45 degree cone after staring in their direction for three seconds up to 16 meters (does work during a chase) OR gain an auditory warning when being stalked. Revealed traps can be seen for 30/60/90 seconds before the aura fades. Cool-down of 90/60/30 seconds.
Beast of Prey - Buff: gain Undetectable after reaching Bloodlust AND losing a chase. Persists until you land a successful hit on a survivor.
Bloodhound - Buff: Fresh Blood Stains AND Scratch Marks are considerably more discernible than normal and can be tracked for 1/2/3 seconds longer than normal
Hangman's Trick - Buff: Allows the Killer to rig a dull totem as a trap once per game. Trapped totems are identical to active totems and the Killer sees them as a yellow aura. When cleansed, the dull trap will inflict one injury on the cleanser and inflicts Hindered for 3/6/9 seconds. Causes the Survivor to scream, revealing their position to the Killer (much in the same way Madness or Dream Snare Traps do)
Dark Devotion - Buff: When hitting the Obsession, the Obsession emits a Terror Radius and gains a Red Stain for 20/25/30 seconds. When getting within range of another survivor, chase music will play as if the Killer was behind them. Killer gains Undetectable for this period.
Fire Up - Buff: Start the Trial with 3 tokens. When a Generator is completed, gain a stack-able 3/6/9 % buff to Picking-Up, Dropping, Pallet Breaking, Generator Damaging and Vaulting speeds for the remainder of the Trial and consume a token. (before, I found Fire Up's effects were hardly noticeable until the end game.)
Mindbreaker - Buff: Exhaustion timer increased from 1/2/3 seconds to 4/8/12 seconds
Thrill of the Hunt - Buff: For each Dull Totem and Hex Totem remaining on the map gain a token. Survivors' cleansing AND repair speeds are reduced by 0.5/1/1.5% for each token. Gain a notification when someone starts cleansing a totem. Hex persists as long as the related hex totem stands. (this should be a good replacement for Hex:Ruin, I think.)
Lightweight - buff: Your scratch marks become 30/40/50% less discernible, making it harder to see your scratch marks and make them appear older than they actually are.
What do you guys think? I was trying to rebalance lesser used perks to make them more attractive to try out again. I wish I could have nerfed more Killer perks to stay consistent on the buff - nerf ratio on the killer/survivor sides, but unfortunately I just couldn't think of any that were egregious in their current state for Killer.
Comments
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DS just needs to be disabled if the survivor touches a gen. This idea makes slugging too strong.
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I fail to see how, exactly.. Though I should probably specify that it should still have that 1 minute long timer before it disables itself. The idea is that it shouldn't guarantee that Survivor is untouchable no matter what for that time. It should just turn the perk off if you down someone else and hook them first, thus proving you did not tunnel.
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Dude. Someone comes in for the save, you hit them, they save, you down them, go after unhooked, down unhooked, go back and hook unhooker, go back and hook unhooked. TUNNELING SUCCESSFUL. SHOULD'VE BROUGHT AN ANTI-TUNNEL PERK BABY SURVIVOR LMAO.
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That's not tunneling though... That's just a bad survivor play and a failed rescue...
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Yes it's tunneling. You hooked the survivor within a minute of them being unhooked.
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Which would not have been possible had the 'rescuer' not thrown themselves at you. Unsafe rescues should not be encouraged. It makes for a poor survivor to have too many get out of jail free cards.
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Unsafe rescues are the only rescues possible if the killer is camping/tunneling lmao. Not all killers adhere to a silly moral code.
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If they're camping, then you do gens. It will punish a camping killer severely. Sure, they may get 1 kill, but only the 1 and it will guarantee a depip for them.
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Killers don't care about depipping, most are just playing for fun. With noed they can get plenty more btw.
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m8 did u just nerf buckle up
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K-kinda. I know it's a rarely used perk but I didn't know what else I could do for it. I might completely rework it in the future though.
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Why nerf BT? Just run blood warden if BT is annoying during end game.
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I already explained. Because Survivors running BT have a tendency to get ballsy and rush for unsafe hooks and during the EGC they will swarm around you to bodyblock and bully you and there is no penalty for doing so. The unhooked person will also often bodyblock you and pin you in place so you hit them, which gives them a free speed boost and guarantees their escape.
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It is not as though I was nerfing BT as a whole, just deactivating it during the End Game Collapse so it becomes tense for more than just the Killer.
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No. Egc is not a time for free kills nor should altruistic actions be discouraged during that time.
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