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If you could buff one perk on each side?

Waffleyumboy
Waffleyumboy Member Posts: 7,318
edited January 2020 in General Discussions

Each side has a perk that's nearly useless but has a really cool name/intention. Which perks would you like to see buffed? Bonus: How would you buff them?

Survivor-Deja Vu: Keep its current effect and add "within 5 seconds of being unhooked, press the active ability button to teleport within 4m of one of the generators whose aura is currently visible within 24m of you. You can only teleport this way while the killer is within 32m of you, once per trial."

Killer-Mindbreaker: Downing the obsession gives this perk 2 tokens, downing a non-obsession gives this perk 1 token. This perk loses 1 token when you hook a survivor. Survivors are exhausted for 8/9/10 seconds per token when they stop repairing a generator. Survivors recover from the dying state 8% slower per token while exhausted, to a maximum of 56% slower recovery.

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    WGLF- Make it so survivors get a token for each completed gen up to 5 tokens which give 10/15/20% total bloodpoint bonus for each token.

    Shadowborn- In addition to current effects make it so the killer can see through vegetation within 12 meters.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Hmm so you don't think wglf should have a tangible effect?

    Shadowborn idea is neat.

  • GHOSTfaceP3
    GHOSTfaceP3 Member Posts: 1,364

    noed and on survivors I’d buff dead hard to actually work

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    Well, if we're really going to do whatever I want then this is what I would actually do. I would take off the bonus bloodpoint effects from both BBQ and WGLF and add them to the base game. I would call the effect "Entity's Favor" or something. I would switch the survivor bonus to the way I described. This would help with the ridiculous bloodpoint grind while helping with perk diversity.

    I would then give WGLF an entirely new effect. I'm just spit balling here, but maybe something like this:

    We're Gonna Live Forever: Whenever you take a protection hit this perk activates. When activated this perk will heal you when you are outside of a chase for 30 seconds. This effect has a cooldown of 120, 105, 90 seconds.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Yea I hate how bp perks feel so required because of the ridiculous grind. That idea sounds good tbh, maybe some sort of other requirement to activate it again though?

  • BaldursGate2
    BaldursGate2 Member Posts: 994

    Hex:Ruin - Make it a normal perk and not hex anymore.

    WGLF - Doing gens should provide 1 point for each gen done

  • AvisDeene
    AvisDeene Member Posts: 2,396

    On Survivors, I’d just combine Botany and Self Care into one perk.

    On Killers, make the new Ruin a non hex perk.

    If balance doesn’t matter, make NOED base for killers and make DS base for survivors.

  • Colton147
    Colton147 Member Posts: 523

    Survivors: Decisive Strike.


    Killers: Surge.

  • Skelemania
    Skelemania Member Posts: 227

    Survivor: No Mither

    • I think there's a lot of play that could be there. Sort of how some killers feel completely different depending on what add-ons you use, like Tier 1 Myers. It'd be cool if there was a No Mither build that was a completely different playstyle & allowed you to feel like you were playing Survivor differently. As it stands, it feels like you're just putting yourself at a disadvantage & forgoing giving your teammates any healing points.

    Killer: Slippery Meat

    • Great name but pretty useless perk. If it gave you higher percentage to get off the hook in addition to the additional attempts, that would help. But also, it just needs to do more other than have some play against Bear Traps.
  • Kai6864
    Kai6864 Member Posts: 377

    Fixated - Make it last while uninjured but drop the percentage to 5%/10%/15%

    Monstrous Shrine - Gain a token up to a maximum of 5 when you hook someone in the basement.

    For each token, any hook grants the bonus of 3%/4%/5% faster Entity progression.

    3%/6%/9%increased escape attempt difficulty

    10%/12%14% increased penalty on failed escape attempts.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I hear the devs think monstrous shrine isn't a perk where shifting numbers will help, and that it needs a rework. Have you seen my monstrous shrine suggestion? It's kind of complicated, but I like how it turned out.

  • Kai6864
    Kai6864 Member Posts: 377

    No I haven’t! What was it if you don’t mind telling me, or directing me to the post?

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Monstrous shrine: survivors unhooked in the basement become oblivious and exhausted for 40/50/60 seconds. Survivors who unhook in the basement are afflicted with Blindness for 60 seconds. For 60 seconds after a survivor is unhooked in the basement, survivors with blindness can't unhook or heal within 28/30/32m of the basement.

    Basically make monstrous shrine a tool to help enable basement snowballing. Also works as a DS timer and synergizes with MYC.

  • Mister_xD
    Mister_xD Member Posts: 7,669
    edited January 2020

    Windows Of Opportunity

    Zanshin Tactics


    idk give them something that makes them worth picking for experienced players...

    like, they literally only help new players, yet they are hidden behind a paywall that is eigther broken by playtime (which renders the perks useless, cause they most likely have already memorized the window / pallet locations at that point) or by money.

    just... something secondary on both of them would be nice...

  • Kai6864
    Kai6864 Member Posts: 377

    That would be brutal! I think that would be a great addition tbh but I’m not entirely sure about the not being able to heal 32m of the basement- it would mean that in the Game you wouldn’t be able to heal in 4 tiles around the basement, or anywhere above the basement for that matter- but aside from that, I think it would be a solid perk from then onwards, prevents Styptics and would be awesome on Leatherface.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Glad you like it, maybe I did go a LITTLE overboard with the healing hehe.