Perk and Killer updates to shake up the meta
Survivor Perks:
Dead Hard:
- Exhausted for 70/75/60s
DS:
- Touching a generator will remove DS.
- Being healed to full removes DS.
- Reduced stun duration from 5s to 4s.
- Can be used multiple times.
- Cannot become activated during EGC
Iron Will:
- Grunting reduction from 100% to 75%
- Reduces breathing frequency and volume by 33%
Calm Spirit:
- Reduced the volume of your screams by 80%
- You don't scare crows away
- No notification bubble for screaming
- Noise made by healing is reduced by 50%
Lightweight:
- Scratch marks vanish 3s faster
- Crouching reduces footstep volume by 75%
- Walking reduces footstep volume by 50%
Borrowed Time:
- Start the trial with 1 token
- Gain a token for each safe unhook and/or protection hit
- When you unhook a survivor, they gain endurance and if they are hit, lose a token.
- A BT unhook no longer counts as a safe unhook
Adrenaline:
- When the last generator is completed, Heal or recover by 100% over 5s, THEN sprint burst.
Flip-Flop:
- Other survivors can see your recovery progress by the intensity of your aura.
- Reveal your dying state aura to other survivors within 32m
- Convert 100% of your recovery meter to wiggle meter. Capped at 70%
Dance With Me:
- In addition to its current effects, your aura cannot be revealed for 10s
Prove Thyself:
- Instead of 10% gen speed, gain 15% extra skill checks.
Up the Ante:
- Luck now affects chest searching
- Luck will slightly increase great skill check success zones
- Luck increases skill check chances for repair and healing.
Ace In the Hole:
- Addon rarity and chance is boosted by luck
No Mither:
- Reduced grunting from 50% to 75%
- Silent vaults are 15% faster
- Slow vaults are 5% faster
Poised:
- Leave no scratch marks for 15s instead of 10s when a generator is completed.
Fixated:
- Remove the healthy requirement
Technician:
- When repairing a generator for at least 5s ALL noises made by the generator and noises made by repairing is reduced by 75%
Diversion:
- You can aim the pebble to control the range and landing location.
- Once landing, the noise notification and scratch marks spawn on the closest interact-able object
Lucky Break:
- In addition to its current effects, every time a generator is competed, add 30s to the total time. This bonus is is multiplied by the luck stat. Bonus Time = 30s * (1 + (luck * 2) )
New Perk: Intense Focus:
- When working on a generator, you cannot hear the sounds made by the generator, and you perceive ALL other sounds to be 50% louder, and from 50% further than normal.
- When in chase, the chase music and TR volume is reduced by 80% and ALL sounds other than generators are 50% louder to you.
- Effects last for 10s after ending chase.
Killer Perks:
Insidious:
- When you vault, or break a pallet or wall, gain undetectable for 10s. 40s cooldown.
Monstrous Shrine:
- When hooking a survivor in the basement, all generators explode dealing 15% progression damage, and they all begin regressing. Can only be triggered once per survivor.
Overcharge:
- Whenever a survivor touches a regressing generator, they are faced with a difficult skill check.
Surge:
- 12% progression damage. Up from 8%
Tinkerer:
- When a generator or sabotage action is at 85% completion, become undetectable for 15s. Up from 10s
- While undetectable, your carried survivor is undetectable as well
Dark Devotion:
- When you hit you down your obsession, you become obsessed with a different survivor, chosen at random.
- Become undetectable for 60s, up from 30s.
- Hitting a non-obsession survivor removes undetectable.
- Hitting the obsession will add 15s to the timer. Capped at 60s
Shadow Born:
- Increase FOV by 15%
- Moderately brighten the maps
Lightborn:
- Reduce blind duration by 75%
- Being blinded gives you a token
- Each token gives 5% haste
- Cumulative haste effects cannot stack beyond 20%
- Any aggressive action removes 1 token.
Predator:
- Only narrows the scratch marks when in chase
Territorial Imperative:
- In addition to its current effects, Kicking a generator will mark it as your territory for 60s. Only 1 generator can be marked at any time
- When kicking a 3rd generator, the generator that was marked for the longest, becomes unmarked.
- Marked generators will reveal the aura of survivors for 4s when they enter a 4m radius of the generator, when you are further than 32m away.
- 20s CD
Cruel Limits:
- Increased range from 24m to 36m
Furtive Chase:
- When in chase, your TR will shrink and grow constantly. It alternates from growing and shrinking every 3s. The change in radius is determined by your tokens.
- You don't lose any tokens when killing your obsession
Bloodhound:
- Applies hemorrhage until the survivor heals
- Increased blood duration from +4s to + 6s
Blood Echo:
- Hooking a survivor makes all injured survivors scream if they are 48m away.
- Hemorrhage and Exhausted for 45s on injured survivors
- Removed the cooldown
Blood Warden:
- Blocks the exit gate switches for 60s if the gate isnt opened in addition to blocking the exits themselves
Bitter Murmur:
- If a generator reaches 65% progression, all survivors within 16m of the generator becomes oblivious for 40s
- This perk still has the aura reading
Huntress Lullaby:
- Does not warn the survivors until there are at least 3 tokens
- Ear-worm: The tune of this lullaby gets stuck in the head of the survivor who cleanses this totem. If this survivor works on a generator, if a dull totem still exists on the map, this hex perk returns with -1 tokens.
NoED: Version 1
- No longer a hex perk
- Opening exit gates takes 10s longer than normal
- Survivors who touch an exit gate become exposed for 40s. Exposed does not decay while the survivor is touching the exit gate switch
- Survivors within 16m of an exit gate switch are revealed
- No speed boost
NoED: Version 2
- Still a hex perk
- Hooking a survivor BEFORE the last generator has been completed grants 1 token
- If the killer has 4 tokens, NoED can become active if there is still a dull totem on the map.
- Only becomes active once the last gen is done
- 3% speed boost
Third Seal:
- Applies blindness on ANY aggressive action. So a chainsaw or legion or vomit can apply it
Killer Changes:
Plague:
- Every 60s, a random fountain becomes corrupted. Up to a max of 3 fountains.
- Survivors can use 8 charges of a medkit and 12s to "heal" themselves if their infection timer is less than 100%. Doing so will reduce the infection by 60%, and pause the timer for 45s. If the plague vomits on the survivor, or the survivor interacts with a fully infected survivor, or interacts with an infected object, the timer will stop being paused.
- Survivors can M2 an infected generator for 8s to remove the vomit without getting infected, but the plague is notified.
Trapper:
- Can carry 2 traps at once, but spawns with only 1
- Traps spawn closer to the center of the map.
- Traps spawn pre-set
- Escaping a trap requires 10s at base, and can be increased by add-ons
- Disarming a trap requires a moderately difficult skill check, and failing it will apply deep wound.
Huntress:
- The match will be canceled if the huntress player has bad ping (I'm joking)
Clown:
- Reloading bottle will reload one at a time, but will still take the normal amount of time
- Clown will no longer have a heart attack every time he vaults or pallet breaks
- Clown will be slowed less severely when throwing a bottle
Comments
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I wouldnt mind a meta shake up and i like a lot of those ideas
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No mither should also hide the broken status or give a permanent exposed status to the survivor with it, as well as not drop blood orbs or caugh against plague. (You can't NOT tunnel them down or keep them slugged the whole match, its too good of a time waster to pass up) If the status is hidden, no one will know the wiser until they get slapped. We should leave insidious alone tho, mind gaming at gens is the most satisfying thing to pull off when it works.
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Added a few more killer perks to the list.
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This is actually a great list, so we all know its never happening.
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haha unfortunate but true XD
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I appreciate the effort, but dont agree with a lot of these suggestions
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I like the list a lot for the most part, but I disagree with 2 of the perk changes:
Iron Will:
- Grunting reduction from 100% to 75%
- Reduces breathing frequency and volume by 33%
Calm Spirit:
- Reduced the volume of your screams by 80%
- You don't scare crows away
- No notification bubble for screaming
- Noise made by healing is reduced by 50%
Personally, I think Iron will doesn't deserve that nerf and small buff, it's great as it currently is and a slight rework would not benefit it. And Calm spirit is fine as it is. The healing one could just be added on.
I love the intense focus perk, by the way. Sounds amazing.
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The reason I nerfed iron will was purely because it was meta, and I wanted to shake up the meta a bit.
as for calm spirit, I wanted it to have a more useful effect. But if it became more prevalent, it would be extremely un-fun be doctor or infectious fright. I don’t think perks should completely nullify a killer or other perk.
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With that Overcharge change, you somehow made Ruin Meta again,
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Better ways to shake the Meta
Dead Hard - Can only be triggered once for every time you enter the injured health state.
DS - Removed when healed to full or another Survivor is unhooked.
Adrenaline - Aura is revealed to Killer for X seconds.
Surge - Applies other gen de-buffs to the closest gen.
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That was the intention.
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Nah, it’s had its 20 years of fame. It should sit in the background for a year or 2.
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