Let’s Buff the weaker non meta Perks
I love this game but I also wish the devs would go through on perks without giving them such harsh downsides. Whether that be by adding long cool downs, tokens, or requirements to be met. So I figured it be cool to ask you guys if you could pick one non meta perk and buff it. What would you change?
I would buff Distortion.
You can now gain tokens During the trial. Every time you successfully escape the killer you gain a token. Distortion starts with 3 tokens and has a max limit of 5 tokens.
Comments
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I'll do two
Predator 2nd or 1st tier would be built in and scratch mark would last longer and walking have their own scrach marks but short and spaced to differentiate from running scratch mark. This would helpful since wraith is already owned and could help new and some experience killer to learn how survivors move when walking.
Bloodhound woukd be change to a bloody mist that in the air while the survivor is injured and would sfill be active for 30 seconds when the survivor becomes healthy. I don't know if interacting with a other survivor give them the bloddy mist for 15 second would be a good thing or a bad thing.
Criticism would be helpfull
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Yeah distortion is one of those perks that I feel if it were infinite would be too strong but limited as it is its too weak.
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I wouldn't necessarily say buff them! The problem is that these perks aren't given chances because of playstyles! Because chases are the most fun thing for survivor's second chance perks have become meta so they can continue that fun, or whatever!
But to add on to the topic a perk that I love using, but I think buffing or tweaking it would break the perk is Autodidact! If I was to do anything about this perk I would make it to where every time you heal a teammate you get at least 1 skill check!
I will literally spend a whole match saving and healing teammates and not even get the regression skill checks! But at the same time if you tweak that you could break the perk!
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I love this! I use Fixated when I'm not running my usual build so I'm down for this buff. Wonder what they're changing since they brought it up as one of the perks they're going to be changing
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I say this every time: Give Diversion a normal cooldown. None of this "you gotta stay within the Killer's TR but not be in a chase" garbage.
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Alright, here's a couple perk changes that I'd like to see:
Unnerving Presence:
- Current effect - Reduces size of skillchecks by 40/50/60% and increases their frequency by 10% for survivors in the terror radius.
- Additions - Removes "Great" skillcheck zones and inflicts an additional 3% regression penalty on failed healing and repair skillchecks. Effects would linger for 5 seconds after the survivor is no longer within the terror radius.
Babysitter:
- Current effect - Hides a rescued survivor's scratches & blood trail for 4/6/8 seconds, reveals the killers aura to you for 4 seconds, and shows your aura to the killer for 4 seconds.
- Additions - The rescuer gains the Endurance status effect for 4 seconds after unhooking a survivor.
- Removals - I'd take away the rescuer's ability to see the killer's aura in exchange for getting the second half of Old-BT's effect.
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Any means necessary: allows the user to see the auras of dropped pallets within 96m range.
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Here’s my quick and simple buffs
Second wind: Preforming a Safe unhook activates the perk when your unhooked or you unhook yourself after 10/5/0 seconds you heal back one health state from dying to injured or from injured to healthy. If your Broken the perk does not work. Can activate this perk twice.
Flip Flop: 95% of your recovery progression is converted to wiggle progression when picked up to a maximum of 95% total wiggle progression. When you wiggle out of the killers grasp break into a sprint at 150% speed for 3 seconds causes exhaustion for 60/50/40 seconds. Pallet, flashlight and stun saves does not trigger the Sprint.
Forced Penance: When a survivor takes a protection hit they will be inflicted with the broken and Oblivious Status effect for 60/70/80 seconds. That effected survivor will have a penalty to repairing, healing, sabotage and cleansing speed by 5%.
Blood Echo: When hooking a survivor all other Injured survivors get the Broken and exhaustion status effect for 35/40/45 seconds.
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Sure, i'll try.
Monstrous Shrine
1 / 2 / 3 randomly chosen Hooks now permanently have the Entity on them, which the Killer can see with a white Aura.
The Entity Legs on the Hooks automatically hit Survivors who enter its 4-meter long, 90-degrees wide cone, with a 5-second cooldown to allow the Survivor to get out of this cone or they'll be hit again.
Survivors in the Dying Health State who are in the cone are automatically put on that Hook by the Entity.
Won't attack Survivors who crouch-walk or use Calm Spirit.
The Entity Legs won't attack as long as they've got someone on the Hook, and the 5-second cooldown also takes places once that Survivor has been fully unhooked, allowing for them to get out without a hit, but they better do get out of there.
The Hook can still be sabotaged, also disabling the Entity Legs, but once the Hook is revived, so are the Entity Legs.
Permanently disables Entity Legs on a Hook if a sacrifice took place on it.
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I don't really like your idea for babysitter.Combo it with BT and you can rush hooks super easily without any punishment
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I'd change Distortion:
Distortion It retains it's current effect + each safe unhook/protection hit near a recently unhooked survivor(EI within the time it takes to score a safe unhook and 5 seconds after) will grant you a stack of distortion.
Max of 3 stacks regardless of level.
It would reinforce the play-style Jeff wants you to have.
As for bad killer perks I'd change Predator is the one I always suggest:
Predator now creates a secondary trail of scratch marks(Pearl white with a dark black outline that also has a wavy entity tendril like pattern) that nearly perfectly follows a survivor's trail BUT you still have the normal trail(Current Predator prevents scratch marks on walls which is a downside which this removes).
The secondary trail of this perk lasts for 2.5/1.75/1 second(s) less then normal scratch mark trail but is unaffected by other perks.
This would make it have an actual upside without its current tracking downside which made it self defeating to use.
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