A Rework to a list of Survivor perks with too limiting or niche uses.
Buckle Up - Healing other survivors to any better health state reveals the aura of the Killer for 4/5/6 seconds to you and the survivor you healed, and you can see the recovery progress of dying survivors within 48 meters.
No One Left Behind - Gain 50/75/100% bonus bloodpoints for actions in the Altruism category. Once the exit gates are powered, perform them 30/40/50% quicker and see the auras of all other survivors.
Wake Up - Reveals the auras of Exit Gates to you within a range of 128 metres. Once the exit gates are powered, opening them reveals your aura to all other survivors within a range of 128 metres and you perform them 5/10/15% faster.
This is Not Happening - While injured, Great Skill Check success zones when repairing and healing get 30/40/50% bigger and grants 1% bonus progress.
Solidarity - While injured, healing other survivors without a Med-Kit also heals you at 50% conversion rate, and reduce groans of pain for both you and the survivor you are healing by 50/75/100%.
Lightweight - Scratch Marks stay visible 1/2/3 seconds less than normal and the sounds your movement creates and its intensity is reduced by 1/2/3 metres.
Camaraderie - While you are on the hook, Camaraderie activates. If another survivor is within 16 metres of your hook while Camaraderie is activated, the hook progress is paused for a total duration of 20/25/30 seconds, resetting if you are put into the Dying State within 20/25/30 seconds of being unhooked. Camaraderie is deactivated for the remainder of the trial once the total duration has elapsed and you are fully healed.
Poised - After a generator is completed, you gain a 5/6/7% Haste status effect and you will not leave any Scratch Marks for 6/8/10 seconds.
Hope - As soon as the Exit Gates are powered, you gain a 5/6/7% Haste status effect for 240 seconds. However, being in a chase doubles the rate that Hope runs out.
Visionary - You see the auras of Generators within 32 metres. Once a generator is completed, you instead see the auras of Totems within a range of 8 metres for 5/10/15 seconds.
Open Handed - Increase your team's aura reading ranges by 4/6/8 metres, and the auras of objects you've read for at least 1 second becomes revealed to you again within Open Handed's range.
Premonition - Get an auditory warning when looking in the direction of the killer in a 45" cone within a range of 36 metres, and their Aura is revealed for 1 second to you when they are within 32 metres of you, within 2 seconds after Premonition triggers. Premonition has a cooldown of 60/45/30 seconds each time it activates, and it trumps any of the Killer's stealth abilities.
Comments
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This is not Happening still looks useless. :P
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So Visionary is just a weaker Detectives Hunch?
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The reworked Visionary makes Detective's a weaker version of Visionary.
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The Solidarity change won't help.
With the proposed change, you are either healing and the killer hears the sounds of tape and stitching or you're not healing and the killer hears the grunts of pain (which can already be mitigated with other perks anyway).
Solidarity's big downside is robbing your team of healing points every time you get value from this perk. You're both injured; you have to play the "no, you" mini-game of trying to interrupt their heals so that you can heal them first; you get less health conversion if someone helps you heal; then they get less points for healing you for the remainder of your injury. All to save, what, 8 seconds of healing?
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I had the same idea for solidarity and it also has a 70% conversion rate
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For the changes to Buckle Up, it applies to healing other survivors to any new better health states, Dying to Injured to Health applies Buckle Up to each of them.
For Wake Up!, it applies immediately at the start of the game, allowing players to gain value straight from the start. It strategically improves their planning when Exit Gates are already shown, allowing faster planning in say, dire situations in everyone dying and you have to choose which is the furthest one to open when EGC starts by hatch being closed, or going to the exit gates first when you know the last generator would be completed in... 20 seconds.
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