Reworking killer perks
Hex: The Third Seal: A Hex that hinders one's Aura-reading ability and instills ignorance. Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Blindness and Oblivious status effects. This effect applies to the last 2/3/4 survivors hit. The effect persists as long as the Hex Totem lasts.
Coulrophobia: Your presence alone instils great fear. Survivors within your Terror Radius have a 30/40/50 % penalty to the Healing progression speed, and a 22/24/26% Healing item efficiency decrease.
Overcharge: You are fuelled by your hate for progress. Overcharge a Generator by performing the Damage Generator action. The next Survivor interacting with that Generator is faced with 2 tremendously difficult Skill Checks. Failing the skill checks result in additional 3/4/5% loss of progress.
Mindbreaker: Your distressing presence drains and weakens your prey. While repairing Generators Survivors are afflicted by the Exhausted and Hindered status effect. Any existing Exhaustion timers will be paused during repairing. After ending the repairing action, the Survivor is afflicted by Exhausted for 5/10/15 seconds, and Hindered for 2/3/4 seconds.
Hex: Blood Favor: A Hex that gains the favour of The Entity when blood is spilt.
When a Survivor is hit with a Basic Attack, all Pallets and Windows within a radius of 32 meters of your location are held in place by The Entity for 15/15/20 seconds and cannot be pulled down by Survivors.
Hex: Blood Favor has a cool-down of 60/50/40 seconds.
Beast of Prey: Your lust for a kill is so intense that your connection with the Entity is momentarily lost, making you totally unpredictable.
After ending a chase, gain the Undetectable status effect for 10/15/20 seconds. After starting a new chase, the effect goes away.
Beast of Prey has a 60/50/40 seconds cooldown.
Comments
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- I think the oblivious thing for third seal is just too much. Blindness itself is super powerful on its own.
- I don't understand the need for 2 skilchecks on Vvercharge. I'd maybe raise the penalty for failure... but I guess that would demand a cooldown on the perk, maybe... since you can spam kicks as of now.
- I'd agree on the buff on Mindbreaker if it didn't pause exhaustion already. But in it's actual state, I'm not down for the changes.
- I don't think Blood Favor should affect windows, especially since Crowd Control is coming. Besides, it's too much on a single perk.
The rest is ok for me. I remember the devs said something about not wanting a perk to overshadow stealth killers power. So for Beast of Prey, maybe there should be something to tell that let survivor tell you have it.
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I see you picked all the best perks? What exactly did you want to rework?
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Then why is Third Seal + Undying not used more often? Right, Blindness has not that strong of a effect.
2 tremendous skill checks is basically the same as BNP skill checks, which most know to hit.
Wouldn't even matter much if the pause effect is removed from Mindbreaker, so guess that would be a change.
At least the blocking range of Blood Favor should be bigger.
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I can't tell if you are serious or being sarcastic.
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Go with what you feel man
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Your third seal is really similar to mine but it should 100% not apply oblivious indefinitely instead it should be after hitting a survivor it is applied to around 20 seconds,
Overcharge I feel should instead apply a base regression of say 5% then additional regression upon a failed skill check, i feel the perk's skill check is fine as it is. in other words it still regresses a gen by 15% but you always at least regress it by 5%.
Another perk already reduces item efficiency so no to the coulrophobia change
Blood favors problem is the cooldown instead that should be the main focus of the rework.
Beast of prey change is actually ok but i think the current version is better.
Here are all the perk rework ideas i have https://docs.google.com/document/d/1ICP9n8lk7Qab4hliGfCXkChkXr3EmPVrvHn30Ktmarc/edit?usp=sharing
Post edited by AChaoticKiller on0 -
Actually a lot of people use third seal on killers like plague (even though it doesn't block fountain auras) because you will often be drowning people away from team mates, it also works well with knockout for in case third seal is broken, plus the slow crawl from ko is a nice QOL change either way for breaking a pallet or downing someone else fast without them making the other side of the map.
Otz actually did an evil Plague build that includes Third Seal and knockout and uses the iri seal and worship tablet. The build highlights every single one of Plague's strengths and it's incredibly strong.
Third seal is really powerful on some killers, others not so much.
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I can’t access the document
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here’s how I would rework 2 of those perks you mentioned.
Coulrophobia=Your presence alone instils great fear. Survivors within your Terror Radius have a 100% penalty to the Healing progression speed. This effect lingers on survivors for 3/4/5 seconds when there out of the terror radius.
Hex:Blood Favor=A Hex that gains the favour of The Entity when blood is spilt.
When a survivor is hit with a basic attack or a special attack, all Pallets within a radius of 32 meters of your location are held in place by The Entity for 20/25/30 seconds and cannot be pulled down by Survivors. See the auras of blocked pallets within 32 meters of your location.
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Still won’t work
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Ok i fixed it this time
The problem was i didn't have it set to anyone on the internet could view it.
just in case here is the link one more time
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Probably because it's Third Seal is a totem and it's not so easy to notice, from the killer's point of view, it's effects. But not being able to tell where a person was hooked or is slugged makes a huge difference in the match. Blindness is super strong, but not really from the start. When you start snowballing that it's the most deadly. It's not as easy to make it work as devour hope or ruin, and it's a totem, so that's one of the reasons people don't use it as much. I'm not against putting something more on Third Seal, but I think oblivious is overkill. That's my opinion.
I also agree with Blood Favor could have a bigger range or could have its coodldown looked at.
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Monsterious Shrine:
Your fervent care of the Basement has aroused The Entity's interest.
Gain 100% more Bloodpoints for actions in the Sacrifice catigory while you are physically within the basement, this applies even if the actual sacrifice is occuring outside of the basement.
The Bonus Bloodpoints are only awarded during the Trial.
The Basement Hooks are granted the following bonuses:
- 18/19/20% faster Entity progression.
- Reduces number of avalible escape attempts by 3, with a minium of 1.
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