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New survivor perk ideas, part 2
ngineer's Notice:
Once a generator is fully repaired by your own hands, Engineer's Notice activates.
When you were repairing a regressing generator, gain a 12/16/20% repair speed bonus for 20 seconds before this perk
deactivates.
Repairing the next unregressed generator fully will reactivate this perk.
Trivia: If the generator was regressed to 0% of its progress, Engineer's Notice won't work.
Rookie Spirit has a good combination for Engineer's Notice, Since that perk can let you see auras of regressing generators.
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Sticky Blood:
When you have been unhooked by a survivor or you've unhooked yourself, Sticky Blood will become active. The noise nofication
was muffled for 2 seconds before the nofication triggers when the killer was 35/40/45 metres from you and the hook.
Trivia: Don't use Breakdown with that perk because the hook will break when you're freed. Because Sticky blood will not
muffle the sabotage noise nofication.
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Instruct:
Each survivor who is still alive during the trial, Instruct gains 1 token.
Instruct will grant a stackable 1/2/3% repair speed bonus to all survivors, up to maximum of 3/6/9%.
Trivia: Instruct has the same similar manner to Up the Ante, but the rest has no difference.
Type DG to suggest to nerf this perk if possible. Comments will be replied.
(Switch 'Still Alive' to 'Not injured'.)
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Black Breeze: The Black Fog gave you the chill of each danger and an ally's location.
At the start of the Trial, the killer and the other survivors' Auras was revealed to you for 5/7/9 seconds.
Trivia: This perk paybacks to the killer Players who has Lethal Pursuer on their loadout.
Type DG to suggest to nerf this perk if possible.
(This perk no longer display survivors at the start of the trial.)
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Pounding stress:
When failling a skill check while repairing a generator or healing yourself or another survivor, the killer's aura was
revealed to you for 2.5 seconds.
Pounding stress has a cooldown for 50/40/30 seconds.
Trivia: This perk can synergize with Technician since it can suppress noise nofications on failed skill checks. But not
for healing actions. Use Bite the Bullet to solve this problem.
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Charms - Charms are the perks that which they are the opposite of the Killer's Hex totems. They have 2 base skills and
4 catergories action buff. (Survival,Objective,Altruism,Boldness)
- Killers will destroy the survivor's charm perk by hooking them. (Twice if need a buff request by comment)
- Just like how Survivors cleansing dull or hex totems.
Charm: Confidence
By the start of the trial, repair speed was increased by 10% for 30/45/60 seconds.
Gain a 20% bonus bloodpoints on objective catergory actions.
This charm effect will persist as long as you are not getting hooked. (Or Twice)
Charm: The Last Alarm
Once the exit gates are activated, gate opening speed was increased by 20% for 40/50/60 seconds.
If not, gain an nofication on this perk if you are facing toward the hatch within 36 metres away from you.
This charm effect will persist as long as you are not getting hooked. (Or Twice)
Charm: Sporting Leap
When you are in a chase, vaulting speed was increased by 10% when the killer was 12/16/20 metres nearby.
This charm effect will persist as long as you are not getting hooked. (Or Twice)
Charm: Protective Friendship
The speed of Unhooking a survivor and Healing a dying ally was increased by 20/30/40%.
Gain a 30% bonus bloodpoints on the bold catergory actions.
This charm effect will persist as long as you are not getting hooked. (Or Twice)
Charm: Intentional Freedom
When Each generator was repaired fully by your own hands, grants a 10% Haste status effect for 10/13/16 seconds.
This charm effect will persist as long as you are not getting hooked. (Or Twice)
Charm: Blessing Aid
When injured or at dying state,the time for being healed was was decreased by 22/33/44%.
Increases all tempoary status effects of Exhaustion, Bleeding, Blindness, Broken, Exposed, Mangled
recovery speed by 15%.
This charm effect will persist as long as you are not getting hooked. (Or Twice)