Perk Changes | Wake Up | Left Behind | No Mither
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Prologue — Perk Changes
Welcome to a thread series where I change three perks, alternating between survivor and killer perks, making them more practical to use. Hopefully, with these changes, players will consider using them more often or potentially shaking the meta.
Note: Numbers are just numbers, they can be modified to where we see fit. I prefer we focus on the idea since that's how the perk is going to function.
Thread Series
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Perk Changes | Huntress Lullaby| Bloodhound | Remember Me
Wake Up
You feel alive when on the verge of escaping.
While opening an Exit Gate, press the active ability button to prompt yourself with a series of three difficult skill checks. Each successful skill check will grant an additional 6%/8%/10% progress on the Exit Gates. Ability can only be used once on each Exit Gate.
Upon opening an Exit Gate, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.
Wake Up ignores exhaustion nor does it causes exhaustion.
Left Behind
You're at your strongest when alone.
When you're the last survivor alive, the following effects happen during the collapse:
- Generators aren't blocked
- Your repair speed is doubled
After completing a generator, the hatch opens back up and its aura is revealed to you for 2/3/4 seconds.
No Mither
You won't take it easy on anyone.
While injured, taking a protection hit will instead inflict Deep Wounds:
- You cannot recover from Deep Wounds by any means
- You do not scream after bleeding out from Deep Wounds
- Can fully recover from the dying state
- You refuse to escape until you recover to the injured state
After recovering from the dying state by any means, perk has a cool-down of 60/50/40 seconds.
Feedback is greatly appreciated!
Comments
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Don't forget to add a stipulation that no mither can't take protection hits while in the deep wound state or you can just park 2 no mithers next to each other and be immortal
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Endurance cannot be applied while you're in deep wounds. It's just something the game doesn't allow.
Therefore, you don't have to worry about that happening.
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I would disagree but I can't find a video of my counterpoint anywhere so im going to call it a tie for now
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Any damage negated by Endurance has the consequence of putting you into Deep Wounds. Deep Wounds doesn't allow you to negotiate any more damage until you mend to the injured state.
I know this because if you use a Styptic Agent, then take the final protection hit to active Mettle of Man, you will notice that Mettle of Man is not protecting you with the Endurance status effect.
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50% right, mettle of man is an endurance effect that doesn't put you into the deep wounds state it just negates a hit deep wounds isn't directly tied to endurance its just that so many endurance effects are tied to deep wounds many people forget that the two aren't intertwined just usually packaged together so its seen as part of the effect
but I have no idea on the second part since I haven't seen it in a video or tied it
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I forgot an example that I know does work
if you take a mettle of man endurance hit you don't get deep wounded so if you afterwards use a styptic you can take 2 endurance hits in a row, completely slipped my mind
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I'm talking about Endurance while in Deep Wounds. The game won't let it happen.
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