Feedback and Suggestions

Feedback and Suggestions

Perk Changes | Wake Up | Left Behind | No Mither

Member Posts: 8,243
edited July 2021 in Feedback and Suggestions

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 — Tap / Click below to be redirected to them

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!

Post edited by NMCKE on

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