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Perk Tweaks and Changes for Every Non-Meta Killer Perk

Lmac99
Lmac99 Member Posts: 71
edited August 2021 in Feedback and Suggestions

This will be a list of changes for every non-meta perk. The idea is to tweak/buff or rework every perk that is considered too weak, or not worth running at all under any circumstances. The changes may be considered for some perks to be too strong or might be a change that isn’t necessary. However this is just to put ideas out there to see what others might think or may be able to bring some valuable input. It’s also just for fun and to see what the game could be like if every perk was meta/good enough to use in every game or with the right killer/survivor. (This Discussion will be for Killer, I am planning on doing Survivor later.)

Some notes before we begin: There will be no lore descriptions when describing perks, but I will make it look as official as possible. I will only be putting the values of tier 3 perks, since tier 1 and 2 should never matter. Any perk description that states giving extra Bloodpoints in a specific category will not be included. I will be going down the list of perks in alphabetical order rather than go based off of killer order. 

Original Version: 8/23/2021


Killer Perks:


Agitation -

 You pick up and drop survivors 15% faster. Survivors only gain 10% of their Struggle progress when dropped. While carrying a Survivor, your Movement speed is increased by 20% and your Terror Radius is increased by 12 metres. 


Beast of Prey -

 While in chase, upon reaching Bloodlust, you immediately gain Bloodlust Tier II and you are granted the Undetectable Status Effect for as long as Bloodlust is active. You gain Bloodlust Tier III 50% faster. 


Bitter Murmur - 

Each time a Generator is completed, the Auras of any Survivor who interacted with that generator will be revealed to you for 5 seconds. Every time a survivor misses a skill check on a generator the Auras of all survivors interacting with that generator will be revealed to you for 2 seconds. When the last Generator is completed, the Auras of all Survivors are shown for 12 seconds. 


Blood Echo - 

When hooking a Survivor, all other Survivors suffer from the Exhausted Status Effect for 45 seconds and any injured Survivors will also suffer from the Mangled and Haemorrhage Effect until healed. (Just like Pop Goes the Weasel this perk has no cooldown and can only be used 12 times per match)


Bloodhound - 

Each time a Survivor is hooked for the first time, they will be affected by Bloodhound for the remainder of the match. Survivors affected by Bloodhound are 25% louder and suffer from the Haemorrhage Effect even when healed. 


Brutal Strength - 

After breaking 1 Pallet, Brutal Strength gains 1 Token, up to a maximum of 4 tokens. Gain a stack-able 10% Action Speed bonus to breaking Pallets and Breakable Walls,  as well as damaging Generators. Pallet Stuns reduces your current stackable bonus by 50% for 10 seconds. 


Coulrophobia - 

The Healing speed of Survivors within your Terror Radius is reduced by 50%. This effect persists for 20 seconds after a Survivor leaves your Terror Radius. 


Coup de Grace - 

Each time you hook a survivor, Coup de Grace grows in power and you gain 1 Token. Consume 1 Token by double pressing the Attack key to increase the distance of your Lunge Attack by 60%. 


Cruel Limits -

 Whenever you damage a generator, all Windows and Vault locations within 32 metres of it become blocked for all Survivors for the next 30 seconds. Cruel Limits has a cooldown of 60 seconds. 


Dark Devotion - 

Hitting the Obsession with a Basic Attack causes them to emit a Terror Radius of 32 metres, until they are healed, or you down another survivor by any means. During this time you are granted the Undetectable Status Effect. The Obsession hears their own Terror Radius. If another survivor heals the survivor affected by Dark Devotion will become the Obsession. 

(Another idea is that all survivors within the Obsessions Terror Radius will be seen by Killer Instinct.)


Dead Man’s Switch - 

After hooking the Obsession, Dead Man’s Switch activates for the next 45 seconds. While activated, any Generator that is repaired above 35% will cause The Entity to block that Generator until Dead Man’s Switch effect ends. Affected generators are highlighted by a white Aura. 


Deathbound - 

When a survivor heals another Survivor for the equivalent of 1 Health State at least 32 metres away from you, the Survivor who healed will scream, and both Survivors Auras will be revealed for 3 seconds, and activate Deathbound. For the next 60 seconds, the Survivor that was healed will suffer from the Oblivious Status Effect. For the next 30 seconds, the Survivor that healed will suffer from Exposed Status Effect.


Deerstalker - 

The Auras of Survivors who are in the Dying State are revealed to you. You can determine the Recovery progress of dying Survivors by the intensity of their Aura. If the dying Survivor is healed to the Injured State, their Aura is revealed for 3 seconds. 


Distressing - 

Your Terror Radius is increased by 30%. Anytime a Survivor is in the Dying State your Terror Radius affects the entire Map until that survivor is picked up or healed to the Injured State. 


Dragon’s Grip - 

After kicking a Generator, for the next 30 seconds, the first Survivor interacting with it will scream, revealing their Aura for 3 seconds, and suffer from the Exposed Status Effect for 60 seconds. Dragon’s Grip will go on cooldown for 80 seconds after successfully triggering. Only 1 Generator can be affected at a time. The Aura of a Generator affected by Dragon’s Grip will be highlighted in orange. 


Dying Light -

Each time you hook a Survivor other than your Obsession, you gain progress towards Dying Light: 

  • For as long as the Obsession is alive, all other Survivors suffer a penalty to Repairing, Healing, and Sabotaging speeds according to how many Hooks States you have gained; for a maximum of 6 Hook States. 
  • For 2 Hook States gain a 10% penalty. For 4 Hook States gain a 20% penalty. For 6 Hook States gain a 30% penalty. Anytime you hook your Obsession you lose 10% of your penalty. 
  • The Obsession is unaffected by this penalty and instead is granted a permanent 33% Action Speed bonus to Unhooking and Healing other Survivors, and 8% Action Speed bonus to Repairing. 


Fire Up - 

Each time you remove resources from survivors, Fire Up grows in power. Each time you break a Pallet or damage a Generator gain a stack-able 3% Action Speed bonus to picking-up and dropping survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows, up to a maximum of 21%. Each time a Generator is repaired, you lose 6% of your Action Speed bonus. 


Forced Penance - 

Survivors who take a Protection Hit suffer from the Broken Status Effect for the next 80 seconds. After 80 seconds, the Survivor will suffer from the Mangled Status Effect for the next 30 seconds. Additionally any survivors that are 8 metres away from another Survivor that is put into the Dying State will scream, revealing their location for 2 seconds, and suffer from the Exposed Status Effect for 15 seconds. 


Franklin’s Demise - 

Your vicious Basic Attacks make Survivors drop their items on impact. If not recovered within 90 seconds, the lost item will have its Charges depleted by The Entity. The Auras of lost items are revealed to you and slowly fade from white to red while the timer elapses. Any Survivor who picks up the item affected by Franklin’s Demise will have their Aura revealed to you for 5 seconds. 


Furtive Chase - 

Each time you hook your Obsession, you gain 1 Token, up to a maximum of 6 Tokens. Each token reduces your Terror Radius by 5 metres. Your final token will grant you the Undetectable Status Effect. When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession. All accumulated Tokens are lost when the Obsession is sacrificed or killed. 


Gearhead - 

After hitting 3 different Survivors once with your Basic Attack, Gearhead activates. Each time a Survivor succeeds at a Skill Check while repairing, the generator will be revealed by a yellow Aura for as long as it continues being repaired. Additionally, the Repair Progression of that Generator can be determined by the intensity of it’s Aura. 


Hangman’s Trick - 

Unlocks potential in your Aura-reading ability and your ingenious modifications to Hooks alert you of tempering. Gain a Loud Noise notification whenever a Survivor begins sabotaging a Hook. While carrying a Survivor, see the Aura of any Survivor within 6 metres of any hook. Any survivors within your Terror Radius suffer from a 15% penalty to Sabotaging. If any survivor successfully Sabotages a hook in your Terror Radius, they will scream, and suffer from the Exposed Status Effect for 30 seconds. 


Hex: Blood Favour - 

Hitting a Survivor with your Basic Attack prompts The Entity to hold all Pallets within a radius of 32 metres from your location in place for the next 20 seconds, preventing Survivors from pulling them down. 

(Hex: Blood Favour has NO cooldown, because it’s a Hex Perk… BVHR PLS)


Hex: Crowd Control - 

Survivors who perform a Vault through a Window during chase will prompt The Entity to block it until the chase ends. 


Hex: Retribution - Survivors who cleanse a Dull Totem will reveal the Auras of all Survivors for 3 seconds. After cleansing a Hex Totem, the Auras of all Survivors are revealed to you for 10 seconds. If Hex: Retribution is cleansed the Auras of all Survivors are revealed for 15 seconds, and they suffer from the Oblivious Status Effect for 45 seconds. 


Hex: The Third Seal - 

The last 2/3/4 Survivors hit with your Basic Attack suffer from the Blindness Status Effect. Additionally all Survivors affected by Hex: The Third Seal will see all Dull Totems as Hex Totems. 


Hex: Thrill of the Hunt - 

For each Totem remaining in the Trail Grounds. Hex: Thrill of the Hunt gains 1 Token. Survivors suffer from a stack-able 6% Cleansing Speed penalty per Token, up to a maximum of 30%. Survivors starting to cleanse any Hex Totem will suffer from the Oblivious Status Effect, and trigger a Loud Noise notification. Survivors who fail to finish cleansing a Hex Totem will block that Totem from being cleansable for 10 seconds. 


Hoarder - 

Receive a Loud Noise notification when Survivors interact with a Chest or when they pick up an item. Survivors while searching a Chest will have their Aura revealed to you. This Aura reveal will persist for 5 seconds after they stop searching the Chest, or pick up an item. Any item taken from a Chest that has Charges will only have 50% of its Charges. The Trial begins with 2 additional Chests spawning in the Trail Grounds. 


Hysteria - 

Whenever you put a Healthy Survivor into the Injured State, or an Injured Survivor into the Dying State, all Survivors within your Terror Radius suffer from the Oblivious Status Effect for 30 seconds. Any time a Survivor heals or unhooks another Survivor, that Survivor suffers from Blindness for 60 seconds. 


I’m All Ears - 

Any Survivor that performs a rushed action while in Chase will have their Aura revealed for 6 seconds. I’m All Ears has a cooldown of 30 seconds. 


Insidious - 

After standing still for 3 seconds, you are granted the Undetectable Status Effect until you act or move again. Once you move again you keep the Undetectable Effect for 6 seconds. 


Iron Grasp - 

While carrying a Survivor: The Struggle Effects from Wiggling, causing you to strafe sideways, are reduced by 100%. The time for the Survivor to wiggle free from your grasp is increased by 15%. Getting stunned by pallets will no longer cause you to drop the Survivor, but will Stun you for 50% longer. Flashlights will take 50% longer to blind you, but will blind you for 50% longer. 


Iron Maiden - 

You open Lockers 50% faster. Survivors who exit Lockers suffer from the Exposed Status Effect for 30 seconds, and you gain Killer Instinct on that survivor for 4 seconds. Survivors who stay in Lockers for longer than 25 seconds will go into the Injured State if Healthy.


Knock Out - 

When putting a Survivor into the Dying State with your Basic Attack: Their Aura is not revealed to any Survivor for 15 seconds. The Dying Survivor suffers from a decreased Field of View, the Blindness Status Effect, and crawls 50% slower until picked up or healed. 

If the Survivor is picked up within the 15 seconds, you gain the Undetectable Status Effect until that Survivor is Hooked. Once Hooked, the Aura of the Hooked Survivor is not revealed to any other Survivors for 15 seconds. 


Lethal Pursuer - 

At the start of the Trial, the Auras of all Survivors are revealed to you for 9 seconds. Whenever a survivor is Sacrificed, all remaining Survivors will have their Aura revealed for 9 seconds. 


Lightborn - 

Lightborn grants immunity from being blinded by Flashlights, Firecrackers, Flashbangs, or Blast Mines. The Auras of Survivors attempting to blind you are revealed to you for 10 seconds. When carrying a Survivor, if a Survivor shines a light on you, you gain a Movement speed increase of 20% for 5 seconds. 


Mad Grit - 

While carrying a Survivor, you suffer no cool-down on missed attacks. Successfully hitting a Survivor will pause the carried Survivor’s Wiggling Progression for 4 seconds. You gain no movement penalty and increase your Movement speed by 15% until you hook that Survivor. 


Mindbreaker - 

Whenever a Survivor is repairing a Generator, they suffer from the Exhausted Status Effect. If the Survivor is already Exhausted, their Status Effect’s timer will be paused. The Status Effect lingers for 10 seconds after a Survivor stops repairing the Generator. If at any time a Survivor misses a Skill Check on a Generator, they will suffer from the Incapacitaed Status Effect for 5 seconds. 


Monitor and Abuse - 

Your base Terror Radius is increased by 8 metres. Whenever you are outside of a Chase, your Terror Radius is reduced by 16 metres while your Field of View is increased by 10 degrees. Field of View gains do stack. Whenever you start a chase with a Survivor, their Aura is revealed for 3 seconds. 


Monstrous Shrine - 

Any survivors that are hooked in the basement will not have their Auras revealed to all other Survivors. Survivors hooked in the basement cannot Attempt to Escape. Skill Checks Survivors receive while Struggling are 30% smaller. 


Nemesis -  (This one is just an idea that would be fun but would overtune the perk, I feel Nemesis is perfect at what it does and doesn't need changing.)

Each time a Survivor blinds you or stuns you using a Pallet or Lockers, they become your new Obsession. The Survivor suffers from the Oblivious Status Effect for 60 seconds, and their Aura is revealed to you for 4 seconds. Each time you are stunned or blinded by the Obsession, you gain a stack-able 5% reduced Stun or Blind duration for a total of 20% Every time you are blinded or stunned by any other Survivor, you lose 5% of your total reduction.


No Way Out - 

For each Survivor you hook for the first time, No Way Out gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise notification, and the Survivor screams, revealing their location for 4 seconds, and suffers from the Exposed Status Effect for 60 seconds. The Entity blocks both Exit Gate Switches for 12 seconds and an additional 12 seconds per token, up to a combined maximum of 60 seconds. During this duration any survivors within 24 metres of an Exit Gate will have their Aura revealed. 


Oppression - 

When damaging a Generator, up to 3 other Generators with the most progress will also begin regressing. Also triggers a difficult Skill Check if the selected Generators are currently being repaired. All Generators affected will be highlighted in white, and any being repaired will be highlighted in yellow until all Survivors stop repairing that Generator. Oppression has a cool-down of 40 seconds. 


Overcharge - 

Damaging a Generator overcharges it. For 20 seconds any survivor that interacts with a Generator affected by Overcharge will cause them to automatically miss a Skill Check, resulting in an additional Progression loss of 5%. Only one Generator can be affected by Overcharge at a time. 


Overwhelming Presence - 

Survivors within your Terror Radius suffer from resource depletion. Any Survivor holding an item that has Charges, will suffer from a loss of 1 charge per second spent in your Terror Radius. Any item that does not have charges cannot be used in your Terror Radius. This does not apply to the following: Flashbangs, Firecrackers. 


Play With Your Food - 

Each time you chase your Obsession and let them escape, Play With Your Food gains 1 Token, up to a maximum of 3 Tokens. Each Token applies a stack-able 5% Haste Status Effect up to a maximum of 15%. Performing a successful Basic Attack, or Special Attack consumes 1 Token. 


Pop Goes the Weasel - 

After hooking a Survivor, Pop Goes the Weasel activates for the next 45 seconds. The next generator you damage instantly loses 25% Progression. While damaging a Generator the timer for Pop Goes the Weasel pauses. Regular Generator Regression applies afterwards and Pop Goes the Weasel deactivates.

(This is a Meta Perk I know, but I just wanted to include one tweak I would make to the perk, because right now Pop only lasts for 42 seconds, not 45 because the timer doesn't pause while using it for some reason)


Predator - 

Each time a Survivor is hooked for the first time they will be affected by Predator for the remainder of the match. Survivors affected by Predator leave Scratch marks when walking. Scratch marks left by walking Survivors remain on the ground for a moderately shorter time. Survivors can see their own scratch marks when walking.


Rancor - 

Each time a Generator is completed: Your Aura is revealed to the Obsession for 3 seconds. All Survivors’ locations are revealed to you for 3 seconds. Once all Generators are completed: The Obsession suffers from a permanent Exposed Status Effect. You are granted the ability to kill the Obsession by your own hand. If a survivor is within 8 metres of the survivor that was put into the Dying State from Rancor, they will become the Obsession once your current Obsession is killed. 


Remember Me - 

Each time you hit your Obsession with a Basic Attack, Remember Me gains 1 Token, up to a maximum of 5 tokens. The Opening time of both Exit Gates is increased by 4 seconds per Token, up to a maximum of 20 additional seconds. The Aura of any survivor is revealed when opening an Exit Gate. 


Shadowborn - 

Your Field of View is increased by 15 degrees. Field of View gains do stack. Each time you hook a Survivor you gain the Undetectable Status Effect until Injuring a Survivor by any means or once that Hooked Survivor is Unhooked. 


Spies from the Shadows - 

Crows startled by Survivors within 36 metres reveal their Aura for 3 seconds. Spies from the Shadows has a cool-down of 10 seconds between alerts. Crows return back to their position 50% faster. 


Stridor - 

Breathing of Survivors in Pain are 50% louder, regular breathing is 25% louder, and Footsteps are 50% louder. The sounds you make are reduced by 25% to both yourself and to Survivors. The volume of Chase music is reduced by 25%. 


Surge - 

When you put a Survivor into the Dying State, all Generators within 48 metres of you instantly explode and start regressing. This applies an immediate 8% Progress penalty.


Surveillance - 

The Auras of regressing Generators are highlighted in white. If the Regression process is interrupted on a Generator, it’s Aura will be highlighted in yellow until Survivors stop repair progress on the Generator. Surveillance increases the audible range of Survivor’s Generator repairing noises by 8 metres. 


Territorial Imperative - 

Any Survivors that are in the Basement have their Aura revealed to you, and play a Loud Noise notification when they enter. If a Survivor is Hooked in the Basement, Territorial Imperative activates. Once the Survivor is unhooked the exit to the Basement is blocked for 20 seconds. During this time only you can enter and exit the Basement. This effect can only activate once per game. 


Thanatophobia - 

Each injured, dying, or hooked Survivor incurs a stack-able 4% penalty to all Survivors’ Repairing, Sabotaging, and Cleansing Action speeds. This penalty stacks further upon the stages of every survivor. For every Injured Survivor it incurs a 4% penalty. For every dying Survivor, it incurs an 8% penalty. For every hooked Survivor it incurs a 12% penalty. Up to a maximum of 48%. 

(Example: If all Survivors are injured it incurs the normal "pre-buff" 16%. If all Survivors are injured and one is currently hooked you would receive a 24% penalty)


Thrilling Tremors - 

After hooking a Survivor, all Generators not currently being repaired by Survivors are blocked by The Entity for the next 20 seconds. The Auras of blocked Generators are highlighted to you in white. And the Auras of Generators being worked on during Thrilling Tremors duration will be highlighted in yellow. 


Trail of Torment - 

After kicking a Generator, you are granted the Undetectable Status Effect until that Generator stops regressing or you damage a Survivor by any means. If a survivor stops the regression of the Generator you kicked they will suffer from the Oblivious Status Effect for 30 seconds. Trail of Torment has a cooldown of 40 seconds. 


Unnerving Presence - 

Survivors within your Terror Radius have more trouble dealing with Repairing and Healing. Skill Check Trigger odds are increased by 10%. Survivors must hit only Great Skill checks. Anytime they hit a Good Skill Check Repair progress or Healing progress is halted for 3 seconds. Any Missed Skill Checks will result in a 5% extra penalty loss. 


Unrelenting - 

The Cool-down on missed Basic Attacks is reduced by 30%. This includes hitting objects. 

Downing a Survivor after Successfully performing a Special Attack will reduce the recovery speed from using your weapon by 20%. 

(Example: If Trapper hits someone in his Trap his weapon animation is the same speed as if he has 4 stacks of STBFL. If Nurse blinks and downs someone after she recovers from Fatigue 20% faster) 


Whispers - 

Whenever a Survivor is within 32 metres of your location Whispers will activate. The Perk Icon will light up. You will begin to hear whispers from The Entity, the closer you get to a Survivor the louder the whispers will get. 


Zanshin Tactics - 

The Auras of all Breakable Walls, Pallets, and Windows on the Map are revealed to you. Any time a Survivor interacts with Pallets or Windows, the Aura of that Pallet or Window will be revealed in red. For every Pallet that you break, all Aura-reading ranges are increased by 2 metres. 

Post edited by Lmac99 on

Comments

  • ad19970
    ad19970 Member Posts: 6,410

    I won't comment on all of these, but some of these seem way too overtuned. Thana for example is beyond what any perk should be. 48% slower repair progress would be way, way too much, and so freaking boring to go against.

    Territorial Imperative on the other hand sounds like a perk against which even I would sometimes dc. You get hooked in the basement the first time, you won't escape. That sounds so terrible. If the killer is anywhere near the basement, it will guarantee him to get two survivors hooked in the basement. At that point the game is pretty much lost for survivors.

    And Predator would just remove stealth almost completely.

    There are definitely some nice ideas here as well, but in general I feel like you give too many of these perks too many effects at once. Some perks would probably just need some number buffs and that's it. Instead, I feel like some ideas here would be better suited for their own perks. Knockout and Nemesis bare examples of having too many effects.

  • Lmac99
    Lmac99 Member Posts: 71
    edited August 2021

    Thank you for you feedback. It's good to know that some of these perks would become overtuned. I wrote all this in one sitting and at some point I couldn't tell if these new ideas were too strong/boring, or not strong enough. I would like to respond to your specific examples, and I might tweak this Discussion according to your and others feedback.


    For Thana, you can't ever be affected by the 48% penalty, as that requires all 4 Survivors to be Hooked. Thana will basically remain the same as it is currently, you will only be more punished for leaving Survivors on the ground or on the Hook. Most of the time the biggest penalty you will have is 24% which requires everyone to be injured and 1 Survivor on hook.


    For Territory Imperative, I might have to tweak how long the basement would be blocked for, it was originally 10 seconds but I thought it would be too weak as it can only be used once per game. I feel this perk could work and not be so terrible for Survivors, because of all the circumstances that have to occur for this perk to work best in the killers favor.

    So first a Killer has to go out of their way to hook in the basement, and I understand sometimes that's not hard at all but sometimes it also is. Once that happens the Killer either has to camp or go pressure gens/chase survivors. If they camp that completely defeats the purpose of the perk however I understand a Survivor might still be brave and go for it resulting in the camping being majorly rewarded. But the killer who was camping could always down the survivor before he saved anyway or down them both after that survivor saved the other without the perk. If they play the game and have this perk in their back pocket, say they are chasing a Survivor fairly far away from the basement. The perk activates and you now take 10 seconds to get back to basement. You get there and you down the survivor that got unhooked, and then down the other that saved. You pick you the saver and hook them, then you pick up the guy that got saved... DS. Now you only get 1 new Survivor in the basement and your perk is now gone. In the case they don't have DS or you slugged them, 2 people in the basement is never a lost game, I have had and seen tons of instances of where everyone gets out completely fine even when the killer is face camping. But I do understand that it can lose the game for Survivors. But I don't feel like it's that terrible to go against, idk how many killers would even want to run it.


    For Predator I might tweak it so that you have to do more to earn it, but I feel like it could be an interesting idea that would make the perk worth running. The main goal for the Discussion is to make all non-meta perks, something that you would want to run. You would have to choose what you would want out of 84 perks. Instead right now its like 10 perks or you can't really play the game. It's another perk that would change the playstyle of everything. More immersed players that are not good in chase, will have to try their best once this perk is in play and if they die quick they will learn for later and get better over time because a perk forced them to. I tweaked it to allow survivors to see their scratch marks when walking so they know Predator is in play.


    I will have to go over all the effects of the perks, because I was starting to feel like some had way too many. But for Knockout, it's the same thing only you can choose to slug them and get it's normal effect, or pick them up and get it's effect only when their hooked instead of slugged. Not too different just spicing the perk up a bit. And Nemesis I have to fully agree on, I originally wasn't going to do that perk. But I had an idea at the last second and wanted to see it out, but I'm glad to know that it's not necessary to change that perk.

    Anyway thanks again for the feedback! If you do read this reply to the end, and want to respond, could I ask you to tell me which perk changes you liked? Thanks you for reading.

    Post edited by Lmac99 on
  • ARTRA
    ARTRA Member Posts: 938
    edited August 2021

    Over all, nice ideas, i really like beast of pray concept of making you reach bloodlust faster.


    Tanatophobia way to strog, plage and legion could abuse this perk.


    Bloodhound , dont really see fair bleed all the game. I would propose the ability to see blood auras in X meters around you trought walls.(In addition to the shiny blood effect).


    Surge, i dont get why behaviour give an m1 down perk to demodoggo, i think the same, should work on "downs" not only "m1 downs".


    Like lethal persuwer activation on kill


    Lightborn dont need a buff


    50% faster crows its a good idea for improve shadow spy or for a new perk.

    I like a lot coulrofobia, i would put 30 seconds instead of 20.


    And a few more perks that dont need a buff or are weird but im lazy to text everything XD, overall nice.

  • Lmac99
    Lmac99 Member Posts: 71

    Thank you for your feedback! I really appreciate that you told me what are good ideas. I do understand and agree some of these perks don't really need a buff I just wanted to throw out some interesting changes that could be made to some perks to spice them up. I thought Bloodhound might be too strong, that's good to know. Surge even if it doesn't get any changes it definitely needs to activate with Downs by any means. Lightborn does not need a buff I agree. And I originally, for Coulrophobia, was going to write 30 seconds but I felt it might be too strong because healing might be impossible if you combine a few perks. Thanks for reading!