Throw away perk ideas
Lets face it, if any of you really like this game, chances are that you've come up with a few perk ideas that the devs will ultimately ignore. Regardless, I'm of the opinion that they should take inspiration from them, and even if they do and the perks we've created don't come out as we've written them, at least something is better than nothing.
I'm basically asking all of you to come up with some unique perks that will hopefully inspire the devs, so, to start off with as an example I have these "perk suggestions" that I've built up over the years:
Survivor:
Tools of the Trade:
When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.
Safety First:
Your knowledge of working around electrical devices outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.
Delay Resistors:
Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.
Bribe:
Your willingness to sacrifice your aides pleases the Entity. Once per trial you may purposely drop and destroy an item you are carrying during a chase to gain the Endurance Status Effect 4/6/8 seconds. The destroyed item must contain at least 100/75/50% of its remaining charges for Bribe to activate.
- Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.
- Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.
Getaway Plan:
Your knowledge of the killers’ tactics gives you an edge when repairing generators. When there are 2 incomplete generators remaining to repair in the trial grounds, Pressing the activate ability button while repairing generator that has under 25/50/75% progress will power it down completely. The affected Generator reactivates at its currently held state of repair progress when a survivor interacts with it, the killer damages it, or when Getaway Plan is activated on another generator. Getaway Plan has a Cool down of 90 seconds.
Committed to the Job:
You have a Slightly/Moderately/Considerably lower chance of triggering skill-checks while performing repairing, sabotage and healing actions, and gain a progression speed bonus of 1/2/3% for those actions. If you or any survivor cooperating with you on an action fails a skill check, the aura of the survivor who failed is revealed to the killer for 6 seconds.
Devilish Deal:
Your desperation to to survive against insurmountable odds has lead you to striking up a precarious deal with the Entity.
Whenever you are struck by the killers Basic Attacks while afflicted by the Exposed Status Effect, Devilish Deal will trigger and grant you the Endurance Status Effect and inflict a Deep Wounds status effect instead of being put into the dying state. When Devilish Deal is triggered, one of your other perks, picked at random, will be Marked by Devilish Deal and deactivated for the remainder of the trial.
Devilish Deal can only be triggered up to a maximum of 1/2/3 time(s) per Trial.
Any survivor struck while afflicted by the Deep Wounds status effect will be put into the Dying State.
If Devilish Deal has been Triggered its maximum amount of times when you are struck while in the Exposed state, you will be put into the dying state.
If Devilish Deal has been Triggered its maximum amount of times when you are hooked, You will be sacrificed regardless of which hook phase you would normally enter.
Killer:
Blood Rush:
When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.
Head of the House:
You've prepared your environment ahead of time to better entertain your guests. Up to 3/4/5 Pallets that spawn in the trial grounds are chosen at random in the start of the trial. Any time a survivor interacts with these pallets, they will immediately break. The auras of all affected pallets are Revealed to you for the duration of the trial.
Special Treatment:
You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.
Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 of the currently acquired negative status effects picked at random.
All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.
You can only be Obsessed with one survivor at a Time.
Draining Touch:
Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status' for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.
Bloodbath:
Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, Missed and Successful Basic attack cooldown is reduced by 4%.
Hex: Domination
A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.
Pulsating Fear:
Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.
Camp Light:
Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 10/8/6 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via your killer instinct.
Only 1 Camp Light beacon may be active at a time.
Tunnel Network:
The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, attacking another non-basement hook in the trial grounds with your basic attack will instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.
Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 120/100/80 seconds.
Hard Slugger:
Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.
Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.
Painful Neglect:
Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 30 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.
Hide n’ Seek:
Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.
Mind Numbing Mist:
Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying, Hooked and Exhaustion notifications are exempt from this effect.
Intimidating Presence:
Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a Tremendously difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.
Painful Presence:
Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a Tremendously higher chance at triggering difficult skill checks while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.
Sadistic Rush:
The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.
Hunger of the Entity:
The Entity demands to be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 30/40/50% chance to be attacked by the Entity, interrupting their rescue progress and injuring them. Survivors put into the dying state by this attack have their aura revealed to you until picked up or they recover from the dying state.
Chilling Presence:
Your victims cold sweat just got colder. Survivors within your Terror Radius emit Slightly/Moderately/Considerably visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.
Friendly Fire:
The unnatural darkness has made survivors more sensitive to light. Survivors are able to blind each other with flashlights at 200% of the speed they are able to blind you and for 200% of the duration. Flashlights also gain a Moderately/Considerably/Tremendously larger width and range when affecting other survivors.
Hex: Torment:
A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.
Hex: Griefs Due:
A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse All Hex: Griefs Due totems to remove its effect on them.
Used and Abused:
The trial grounds chests now stock previously owned and discarded things. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a Considerably lower chance of being Rare or higher quality.
Hex: Multiplicity:
A Hex rooting it's power in illusion. While Hex: Multiplicity remains active, up to 3/4/5 extra false Hex totems appear in the trial grounds. Any survivor who cleanses one of these false totems have their aura revealed to you for 10 seconds. Survivors cleansing any Hex totems are afflicted with the Oblivious status. If Hex: Multiplicity is cleansed, all False Totems are cleansed with it. False totems are not affected by the effect of any other hexes.
Submit your own perk Ideas, try to ensure they are balanced, have fun/be creative with your suggestions, and above all... HOPE that the devs will take inspiration from them.