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A few New killer perks to help with the current survivor meta

TWiXT
TWiXT Member Posts: 2,063
edited November 2021 in General Discussions

Hunger of the Entity:

The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity, interrupting their rescue progress and inflicting the Deep Wound Status. This has no effect if you are closer than 24 meters of a rescue. Attacked Survivors are immune from being attacked again by The Entity for the next 10 seconds.

Chilling Presence:

Your victims cold sweat just got colder. Survivors within your Terror Radius emit 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 of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the speed and range that they are able to blind you.

Blinded Survivors also remain blinded for 100/150/200% the amount of time.

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 and/or bless All Hex: Griefs Due totems to remove its effect on them.

Used and Abused:

The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.

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 of a blood spot). 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 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break.

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 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's 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, your 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 4/3/2 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 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, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and 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 100/80/60 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 20 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 State, 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 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 50/75/100% higher chance at triggering difficult skill checks per second 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.

Hex: Sheep's Clothing

A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.

Anything effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).

The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.

Tragic Loss:

Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.

Survivors always see the Obsessions aura unless blocked by the Effects of other perks.

If a survivor becomes your new obsession, the effects of tragic loss are removed until that obsession is sacrificed or killed.

Malicious Invigoration:

Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.

... ok, so, more than a "few" 😋

Post edited by TWiXT on

Comments

  • GannTM
    GannTM Member Posts: 10,886

    Legion with Distressing, Painful Presence, and Iri Button sounds awful to go against lol.

  • Viamont
    Viamont Member Posts: 304

    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%.

    I would LOVE if it had an aditional efect where IF you align the atack so the survivor you are atacking hits another survivor, the second one its stunned/thrown to the ground for X seconds (the dying state animation basically). This would embody the "hiting a mother F with another mother F" XD

  • Bran
    Bran Member Posts: 2,096

    now i gotta go down the list

    hunger of entity: no, i might even call this overpowered.

    chilling presence: i'd delete the chattering sound. the breath seems okay. i don't think the breath would crash peoples games.

    friendly fire: nah, big troll energy.

    hex: torment: great idea for a perk, i think there is maybe 1 perk that is similar? plague perk? idk. still a idea.

    hex: griefs due: not a chance.

    used and abused: i'll go with a no, just because it pretty unneeded.

    blood rush: so like bloodlust, but perk form...so unnecessary?

    head of the house: in theory this could be good and not broken.

    special treatment: could be implemented in a different way, but as is now. no.

    draining touch: get rid of hindered, keep exhausted.

    hex domination: no. maybe a single pallet within x meters that has been thrown down is destroyed after picking up a survivor with a cool down.

    pulsating fear: could work.

    camp light: i could see some ways that this would not work or would be difficult keeping up. it could be changed to work, but i'd go with no though.

    tunnel network: no. not much else to say.

    hard slugger: this perk would definitely be broken (as in actually broken, not working). also i don't think it'd work.

    painful neglect: cool idea. is it implemented cool? idk...maybe not.

    hide n' seek: terror radius of killers seem broken as is, so i dont think this is even needed.

    mind numbing mist: i just dont know bout this one, so ill pass.

    intimidating presense: very strong with not allowing surv to escape i not making it impossible in some situations. also seems unnecessary.

    painful presense: i'd pass on this perk.

    sadistic rush: this seems like a mash of other perks thrown into one.

    hex: sheeps clothing: had me in the first half not gonna lie. it'd be a small perk. once one totem is cleansed it's donzo. could work ith people who rarely cleanse otherwise though.

    tragic loss: i'll go with no.

    malicious invigoration: cool idea. seems okay-ish?

  • TWiXT
    TWiXT Member Posts: 2,063


    Wow, I can respect and honor your opinion of the "ideas" and yeah, at times, I feel they are broken, But... and that's a BIG BUT, for the sake of balance/fairness/argument, I can also say that the ones you are flat out saying "No" to, are also the ones that can be currently countered by the survivors roster of perks and the current games mechanics.

    Take Hex: Domination for example... how often is a killer going to actually down a survivor within 24 meters of 3 freaking pallets? While the perk has the Power to destroy that many, regardless of if they are up or down, in practice the most they will ever destroy is 2... if it's a small map. I could've written it to destroy 3 pallets map wide, chosen at random, for every survivor knocked down, but I felt THAT would've been genuinely "OP". The advantage it gains against un-dropped pallets is what makes it a scary HEX perk to go up against and a good reason to cleanse it asap.

    Likewise Hunger of the Entity still gives survivors the option to save an ally at the cost of a health state and having to mend. To be fair, none of the current killer perks inflict the Deep Wound status, and only certain killer power or survivor perks do because it's really not that big of a deal. I made it so that it only does this when rescuing a survivor in the struggle phase for this reason... you/you're teammates can only be affected by it 4 times. How is that "Overpowered"?

    sigh... I worked hard to make all of these perks not only reasonable but also balanced in the current meta. Taking that consideration into account... I ask you:

    "Considering what the survivors are currently capable of, do these killer perks really seem to "break the game" against them?"


    I know this response seems harsh, and for that I apologize, but it just feels to me that, the only way killers are gonna be able to keep up with survivors and be competitive at this point, is if they are given the right tools to do so. Hell, freaking Malicious Invigoration was created as a direct response to the new survivor perk Overcome which doubles a survivors burst of speed if they are hit and basically lets them get an easy escape via the "Hold W" meta... I gave it double the cooldown of the survivors normal exhaustion cooldown times on purpose to balance it, but at the moment, personally, I wish I didn't. That's just one example of how much effort I put into these things, how much I take the other side into consideration, to make them as balanced as I can.

    I can go on and on defending my decisions for each perk, but, I don't have the energy to do it atm, and I hope you understand better now as to why I made them this way, so that I don't have to. However, if you have any grievances against any of the perks I've listed, and have also considered the killer vs. survivor side of things in the current meta, I'll be happy to listen and maybe we can work together to re-write them, as long as you give me the chance to explain why I wrote them this way in the first place.

  • Bran
    Bran Member Posts: 2,096

    whenever i look into perk ideas of players and the devs in general, i usually look at them from both sides and from different skill levels. even the new exhaustion perk has me off put.

    my judgement could be off and upon a second look i might change my mind on somethings, but i try to be consistent at least. i should really spend more time into explaining why yes or no, but honestly idk i just didnt.

    just for example of some:

    hunger of the entity: one of my biggest concerns was what if a killer face camped that survivor hooked? if a survivor is injured and interrupted how can they be unhooked?

    hex: domination: a big thing was i don't think that a pallet should be able to broken if it isn't thrown down. i've thought about what if a killer could break a single pallet that wasn't thrown down? i still wouldn't want that to be possible. regarding activation, yeah i guess destroying on a down would be okay looking back.

    special treatment: i think my problem with this would be it would be a pretty terrible experience for the obsession.

  • Firellius
    Firellius Member Posts: 4,379

    Hunger of the Entity: This would be a nasty perk by itself, but as I understand from one of your later replies, this is intended to also injure healthy survivors, at which point the perk is downright bull. This is the facecamper's wet dream, since it makes it impossible to get an unhook under a killer's nose, while outside of that, it still punishes unhooking people. Aside from the fact that this just plays into the absolute worst the game has to offer, what is your idea behind this perk, exactly? Why punish altruism that way?

    And in the context of the threat title: Unhooking an ally isn't 'meta', it's baseline game functionality.

    Chilling Presence: The puff of breath is a nice idea, but the chattering teeth suggestion is just because of the change to Stridor, isn't it? The thing to note about the Stridor change is that it is actually pretty logical and fair. It's not fun when a perk completely invalidates another, and before you say 'Iron Will invalidates Stridor!', remember that there's three other survivors still affected by Stridor.

    Friendly Fire: Troll central. It's also a categorically bad idea to just turn survivor's tools into killer's tools. They're -supposed- to benefit the survivors, and having a chance to just completely invert that is an awful and rather unfair idea. Flashlights are bad enough as it is.

    Hex: Torment: This seems like a fun hex.

    Hex: Griefs Due: Imagine this thing godspawning, and your perks just get randomly disabled all the time. It's also just not an interesting interaction, or fun for either side.

    Used and Abused: The idea's fine, but this is going to be completely useless. As someone who occasionally picks up a treasure hunting build, whatever is in the chest is hardly ever worth the time it takes to open them.

    Blood Rush: This is just bloodlust, but slower, weaker and more conditional. I also don't see a way you can improve on this without making it a better Bloodlust, at which point it would be kinda broken.

    Head of the House: Nope. Just randomly cutting into the pallet budget by turning pallets into 'kill survivor' tools isn't good, especially without any counterplay. Yes, there's illusory pallets, but Freddy's dreampallets can be identified if a survivor catches him placing them, and even then, they're part of his very power and balanced accordingly, AND they don't take away from existing pallets. -At random-.

    Special Treatment: Again, RANDOM, permanent disadvantages for simply hitting a survivor would be godawful to play against and probably quite broken for that one survivor. The randomness would also utterly destroy this, as there's some status effects that are rather mild (Haemorrhage, Blindness) and some that would utterly demolish the game. Imagine slapping your obsession and they become PERMANENTLY hindered or incapacitated. Game would be over immediately.

    Draining Touch: Hindered by how much? 15 seconds is an awful long time to be hindered, and since it would immediately cut into the injury rush, this'd probably make it way too easy to get downs for characters that don't have any trouble getting their first hit in, like stealth killers.

    Bloodbath: Seems fine.

    Hex: Domination: Nope, palletbuster extraordinaire means that you're creating dead zones left, right and center. Survivors have to just hope that map generation spawns a ton of LT walls, or else they're just screwed.

    Pulsating Fear: Again, seems motivated by the Stridor change, considering this is the exact same thing but worded in a way to try and get it to circumvent Iron Will.

    Camp Light: Too much intel for a single perk, for no effort, with no counterplay. Also, camper's and tunneller's delight, since if you drop the camp light on the hook, you get a heads-up warning whenever anyone tries to go for an unhook, allowing you to just disallow rescues.

    Tunnel Network: What is your hatred for people getting unhooks? This is another tool for campers and not much else. Pair this with Camp Light, you'll be wasting fucktons of time for survivors that just want to get their friend some playtime.

    Hard Slugger: No. After beefing up camping and tunnelling, now you turn your attention to slugging. Completely disabling a survivor for 30 seconds is just a bad idea. The shove thing is a fair idea in and of itself, but a bad idea code-wise, because that is going to cause SO many glitches.

    Painful Neglect: This is the first one that actually tries to tackle how fast gens get done and it still misses the mark somewhat. Painful Neglect means survivors can't keep an eye on their surroundings (Part of the gameplay while holding M1, so thanks for that) in an effort to make them more vulnerable. Problem is that this perk will work on solos but not swiffers (Since swiffers are likely up-to-date on the killer's whereabouts), widening that gap again.

    Hide'n'Seek: This is either completely irrelevant or completely busted, with little room inbetween.

    Mind Numbing Mist: What exactly would this affect?

    Intimidating Presence: Interrupting heals is already a solid 'maybe', but interrupting the gate is a hard no. Bad map-spawn RNG, Distressing, plus this would make it physically impossible to actually exit. Also, Coulrophobia is a thing, which steps on the whole 'interrupting healing' thing.

    Painful Presence: A 100% higher chance from what? The base chance for a 'difficult' skill check is 0. If you mean to say that it goes up by 100% of the original value, then it's still zero. If you mean it gets set to 100%, then healing just becomes flat impossible. This one would completely invalidate Coulrophobia.

    Sadistic Rush: This perk I actually really like, this is a good one! Could use a slight increase to base duration at lower perk levels, since you'd still be in the attack wind-down animation for part of it.

    Hex: Sheep's Clothing: Why does this get Haunted Grounds added on top of what it does? On steroids, to boot. Also, would that trigger off of cleansing an ACTUAL Hex totem (IE: Appears as dull to survivor) or a FAKE hex totem?

    Tragic Loss: Tunnel the obsession really, really hard to make everyone permanently broken. This is busted as all hell.

    Malicious Invigoration: Completely nullifies Lithe, Adrenaline, Sprint Burst and Balanced Landing, so that gets a no from me, lads.


    ---

    Part of the issue with this massive list of perks is that you've only considered the killer's perspective, another part is that you've grotesquely misidentified the meta. Survivors getting unhooked isn't the 'meta', it's the game's baseline design. The actual meta is doing the primary objective as fast as possible, and there's been, what, one or two perks in there that do that? You've also put forth an anti-exhaustion-perk one all the way at the end in Malicious Invigoration, which blocks four perks, when the real meta exhaustion perk is exempt.

    A LOT of this is just hardline boosting camping and tunnelling as strategies, and that's the opposite of what this game needs. I'm sorry, but this list is pretty awful, in my opinion.

  • Patrick1088
    Patrick1088 Member Posts: 628

    Hex: Sheep's Clothing and Hex: Haunted Ground is just funny lol pair it with Undying and Devour Hope and it could be a fun match lol

    I had a similar idea if Hex: Torment a few months back. But instead of TR shifting, it gave a stackable Haste status token every 40/50/60 seconds when totem would shift. TR is cool too and the undetectable is fun.

    Painful Presence is fun for stealthy killers like Myers or GF. You could even pair it with Hex: Torment to mess with people

  • TWiXT
    TWiXT Member Posts: 2,063
    edited November 2021

    Ok, both of you have given me some thought into re-thinking this, and encouraged me to, Sigh, defend my decisions, That's not to say that I'm not crediting your input, as I admit that while these perks have their OP potential, I also just want you guys to understand where I'm coming from.

    Hunger of the Entity:

    Both of you were correct on the Face camping problem, and so, I have altered it to include a range requirement for the killer. While only 24 meters, that's more than ample distance for most hook rushers, but might actually encourage hook rushing if I'm being honest. Yeah it discourages camping, but if a survivor hook rushes as soon as you're only 24+ meters away, they don't get the entities punishment. The reason I originally made it this way was to discourage hook rushing on any survivor in the 2nd phase, because, unless you have BT, that usually leads to tunneling and death of the recently rescued survivor. By hook rushing near the killer you give them the option of 2 injured survivors to take down, the one who was just unhooked and probably has BT or DS, or the other who has nothing to stop you from downing/hooking them... which of these do you think most killers will go for? Also this can only occur 4x per match, so you have to take that into account as well. Regardless, if there wasn't a range restriction, then this would be the Face Campers Dream perk, so By your recommendations, I have altered it.

    Chilling Presence:

    I'm Glad both of you like it, except for the "Chattering Teeth" sound, but hear me out, because we also currently have: Iron Will, Lucky Break, Shadow Step, Calm Spirit, Dance With Me, Deception, Distortion, Off the Record, Poised, and I'm sure I've missed a few more here, but the BOTTOM LINE is that all of these perks defeat the core mechanics ways that a killer has to track survivors... Sounds, Scratch marks, and Aura. The whole reason this perk was made was to counter 2 of the 3 ways to track them by giving both a visual (visible breath) and an audio queue (chattering Teeth) to killers in order to have a chance against anyone running any of the plethora of anti-tracking perks. Currently the ONLY killer who does this by design is Plague (aka one of the least played, even after her buff), as she can track them from the sounds of their sickness, and from the visual green tufts of stinky fog surrounding them and their items. Basically all this does is give every killer Plagues ability to track survivors, but with a 16 meter restriction to sounds, and a TR restriction to Visual. Despite the perks survivors can bring in to counter the more common tracking methods, Does this really seem that OP?

    Friendly Fire:

    Yes, Survivors have the capacity to troll others even worse than before with this perk, and yes there will be those who do so to screw over their teammates as much as the ones who sandbag you on purpose, but... it still has its main drawback that all killers already know: if you're being blinded... look away. While the perk was originally designed to counter flashlight saves by blinding the rescued as well as the killer, at worst you end up with a killer and survivor fumbling around blind for a bit, and more likely you'll end up with a killer who doesn't get blinded, and a survivor realizing that this perk is active, not getting blinded either. TBH, I thought this could be a fun perk for turning a survivors tools against them, but the reality is that it will likely be trash tier, with exception to some unexpected situations likely involving flashbangs. Either way it's a niche perk that's as easily avoided as it is used effectively. IDK, admittedly I should have Probably left it out, but wanted some feedback on it.

    Hex: Torment:

    Really glad you both like this perk! When I originally suggested it in a previous post, people thought it was broken as hell since it could potentially grant you undetectable all game, but with the recent anti-totem perks added, and the boons, I feel this could be a lot of fun in the current meta.

    Hex: Griefs Due

    At maximum this only Disables 2 perks at random from each survivor, 1 for each hook they receive, as long as it remains standing. The more survivors affected, the more totems light up and have to be cleansed, with a maximum of 5 but only after 2 survivors have been sacrificed, and the more hex perks the killer brings in the less possible Hex: GD totems can spawn. We're talking about a game that has 16 perks spread out among 4 survivors vs. 4 perks on 1 killer. The concept behind this was simple: Reward the killer by temporarily nerfing the survivors ability to escape them by lowering the amount of perks available. Considering the Current Boon meta, current totem spawns, Anti-totem perks available, and the fact that it still only counters 2 perks per survivor before they die... is this really something so horrible that it doesn't deserve a chance? IMO, a Hex should be OP from the get go, and enough to force survivors to search for and cleanse/bless it ASAP. This one can just as easily be cleansed before it's affected anyone more than 1 time, as quickly as a Hex: Ruin totem. How often are you gonna experience a game where all 4 survivors are on death hook AND have only 2 perks remaining, and have to cleanse 4 hexes to get their perks back? If anything, I feel my pursuit of balancing this perk lead it to being more underpowered than I expected.

    Used and Abused:

    Not gonna lie, this was originally created as a direct response to Appraisal. Given that All chest looting perks have been buffed by the devs recently, I felt the killers needed at least SOMETHING to keep the survivors from grabbing the most powerful items in the game from chests, at full charges, during a match. While this is rather Niche, it's still a decent way of countering the surprise Purple or Red Keys at the endgame, and considering that Built To Last recently got updated so that only killers using Franklin's Demise have any chance of countering them... I felt this could see at least some usage.

    Blood Rush:

    A Slightly better, Slightly worse version of Bloodlust. This concept originated from the infamous "no bloodlust weekend" that only proved that the game still needs the mechanic. In the event that bloodlust is no longer needed, then this perk will be. It has the restriction that you must be within 2 meters of a non faded blood spot to keep it going, and is lost after not following a trail for 5 seconds, or picking up a survivor. However, it does grant you a much better speed boost than bloodlust, but with some caveats... You need to follow them for 20 seconds instead of 15, you don't need to be in a chase, but still have to follow bloodspots, You gain a better than bloodlust speed bonus over more time, and the only way to improve it is to use arguably useless Hemorrhage granting perks or add-ons. For the time Being I'm willing to add a "removes your ability to gain bloodlust" effect to the perk, due to the gains it can grant, but lets be real, no killer ever comes out on top simply by following a survivors path. While this perk has a 5 second leniency, it does nothing against perks like Lucky Break, No Mither, etc. I wouldn't say it's unnecessary considering that the devs have expressed their desire to remove bloodlust from the game, but for what it's worth, it could also help against many of the Exhaustion perks that give the Hold W meta it's power, if only by a little.

    Head of the House:

    6 out of a possible 20-30 pallets spawning in on a map that will break the moment they are thrown down, is NOT broken! Unlike Freddy's dream pallets, Not only do these pallets still have the power to stun the killer, but the choice for their placement is completely random. Yeah you may get a few games wherein 1 or 2 god pallets are affected, but overall that's very unlikely. All this perk does is give the killer knowledge on where a pallet is and to respect it if they want the hit, or reduce the amount of useful pallets on the map by 6, otherwise it's not that big of a deal for most maps... Especially where The Game, or Blood Lodge are concerned. Come on guys, I like you, but lets be realistic about this. I don't feel that 6 is too much, but I'm willing to go down to 4, just give me a good enough reason to.

    Special Treatment:

    By design this is intended to make the survivor HATE being the obsession as much as possible, instead of how this status is currently treated. Regardless it still gives them an out to pass part of their suffering onto others. Think about the game "Hot Potato" or "Tag", while you have the obsession status, you can receive a multitude of downsides, but it's all dependent on how often the killer hits you vs. how often you rescue another survivor. If you go the whole game as the Obsession, never rescue anyone, and get hooked 2x and hit once, at most you'll have 5 negative status effects (depending upon the healing meta), of which a few can be removed by survivor actions (Mangled, Hemorrhage) or by being hooked (Exhaustion). When you unhook another survivor however, you give them 3 randomly picked negative status effects as well as the Obsession status, and free yourself from them. There are only 11 negative status perks that can be acquired, and 2 of them, Exposed and Broken, might as well be the same thing, while most of the others are negligible to you, so overall 10 possible, 3 that can be solved with survivor intervention or the hooked status, and 7 that are only mild annoyances. Also, as with all Obsession Perks, the effects leave the moment the obsession dies, so adding in the fact that you can reset all of this punishment by unhooking someone else and letting them deal with the problem, AND disappears completely once the current obsession is dead... I don't see how this is bad enough to deserve a complete "NOPE" from both of you.

    Draining Touch:

    This only affects healthy survivors, and only for 15 seconds for the Hindered status which follows the default of -15% movement speed or 3.85 m/s for survivors for 15 seconds. Exhausted can last longer of course and will be the highlight of the perk as it prevents Dead Hard, and most other exhaustion perks from activating, but again, only on the very first hit. Already injured survivors can do as they please with their Exhaustion perks, and when it comes to the new Overcome perk... I don't know if this should defeat it or not. On one hand Overcome needs you to be injured in order to activate, on the other, that's also the same requirement for this perk, except this also requires you injure the healthy survivor with a BASIC ATTACK, so that means no Huntress, Trickster, Trapper, Plague, Artist, etc. Power attacks are affected, and thus they don't get much use out of it. Overall I'll say that Overcome shouldn't defeat it just because of the Basic Attack requirement. Otherwise, all it does is help slower movement speed killers who strike with a basic attack, get a follow up hit easier than they would otherwise.

    Bloodbath:

    A high requirement that has an equally high reward in the mid-endgame based upon how often the survivors heal vs. staying injured. In a build designed to cause Hemorrhaging and keep survivors from healing for as long as possible this could be pretty damn decent, and even become the new "Machine Gun" build when paired with Unrelenting and Save the Best for Last, but overall, that's a TON of work to achieve this reward by the endgame... just the way I designed it. I'm glad you're both fine with it.

    Hex: Domination:

    Originally I planned for this to only affect downed pallets, but that just didn't feel useful enough to deserve a Hex status, much less a regular perk status because of how underpowered it would be (oh wow, a perk that saves me time on kicking pallets in a chase... after the chase has ended... yeah, that's "useful"🙄). Regardless, the likelyhood of destroying only 1 pallet per survivor downed is around 60%, 2 pallets per survivor downed within 24 meters is less than 30%, and the possibility of breaking a full 3 is about 10%, and only on multi level maps like the Game and Midwitch. So, even with it's Hex status, the chances of it decimating the pallet population on the map is honestly pretty damn low. Still, a 30% chance to wipe out 2 pallets, un-dropped or not, per survivor downed was just barely enough to make it a vulnerable Hex status perk. Again, considering the current Boon/Anti-totem meta... how long do you think this one will actually last in a match before it's blessed/cleansed?

    Pulsating Fear:

    This was directly made to add a Sound queue for killers to follow in the event a survivor brings in perks like Lucky Break and Iron Will. Again, like with Chilling Presence, this was made to counter the many anti-tracking perks the survivors have available, but unlike CP, it only has the audio queue, affects a 16 meter range, requires you to be in a chase, and only lingers for 6 seconds within that range after a chase has ended. Overall, this perk is meant for anyone with a headset going up against survivors equipped with anti-tracking perks. It's not the best, but at least it would have some advantage where none currently exist against such builds. TBH, Chilling Presence is better in every way, but I figured if the devs wouldn't go for that, they might at least consider this underpowered alternative.


    Sigh... Part 2 is coming, I just need to go to bed at this point. Regardless, please read and think about what I've currently rebutted before responding. There is a method to my madness, and I just feel that you guys, while insightful, also just judged them based on a first glance without really considering the current environment for killers vs survivors. I'm only trying to give the killers a better fighting chance to balance things out a bit, be it in circumstantial, or spread out ways when it comes to facing the current survivor meta.

    Post edited by TWiXT on
  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Some of these are rather overpowered, but also very creative. Breaking the traditional perk mould.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    Some of these perks are already perks in game... Not saying to not have them (cause why not) but for as much time you put into this it seems like you're putting different effects on similar perks

  • TWiXT
    TWiXT Member Posts: 2,063

    @Firellius @Bran

    Part 2 of my defense of the perks I submitted here (which will likely never be seen in game, but what the hell, why not?).


    Camp Light:

    Basically, this applies the strength of detection of Victor from the Twins, but without the crushing counter-play, and instead forces the killer to sacrifice precious seconds in order to set it. Originally this was a 10/8/6 second perk, which required sacrificing even more seconds of the killers time, but in the current survivor meta, that seemed a bit too lenient for them. Yes, you can use this to gain info on a hooked survivor, and yes you can use it the same to keep watch over a generator, but overall, this only works for 1 area at a time, and can be defeated by survivors simply crouch-walking. Killer instinct has a delay of .5 seconds per pulse, so in the event a survivor goes for a rescue, by the time a survivor enters the radius and unhooks, the KI notification won't do much good unless the killer is within 24 meters. I could go into the fact that all this does is reveal a survivor in an area for about 2 seconds, and has a maximum usefulness of revealing how long a survivor has been on a gen, but overall, you honestly won't see any better gameplay than what current gen protection and information perks like Surveillance and Tinkerer already provide. Especially considering that one of the recent updates made it so that a survivor working on a gen counts as being crouched, and thus unaffected by this perk while working on a gen. Sure this has it's advantages, but honestly i never thought that anyone would consider it an OP perk, much less one that deserves a flat out NO from the community.

    Tunnel Network:

    The devs were the first to introduce the idea of a "Keep Away" mechanic when they altered The Executioners Cage mechanic to put survivors as far away from the killer if he is within x meters of the caged survivor for x time. All I'm doing here is giving this mechanic a bit of focus, and direction. Instead of sending a hooked survivor to the opposite side of the map, I've given the killer the ability to move them to the nearest hook to them. The main problem with this is that: first in order to get the most out of this perk you have to select an area that is free from other survivors, and second, no one can rescue the currently hooked survivor in the time you are going to said place. TBH, the likelihood of a killer crossing the map and actually transferring a survivor to it before they are unhooked is... highly improbable, and at best they will do it just to keep a survivor on the hook for a few seconds longer while they are chasing another survivor. Which, in all honesty, puts the hooked survivor in the path of other survivors more often than not, and with it's long cooldown, kind of defeats its purpose.

    Hard Slugger:

    This was meant to throw survivors off their normal pathing, and have to adapt on the fly. The extra 30 seconds before they can start to recover was also mean to defeat perks like no mither and unbreakable, but with the new boon: Exponential soon to come out, I really don't see how this is something that is so OP, both of you give it a hard "Nope". The Shoving mechanic was an Idea I've had for a long time, and I felt that it deserved a special mechanic around it, so it doesn't affect lunges, but if you attempt it on a regular swing and miss, you get double the slowdown on recovery. TBH I thought that those downsides made it pretty useless in most builds, despite the advantages it gives if it's pulled off.

    BTW, Camp light, Tunnel Network and Hard Slugger, were purposely designed to put Camping, Tunneling, and Slugging into perk form. It was my way of mocking survivors complaints against them, despite the fact that most of the perks are designed to both discourage these tactics, while granting them some usefulness. So, there's that... and I have already defended them, so... What is your opinion on that?


    Painful Neglect:

    This perk is as easily countered as it is effective. It takes a survivor all of .5-1 seconds to scan their surroundings while working on a generator, at which time they are hit with a higher possibility of skillchecks that have a smaller success zone, and a slower gen progress rate. Otherwise repairing a gen is normal speed. This works extremely well for stealth killers, of which there are few, as well as the killer concept this was originally designed for:

    https://forum.deadbydaylight.com/en/discussion/72152/killer-concept-the-dolls-updated-survivor-map-perks-back-story-mori-and-tl-dr-version-below/p1

    Overall, I believe this perk has a fun mechanic that has a good chance against solo survivors, but as you've mentioned, is easily defeated by SWF, but honestly almost HALF of the killer perks are already easily defeated by SWF anyways, so I don't really see the problem here. The point/purpose of it is simple: if survivors don't watch the gen they are working on, then their progress on it will suffer. I felt that was necessary in the current meta because it changes up the dynamic, and allows the few stealth based killers an even better chance to shine.

    Hide N' Seek:

    Designed for the aforementioned killer concept: The Dolls (see above). This perk however has a whole lot of inverted stealth capability. It simply makes the heart beat rate stay at a distance despite how close you are to survivors, which gives killers with a normal to big TR a decisive edge. In practice though, it's the same thing as the Doctors Calm Add-ons, which already do the same thing, but at random, and makes it accessible for all killers. Obviously this is useless to stealth killers, or killers with a lower than average TR, but what this does overall is create a better feeling of tension among the survivors, as the killer might be closer than what they've come to know, but is as easily adapted to as most other perks/killer powers. In the hands of the right killer, it could be a really good thing, but it won't take long until survivors realize the killers using it, and they start countering. Again, I don't see why you guys hate it so much.

    Mind Numbing Mist:

    This is one of my favorites as it takes off the "Training Wheels" of survivors and forces them to pay attention to when things are affecting them using their well earned gamer instincts. Survivors no longer receive mention of hexes, statuses, and killer specific effects like madness levels, infection, trapped, Lacerated, Deep Wounds, or Dream state, but the game itself still gives the survivors plenty of visual or audio feedback for all of these things and more. Basically, all this does is remove the notification messages that, in all honesty, feel condescending to our gamer instincts, and encourages survivors to pay more attention to their in game effects instead of relying on the HUD to hold their hands. While this can be a bit mean to newcomers, I highly doubt it will be a problem after a few games or for any seasoned player, but will overall be respected by them as well because it acknowledges their ability to read the game without relying on the devs "HUD coddling".


    Part 3 is coming but as of right now, I have to go to work. Again I hope you guys can understand where I'm coming from, and hope that you'll debate my defense of these perks or accept them as they are. Either way, I eagerly await your replies.

  • Firellius
    Firellius Member Posts: 4,379

    I'll just short-quote this stuff to organise it better.

    Chilling Presence

    I'm Glad both of you like it, except for the "Chattering Teeth" sound, but hear me out, because we also currently have: Iron Will, Lucky Break, Shadow Step, Calm Spirit, Dance With Me, Deception, Distortion, Off the Record, Poised, and I'm sure I've missed a few more here, but the BOTTOM LINE is that all of these perks defeat the core mechanics ways that a killer has to track survivors... Sounds, Scratch marks, and Aura. The whole reason this perk was made was to counter 2 of the 3 ways to track them by giving both a visual (visible breath) and an audio queue (chattering Teeth) to killers in order to have a chance against anyone running any of the plethora of anti-tracking perks.

    Out of the perks listed, the only one that sees any continued usage is Iron Will, and the only reason that's a problem right now is due to a bug where it does more than it should. Most other perks are either completely unreliable (Dance With Me, Deception, Poised), have almost no effect (Distortion, Calm Spirit) or have a very steep price for activation (Iron Will, Lucky Break, Off the Record). There's no reason to sweep all of these perks off the table, and the biggest reason for that is in the last line I quoted here: Just because you can't see blood trails or scratch marks, or can't hear a survivor's breathing doesn't mean you are helpless. They're harder to track but they're not invisible, not even close. This is particularly the case with Dance With Me and Deception and the primary reason why they don't get used: They're incredibly difficult to use since you still need to perfectly stay out of killer's LoS, which is incredibly difficult to do when you can't see the killer.

    They don't need a counterperk making them completely useless on top of being mediocre to bad.

    Currently the ONLY killer who does this by design is Plague 

    This is also incorrect. Nemesis' infection causes survivors to cough as well and his zombies help track survivors, Doctor is all about intel, Pinhead can hear chain hunts, and survivors leave an extra trail when affected with Pyramid Head's torment. The Artist also has built-in tracking.

    Hex: Griefs Due

    At maximum this only Disables 2 perks at random from each survivor, 1 for each hook they receive, as long as it remains standing. The more survivors affected, the more totems light up and have to be cleansed, with a maximum of 5 but only after 2 survivors have been sacrificed, and the more hex perks the killer brings in the less possible Hex: GD totems can spawn. We're talking about a game that has 16 perks spread out among 4 survivors vs. 4 perks on 1 killer. The concept behind this was simple: Reward the killer by temporarily nerfing the survivors ability to escape them by lowering the amount of perks available.

    The problem with this is that it can break out to an extremely frustrating level. Imagine getting pulled off the hook and tunnelled down, only to find out that this hex has stolen your DS and given the killer free reign to tunnel. Pure RNG just handing the killer an easy victory isn't fun.

    This perk also strongly discourages any kind of synergistic builds. Sure, you could take For the People with Vigil, Inner Strength and some totem-hunting perk, but then what happens when any of those perks gets disabled? Suddenly your entire build concept is crippled. At that point, you might as well go back to the boring old meta build.

    It's also just not fun. The killer won't get any feedback in 99% of cases (You won't know what's blocked because the effect can't show itself), and the survivors just get a kick in the shins.

    Used and Abused

    Not gonna lie, this was originally created as a direct response to Appraisal. Given that All chest looting perks have been buffed by the devs recently, I felt the killers needed at least SOMETHING to keep the survivors from grabbing the most powerful items in the game from chests, at full charges, during a match. While this is rather Niche, it's still a decent way of countering the surprise Purple or Red Keys at the endgame, and considering that Built To Last recently got updated so that only killers using Franklin's Demise have any chance of countering them... I felt this could see at least some usage.

    The reason they got buffed is because they were worthless. Take it from a guy who has a dumpster diver build on David: Whatever you pull out of the chest is ONLY worth the time it took to get it if it's a godroll item.

    And with keys being nerfed to oblivion, that's a chunk of the loot table that's been decapitated. This perk is just not needed. And I'm actually rethinking the idea of this being a fine idea, because, just like the last one, the killer won't get any feedback, but it's a kick in the shins for survivors.

    Head of the House

    6 out of a possible 20-30 pallets spawning in on a map that will break the moment they are thrown down, is NOT broken! Unlike Freddy's dream pallets, Not only do these pallets still have the power to stun the killer, but the choice for their placement is completely random. Yeah you may get a few games wherein 1 or 2 god pallets are affected, but overall that's very unlikely. All this perk does is give the killer knowledge on where a pallet is and to respect it if they want the hit, or reduce the amount of useful pallets on the map by 6, otherwise it's not that big of a deal for most maps... Especially where The Game, or Blood Lodge are concerned. Come on guys, I like you, but lets be realistic about this. I don't feel that 6 is too much, but I'm willing to go down to 4, just give me a good enough reason to.

    Pallets vary wildly in value, so that 4/6 could vary drastically in impact in the match. Sure, it can get that pallet in the undercroft of the big building in the swamp, but it could also cripple the shack pallet.

    But aside from that, it's completely random, and that's a huge problem. It's just a random chance for a survivor to get downed when using a pallet, and that's not going to be good to stomach. There's a perk that does this, but it trades off by requiring the killer to give up precious time earlier to use it. This one giving six uses of that perk without ANY drawback is pretty wild.

    Special Treatment

    By design this is intended to make the survivor HATE being the obsession as much as possible, instead of how this status is currently treated. Regardless it still gives them an out to pass part of their suffering onto others. Think about the game "Hot Potato" or "Tag", while you have the obsession status, you can receive a multitude of downsides, but it's all dependent on how often the killer hits you vs. how often you rescue another survivor. If you go the whole game as the Obsession, never rescue anyone, and get hooked 2x and hit once, at most you'll have 5 negative status effects (depending upon the healing meta), of which a few can be removed by survivor actions (Mangled, Hemorrhage) or by being hooked (Exhaustion). When you unhook another survivor however, you give them 3 randomly picked negative status effects as well as the Obsession status, and free yourself from them. There are only 11 negative status perks that can be acquired, and 2 of them, Exposed and Broken, might as well be the same thing, while most of the others are negligible to you, so overall 10 possible, 3 that can be solved with survivor intervention or the hooked status, and 7 that are only mild annoyances. Also, as with all Obsession Perks, the effects leave the moment the obsession dies, so adding in the fact that you can reset all of this punishment by unhooking someone else and letting them deal with the problem, AND disappears completely once the current obsession is dead... I don't see how this is bad enough to deserve a complete "NOPE" from both of you.

    Your interpretation of status effects is completely wrong.

    To start off with: Exposed and Broken aren't the same, since the latter is considerably worse. Injured survivors are easier to track, after all, and broken also blocks certain other perks from working, like Solidarity and Second Wind.

    But those 7 'mild annoyances' include such things as 'not getting a terror radius anymore', or 'moving slower', or 'LITERALLY CAN'T PROGRESS THE GAME ANYMORE'. Those aren't 'mild annoyances', those are crippling debuffs that you want to make PERMANENT. There's no way to do this. Imagine the first hit you get on your obsession marks them with Incapacitated! You INSTANTLY win the game at that point, since that's a whole-ass survivor immediately unable to help their team in any way at all, with no way to recover.

    But even if you took that specific element out, a permanent oblivious would be a complete nightmare, and permanent hindered would be an excessive amount of slowdown, since that survivor would not just be a sitting duck in a chase, they'd also take ages to move around the map.

    And you might say 'hot potato' and want the obsession to make a rescue, but what if the killer just decides to tunnel the guy out ASAP? You can eat the DS, he's not going anywhere with that permanent Hindered on him. Provided he even gets a chase because he's perma-broken and oblivious, so he can't see/hear you coming and dies in one hit.

    Draining Touch

    This only affects healthy survivors, and only for 15 seconds for the Hindered status which follows the default of -15% movement speed or 3.85 m/s for survivors for 15 seconds. 

    15 seconds is still a very long duration for an effect that makes them unable to run or loop, though. And the activation condition is extremely mild as well. It just doesn't work on specials. That's it.

    Hex: Domination

    So, even with it's Hex status, the chances of it decimating the pallet population on the map is honestly pretty damn low.

    It doesn't need to. Survivors have no use for a pallet that's on the other side of the map. If you down someone and hook them in the area you just neatly excised all pallets from, that's putting them in an awful position. If you want to tunnel, you already know that the immediate area of the hook is cleared of pallets and possibly a dead zone.

    Pulsating Fear

    This was directly made to add a Sound queue for killers to follow in the event a survivor brings in perks like Lucky Break and Iron Will.

    This is pretty much the same thing as Chilling Presence, and all the same arguments apply. It's countering perks that don't need to be countered. Iron Will just needs bugfixing.

    Camp Light

    I could go into the fact that all this does is reveal a survivor in an area for about 2 seconds, and has a maximum usefulness of revealing how long a survivor has been on a gen, but overall, you honestly won't see any better gameplay than what current gen protection and information perks like Surveillance and Tinkerer already provide. Especially considering that one of the recent updates made it so that a survivor working on a gen counts as being crouched, and thus unaffected by this perk while working on a gen. Sure this has it's advantages, but honestly i never thought that anyone would consider it an OP perk, much less one that deserves a flat out NO from the community.

    It's not the gen defence aspect that's the problem here. The issue is plopping this thing on a hooked survivor and getting early intel on when someone is going for the rescue and where they evacuate to. This is a camper's/tunneler's perk, and those are playstyles that need to be excised, not encouraged.

    Tunnel Network

    The devs were the first to introduce the idea of a "Keep Away" mechanic when they altered The Executioners Cage mechanic to put survivors as far away from the killer if he is within x meters of the caged survivor for x time. All I'm doing here is giving this mechanic a bit of focus, and direction.

    The reason the Cage works the way it does is because it already circumvents the only anti-camping and anti-tunnelling perks available, which is why the Cage moves -away- from the killer.

    Tunnel Network takes this idea and puts it into the killer's control to make it a tool for more efficient camping and tunnelling. Want to chase someone but camp at the same time? Just plop them on the hook that you're getting looped around and BAM, no rescues!

    Survivors deserve to be rescued. There's two hookstates preceding death for a reason.

    Hard Slugger

    This was meant to throw survivors off their normal pathing, and have to adapt on the fly. The extra 30 seconds before they can start to recover was also mean to defeat perks like no mither and unbreakable, but with the new boon: Exponential soon to come out, I really don't see how this is something that is so OP, both of you give it a hard "Nope".

    Because it's a whopping 30 seconds of complete incapacitation for the target survivor. This one is a slugger's wet dream, another playstyle that's pretty damn awful to play against and tacked another perk onto the survivors' perk tax. Again, three hooks, and all that.

    Also... 'A means to defeat No Mither'? That's an insanely hard sell. I don't think the literal worst perk in the game really needs a perk to counter it.

    Hard Slugger

    The Shoving mechanic was an Idea I've had for a long time, and I felt that it deserved a special mechanic around it, so it doesn't affect lunges, but if you attempt it on a regular swing and miss, you get double the slowdown on recovery. TBH I thought that those downsides made it pretty useless in most builds, despite the advantages it gives if it's pulled off.

    No objection to the shoving mechanic, but with how spaghetti-code DBD is, it's unlikely to ever work. I foresee survivors getting pushed out of the map, inside level geometry, or switching floors for no reason. Despite this being the most reasonable effect, this is the least likely to ever work or be implemented, even over the 'permanent incapacitation' one.

    BTW, Camp light, Tunnel Network and Hard Slugger, were purposely designed to put Camping, Tunneling, and Slugging into perk form. It was my way of mocking survivors complaints against them, despite the fact that most of the perks are designed to both discourage these tactics, while granting them some usefulness. So, there's that... and I have already defended them, so... What is your opinion on that?

    Ah, see, if you go into the process of designing perks with an 'I hate survivors' mentality, that's going to skew your perception of balance a bit.

    Particularly camping is a lodestone for a plethora of balance and game design problems, and it's hindering not just survivors, but killers as well. The fact that you drafted a bunch of perks to encourage these playstyles despite the serious damage they do to this game is casting a very harsh light on your ideas.

    Camping, Tunnelling and Slugging are bad for the game.

    Painful Neglect

    Overall, I believe this perk has a fun mechanic that has a good chance against solo survivors, but as you've mentioned, is easily defeated by SWF, but honestly almost HALF of the killer perks are already easily defeated by SWF anyways, so I don't really see the problem here. 

    The problem is that there's a gap between Swiffer and Solo performances, which makes balancing a nightmare. This perk would just throw oil on the fire, as killers like Wraith, Myers, Ghostface and Pig would become nightmarish for Solo survivors to deal with, while this perk would barely work at all against a properly communicating Swiffer team.

    Pig OP? Only with Painful Neglect, against solos. So what do you do with the balance?

    Hide 'n Seek

    Obviously this is useless to stealth killers, or killers with a lower than average TR, but what this does overall is create a better feeling of tension among the survivors, as the killer might be closer than what they've come to know, but is as easily adapted to as most other perks/killer powers. In the hands of the right killer, it could be a really good thing, but it won't take long until survivors realize the killers using it, and they start countering. Again, I don't see why you guys hate it so much.

    The issue is that there's a lot of killers that shouldn't be stealth killers. One in particular that springs to mind is Bubba. Don't want that one suddenly chainsaw revving right next to you.

    And there's no way to counter an absence of information. You can try and play extremely cautiously and jump off a gen as soon as you hear the TR, but that'll slow you down massively, which is a win for the killer, with a good chance of running face-first into a killer that might not have even realised you were there, or you can stay on the gen and get absolutely shafted when a killer that shouldn't be stealthy sneaks up on you.

    Additionally, this has the same issue as Painful Neglect where the communication from Swiffer teams mitigate this perk, leading to more balancing discrepancies.

    Mind Numbing Mist

    While this can be a bit mean to newcomers, I highly doubt it will be a problem after a few games or for any seasoned player, but will overall be respected by them as well because it acknowledges their ability to read the game without relying on the devs "HUD coddling".

    It being a bit mean to newcomers is, in and of itself, already a problem, since DBD has a very steep learning curve. But this also raises some concerns for me in regards to accessibility. Sure, you or I might be able to read all the auxiliary signs that go with the HUD elements, but that doesn't mean everyone can. Those with a visual or aural impairment might be unfairly disadvantaged by this perk that is, mostly, just fluff.

    I just don't see any benefit to this perk, but I see potential drawbacks.