PREDICTIONS FOR PERKS AND OTHER CHANGES
This is be the first of potentially many lists to come before each major patch. I will be putting out a list of my predictions of future perks, add-ons, offerings, and general changes or reworks.
I wanted to do this, because I find myself predicting a lot of changes and I wished that I had written them down somewhere with a recorded date. So I am finally going to do just that.
Thanks for reading! :)
Killer Idea:
The Countess:
Feast of Blood: Press and hold M2 to charge up a small lunge to draw blood from Survivors. Survivors have a weakness meter that, once full, will damage them for one Health State.
Wings of Darkness: Drawing blood from Survivors powers up Wings of Darkness. The Countess can draw more blood per Feast if Survivors are Injured.
Once enough blood has been accumulated press and hold control to activate Wings of Darkness. Wings of Darkness allow the Countess to rise up into the air and begin flying.
While flying the Countess has incredible speed but less control over precise movements. Press Space to swoop down and M2 to attack.
Hitting a Survivor will damage them for one health state. Hitting pallets, walls, and generators will break/damage them.
Wings of Darkness will deactivate once the Countess runs out of blood. Wings of Darkness can be manually cancelled by holding Control for 3 seconds.
(This does not reset your blood charge to 0)
Unfortunately why flying killers don't exist is because of one reason: Indoor maps. The only thing I can think of to make a killer idea like this possible is for them to never be able to get Indoor maps. Any Indoor map Offerings will not be used and refunded to the Survivor who used it.
Add-on Ideas:
The Oni:
Green Add-on:
Allows The Oni to deactivate Blood Fury at will.
Reduces the deactivation time of Blood Fury by -0.5 seconds.
The Legion:
Purple Add-on:
You can miss up to 2 attacks during Feral Frenzy and it will not disable it.
Hitting Survivors with a basic attack will not put Feral Frenzy on Cooldown.
The Hillbilly:
Green Add-on:
Removes the Overheat limit of the Chainsaw.
Increases Charge time of the Chainsaw by +25%.
Survivor Perk Ideas:
Unbreakable Nerf:
Unbreakable can no longer be used if all Survivors are in the Dying State.
Danger Sense
Whenever a survivor starts a chase with the killer get a noise notification and a faint red ring around the survivor's icon.
Whenever that survivor escapes that chase get a noise notification and a faint blue ring around the survivor's icon.
When another survivor is put into the dying state gain a 15% repair and healing speed bonus for 3 seconds.
Sigils: (An idea that gives Survivors another objective, and the effects of which are mostly balanced.)
Sigil of Protection
Press and hold the activate ability button for 12 seconds on another Survivor to active Sigil of Protection.
A Sigil can only be active on one Survivor at a time, Sigils cannot stack.
Once that survivor is unhooked they gain the Endurance Status Effect for 8 seconds, and leave no Pools of Blood or Scratch Marks. (Does not stack with BT, BT overrides SoP)
Sigil of Protection deactivates once a Survivor it's applied to is unhooked as well as healed or if they touch a Generator.
Sigil of Protection cannot by reapplied to that Survivor for the remainder of the Trial.
Prescription:
Once you are injured any self-healing progress you make will be kept even after being put into the Dying State, aflicted with Deep Wound, or getting Hooked.
Once you are fully healed Prescription resets.
Gifted Time:
After unhooking a Survivor safely 2 times, Gifted Time activates.
Your unhooking speed is increased by 50%. Any Survivor you unhook gains a burst of speed of 150% for 1.5 seconds.
Killer Perk Ideas:
Thrill of the Hunt Buff:
You see the Auras of all Boon Totems.
Knock Out Buff:
Other Survivors do not hear the scream of the Survivors you put into the Dying State.
Trembling Presence:
When survivors enter your Terror Radius, if they are on a Generator or Healing they will recieve a difficult skill check. (Skill Check would be the size of DS not Overcharge)
Additionally survivors in your Terror Radius will get skill checks 50% more often, and Great Skill Checks cannot be performed.
Hex: Untouchable
At the beginning of the Trial all Totems are blocked by the Entity for 60 seconds.
Each time a Generator is completed all Totems get blocked by the Entity for 20 seconds. (Effect stacks if 2 or more Generators are completed at near the same time.)
Each time a Totem is Cleansed or Blessed, all Totems get blocked by the Entity for 10 seconds.
Every time a Totem is Cleansed, Hex: Untouchable gains a token. At 4 tokens, Hex: Untouchable gains a second wind.
Gain the ability to Rekindle any Totem 1 time, even if it is a Boon Totem.
Splintering Retaliation:
Gain the ability to call upon the Entity to destroy any upright pallet of your choice.
This process is instant and can be used 2 times per Trial. (The process is similar to Rekindling a Totem)
Splintering Retaliation cannot be used if you are in a chase with a Survivor.
Diokophobia:
All Survivors receive penalties to Vaulting, and Pallet Dropping speeds for each Injured, Dying or Hooked Survivor.
For each Injured, Dying, or Hooked Survivor, those Action Speeds are decreased by 2%.