Just a few new potential killer perks that crossed my mind.
Hex: Powerless
A Hex rooting itself in removing anything that tips the scales in favor of either side from the equation. If a Hex or Dull totem is blessed or cleansed by survivors, up to 2/3/4 Totems on the map are immediately cleansed, along with the totem that the survivors Blessed or Cleansed. Dull totems take priority over Hexed Totems. If Hex: Powerless itself is Cleansed or Blessed, it has no effect.
Carrion Craving:
As the the trial grounds begin to reek of death and fresh blood, the Entity's minions become impatient. Crows begin Harassing Injured survivors at 40 seconds + every 20 seconds they remain in the injured state ( for a maximum of 3 crows at 80 seconds, which also provide audio and visual queues to the killer of the survivors location upon gaining 3 crows). For every survivor on their 2nd hook phase, or Dead/Sacrificed, The crows in the trial grounds take 10/15/25% less time to begin harassing all remaining Injured, or Still survivors.
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 an 85% lower chance of being Rare or higher quality.
IDK, What do you guys think? Would you use these perks? Any and all creative criticism is welcome!
Comments
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AH Hell, Also Here's some re-works of other perks:
Spies From the Shadows:
Overhaul the perk to - The Crows no longer respond to your presence or hooked survivors, you see the auras of all disturbed crows within 36 meters of you, and disturbed crows are 100% louder to you within that range.
Explanation - This proposal gets rid of the confusing/annoying explosion sound notifications and replaces it by making the crows noisier so you can differentiate between them and a gen popping, loud locker, loud vaulting, and you get no false signals since crows no longer respond to you. Basically they become little signal flares to tell you where survivors are/have been. If this change were to happen, Spies would become an overall better tracking tool, and really fit the description of the perk which says: "The Crows found in the world can communicate directly with you." Besides, survivors still have 2 perks that defeat this: Calm Spirit & Urban Evasion, as well as the crouching mechanic, so it's not like this would be an un-counterable or broken change for the perk. If they also put some more crows in dead zones, that would be nice for helping this perk gain a better level of consistency and usefulness (Seriously, Rotten Fields features no Scarecrows, but the crows avoid the corn field? This was updated recently when the map was reworked, to apply at least a few in the corn, but honestly, no more than 4 small groups in a highly predictable cross pattern extending only about 20 meters from each side of the killer shack... REALLY? That Field, or any Map that has corn sections in them, should be littered with crows unless BHVR adds some creepy scarecrows to them. This is not even mentioning the big ass dead zones with no crows in the Autohaven or Macmillan maps).
Eruption:
After kicking a Generator, all damaged or currently regressing Generators Aura's are highlighted in Yellow.
- When you put a Survivor into the Dying State, every affected Generator explodes and starts regressing, removing the highlighted Aura.
- Applies an immediate 6 % Progression penalty.
- Any Survivor repairing a Generator when it explodes will scream and suffer from the Incapacitated Status Effect for 24/28/32 seconds.
Eruptionhas a cool-down of 30 seconds. <-RemovedThe Text in Bold is where I made the change. Basically instead of having to go around and kick every generator 1 by 1 before downing someone and triggering Eruption, this applies Eruption's effect to any generator that is already regressing, or damaged by other perks like Oppression or Jolt, when you make the kick. Since it still requires a kick action to activate it on the gens, it won't pair well with Ruin. This would easily elevate Eruption from a low tier and situational perk to something that can synergize better with others for slowing gens. For that reason, I also removed the cooldown time of Eruption, it only seems fair since while this buff can prime multiple gens (up to 4 with Oppression) for a massive burst of... 6% damage... to all of the affected gens on your next down... which at best can take 20 seconds... and still only applies the base regression speed, sigh, why did this have a cooldown in the first place?
Surge/Jolt:
Remove the cooldown and the Basic Attack requirement.
Explanation - Honestly this has been hotly debated in the forums since Surge came out because the fact remains that in order to activate it at all, you have to successfully down a survivor while within range of a gen. Chasing and downing a survivor with Basic attacks takes enough time as it is, especially if they were healthy when the chase started, and the minor 8% damage Surge does if it activates is hardly consequential since it would take 12 survivor downs in order to achieve a stacked 96% damage to 1 or more gens. PGTW does 300% damage to gens in the same amount of hooks, and Ruin Does more damage per second without needing to down or hook a survivor. On average it takes a decent m1 killer 20 seconds to down a survivor, and that's not counting the time to find the survivor to chase and down in the first place, but say you snowballed survivors 1 after the other within 20 seconds per chase, that's a maximum of 4 downs in 80 seconds, and a total of 32% damage between multiple gens since survivors won't stay around a downed survivor, much less a gen if getting chased, so overall... you spread the damage out over a possible 4 gens at most over 80 seconds, and that's the best case scenario if this change was implemented. While this won't improve the overall damage Surge can do, removing the basic attack requirement will at least allow killers with damaging powers to get some use out of it making it more universal to the killer roster, and removing the cooldown will allow it to become a slightly more consistent annoyance to survivors. It won't make it any more powerful than any other existing gen defense perks, but at least it would be more useful.
Oppression:
Remove or significantly lower the cooldown.
Explanation - This perk doesn't even add extra damage to the gens it affects (unless survivors fail the "Difficult" skill check), only applies the base regression rate, and can randomly target gens that have 0 progress on them, but for some awful reason the devs decided that it was so powerful that it deserved DOUBLE the cooldown time (80 seconds) of Surge? At least Surge won't activate on gens that have 0 progress... Why does Oppression deserve such an excessive cooldown time? If it's because of the skill check, that's a laughable annoyance more than anything that could be considered a threat to any decent-good survivors, and only becomes a problem against noobs, who honestly rank up and gain skill fast enough that it's pretty much a moot point to keep it so laughably underpowered.
Fire Up:
Buff the perk- Increase it from 4% to 5%.
Explanation - This is a ridiculously underpowered perk because in order to gain any benefit from it, the killer has to sacrifice the objectives they are supposed to protect, in other words "lose the game". It's designed to give killers a slight edge in chases in order to try and protect the last gens from completing. The overall problem however is that 4% amounts to 12% when 3 gens are completed, and 20% when all 5 are done, meaning that they gain Brutal Strengths chase advantage on pallet breaking only after the survivors have completed all of the gens when there's not many unused pallets left in the map, and Bamboozles vault speed advantage when there is only 1 gen remaining. This doesn't help the killers in their desperate attempts to stop the final gens from completion at all, and by the time it's reached its maximum potential, the survivors are already rushing out the gate.
However, if you bump it up just 1%... now we have a perk that gains Bamboozles advantage at 2 gens remaining, and Brutal Strengths at 1 gen remaining, with an added bonus to both if 0 gens remain. This would actually help the killers defend the final gens, and give them enough of a chase advantage if all gens are completed to try and stop the survivors from escaping. Suddenly this goes from an "underpowered" perk to a "Decent" one, and all it takes is a simple 1% boost in strength.
Insidious:
Overhaul the perk to - Reduces your Terror Radius and Red Stains Brightness by 5% for every 4/3/2 seconds you refrain from chasing or injuring survivors, upon reaching 100% reduction, you gain the Undetectable Status. Initiating a chase or injuring a survivor regains your TR and Red stain in 5 seconds, once this has returned Insidious has a 40 second cooldown.
Explanation - This perk has been a bane on the game since it came out because it seems to have been specifically designed for the sole purpose of camping hooks. With this change however, a killer loses half their TR for spending 10 seconds away from a chase or injuring a survivor, and becomes Undetectable at 20 seconds. This is mostly meant for anti-stealth play, or for gaining a slight advantage in the early game wherein the killer is initially searching the map for survivors. Ultimately, it changes the perk from one encouraging camping, to one that rewards the killer with an advantage if the survivors are being too sneaky/evasive, and allows them to get the drop on survivors more often. The cooldown is necessary for this one because otherwise it would be heavily abuseable.
As for the survivors going up against this updated version, Premonition or Spine Chill still proc on stealth killers, so relying solely on the TR reduction is still no guarantee against those kinds of perks, and gives the survivors an advantage. Up until then, unless the killer has spent 20 seconds avoiding survivors, Aura reading perks like OoO, Alert, and Kindred still have an advantage for tracking the killer.
Man, It's good to get all that off my chest.
Post edited by TWiXT on0 -
So Hex: Powerless can remove all 5 totems in one fell swoop? It sounds like tier 3 breaks all other totems upon breaking. If so, it sounds like a different take on Hex: Thrill of the Hunt. This isn't actually a bad thing, and your version is actually pretty clever.
Carrion Craving: Probably should take longer, as this makes it quite easy to track injured survivors, right off of hook should you choose to tunnel them. Might need to be simplified to the "AFK" Crowns accumulating on Injured Survivors every 80/70/60 seconds of being injured. The harassment of the injured survivors isn't a bad idea, but the snowball factor seems unnecessary.
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Now, Imagine Hex: Powerless Pairing with Pentimento... you'll get the idea, otherwise, its still a great way to suddenly remove totems from the equation entirely so that neither the killer or the survivors can have their advantage.
I don't see why Carrion Craving should take longer, as at most, it takes a survivor, especially in the current meta, only 16 seconds to heal, or 32 if there's no CoH in play and they are using Self Care. 40 seconds seems like plenty of time to me, also, it takes 3 crows harassing a survivor to start giving them away via audio and visual queue to the killer. All this does is shorten the time by 20 seconds to start acquiring crows, and require that the survivor remains injured instead of just holding still. Currently crows start harassing a still survivor within 60 seconds, and the killer only gets a notification of a still survivor after 100 seconds have passed. This simply reduces all that by 20 seconds overall, and makes it apply to survivors who stay injured for 40/60/80 seconds. Sure there are Perks or Add-ons that the killer can provide to slow down healing or keep survivors in the injured state for longer amounts of time, but overall, it'll be very rare that a survivor remains injured to the point of acquiring 3 crows and a constant visual/audio notification of their location. The only Caveat being that, the more the killer kills or puts on their last hook, the less time it takes for the crows to start harassing them while they are injured or standing still. This makes it a great late game perk, but not so good for an early game one, and is still easily defeated as long as survivors persist in being healthy.
Post edited by TWiXT on0 -
Is circle of Healing BS? Yes. But its not every match. And it stacking in power later with kills and injuries on makes it so there isn't really a way to reset once the team is on the back foot. You're not accounting for time injured in chase. Meaning someone can easily gain a crow or 2 with your current metric while still being chased.
If this only accounts for time injured outside of chase, then the numbers are fine, just doesn't need the acceleration aspect of the perk.
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Counterpoint: If someone is being chased while injured for 40 seconds and gets their first crow, then they have done a damn fine job of avoiding getting downed by the killer! Being that 1 crow doesn't = audio and visual queues to the killer on your position, but just lets them know where you are directionally if they are close by, this really isn't that big of a problem. Don't pretend that 40 seconds isn't lenient considering that survivors have not only CoH, but also Medkits, Each other, and even Self Care which all bring a survivor to the healthy state in less than 40 seconds. True you may have a survivor that gets downed and hooked for more than 40 seconds, but the hooked state doesn't even count towards the gain of crows, as it's a different state from injured. If anything, this perk would benefit plague the most, but only IF the survivors choose not to cleanse at her fountains, which only takes 6 seconds, so I really don't see why you are so against this idea. Also True, killers have perks that slow down the healing process like Sloppy Butcher and Coulrophobia, but they STILL don't make any healing action last more than 40 seconds, so... perhaps I am being too lenient and should lower it to 20 in order to make the perk even remotely viable in all honesty. I just figured that people would complain if I did.
At it's maximum potential, the final survivor of a trial, if injured, will get their first crow at 10 seconds, their second at 15, and the third at 20. If they have no healing mechanic that can get them out of the injured state in less than 20 seconds, then that's on them in all honesty.
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SFTS: YES
Erupt: Yes, though you may need to clarify the wording because it does read like it just works with ruin. Also, that's far too long on the incapacitated, as incapacitated also prevents healing. And healing people from the dying state.
Surge: YES
Oppress: Yes, it needs a lower cooldown. In fact, most of the perks in the game would see their usage go up if their cooldowns were 20-33% shorter.
FU: YES
Insid: I still don't see how it can't be used for camping, as Chase doesn't start until you move.
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I'll read everything at some point but ...
Spies from the Shadow is a good perk and I wouldn't want to see it changed.
Same remark for all the proposed reworks.
I like "Used and Abused". It's borderline trollish but it can be funny.
I love "Carrion Craving". It would encourage survivors to heal which is a great slow-down. Is it too strong? I don't know.
"Hex: Powerless" is an interesting idea. The way I see it, the first boon will destroy the boon and the hex itself. I feel there could be some tuning to this.
Post edited by drsoontm on0 -
Eruption: You can't kick a gen and activate it if the gen is already regressing due to Ruin, so it has no synergy with it. It does however gain synergy with Oppression which will start regression on up to 3 other gens the moment you kick one, so Eruption will trigger on all of the ones that actually start regressing and aren't being currently repaired. This may seem like a significant advantage, but lets be real... Erupt only does 6% damage upon downing a survivor, which takes about 4.5 seconds for a survivor to repair, so it's really not that big of a buff tbh.
Oppression: Definitely needs a no cooldown tbh, Any decent survivor can nail that supposedly "Difficult" skill check, and it doesn't even add any other damage to progress when it activates, or speed up the regression process. If Call of Brine paired with it and you could get 4 gens regressing at 200%, that would be different and make it definitely worthy of having an 80 second cooldown, but it doesn't, so seriously... why does it even need a cooldown?
Insidious: (seriously why do you have a thing against adding ion or iuos to the end of words? 😋) Of course it can still be used for camping... but unlike it's current version, my altered one gives it more function than just camping. In all honesty, if a killer still uses it to camp a hook, then they are using it wrong! Which is kinda why I suggested the change in the first place: to make it more of a functional stealth perk, and less of a perk whose sole purpose is to camp.
I'm glad you like my ideas otherwise, and hope you don't see this response as any kind of attack, but more of an explanation to my madness. 🤗
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Lets face it, Spies can be better without becoming broken. Wouldn't you rather get a spies notification without hearing a loud explosion noise that's no different from when someone fast vaults a window, fast enters a locker, or fails a skill check? and also wouldn't you rather that damn black circle that surrounds all of the spies notifications, doesn't impede your aura reading? and wouldn't you want the crows to be your allies instead of flying away the moment you approach them? TBH, I thought having little "signal flair" crows was a good idea, but I also wanted them to make a distinct sound to differentiate themselves from all the other explosion sounds. Crows also start flying .2 seconds after being disturbed, so even with this change, the killer will still have to take into account the survivors movement with a slight delay. Current Spies is an "Ok" perk, but it could be sooo much better and more intuitive... don't cha think?
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Erupt: I didn't have an issue with eruption. I don't have an issue with the percent, if anything, that can be increased. But the 32 seconds of incap makes it really easy to chain slug once a person is dead. I was mostly saying that the perk still reads more like surveillance than what you intend for it to say.
Insid: I do appreciate its new use, just wish that it would be harder to use for camping and had ways of circumventing it.
CC: Your basis for Plauge is that survivors can either constantly give off their location, or cleanse, which is the same conditions as her ultra rare. Which was nerfed rather recently. Spending time injured is often not a choice.
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Yes, but I don't want it to become overpowered. I kind of loathed it on Hawkins because with the bloody noise I basically knew where everybody was most of the time. However, without that downside it would be absolutely overpowered for a Nurse (which I main).
(I've finished reading and completed the first reply btw)
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Fire up to only 5%? seriously you could make it 8% and it still wouldn’t be a meta perk.
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Baby steps man, baby steps... Obviously it would be much better if it gained 8% per stack, but then it would be overpowered as of 3 gens done when paired with Brutal Strength and Bamboozle, but the devs know that! 5% isn't unreasonable even when paired with those perks, and in-fact makes the perk more balanced overall. They're just too scared about the idea that it might make it OP, which is laughable to be honest.
I figured a simple 1% change would make all the difference, and might be something that the devs would consider.
Post edited by EQWashu on0 -
Still think 8% would be better. Sure you could stack it with Bamboozle and Brutal Strength to be a window vaulting, pallet breaking monster but would it be worth running over gen slowdown perks. We all know if you dont go heavy slowdown, u lose the game regardless of how short chases are.
Post edited by EQWashu on0 -
Hex: Powerless would probably have some issues, since it basically just deletes every totem on the map regardless of it the Hex itself was cleansed or not. At that point, there's no real reason for it to even be a Hex.
This would obviously be annoying to survivors who want to use boons, but there would also be no reason to run it other than to prevent Boons (since otherwise you're letting the survivors efficiently prevent things like NOED, Undying, or Plaything from working just by cleansing/blessing one totem).
Plus as pointed out, this would basically give the killer an opportunity to immediately go for full Hex: Pentimento value (and killers like Trapper or Hag could aggressively defend relit totems while doing this). I think it'd be highly likely to make that perk hilariously overpowered.
Carrion Craving is basically just applying idle crows to survivors who may actually still be doing things. IMO, it's way too much passive tracking for one perk. More importantly, it would just further encourage the speed-heal meta that is currently causing so much distress to the hit-n-run playstyle and killers who rely on it (Wraith, Legion, Twins, etc).
I could imagine it being pretty great for Plague though, since survivors would have a much better motivation to cleanse their sickness.
Used and Abused would basically be the better version of Overwhelming Presence. I think it's a bit overkill (I'd maybe do a 50% charge reduction tops), but it's a neat concept.
They probably can't do the rarity-reduction mechanic though. They tried that with Hoarder and it caused problems due to how the item rarity table is set up.
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