Reddit Perk Concept collection
Basically a full, comprehensive list of every single perk ive ever made on reddit.
Survivor perks:
**Inside Job**
You have a pretty good knowledge of how generators are built.
Press the active ability button to tamper a generator. That generator will be permanently blocked by the entity.
30/40/50% of the tamperer's repair progress will be transferred to the tampered generator.
Once that generator is complete, Inside Job will deactivate for the remainder of the trial.
**Aufruden**
Press the active ability button to create a marker. This marker is visible to all survivors within a 32/64/86 meter radius.
It is yellow by default.
It will turn blue when a survivor is within 12 meters of it.
It will turn red if the killer is within 12 meters of it
It will turn green if both the killer and a survivor are within 12 meters of it
This perk has a cooldown of 90 seconds
**Left Behind Rework**
You will get the job done... no matter the cost.
When you are the last Survivor remaining in the Trial, Left behind activates.
While active:
The Aura of the Hatch is revealed to you when you are within 24/28/32 meters.
You can unlock the hatch without the use of a key. This action will take 8 seconds to complete.
**Boon: Feel the Rush**
A boon that follows your soul, protecting you from any threats by giving you the willpower to keep going.
Press the Active Ability button while cleansing a dull totem to boon it.
Survivors who enter Boon: Feel the Rush's radius will be blessed, even after they leave it.
The next time a blessed survivor enters a chase, the following effects will apply over time:
30 seconds: 10% vault speed bonus
60 seconds: 7% movement speed bonus
120 seconds: 15% missed attack cooldown penalty for the killer
160 seconds: Immunity to negative status effects (Rare and Very rare only)
240 seconds: Bloodlust disabled (Very rare only)
Boon: Feel the Rush's effects will disappear when the survivor leaves the killer's terror radius. They will not be able to use Boon: Feel the Rush for the remainder of the trial.
Boon: Feel the Rush does not stack with other instances of itself.
Killer Perks:
**Examination**
Every time a skill check is failed or a generator is completed, gain a stackable 2% bonus to movement speed, up to a maximum of 6/8/10%
Once per generator, a tremendously hard skillcheck will appear where only the great zone is visible. Failing this skillcheck will cause all survivors within 15 meters to scream and reveal their location for 5 seconds.
**Open Arms**
For 30 seconds at the start of the trial, you are granted the undetectable status effect, and your movement speed is increased by 200%, but you cannot attack or use your power.
**Scourge Hook: Sense of Presence**
At the start of the trial, 4 hooks will turn into scourge hooks.
Survivors hooked on a scourge hook will suffer from the scourged status effect.
When a loud noise notification is triggered, all scourged survivors will scream and reveal their location for 4 seconds.
This can affect a survivor up to three times before they need to be hooked again.
I'm bad at making killer perks so here's something stupid and also 90% of this is probably OP so let's see which one isnt
**Defiance**
Activate-able perk.
You have gone through too much to give up now.
Press the active ability button while carrying a survivor to call upon the entity to empower you. You will emit a yellow glow.
For the next 5 seconds, you are immune to being stunned by any means, and the carried survivor's wiggle timer will progress 80% slower.
*Possible downside: if you do not hook the carried survivor by the time defiance deactivates, they will automatically be freed from your grasp, stunning you for 5 seconds.*
Causes the exhausted status effect for 60/50/40 seconds.
You do not recover from the exhausted status effect while chasing a survivor.
**Hex: Last Breath**
They breathe sparingly, knowing they may be found if they don't.
Survivors recover from the exhaustion status effect 50% slower.
If they are running, the exhaustion timer will go back up at 50% of the rate.
When this totem is cleansed, all survivors immediately recover from exhaustion.
Gain 25/50/75% more bloodpoints in all categories for as long as this perk is active.
The hex effects persist as long as the related hex totem is standing.
**Connections from the past**
You become obsessed with one survivor.
The obsession is granted a permanent 7/6/5% haste status effect.
All survivors within 12 meters of the obsession have their aura revealed to you, and their movement speed is decreased by 10%.
**Persuasive Service**
You set low standards, so you can exceed them.
Prevents the loss of your add-ons if you sacrifice or kill 2 or more survivors in the trial.
Gain a stackable 15/25/50% bonus to bloodpoint gains in the brutality and sacrifice categories for every survivor you kill or sacrifice.
**Fire Up Rework**
Activate-able perk.
You are done with these ######### snobs stalling and teabagging you.
When in a chase for 100/80/60 seconds without hitting a survivor, press the active ability button to activate Fire Up. It will stay active until you land a basic attack.
While Fire up is active:
Bloodlust instantly reaches tier 3
50% reduced cooldown from missed attacks
20% more lunge distance
20% faster break action speed
50% increased cooldown from successful attacks
Causes the exhausted status effect for 80/70/60 seconds
You do not recover from the exhausted status effect while chasing a survivor.
Comments
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Inside Job - It would be... interesting when all survivors use this perk at the same time. It would probably need some sort of restriction if implemented.
Aufruden - Neat idea. Detection ranges could be increased a bit imo but overall it's a little neat perk.
Left Behind (R) - Sure, why not.
Boon: Feel the rush - Would it deactivate immediately against stealth killers? Overall, I think this boon is missing the point of being a boon.
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Examination - This is broken.
Open Arms - Wouldn't this guarantee a hit basically? It's interesting tho.
Scourge Hook: Sense of Presence - Really interesting, I like it, it just feels kinda weak alone. With other Scourge perks it seems better.
Defiance - Again, the concept is cool (although I don't think killers need exhaustion) but it just seems weak.
Hex: Last Breath - What if it instead went like this: "Survivors recover from the exhaustion status effect 50% slower. Increase the volume of regular survivor breathing by 25%. When a survivor receives the exhaustion status effect by a survivor perk, they scream revealing their location for 1/2/3 seconds."
Connections from the past - An ok from me. Could give a bit too much info but eh.
Persuasive Service - Cool. Could even add an effect that goes like this: "If you have 1 add-on equipped, add a random rare add-on to your second slot" so then you can even earn a thingy.
Fire Up (R) - The idea is brilliant. But, again, I don't think killers need exhaustion. Reducing numbers a bit for some of these but removing exhaustion could work.
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