Various Killer Perk Ideas Part 1
So I've got a long list of Perk ideas, stuff I jot down when im waiting in lobbies or come up with while trying to sleep.
There's over 90 of them atm, so I'll post them in waves of 10. I go through them all the time to tweak so I wrote notes on things I've changed considering theres no real testing happening, to show the brainstorming. Not very creative with names so some are for laughs or just flat descriptive.
At the very least I just feel like sharing these even tho I just make this stuff for my own fun.
Enjoy, I'll try and post one set a day till I'm out.
*Scourge Hook: In the Dark
4 hook blah blah
While a Survivor is on sHook, they are inflicted with the Blindness Status.
When a survivor is unhooked from an sHook, the killer is granted Undetectable
status for 30/35/40 seconds
*HacksBro
After injuring a survivor from Healthy with a Basic Attack 3 times, the Perk activates.
While activated, The killer can Break an Undropped Pallet. Breaking a Pallet this way
deactivates the perk and then goes on a cooldown for 90/80/70 seconds.
(I imagine wall break animations here)
Note- Cooldown could be smaller/gone, but worried for certain killers or moments *shrug
*DownAura
Putting a Survivor in the Dying State in anyway will reveal the aura of 1 other random Survivor for 4/6/8 seconds.
(Oops, nurse exists..) Cooldown of 40 seconds after use.
*Hex: Undesired (oldruin-ish)
Hex: Undesired will light up on any remaining Dull Totem after any Gen reaches 60% progress.
As long as the Hex totem is lit, grant the following effects:
Generators past 85%/80%/75% progress will produce 50% more skill checks, and skillchecks become hex skill checks:
Hitting a Good Hex skill check will pause progress for a moment, Hitting a Great Hex skill check will not
stop nor add bonus progress.
Note- Originally, I wanted the good skillchecks to also alert the killer.
*Rage
After getting stunned by a pallet, Rage activates for 15 Seconds.
While activated, Pallet/Wall break is increased by 20% and gain a 5%/6%/7% Haste effect.
*My own Coup before Coup
Start the trial with 6 Tokens. Each token increases lunge distance by 4%/5%/6%.
Anytime a survivor loses a health state, lose 1 Token.
Gain 3 Tokens when you perform a Grab Action on a survivor, max 6 Tokens.
REWORKvvvv
*Scourge Hook: My Coup
4 shooks blahhhh
Every time you hook a survivor on a sHook, gain 3/4/5 Tokens up to a maximum of 8 Tokens.
Each Token increases Basic Attack lunge Distance by 5%. Lose 1 Token when a survivor loses a health state in any way.
*Scourge Hook: Dying Escape
After the exit gates are powered, all Hooks within 28m of Exit gates become Scourge Hooks, Hooks outside the area become Regular Hooks, if previously a Scourge Hook.
Hooking a survivor on a sHook will instantly regress any closed gates progress BY 60%,
and Close any Open gates while resetting progress TO 70%/65%/60%.
Note-I like this idea but not sure on the Balance. Was 48m, but it could be nasty. Hoping having a limited area around gates can create a counter play/more pressure to leave the area of a gate.
*Smell the Sausage
After standing still for 4 Seconds, the perk activates for 2/3/4 seconds.
While active, survivors who were within 14m upon activation are revealed with killer instinct for the duration.
*Trapped Chest
Start the Trial with 5 Tokens.
Spend 1 Token at an Opened Chest to trap and reclose it. Any survivor that attempts to interact with a Trapped
Chest will scream, revealing their location and be inflicted with the Exposed status for 60/70/80 seconds.
Note-Didn't reveal location, 50/55/60 sec.
*Growing Tolerance
Any time you are stunned by a survivor, gain 1 Token after 2 seconds up to a max of 4/6/8 Tokens.
Each Token reduces any survivor inflicted stun duration by 4%.
-was 6%, but ds nerfed
Comments
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other then the... weird names
i like all of them except for dying escape and mabye tune down "hacksbro"
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Most of the perk do not think about what it would do with the game/balance. They are ok idea for regular game, but once in combo/combined with something, most of them are just bad
In the dark - all it does is easier tunnel.
Hacksbro - devaluates strong pallets = promotes wasting good (or rather god) pallets. This in itself reduces skill expression - bad for game. It would be fine if all pallets were created equal.
Undesired - no. Pentimento and huge regression perks exists.
Rage - different version of brutal strength. I personally don't like another perk that punishes you for pallet stuns, but maybe it's ok.
Dying escape - closing gate is a problem. What about EGC and time? What about being trapped behind (or in) closed gate?
Smell the sauce - needs buff
growing tolerance - worse enduring that makes sense only if stacked with enduring.
Post edited by Gandor on1 -
these are for fun. Btw at the top of the notepad I do have a "keep a BHVR mindset on balance" so dont expect a bunch of good stuff xD
ty for reading over this too!
In the dark sure, it could be, but other real perks already do the same thing so oops, but a lot of my perks have been tweaked because of this, Im not looking to make more toxic stuff
Hacksbro super fair this one is a ball park a** idea
Undesired Expected reaction, I just was missing the Hex skill checks that day.
Rage Arguable a better brutal, but only if the survivor lets you have it like Spirit Fury so bad against smart survs
Dying Escape another ballpark idea, for sure something totally different theres no proper argument here. For getting trapped, I figured its just that. You can choose to wait while stuck or just leave.
Smell the sauce worried for abuse
growing tolerance "worse enduring" FOR pallets yes, the point is ALL survivor stuns are reduced not just pallet stuns.
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Hahaha the weird names are not gonna stop.
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