http://dbd.game/killswitch
My Perk Overhaul Part 1- Killer Perks
So, Dbd has 228 perks in total at the moment of posting this discussion and the first half of them are pretty busted and annoying, on the other hand they are absolute weak. The order of the list will be sected from the first to recently released. Hope you have fun or dread reading over my ideas. (There won't be few characters in this list due to their perks being fine at the moment).
THE TRAPPER:
Unnerving Presence: Your presence alone instils great fear.
Survivors repairing or healing within your Terror Radius suffer from the following effects:
- Increases the Trigger odds of Skill Check by 10 %.
- Increases the Rotation speed of Skill Checks by 25 %.
- Decreases the Success zone of Skill Checks by 40/50/60 %.
"Its presence befalls us."
Agitation: You get excited in anticipation of hooking your prey.
While carrying a Survivor you benefit from the following effects:
- Increases your Carrying Movement speed by 20 %.
- Increases your Terror Radius by 8/12/16 metres.
"At some point, the excitement of hooking one of us becomes more important than the desire to kill us."
THE WRAITH:
Predator: Your acute tracking ability allows you to hone in on disturbances left by running Survivors.
The Scratch Marks left by Survivors are bright white.
The duration of Scratch Marks is increased by 2/3/4 seconds.
"Never stop moving and hope you're always two steps ahead of the beast." — Unknown, Notebook
Bloodhound: Like a hunting scent hound, you smell traces of blood at a great distance.
Whenever a Injured Survivor is in your Terror Radius and not in chase, their aura is shown to you for 5 seconds for each 40/35/30 seconds.
"Pebbles shimmering in the moonlight; my life drips down in a trail so easy to follow."
Shadowborn: You have a keen vision in the darkness of the night.
When you hit a Survivor with a Basic Attack, the Aura of survivors that are within 24 metres of you are revealed for 8 seconds.
After the effect ends, Shadowborn goes on cooldown for 40/35/30 seconds.
"Shining in the darkest dark, his eyes pierce the night and sting your soul."
THE HILLBILLY:
Enduring: You are resilient to pain.
Reduces Stun duration by 40/45/50 %.
Enduring has no effect while carrying a Survivor.
"He stops at nothing."
Tinkerer: Whenever a Generator is repaired to 70 %, you benefit from the following effects:
- Triggers a Loud Noise Notification for that Generator, revealing its location.
- Grants the Undetectable Status Effect for the next 12/14/16 seconds.
Tinkerer can only trigger twice per Generator per Trial.
"The Hillbilly makes impressive tools out of scraps. Tools aimed at maiming us in creative ways." — Notebook
THE NURSE:
Stridor: Unlocks the new tracking ability.
You are acutely sensitive to the breathing of your prey.
You can see the Breath Trail coming from survivors. Breath Trail stays up for 3/4/5 seconds if the survivor is running, otherwise it will stay up for 6/8/10 seconds if survivor is walking or crouching.
*Breath Trail is white, non-dense and fog-like path that killer can track survivors, when not using their power*
"If you do not stop and catch your breath... she will."
Thanatophobia: Their courage fades in the face of their undeniable mortality.
Whenever you hit a Survivor with a Basic Attack, all Survivors within your Terror Radius suffer from 20 % Action Speed penalty to Repairing, Healing, and Cleansing for 20/25/30 seconds.
Thanatophobia has a cool-down of 60 seconds.
"She plays with us and revels in our pain."
A Nurse's Calling: Unlocks potential in your Aura-reading ability.
The Auras of Survivors, who are healing or being healed, are revealed to you when they are within a range of 24/28/32 metres.
"Still attached to the fragments of her past life, she is drawn to those in need of help."
THE SHAPE:
Save the Best for Last: You become obsessed with one Survivor.
Each time you down a Survivor with a Basic Attack, Save the Best for Last gains 1 Token, up to a maximum of 2/3/4 Tokens:
Each time you miss your Basic Attack, you suffer no cool-down, consuming one Token.
Obsession is notified that you have at least 1 Token of Save the Best for Last.
When the Obsession is sacrificed or killed, Save the Best for Last deactivates.
You can only be obsessed with one Survivor at a time.
"Death has come to your little town, Sheriff." — Dr Sam Loomis
Play with Your Food: You become obsessed with one Survivor.
Each time you chase your Obsession and end the chase by any means, Play with Your Food receives 1 Token, up to a maximum of 3 Tokens:
- Each Token applies a stack-able 3/4/5 % Haste Status Effect, up to a maximum of 9/12/15 %.
- Performing Basic Attacks, or Special Attacks that can damage Survivors, consumes 1 Token.
Play with Your Food has a cool-down of 10 seconds on Token-accumulation.
You can only be obsessed with one Survivor at a time.
"You've fooled them, haven't you Michael? But not me." — Dr Sam Loomis
Dying Light: You become obsessed with one Survivor.
Each time the Obsession gets unhooked, you gain 1 Token:
- For as long as the Obsession is alive, all other Survivors suffer from a stack-able 3/4/5 % penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of 15/20/25 % or 5 Tokens.
- When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession.
Upon reaching 5 Tokens, the Obsession suffers from the Exposed Status Effect and can be killed by your own hand.
You can only be obsessed with one Survivor at a time.
"This isn't a man..." — Dr Sam Loomis
THE HAG:
Hex: Ruin: A Hex that affects the Generator Repair progress of all Survivors.
Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 150/175/200 % of the normal Regression speed.
Once any Survivor is killed by any means, Hex: Ruin deactivates and reverts its Hex Totem into a Dull Totem.
The Hex effects persist until its Hex Totem is cleansed.
"A curse is upon you. It will cause your ruin."
THE DOCTOR:
Overwhelming Presence: Just knowing you are near is enough to disturb your victims.
Survivors within your Terror Radius suffer from inefficiency:
- When using an Item, its Depletion rate is increased by 100/150/200 %.
"#########!! I dropped the gauze!"
Monitor & Abuse: Meticulous in your approach, terrifying in your application.
Your base Terror Radius is increased by 4/6/8 metres.
Whenever you are outside of a Chase, your Terror Radius is reduced by 12/14/16 metres.
"Its time for your treatment!" — Herman Carter
Overcharge: You are fuelled by your hate for progress.
Performing the Damage Generator Action on a Generator applies Overcharge:
- The next Survivor interacting with that Generator is faced with a difficult Skill Check.
- Failing the Skill Check results in an immediate Progression loss of 3/4/5 %.
- Succeeding the Skill Check grants no bonus Progression, but prevents the Generator from exploding.
After Overcharge is applied to a Generator, the following effect applies:
- The Aura of Survivors within 4 metres expanding to 16 metres over the next 30 seconds of the generator is revealed to you.
"It is a trap, But a trap one must step in..." — Herman Carter
THE HUNTRESS:
Beast of Prey: Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable.
Whenever the chase ends, gain the Undetectable Status Effect for 15/20/25 seconds.
"Where did she go?"
Territorial Imperative: Unlocks potential in your Aura-reading ability.
Whenever a Survivor gets put into the Dying State, the Aura of the Farthest Survivor is revealed to you for 10 seconds.
During this time, gain 5/6/7 % Haste Status Effect.
"We're not safe anywhere..."
Hex: Huntress Lullaby: A Hex rooting its power in despair.
Your hunt is an irresistible song of dread which muddles your prey's attention.
Survivors receive a 2/4/6 % Regression penalty on Failed Skill Checks for Repair and Healing actions.
Hex: Huntress Lullaby disables the Warning sound of Skill Checks.
The Hex effects persist until its Hex Totem is cleansed.
"That song, it drives me crazy!"
THE NIGHTMARE:
Fire Up: The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time a Generator is completed, Fire Up grows in power.
Gain a stack-able 4/5/6 % Action Speed bonus to picking-up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows, up to a maximum of 20/25/30 %.
"Now why don't you just ######### die?" — Freddy Krueger
Remember Me: You become obsessed with one Survivor.
Each time the Obsession loses a Health State, Remember Me gains 1 Token:
- Increases the Opening time of both Exit Gates by 4 seconds per Token, up to a maximum of 8/12/16 additional seconds.
You can only be obsessed with one Survivor at a time.
"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger
Blood Warden: As soon as one Exit Gate is opened, Blood Warden activates.
The Auras of Survivors standing within the Exit-Gate area are revealed to you.
Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 40/50/60 seconds.
"This is my world. And you can't ever leave." — Freddy Krueger
THE PIG:
Scourge Hook: Hangman's Trick: Your ingenious modifications to Hooks alert you of tampering.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
- The Auras of Scourge Hooks are revealed to you in white.
Each Scourge Hook is applied with the following effects:
- Gain a Loud Noise Notification whenever a Survivor begins sabotaging a Scourge Hook.
- Sabotaging Scourge Hooks is 30/40/50 % slower.
- After a Survivor is sacrificed on a Scourge Hook, that Hook reverts to a Normal Hook instead.
"No excuses, no equivocations... No crying." — Amanda Young
THE CLOWN:
Bamboozle: After vaulting a Window, Bamboozle calls upon The Entity to block that Window for the next 16 seconds.
Blocked Windows cannot be vaulted by Survivors.
Increases your general Vaulting speed by 9/12/15 %.
Bamboozle only blocks one Window at a time and does not apply its either of its effects to vaulting Pallets.
Coulrophobia: Even those without a fear of clowns know to be terrified of you.
For all Survivors within your Terror Radius, the following effects apply:
- Reduces their Healing speed by 25/30/35 %.
- Increases the Rotation speed of Healing Skill Checks by 50 %.
Pop Goes the Weasel: A deep bond with The Entity unlocks great strength.
After hooking a Survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds:
- Performing the Damage Generator Action on a Generator instantly regresses it by 25 % of its Total Progression.
Pop Goes the Weasel deactives after damaging a Generator or when its timer elapses.
THE GHOSTFACE:
Furtive Chase: You become obsessed with one Survivor.
You lurk in the shadows, eliminating your victims one by one.
Each time you hook your Obsession, you gain 1 Token, up to a maximum of 2/3/4 Tokens:
- Your Terror Radius is reduced by 4 metres per accumulated Token.
- When a Survivor rescues the Obsession from the Hook, that Survivor will become the new Obsession.
You can only be obsessed with one Survivor at a time.
"You have no idea what I have planned for you. It'll be in the news for weeks. I'll make sure of that." — The Ghost Face
THE DEMOGORGON:
Cruel Limits (Claustrophobia): Your ties to the otherworldly manifest when your prey attempts to get away.
Whenever a Generator is completed, all Windows and Vault locations within 32 metres of you become blocked for all Survivors for the next 20/25/30 seconds.
*When all generator are completed, all Windows and Vault locations become blocked across the map.* - This effect is already in game but not noted in the perk description.
The Auras of the block Vault locations are revealed to you for the duration.
"The specimen seems to be able to affect the state of nearby objects, as if they existed in some other form within a dimension alternate to our own." — Hawkins National Laboratory
THE ONI:
Zanshin Tactics: Unlocks potential in your Aura-reading ability.
You are mentally alert and aware of key points on the battlefield.
The Auras of Breakable Walls, Pallets, and Windows are revealed to you within 32 metres.
When a survivor performs an action on them, gain 10 % Haste Status Effect for 3/4/5 seconds, this effect can only be triggered every 30 seconds.
"Within your enemy's strength is weakness." — Renjiro's Doctrine 12:5
Scourge Hook: Blood Echo: The agony of one is inflicted onto others.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
- The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
- All Injured Survivors suffer from the Broken and Exhausted Status Effects for 40/50/60 seconds.
"Attack an enemy with precision and their allies will feel it." — Renjiro's Doctrine 6:3
Nemesis: You seek retribution on those who have wronged you.
Any Survivor who blinds you or stuns you using a Pallet becomes the Obsession.
Anytime your Obsession switches to another Survivor by any means, that Survivor then suffers from the Oblivious Status Effect for 40/50/60 seconds and their Aura is revealed to you for 8 seconds.
You can only be obsessed with one Survivor at a time.
"Only a fool would spit in a demon's face and declare victory." — Renjiro's Doctrine 4:9
THE DEATHSLINGER:
Gearhead: You have got an ear for well-oiled gears.
After a Survivor loses a Health State twice, Gearhead activates for 35/40/45 seconds.
Each time a Survivor completes a Good Skill Check on a Generator, you receive a Loud Noise Notification.
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden
Dead Man's Switch: After a Survivor got unhooked, Dead Man's Switch activates for the next 35/40/45 seconds:
- While activated, any Survivor that stops repairing a Generator before it is fully repaired causes The Entity to block the Generator until Dead Man's Switch's effect ends.
- Affected Generators are highlighted by a white Aura.
"I've seen the look on a man's face when he realises he's going to die." — Caleb Quinn
THE EXECUTIONER:
Forced Penance: Those who stand in the way of duty will suffer harsh judgement.
Survivors who take a Protection Hit suffer from the Broken and Oblivious Status Effects for the next 80/90/100 seconds.
Trail of Torment: You guide your victims along a path of pain and punishment.
Performing the Damage Generator Action on a Generator activates Trail of Torment:
- Grants the Undetectable Status Effect until the Generator stops regressing or a Survivor is damaged by any means.
- The Aura of the damaged Generator is revealed to all Survivors in yellow.
Trail of Torment has a cool-down of 60/50/40 seconds.
Deathbound: Those whose lives are intertwined in darkness are destined to suffer together.
When a Survivor heals another Survivor for the equivalent of 1 Health State at least 32 metres away from you, that Survivor will scream, revealing their location and activating Deathbound:
- For the next 60 seconds, both Survivors suffer from the Blindness and Oblivious Status Effects when farther than 8/6/4 metres away from each other.
- Both Survivors suffer from a 15 % Action Speed penalty to Healing and Repairing until Deathbound effect ends.
THE BLIGHT:
Dragon's Grip: Performing the Damage Generator Action on a Generator activates Dragon's Grip for the next 30 seconds:
- The first Survivor interacting with the damaged Generator will scream, revealing their location for 4 seconds, and suffer from the Exposed Status Effect for 60 seconds.
Dragon's Grip has a cool-down of 80/70/60 seconds.
"Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes
THE TWINS:
Hoarder: You protect what little you have and are perceptive to those rummaging through your stockpiles.
Hoarder triggers a Loud Noise Notification for 4 seconds, whenever a Survivor performs any of the following actions within 32/48/64 metres of your location:
- Unlocks a Chest.
- Picks up any Item, including Limited Items.
Hoarder spawns 2 additional chests in the Trial.
The rarity of items found in all chests is decreased.
Oppression: Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator Action on a Generator activates Oppression:
- Causes up to 3 additional Generators to also start regressing.
- Triggers a difficult Skill Check on all Survivors currently repairing one of those Generators.
Oppression has a cool-down of 80/70/60 seconds.
"Damn them as they would damn us." — Charlotte Deshayes
Coup de Grâce: As the end nears, you go in for the kill.
Each time a Generator is completed, Coup de Grâce grows in power and gains 1 Token.
For each Token in your posession, your Lunge Attack distance is increased by 27/30/33 %.
THE TRICKSTER:
Starstruck: Your unmatched showmanship dazzles all.
When carrying a Survivor, Starstruck activates:
- Survivors suffer from the Exposed Status Effect while in your Terror Radius.
- The Status Effect lingers for 26/28/30 seconds after leaving your Terror Radius.
After hooking or dropping the carried Survivor, Starstruck deactivates:
- The Status Effect persists for 26/28/30 seconds for any Survivor inside your Terror Radius at that moment.
Starstruck deactivates once the Survivor is no longer being carried.
"Enjoy this moment, few get so close." — Ji-Woon Hak
THE NEMESIS:
Hysteria: You know how to brutalise one member of a team to cause a panic.
Whenever a Survivor loses a Health State, all injured Survivors suffer from the Oblivious Status Effect for 20/25/30 seconds.
Hysteria has a cool-down of 30 seconds.
"Sorry I got a little jumpy there. Didn't know quite what to expect." — Robert Kendo
THE ARTIST:
Grim Embrace: Your act of servitude to The Entity has not gone unnoticed.
Each time a Survivor is hooked for the first time, Grim Embrace gains a Token and The Generator with the most Progression gets blocked for 20 seconds.
Upon reaching 4 Tokens Grim Embrace activates:
- The Entity blocks all Generators for 40/50/60 seconds.
- The Aura of the Obsession is revealed to you for 5 seconds.
"Are we nothing but prisoners to our sorrow?" — Carmina Mora
THE ONRYŌ:
Call of Brine: Your psychic abilities influence technology in devastating ways.
When you hit a Survivor with a Basic Attack, the generator within 8/10/12 metres of your position explode, losing 5 % of it's progress and starts regressing.
Call of Brine has a cool-down of 30 seconds.
THE DREDGE:
Dissolution: Everything turns to dust. It is as inescapable as the coming of the night.
3 seconds after injuring a Survivor by any means, Dissolution activates for 20/25/30 seconds:
- While Dissolution is active, if a Survivor fast vaults over a Pallet while they are inside your Terror Radius, The Entity will break the Pallet at the end of the vault, deactivating Dissolution.
"The Garden shall be a place of perfect Joy; through Joy, nothing shall stand in our way." — Otto Stamper
Septic Touch: The Land of the Shadows subsumes all. Healing only delays the inevitable.
Whenever a Survivor is being healed or performs a Healing action, that Survivor suffers from the Blindness and Exhausted Status Effects.
These effects linger for 6/8/10 seconds after the Healing action is interrupted by any means.
"Do not admit to fear, or pain, or doubt. These are the seeds from which darkness grows." — Otto Stamper
THE MASTERMIND:
Awakened Awareness: Your genes have been altered to heighten your senses in intense situations.
While carrying a Survivor, the Auras of all other Survivors are revealed to you when they are within 16/18/20 metres of your location.
Auras revealed that way stay visible for 2 seconds after you stop carrying the survivor.
*It's the PTB version of this perk*
Terminus: You are a brilliant tactician who prepares for every eventuality.
Once the Exit Gates are powered, Terminus activates:
- All injured, dying, or hooked Survivors suffer from the Broken and Exhausted Status Effects until the Exit Gates are opened.
- This effect lingers for an additional 20/25/30 seconds after the Exit Gates are open.
THE KNIGHT:
Nowhere to Hide: The machinations of the weak and craven draw your ire. Your anger forces Survivors to reveal themselves.
Performing the Damage Generator Action on a Generator triggers Nowhere to Hide:
- The Auras of all Survivors within 32 metres of the generator are revealed to you for 3/4/5 seconds.
"Out with you, cowards! Show yourselves!" — Tarhos Kovács
Hubris: You show no mercy, especially to those foolish enough to resist.
Whenever you are stunned by a Survivor, that Survivor suffers from the Exposed Status Effect for 20/25/30 seconds.
"You have made a grave mistake, standing in opposition to me this day." — Tarhos Kovács
THE SKULL MERCHANT:
Game Afoot: First you pick your prey, then you pick it apart.
Whenever you hit the Survivor with a Basic Attack, they become the Obsession.
While you are chasing your Obsession, Game Afoot activates its secondary effect:
- Grants a 5 % Haste Status Effect for 8/9/10 seconds after damaging a Generator or breaking a Breakable Wall or Pallet.
You can only be obsessed with one Survivor at a time.
"This one might actually be a challenge..." — Sonhadores Sombrios, Issue #3
Want to see other parts? Check these out:
Part 2- (Survivor Perks): ->CLICK THIS YELLOW TEXT<-
Part 3- (Universal Perks): ->CLICK THIS YELLOW TEXT<-
Comments
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Ok so I will admit I only got through hillbilly, but already we have issues.
Agitation is perfectly fine where it is and needs no changes.
Predator, I have no issue with making scratch marks stay longer but changing the color is completely uneccesary, white scratch marks on eyrie of crows or ormond or farm maps would be abysmal.
Bloodhound, absolutely not, bloodlust is fine and needs no buff and you can already get a better effect with Save the best for last, and stacking the two would be ridiculous.
Shadowborn, only issue here is 10 seconds is unnecessary back it down to 7 or 8 to keep in line with other aura perks, so if the killer runs lethal it only burns 1 distortion token.
Enduring, perfectly fine as it is does not need to be nerfed.
Tinkerer, once per gen is fine especially in the gen kick meta we are in, if anything you could maybe lengthen the undetectable for slower killers
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You increased the cooldown on eruption while leaving the incapacitate alone which does next to nothing to it because the killer has to rekick gens and get a down before it activates again anyways, the fix for this perk is less incapacitated and more base regression.
The cool down on oppresion is the only issue with that perk and you left it alone.
While I dont hate your idea with coup de grace 165% lunges would be insane needs to be reworked for a lower cap say 20% per token and have the progression set max tokens 3/4/5.
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I changed the agitation for the reason that the tier 3 of it is only useful (looking at the carrying speed).
I could imagined that the "bright white" scratch marks would be pure white with a black outline IMO.
I think I would agree on the bloodhound with you, it would be a bit ridiculous with STBFL.
Duration of Shadowborn could be decreased down to 8 just like you said.
How I nerfed Enduring? Right now it only affects pallet stuns and it's based on percentages. The way I wanted to present is that, instead of 3 second stun head on, it's 2 second stun of head on, a pallet save only 2 seconds instead of 3, there would be still current 1 second pallet stun and I made it that it wouldn't work when survivor escapes killer grasp, so it wouldn't hurt DS or the pure luck that you wiggled out. I seriously don't know how you see it as a nerf to Enduring.
Maybe i would make tinkerer as it is right now that it works only once, you can really jumpscare with it right now. Also I have ideas for lengthening undetectable from a universal perk (you probably know which one).
Well I really had no idea how to change eruption, so i slapped there a cooldown of eruption that was on PTB.
Wdym that i left alone the oppression cooldown?
Well the coup de grace change that you proposed would be still underwhelming since it's only 20% of extra lunge distance per generator and tokens are capped by each tier, because you need to lose a game to get the 100% extra lunge.
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Don't you dare touch my shadowborn!!!
And why Furtive Chase is still the same?
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"Why don't you take a closer look."
I removed that it only decreases terror radius while in chase.
Shadowborn is priceless indeed.
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All levels of Agitation are useful but tier 3 is the only one that makes the killer faster than a survivor is fine, the top end certainly doesnt need a buff it is plenty powerful.
As for enduring you dropped the effect from 50% to 1 sec, 50% is 1.5 sec thats a direct nerf, and your doing it in a way it is worse against the most common stun in the game as a way to nerf head on which doesnt need a nerf anyways as its already not a super strong perk.
Ok you lowered oppressions cooldown a little but not enough for it to be an effective perk It should just apply every time you kick a gen, however cutting the cooldown to 30 sec max would be better, as it only applies base regression anyways.
For eruption and coup de grace, i will help you with the math
Coup de grace, you suggest a max lunge increase of 166%.
The standard lunge is 0.8 sec at 6.9 m/s this means a basic lunge is about 5.5 meters. Keep in mind all these numbers get larger if you are hasted including with bloodlust so these arent even maxed out numbers
A tier 3 myers with 3 stacks of play with your food and blood lust 3 has a base lunge of 1.4 sec at 8.7 m/s for a total distance of 12 meters
Currently the perk increases 80% or .64 sec. This makes the lunge 1.4 sec at 6.9m/s which creates a 9.5 meter lunge
The max lunge you suggest would be 166% or 1.3 sec. This lunge would be 2.1 sec at 6.9 m/s which is a 14.5 meter lunge which is absolutely ridiculous.
Just for fun using our super broken Myers lunge 2.7 sec at 8.7m/s would be a 23 meter lunge distance
Being able to do the current coup de grace all the time with 0 conditions would already be ridiculously overpowered. Maybe slap a cooldown on it with the current 80% and scrap the tokens all together put the cool down at 180/150/120, so it'll work once per chase kinda thing.
Eruption is much easier but for math i will use a round 24 sec of incapacitated.
Current 10% instant regression and at .25 charges per second while incapacitated you get 6% over those 24 seconds if nobody else touches the gen totalling 16%
If you slap an extra 3% instant regression to 13% and cut the incapacitated in half to 12 seconds you would still get 16% regression but it would feel much less terrible for survivors essentially fixing the perk without altering its strength.
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So, I completely reworked coup de grace with eruption and tweaked oppression.
With coup de grace, I made it similiar to the current one, but it only consumes, when it is a successful lunge attack and doesn't stack with other instances or itself.
Eruption now blocks the generator, when survivor tries to repair it, after you kicked it.
Oppression is similiar to current Call of Brine or Overcharge, it makes generators regress at 200%, applies the base 2.5% progression loss to those 3 generators and missing difficult skill check makes lose additional 5% of generator's progression.
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Why change Hangman's Trick into a Scourge Hook perk....
It should work like that without being a Scourge Hook perk
Also Surveillance should take the information part from Call Of Brine
And Eruption should have it's Incapacitation cut in half or just have the effected Gens no longer have interactions for the time
Predator should make Scratch marks have some direction added to it
Those are just some of what I'm thinking
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The effects of my hangman's trick's version are a bit too strong to be applied on a normal hook.
Not a bad idea for a Surveillance buff, but do you want to hear spamming sounds of notifications frequently?
Current Eruption can be easily countered in SWF, but it's a nightmare in Solo queue, because you have no information when a survivor will get downed.
My version of Eruption does disable the interaction with the generator by blocking it, for a period of time.
You can already tell what the direction of scratch marks are, by it's fading.
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No that doesn't seem to powerful
Why would there be sound spamming on my version of Surveillance?
Please no more Gen blocking perks... they don't regress the Gen... just make them unrepairable in a different way
"as they fade away" doesn't do much of anything... especially with Lightweight... why not just add direction to it
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Not destroying hooks after survivor has died on it, slower sabos (I had idea to make it 100% instead of 50%) doesn't it seem powerful?
I just think that's how it would be with your version of Surveillance if you protect a generator with your life.
What else do you want instead of gen blocking, it's a healthiest way to protect generators, because you can't do it for eternity, otherwise it would be strong or weak. If you want to make them unrepairable, camp them and/or use other gen regression perks such as Overcharge.
The thing with Lightweight is that scratch marks spawn inconsistently, that's why you can lose killers very fast with it in indoor map, also breathing, LOS, (crows sometimes) is a factor too, so you don't usually need scratch marks to track survivors.
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Im sorry but you need to go back to the drawing board and rethink alot of these.
Coup de grace, you wnet and boosted to an insane level, and then went back and kept the worst part of it where its only useful 5 times a match and you have to be losing to use it.
Oppression, you changed so minorly that it was still borderline useless, and are now boosting it to be overpowered with COB and overcharge, instead of just eliminating/minimizing the cooldown, which is all it needs
Eruption, your original change was to give it a bigger cooldown, doing nothing to the perk, and even after receiving the math to make it the same but less obnoxious to survivors, which is the problem with the perk, you strip all the regression and make it a gen blocking perk which is pretty much still the incapacitation except longer.
Taking a cursory glance through several other ones you are making tons of unnecessary tweaks, Awakened awareness does not need a lingering effect, nowhere to hide is fine and doesnt need a boost, so many of your changes are either too far or not enough, and some seem to be just so you can say there was a change.
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Well, I changed Bloodhound, STBFL, Overcharge, Oppression, Coup de Grace, Eruption and Call of Brine.
If you change Coup de Grace in any way, you can't really balance it, because it's a game core issue and you can't do anything about it.
If you want to make Oppression frequent, then it would be a Noob Stomper since newer players have to adapt to each type of skill checks and seeing it on each generator at unexpected moment is just a migraine, 60 seconds is enough.
I made Eruption just like current Dragon's Grip with a time limit, if not trigerred, it goes on cooldown, still it affects one generator at the time, not multiple generators at once just like the current one.
Awakened Awareness lingering effect was taken away because of Nurse and the perk wasn't even an issue, Nowhere to Hide is bugged and the description shows that it should be more powerful than it currently is, the fix to Nowhere to Hide would be to just change the description, just like they did with NOED back then.
And that list is supposed to show some ideas, not just to "copy and paste everything and it should be in the game".
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Edit #1: Added Skull Merchant's Perk : "Game Afoot", changed "Coulrophobia" (decreased healing debuff) and adjusted some perks due to current situation in the game.
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