Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

Survivor Perk Overhauls

So I did this with Killer perks and thought to dp this again but instead with Survivor perks. Again, it would be interesting to hear what people think. Some I believe hit the mark well, whilst others could very much be as bad as my "Rancor" idea! Either way, here are some suggestions:


Leader - Increases the action speeds of other Survivors in Healing, Sabotaging, Unhooking, Cleansing, Booning, Opening, and Unlocking by 15/20/25% while they are within 8m of your location. The effect lingers for 15 seconds when leaving Leader's range. The amount of BP the Survivor you assisted earnt from their action will also apply to you.

Self-Care - Unlocks the Self-Care ability, allowing you to self-heal without a medkit at 30/40/50% of the normal healing speed.

Iron Will - Reduces the volume of grunts of pain while in the Injured State by 50/70/90%. Whilst Exhausted, the grunts of pain while in the Injured State are only reduced by 30/45/60%.

Calm Spirit - Prevents crows from being alerted by your proximity and flying off, unless stepped on. Suppresses the urge to scream from any cause at all times. Whilst crouching, breathing is silent and any Exhaustion reduces at 100/115/130% of normal speed.

Balanced Landing - When falling from great heights, you benefit from the following effects: Reduces the stagger duration by 75%, Supresses grunts of exertion from falling, Upon landing break into a sprint at 150% of your normal running speed for 3 seconds. Balance Landing causes the Exhausted status effect for 60/50/40 seconds. Whilst Exhausted, the sprint bonus and grunts of exertion removal shall not occur, but the 75% stagger reduction can be done at any time after landing, even when Exhausted.

Sole Survivor - Each time a Survivor other than yourself is Killed or Sacrificed, Sole Survivor gains 1 Token, up to a maximum of 3 Tokens: 1 Token makes your Aura invisible of the Killer when within 20m, and makes breathing silent. 2 Tokens makes their Aura invisible to the killer when within 32m of the Killer, suppresses breathing and footstep sounds, and grants a 20% boost to repairing generators when working alone. 3 Tokens makes their Aura invisible permanently, suppresses breathing and footstep sounds, grants a 75% boost to fixing generators, increases gate and hatch opening speed by 50%. If you are the final Survivor and are hooked for the first time, you can still attempt to unhook yourself with the same chances as you normally would.

Decisive Strike - After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds: when being grabbed or picked up by the Killer, succeed a Skill Check to escape the Killer's grasp, stunning them for 5 seconds. Successful stunning of the Killer deactivates the perk for the rest of the trial and makes you the new Obsession. While Decisive Strike is active, any conspicuous action will deactivate it until being unhooked or unhooking yourself again. Decisive Strike deactivates permanently once the Exit Gates are powered.

Up The Ante - For each Survivor still in the trial, Up The Ante gains 1 Token. Each Token does the following: applies a stackable 1/2/3% bonus to luck to all Survivors; grants a 10/15/20% chance of not giving away any Survivors' Aura when the Killer uses an Aura-based perk; grants a 5/7/10% chance of disabling a random perk of the Killer for 15 seconds when the Killer is blinded or stunned by any Survivor. Up the Ante does not stack with other Up the Ante perks within the Trial.

Ace in the Hole - When retrieving an item from a chest, 1 add-on will always be attached to it. The item will never be worse than Rare. There will be 20/40/60% chance of a second add-on being attached. Any add-ons attached to an item will be kept upon escaping. If the Hatch is closed, there is a 33% chance a Chest will contain a key.

Left Behind - When you are the last Survivor remaining in a Trial, the Aura of the Hatch is revealed to you when you are within 24/28/32m, and when opening the Exit Gates, the lights will not show until they are 60/70/80% opened.

Borrowed Time - Survivors you unhook benefit from the following effects: Extends the duration of their Endurance by 10 seconds; Extends the duration of their Haste by 10 seconds. You gain +7% Haste for 6/8/10 seconds and Endurance for 6 seconds if you rescue whilst injured.

Technician - When repairing a generator, the following effects apply: Reduces the audible range of your Repair noises by 8/10/12m; Suppresses the explosion and Loud Noise Notification when failing a Skill Check.

We're Gonna Live Forever - Increases the healing speed of dying Survivors by 100%. Gain 1 Token when a) performing a safe hook rescue, b) taking a protection hit for an injured survivor, or c) blinding or stunning a Killer to rescue a carried survivor. 1 Token grants the Endurance for 6/8/10 seconds to any Survivor healed from the Dying State. Performing any of the Token-earning actions grants a 100% BP bonus for that action.

No Mither - You start the Trial healthy. Upon losing a health state for the first time, you become Broken for the rest of the Trial. Whilst Broken, you benefit from the following effects: Pools of Blood are suppressed; Grunts of Pain are reduced by 50/65/80%; Recovery speed is increased by 15/20/25%; You can always recover from the dying state. Any time you escape a chase, the BP for that chase period is increased by 100%. If you escape 3 chases throughout the trial, you double the XP earnt at the end of a trial.

Pharmacy - Whenever you are in the Injured State, you will always get an Emergency Medkit when unlocking a chest. Whether healthy of injured, unlocking speed of chests is increased by 40/50/60% and unlocking a chest is silent.

Windows of Opportunity - When being chased, for the first 8/10/12 seconds, all Breakable Walls, Pallets and Windows reveal their Auras to you within 32m. This perk has a 30/25/20 second cooldown.

Boil Over - Whilst being carried by the Killer, the following effects apply: Increases the Intensity of the Struggle effect on the Killer from your wiggling by 60/70/80%; Obscures all hook Auras from the Killer's Aura-reading abilities within 16m.

Solidarity - While injured and healing another Survivor, you passively heal yourself at a rate of 40/45/50% of your Altruistic healing speed. If the survivor healing you is injured, they also will passively heal at 30/35/40% of their Altruistic healing speed.

Poised - When a generator is completed, you gain 1 Token, up to a maximum of 2/3/4 Tokens. For each Token, any Conspicuous Action except generators and Exit Gates grants a +6% speed boost, up to a maximum of 12/18/24%. Generator repairs and Exit Gates gain a stackable 1.5% speed boost, up to a maximum of 3/4.5/6%. When hooked, all Tokens are removed.

Buckle Up - When healing a Survivor in the Dying State, you can see the Aura of the Killer. Healing a Dying Survivor grants both of you 150% sprint burst for 3 seconds and the Endurance effect to the healed Survivor for 6/8/10 seconds. Upon the Exit Gates being powered, the Endurance effect is deactivated and when the Exit Gate is opened, the whoke perk deactivates.

Mettle of Man - After losing 3 Health States by a Basic Attack, Mettle of Man activates. The next occasion you would be put into the Dying State by a Basic Attack, you will instead get the Deep Wound status effect. If you use Mettle of Man to gain a Protection Hit off an injured Survivor, you will not enter the Dying State, nor will you get Deep Wound. When fully healed, your Aura will be shown to the Killer when you are further than 12/16/20m from the Killer. Increases your chances of becoming the Obsession.

Camaraderie - When hooked and in the Struggle Phase, Camaraderie activates. When a Survivor comes within 16m of your hook, the timer is paused for 26/30/34 seconds. Camaraderie prevents you from becoming Mangled by any means.

Second Wind - When you heal another Survivor to the equivalent to 1 Health State, Second Wind activates. The next time you are unhooked or unhook yourself or are healed from the Dying State or pick yourself up from the Dying State, you automatically heal 1 Health State after 28/24/20 seconds. If a Killer hurts you within the time frame, Second Wind deactivates.

Red Herring - After repairing a generator for 70/60/50 seconds, Red Herring activates and you now carry an alarm. Place the alarm on any generator, locker or pallet which will take 2 seconds. At any point within the next 120 seconds, press the Secondary Action button to trigger a Noise Notification to the Killer wherever the alarm was placed.

Blood Pact - When either you or the Obsession is injured, Blood Pact activates and both your Auras are shown to each other. Whilst either are you are injured and you are within 16m of each other, you both are granted a 5/6/7% Haste status. If you are both healthy after healing one or the other, the Haste remains until you are further than 16m apart. Blood Pact dramatically reduces the chances of you becoming the Obsession at the start of the trial. If you become the Obsession during the Trial, Blood Pact deactivates until you are no longer the Obsession again.

Built to Last - Hiding inside a locker for 14/13/12 seconds while carrying a depleted item will replenish its charges by 75%. Each use of Built to Last reduces this percentage by -25%.

Fast Track - Whenever another Survivor is hooked, Fast Track gains 2/3/4 tokens, up to a maximum of 18/27/36 Tokens. You consume all Tokens upon a Great Skill Check on a Generator. Each Token grants and stackable 1% progression bonus in addition to the default additional bonus for succeeding a Great Skill Check. The Skill Check Zone is increased by 10% and the Great Skill Check Zone by 20% whilst the Survivor holds Tokens.

Self-Preservation - Whenever a Survivor is hit by a Basic is Special Attack within 20m of you, Self-Preservation activates. Scratch Marks, Grunts of Pain, Blood Pools, Screaming, Auras and Killer Instinct are all suppressed for the next 10/12/14 seconds. If you are the Obsession, the status of Obsession is switched to another Survivor who is not the one who was attacked.

Rookie Spirit - While repairing Generators, succeed in 4/3/2 Great Skill Checks to activate Rookie Spirit for the rest of the trial. Once active, the Auras of all regressing generators are revealed to you in red and the Aura of the Killer is shown for 3 seconds after kicking a Generator. If the Killer has applied any Generator Perks (like Eruption, Dragon's Grip or Overcharge as examples, the Aura of the regressing Generator will appear in White.

Boon Clairvoyance - Whenever you Bless a Totem, Clairevoyance activates. As long as the Boon is activated, you see the Auras of the Exit Gate Switches, Generators, Hooks, Chests and the Hatch within 64 m of your position anywhere on the map. If the Killer enters within a 24m radius of the Boon, you can see their Aura. Once the Boon is snuffed, the perk deactivates for 30/25/20 seconds before it can be used again.

Boon Circle of Healing - Whenever you Bless a Totem, all Survivors benefit from the following effects when within 24m of the Totem: Healing Speed in increased by 80/90/100% when not using a med-kit; Increases the recovery of all Negative Status Effects by 20/25/30%; shows the Auras of all Survivors within the 24m radius. Only one Boon Circle of Healing can exist in a Trial at any one time. Once snuffed, the perk deactivates for 30/25/20 seconds before it can be used again.

Boon Shadow Step - Whenever you Bless a Totem, all Survivors benefit from the following effects when within 30m radius: All Scratch Marks, Pools of Blood, Breathing, Grunts of Pain and Auras are suppressed to the Killer. Only one Boon Shadow Step can exist in a Trial at any one time. Once snuffed, this perk deactivates for 30/25/20 seconds.

Corrective Action - Whenever you succeed in a Great Skill Check, you gain a Token up to 1/2/3 Tokens. Press the secondary action on any Generator to activate the following abilities: 1 Token converts 1 Failed Skill Check into a Good Skill Check; 2 Tokens converts 2 Failed Skill Checks into a Good Skill Check and grants a 30% chance that any Killer perk which affects Generators after kicking them will not activate. 3 Tokens converts 3 Failed Skill Checks into Good Skill Checks, grants a 50% chance of any Killer perk which affects Generators after kicking then to not activate and grants a 20% chance that any Generator-related perk the Killer has will deactivate for 30 seconds.

Boon Dark Theory - Blessing a Totem with Boon Dark Theory grants all Survivors with the following benefits within 24m: Vaulting blocks the Window for the Killer only for 5 seconds but only applies to one Window at a time; Hinders the Killer 0.2/0.3/0.4m per second. Only one Boon Dark Theory can be active at any one time. Once snuffed, the Perk deactivates for 30/25/20 seconds.

Overzealous - After cleansing a Totem, Overzealous activates. Increase your repair speed by 8/9/10% if it was a dull Totem. Increases your repair speed by 16/18/20% if it was a Hex Totem.

Better than New - Upon completing a Healing action on a Survivor, they benefit from the following effects until the next time they take damage: Increases their Action Speeds in Healing, Unlocking, Blessing or Cleansing by 12/14/16%; removes any debuffs currently applied by any Basic or Special Attacks; recovers from Exhaustion or Exposed 10% faster, so long as the debuff is a timed instance.

Quick Gambit - While being chased by the Killer, the Killer will not be able to hear a Generator being worked on unless they are within 12m of the Generator and will not be able to use any Perks or Add-ons which gives information on whenever a Generator is being worked on.

Teamwork: Power of Two - Whenever you finish healing another Survivor, Teamwork: Power of Two activates. Both you and the healed Survivor are granted 5% haste, so long as you remain within 12m of each other. This effect also ends when either Survivors lose a Health State. Teamwork: Power of Two has a cooldown of 80/70/60 seconds.

Teamwork: Collective Stealth - Whenever you finish healing another Survivor, Teamwork: Collective Stealth activates. Both you and the healed Survivor benefit from the following effects, so long as you remain with 12m of each other or until either of you lose a Health State: Suppresses Scratchmarks, Breathing and Screaming; Increases speed whilst crouch-walking by 80%; Unlocking, Cleansing and Blessing is silent. Teamwork: Power of Two has a cooldown of 80/70/60 seconds.

Background Player - When another Survivor is picked up, Background Player activates for the next 10 seconds. When you start running, break into a Sprint at 200% of your running movement for 5 seconds. Background pkayer causes the Exhausted Status Effect for 80/70/60 seconds. Background Player cannot be used whilst Exhausted.

Made For This - When injured, you gain a 1/2/3% haste while running. Whilst Made For This is active, any Exhaustion Perks cannot be used. However, when healed from injured to healthy by any means, if any Exhaustion effect is active, this is automatically removed.

Light-Footed - Whenever you are healthy, Light-Footed activates. Suppresses the sound of any footstep sounds, whether crouching, walking or running. Scratch Marks appear 50% less bright. Light-Footed has a cool-down of 28/24/20 seconds after performing a Rushed-Vault action.

Lucky Star - While hiding inside a locker, Lucky Star activates. Suppresses your Grunts of Pain and Pools of Blood until leaving the locker. Upon leaving the locker, the following effects are granted for 10 seconds: The Auras of other Survivors are revealed to you; The Aura of the closest Generator is revealed to you in yellow. Lucky Star has a cool-down of 40/35/30 seconds.

Deja Vu - The Auras of the 3 Generators closest to you are revealed to you at all times. Upon completing one of those 3 Generators, gain 5% Haste for 5/6/7 seconds. If holding a map, all highlighted Generators are added to it.

Plunderer's Instinct - The Auras of closed chests and dropped Items are revealed within 20/28/36m of you. Grants a guaranteed Item no less than Rare Quality. Chests can be opened 30/40/50% faster.

Premonition - Whenever you look at the Killer's direction within a 45° cone within 36m, you see the Killer's Aura for 5 seconds. Premonition has a cool-down of 60/45/30 seconds.

Slippery Meat - Grants 3 addition attempts to unhook yourself, with a 3/4/5% increased probability of escaping. Reduces the time the Killer can carry you by 2/3/4%.

Small Game - Receive an auditory warning upon looking in the direction of Totems in a 45° cone within 8/10/12m. The tone of the warning will be higher-pitched if the Totem is a Hex. If looking at a gen within 8/10/12m a lower tone will sound if that Generator has an effect on it (such as Dragon's Grip for example). Every cleansed Totem gives you 1 Token. Each Token reduces the cones angle by 5°, down to a minimum of 20°.

Spine Chill - Whenever the Killer is within 32m of you, Spine Chill lights up. If the Killer is within 32m and looking in your direction with a clear line of sight, this increases your action speeds for Repairing, Healing, Sabotage, Unhooking, Cleansing, Blessing, Unlocking or Opening by 2/4/6%.

This Is Not Happening - Depending on how many Survivors are left, and you are in the Injured State, the following effects occur: 4 Survivors = Great Skill Check Zones are 10/20/30% bigger and grant an additional 1 charge to the normal Great Skill Check; 3 Survivors = as above, plus Good Skill Checks now become regular Great Skill Checks and the Skill Check rotation move 5% faster; 2 Survivors = The Skill Check area becomes 100% Great Skill Check with all bonuses. The rotation of the Skill Check is 10% faster. You can see the Aura of the other Survivor whenever they are in chase; Sole Survivor = same Skill Check benefits as with 2 Survivors remaining. Gain a 30% action speed to Unlocking, Cleansing, Blessing, Sabotaging and Opening. See the Killer's Aura for 3 seconds once every 30 seconds.

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