Some Perk Reworks I Thought Of

There are alot of Perks the Community have thought to Rework and I thought I throw my hat into the pile. Feel free to give feed back, while these Ideas will probly never be used, I have fun thinking them up.

Blood Warden

As soon as one of the Exit Gates is opened, Blood Warden activates

Once per Trial, When you have the Bloodlust status, The Entity is called upon to block the exits for all Survivors for 20/25/30 seconds. Hooking a Survivor during this time calls upon The Entity to block the exits further to a total of 40/50/60 seconds.

Deathbound

Those whose lives are intertwined in darkness are destined to suffer together.

Survivors that are farther than 16 meters from another Survivor suffer from the Oblivious status effect. 

When you injure a Survivor by any means, Deathbound deactivates, and Survivors within 16/24/32 meters of another Survivor scream and trigger a Loud Noise notification.

After spending 8 seconds at least 32 meters from all Survivors, Deathbound reactivates.


Dying Light

While you are chasing your obsession, all Survivors suffer a 15/20/25% penalty to Healing and Repairing speeds 

You can only be obsessed with one Survivor at a time

Genetic Limits

Around you, the limits of human life become readily apparent

Any Survivor in the Trial with the Exhausted status effect has their Healing speed reduced by 33%.

When a Survivor unhooks another Survivor, they suffer from the Exhaustion status effect for 20/30/40 seconds

Overwhelming Presence

Just knowing you are near is enough to disturb your Victims

At the Start of the Trial, the consumption rate of All Items is Increased by 100% for 120 seconds

Survivors that are not holding any Items in your Terror Radius suffer a 3/4/5% Repair speed Penalty

Scourge Hook: Hangman’s Trick

The Entity muses at your ingenious modifications to Hooks.

 At the Start of the Trial, 4 random hooks are changed into Scourge Hooks. They then become broken and take 120 seconds to respawn.

Survivors within 24 meters of an Unbroken Scourge Hook have their Healing and Repairing speeds reduced by 20/25/30%

Receive a Loud Noise Notification whenever a Survivor starts sabotaging a hook

Septic Touch

The Land of the Shadows subsumes all. Healing only delays the inevitable

Whenever you miss a Basic Attack, the following effects happen:

  • All Survivors suffer the Blindness status effect for 6/8/10  seconds. This increases to 18/24/30 seconds if the Survivor has the Exhausted status effect.
  • All Survivors within your Terror Radius that are performing a Healing Action are given a difficult Skill Check.

Septic Touch has a cool-down of 30 seconds.

Unrelenting

Nothing will stop you when things are just out of reach

Your Basic Attacks are modified in the following ways.

  • Reduces the Cool-down of missed Quick Attacks or Obstructed Attacks by 20/25/30%
  • Increases the distance of your Lunge Attack by 20%

Comments

  • SoGo
    SoGo Member Posts: 4,477
    edited September 2024

    Your ideas for Deathbound, Genetic Limits, Dying Light and Overwhelming Presence are all nice. No problem with these ones.

    The Blood Warden change seems unnecessary imo. The perk is already quite decent. If anything, I would leave the initial duration as is and make it so it extends by 20 seconds after hooking someone.

    Hangman's Trick needs a rework, but this is not it, at least for me.

    Septic Touch seems incredibly abusable.

    As for Unrelenting, I would just increase it to 40% and make ot work on Obstructed hits.

  • Syvicx
    Syvicx Member Posts: 5

    Ok, and thanks for the reply! I was actually really woried Deathbound change (while personally one of the best reworks I felt like I ever designed) was taking a slice of out to many pies (scream, survivor location, oblivious, and even a sorta built in whispers).

    I just felt Blood Warden needed a bit more utility, as chasing someone into the gate is more common than hooking someone, but I can see it as staying forever acceptable as is. Same with Unrelenting

    I think I'll leave Hangman's Trick as is in my idea list, we have a deluge of Aura Reading perks so I think something that pushes sabo plays in the begining (despite being an anti sabo perk) would be nicer, on par with the new Human Greed.

    I did everything I could in versions of Septic Touch I was going through, and this seemed to be a healthiest. For one, Terror Radius modifer Perks are terrifing to balance cause of Doctor, so the change from excessive blindness and exhaustion for a skill check seems better. The Blindness on comand seems abusable, but the duration is relativly short in comparrison to other sorces (knockout, Hex: Third Seal, and Mindbreaker), and to get it to the same level as them you'd have to run an exhuastion buil]d. The main draw for me to this version is that you can essentially "parry" aura read perks, which I think could create atleast an intresting skill learning.