Feedback: New Killer and Survivor Perks
All-Shaking Thunder: I like the idea of this Perk and I like the fact that this perk is good on weaker killers because weaker and average killers are often the M1Killers and rather bad on the stronger killers. However, the perk is extremely map depending because on Midwich, Saloon, and Haddonfield you will always have reliable value from the perk but on Azaroth, Auto heaven, or family residence basiclly zero value because these maps have only one or two hills and sometimes on the edge of the map. The Perk should get a different requirement like after breaking a pallet or hooking a survivor with a longer duration. This would make the perk more usable and less map depented.
Scourge hook: Jagged Compass: Love the idea. This makes Scoure Hook perks more reliable and the secondary effect encourages killers to leave the hook and go for different survivors. Overall great and healthy perk.
A Quarter: Cool perk that encourages the survivors to play more altruistic and makes anti-healing builds as well as Doctor stronger. However, the survivors still have counterplay by getting healed by a teammate. So fair and healthy.
Invocation: Treacherous Crows: the effect is very strong so having a huge drawback is fair. I think invocation perks are more of a funny perk category which is fine. However, you should not perform two invocations separate. It might be better when you have two invocation that the second one only needs 30 seconds after performing the first one successfully.
Clean Break: the idea of the Perk is cool and it is useable - easier to use than moment of glory and have some advantages over Solidarity. However, in a metagame with Syringes being so strong and free, the perk is completely useless. Syringes still need a bigger nerf so perks like these can shine.
Shoulder The Burden: This perk is straight up unhealthy for the metagame and needs more limitations. The Perk will be uncommen and difficult to use in SoloQ but extremely powerful and strong in SWF. It is also a perk that hurts weaker killers more than stronger killers and punishes you even when you not tunnling. It also puts you in a lose-lose situation where when you hook a survivor second state you don't know if a survivor has this perk and either you camp or you don't and get pu ished by the perk. The exposed time is also not a huge drawback and also punished killers that neither camp nor tunnel. Overall the perk need more limitations like gets deactivated when you hook three unique survivors - at that point you don't need an antitunnelperk. Don't get me wrong, hard tunnling at 5gens is not funny but this perk punished every killer and the fairer and weaker ones even more. Lastly, it will encourage killers to slug even more because you get punished for hooking and even when the unhooked survivor loses their hook state, this one still gets every hook perk (DS, OTR, Resurgence). You, the developers, need to introduce a solution for hard tunnling but not a one that is unhealthy for killers in general and that makes hooking even more worse.