survivor perk buffs/suggestions
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the amount of perks that are limited or are so irrelevant is sad to see
they are trying dont get me wrong, they are trying to make it seem more appealing but unless they are not as close to powerful to the meta perks or have alot of synergize to play around
most people will eventually play the same perks or always have 1-2 perks for a certian perk slot (like windows or resilence)
these are all the perk changes i recommend the devs might consider so its more appealing or have more replayability (going from a to z)
ace in the hole :
the description is confusing and it only works with chests, alot of addons dont do alot or even backfire
make it work with dramaturgy if you do get an item
both addons can go up to any rarity
if a survivor brings this perk, all survivors can keep their addons if they escape
aftercare :
make the aura permament
it doesnt make sense for the perk to require this much effort to play so supportive, only to reset the perk just because you got downed.
bond requires no work and empathy needs survivors to be injured in order for it to be see
it also honestly needs a small healing/unhooking precentage boost so it can possibly be comboed for a healing/aura build, otherwise permament aura is just a soloq survivor issue and might not really be worth using even with these buffs, but atleast more possibilities
apprasial :
instead of adding a 3 token cap (and since one chest can only be rummaged once anyway)
just make it work once on all chests, any other survivor using appraisal too wont get blocked off just because another survivor already searched for it
meaning you could have survivor search all 11 chests in a match (if all survivors bring 2 chest coin offerings + 3 base)
autodidact :
increase the skill-check precentage or make the healing progressing go over to the next health-state
otherwise it really isnt ever worth the risk and effort for bring botany knowledge or we'll make it (consistency over rng/power)
buffing this perk wouldnt even be that bad due to the perk needing alot of downtime in order to be effective later in the game
balanced landing :
decrease the cooldown to 30 secounds
the problem with balanced even if its a decent perk
is that alot of maps or situations in a chase, there is no way for the perk to ever be used consistently throughout the match unless you keep position yourself into immediately using balance landing,
the killer will know after the first time and not even bother or you cant use the perk because you cant fall anywhere on the map.
which why bother use that if you can just use sprint burst or the easier usable lithe?
better than new :
honestly you could easily get away making it 25-50%
its hard to do and comes at a hefty risk of needing to be healthy to keep it, which is beyond out of your control.
you also cant force or expect survivor to consistently use a perk for something like healing or clensing totems.
this would be a nice change and might be worth using for a team chest/clense build.
bardic : i wish they would decrease the chance of getting 1% bonus and more for 2%
so its just 2-5 and 6-19 to 20 for 3%
sure it can be effective but overall trying to force value out of it is nearly impossible. if you keep getting low numbers (which is 50% so good luck lol)
and then being with your teammates to further get more value out of it.
i do wish it was more consistent so more people try to get more use out of a self/team gen-rush perk like prove thy self
better together :
make it map-wide, change the aura to green
increase the aura of all other survivors to 20
even then, i doubt anyone would care, but it would be a nice soloq/noob perk. especially for challenges like "work gens together"
bloodpact :
make it work while being the obession or give obession away if you healed someone else as the obession
it almost never happens and the perk can be stacked and busted.
but it can happen and theres nothing you can do about it if it does.
bond : please make it basekit around 24 meters and increase it to 48 meters
dark theory : make the boon sound 75% quieter
sadly boosting the haste is going to make it too powerful
illumination : reveal the aura of everything and make the bonus of clensing and blessing 25-50%
this boon is still a noob friendly boon which god knows if survivor will run there and even understand it, but it would be nice for a map to be as a perk boon for everyone to see
shadowstep : increase the range to 36 meters or mute any survivor sounds like grunts or screams.
its such a invalidating perk and you got no clue if you even got value most of the time, plus trying to loop around the boon without the killer just disabling it outright because they can see you dont have any scratch marks is…common
borrowed time : i would love to be as useful as babysitter but most of the time you wont ever see a survivor just get hit after 11 secounds (unless they barely have experince)
i doubt it ever will get a buff but i hope the effects get doubled so you can have a funny unhooking/endgame rescue build. it would be fun to see survivors zooming when you unhook someone alot more then before.
breakdown :
make the effect also work on the 2 nearest hooks around you
otherwise theres way too many hooks on a map that this perk would ever be worth using since, why use it if theres another hook right there?.
buckle up : increase healing speed from the ground by 50%
would be a nice synergy with we are going to live forever
calm spirit : remove the penalty
theres barely ever a time where you face against anything related to screaming besides doctor and 2 screaming perks
which is not worth it
camaraderie :
before you go onto another stage (2nd or death), the timer pauses for 34 secounds
this only works once and would be nice incase your teammates dont know how and when to rescue you
or simply cant because of the killer camping you.
there also should be a timer only visible to the survivor hud so survivors know that you are using it.
Clairvoyance :
decrease the range to 16 meters but make it permament
yes there is a possible window tech you could do with it, but you honestly dont need it for that.
Clean break : i would love for that perk to decrease its time but i also understand that it probably needs it to be 60
i also dont like the design of needing to heal someone and then needed to be healed back just to activate it,
soooooooooooooo reaaaally situational and risky. not worth it
Corrective action : get tokens by snapping out of doctors skill-checks
why?, its the only perk that may counter a doctor just using perks to make skill-checks nearly impossible
theres really no way to counter a doctor making skill-checks diffcult besides experince or luck and your teammates just might never get any skill-checks done so that might save you alot of hassle (please).
dark sense : increase the aura read to 20 secounds
only getting a total of 50 secounds per gen repaired isnt really that great due to how situational it can be.
compared to perks like alert, scene partner or even eyes of belmoth, it seems like a downgrade.
deadline :
please make the skill-checks easier or make it appear alot more then just 10%
it rarely has any synergize of its design and the risk/reward isnt worth it
detectives hunch : reveal the auras of generators, chests and totems within a 64 radius every time a generator is completed to everyone
distortion :
after the rework, no change would make it used again.
if anyone has any better ideas, shoot. but i lost hope with that perk.
Exultation :
remove the cooldown or even if you keep stunning the killer and your item cannot be upgraded, replenish 25% of the item's maximum charges.
Eyes of belmont : increase the aura extended by 2 or make it apply to every survivor
fast track : increase the token per hooked survivor by 5-10
fogwise : increase the killers aura revealed by 10 secounds or make it stackable
you wont believe how much time i would've gotten if fogwise was stackable with my toolbox and hyperfocus build
this perk sadly still suffers from undetectable perks or killers making the perk useless
for the people : decrease the time you are broken by 30-40 secounds
the risk is already that you are injured, i dont think it needs to be this much and it cant really be abused
it would take alot of time to get healed or heal yourself after those 30-40 secounds, so i dont think it would be so bad. its a nice anti-tunnel/alturistic perk otherwise
friendly competition : increase the repair speed by 20%
hardened : increase aura reveal to 10 secounds.
inner healing : make it 4 secounds to heal yourself in a locker, would be fun to do alot of locker builds with that
treacherous crows : decrease the time it takes to do the invocation by 30 secounds or increase the aura to 6 secounds.
weaving spiders : decrease the time it takes to do the invocation by 30 secounds or increase the permament progression to 15%
kindred : increase the aura of killers within the hooked survivor to 24 meters
sometimes, killers will camp further then 16 meters and kind of defeats the purpose of this perk.
lightweight : increase the time your scratch marks dissapear, would be a nice stealth perk
mirrored illusion : increase the time of the illusion to 90 secounds, similar to blastmine or wiretap
moment of glory : i do hope maybe we can test this perk only requiring one chest search or rummage to be active
but i do see it sadly staying it that way and it can be decent.
no mither : basekit distortion
basekit iron will
increase recovery time to 50%
hide the broken status effect until you get injured, not at the start of the match.
Object of obession :
increase the bonus when your aura is revealed
often you cant force it out so it feels useless, especially against stealth killers, which it can backfire because killers see you but you cant see them.
open handed : increase the aura reading to 32 meters
or apply it to any aura range like wiretap
overzealous : 25 to 50%
finding totems (especially hex's) and peacefully doing a gen is so hard to accomplish
that its not ever worth to use this perk compared to just doing a gen and pointlessly doing a bland totem over n over again.
poised : leave no scratch marks for 30 secounds
at max you get 150 secounds of no scratch marks and possibly never again, which might also be out of your control and might not get value out of it, but its a nice run away from a generator perk
prove thyself : i do wish we have the 15% bonus back
doing a gen together is so uneffective and situationally good.
compared to just doing a gen seperately, you gain 30% more progression overall and there is no way you can always avoid any perk related perk just because you did a gen fast enough.
quick gambit : reduce the cooldown to 20
reactive healing : increase the range or get more missing healing progression out of it
you shouldnt really hover around your survivors just to be injured…while injured yourself, but maybe your teammates get injured around you which might come handy
red hearing : reduce the cooldown to 10 secounds or remove it all together
the killer most likely doesnt care or heard it
every time i have to use it for a challenge, i have to use it 5 times until the killer finally comes over
if not that, ideally just tag a generator with a button press and then work on another gen, but still be able to make a notification on a generator you "tagged". you can technically already do this….buuut its way too much effort for the hassle.
repressed alliance : reduce the time it requires to activate this perk or make it progression based like blastmine or wiretap. it has insane synergize with these perks but it cant work together properly due to the off requirements with the perks.
residual manifest : increase the blind status effect for 60 secounds
for the same duration it is on cooldown and cannot be stacked
rookie spirit : rework the perk to be an anti-gen kick perk, being able to remove the regression bar the moment you tap on the gen, this would massively help against gen-kick happy killers or 3-4 gen killers or situations.
scavenger : remove the penalty or reduce the skill-check requirement to 4
scene partner : increase the aura revealed if you scream more then once for 4 secounds, which is stackable.
secound wind : decrease the time of being broken to 16 (maybe less)
self-preservation : increase the range by a massive amount or increase the effects
(but i doubt even if you make it really good that people like this perk due to its design making it situational at best)
shoulder the burden : reduce the time you have been exposed to 20 secounds, it carries enough of a risk as is.
small game : increase and make the detection of totems easier, just make it an 16 meter aoe effect and reveal its aura.
sole survivor :
increase generator repair speed with every survivor dead by 25% permamently
solidarity : every time you heal a survivor, the progression required to heal yourself is decreased until healed
(that way sloppy butcher wont counter it or cant ever be removed)
soul guard : increase the endurance effect for 30 secounds, remove the cooldown or make it be activated in endgame
technician : reduces the noise caused by repairing the generator by 100%
(a nice generator repair stealth perk)
tenacity : increase the grunts of pain while in the dying state by 100%
trouble shooter : increase the aura reading when you drop a pallet by 12 secounds
visionary : see gens of auras across the map
We're gonna live forever : increase the healing speed to 200% but its not stackable
thanks for reading