Some perk reworks ideas

brunohvs
brunohvs Alpha Surveyor Posts: 88
edited March 2025 in Feedback and Suggestions

We all know that there a bunch of underused perks that were designed for another stage of the game and even never really had a very good place on the game. And i like thinking what this perks could be. So here are some ideas for perks that dont really see much love from players.

Beast of prey(Full rework): Insatiable and unstoppable in a chase like a starving beast. Gain a token whenever a generator is fully repaired. When you enter in a bloodlust and this perk has any tokens, activate it, survivors being chased become exposed, you gain 4/6/8% haste for each token and your bloodlust is not lost by breaking pallets and doors. This perk deactivates and loses all its tokens when a chased survivor enters dying state. 


Bloodhound(Full rework): Like a hunting scent hound, you smell traces of blood at a great distance. While not in a chase, this perk charges, when it charges for 30 s, it activates for 5s. While active you receive killer instinct on any injured survivor in your terror radius.


Territorial imperative(full rework):When you kick a generator you mark it, it appears in yellow for everyone and this perk activates for as long as you are not more than 24 meter away from the marked generator. While this perk is active, survivors take 60/80/100% longer to unhook, hooked survivors advance hook states 60/80/100% faster and any generator with progress that is not being repaired, will lose progress at 30/40/50% normal speed. if a survivor touches the marked generator, this perk deactivates, the survivor reveals its aura for 8/9/10seconds and you gain 8/9/10% haste for the same duration.


Unnerving presence(Full rework): Your presence alone instils great fear. Increases your terror radius size in 15/20/25%. When a survivor screams, it drops any hold items. Survivors take 80/100/150% longer to pick up an item while in your terror radius