NMCKE Perks Changes: Thoughts?
Perk Revamps:
Dying Light:
You become obsessed with one Survivor. When the obsession is unhooked, all survivors with the exception of the obsession will suffer a 50% speed penalty on repairs for 40/50/60 seconds. Hooking the Obsession while Dying Light is in effect will remove the penalty.
My Comments:
It was really difficult trying to make a perk that encouraged the killer to go after the Obsession but not tunnel or camp the Obsession to gain benefits. Therefore, I made a perk that awards leaving the hook whenever your Obsession is hooked just to give yourself more time to hunt other survivors.
Play With Your Food:
You become obsessed with one Survivor. Every time you attack the Obsession, you and the Obsession will receive a 12% haste effect up to a maximum of 12%. Every successful offensive action towards survivors who are not your Obsession will cause you and the Obsession to lose 12%/8%/4% of the haste effect.
My Comments:
I found this perk to be hard to rework because haste is really dangerous to mess around with. Nevertheless, this perk encourages the killer to go after the Obsession then let them go because the speed difference between the Obsession and the killer will remain the same while other survivors have a 27% speed difference.
Technician:
You are apt at handling machinery with the greatest care and precision. The noises of all repairs and their hearing distance are completely reduced for you. On a failed repair skill check, there is a 30%/40%/50% chance that the failed skill check is considered as a good skill check.
My Comments:
Technician is good but I felt like it could do its job better. The sound reduction benefit only affected the noise you created during the repairs, not the generator itself so I decided that it would be fair to completely remove the noise altogether. Also, Surveillance will trump Technician, kinda like how Stridor still allows you to hear survivors running Iron Will. Another thing, previously when Technician prevented an explosion, the generator would suffer a regression penalty as if you failed the skill check while suffering a halt effect where you cannot make any progress for a short duration. My version prevents that since the failed skill check will be considered as a good skill check.
Stake Out:
Being close to the killer fills you with determination. For every 15 seconds you are within a 32 meter range to the killer, receive a token up to a maximum of 2/3/4 tokens. Upon succeeding a skill check while having a token, it will be considered as a great skill check while consuming a token. Progress towards your next token will not be shown on the perk icon but you will receive a notification upon earning a token.
My Comments:
This perk was really dependent on the killer you was facing. Instead of having it terror radius based, it's now ranged based but at the cost of not seeing the progress towards your tokens. This should help this perk become more viable against all killers, regardless of their perks or terror radius status.
Monstrous Shrine:
You made some genius modifications to your hooks which caused the Entity to show interest towards you. Whenever you're further than 32 meters from the hooked survivor:
- The hooked survivor will suffer a 20% faster Entity progression.
- If the hooked survivor is saved, the rescuer's aura is shown to you for 5/7/10 seconds.
My Comments:
I found this perk to be the hardest to rework since it relied on the basement. However, instead of trying to make the perk stronger for basement hooks and thus, encourage camping, I decided to make the perk work on all hooks with a condition. Since it has a condition, I made some of the effects stronger and added an aura reading ability for the rescuer to discourage tunneling.
Hex (Huntress Lullaby):
A Hex routing its power on despair. This Hex will start inactive until destroyed, but once it's destroyed: Survivors will receive a 2%/4%/6% regression penalty when missing any skill check. Each time a survivor is hooked, Huntress Lullaby grows in power.
- Less than 5 Tokens: Time between the skill check and the skill check warning is decreasing.
- 5 tokens: No skill check warning.
My Comments:
This perk is really weak because it was like a Ruin but you had to build it up. Even at maximum tokens, paying attention is enough to nullify the perk effects. Therefore, why not make it a trap Hex where it activates when destroyed? I want to hear your thoughts about this.
Left Behind:
You have to finish the job. See the auras of the exit gates while for ever 30 seconds passes within the collapse timer, gain a stackable 6%/8%/10% speed increase towards opening the exit gates. Auras of the exit gates will have a higher aura density if the killer is close to them.
My Comments:
The 2.7.0 PTB Left Behind is not good, I'm not going to sugar coat it tbh. The problem with the PTB Left Behind is that it gives you a pointless speed buff, allow me to explain. PTB Left Behind just speeds up generators, but speed isn't important if the killer is camping the hatch and is not pressuring you to do generators faster. Therefore, why use a perk to speed generators when it's not necessary to do generators faster? Furthermore, the killer will likely just close the hatch anyways because, in most cases, there is no point leaving it open. The previous Left Behind gave you a reason to do generators faster, namely, to spawn in the hatch before the killer catches you during their patrol routes.
Therefore, let's give the survivor more information on the killer's location while giving them more time to plan their escape. This should have a bigger impact rather than a pointless speed buff.
No One Left Behind:
Leaving others behind is not acceptable. Whenever you're within 8 meters of a survivor, both you and the survivor will receive a 5%/6%/7% haste effect while both of your scratch marks are hidden to the killer. This effect persists on other survivors for 15 seconds after leaving the No One Left Behind's effective perk range.
My Comments: As stated before, messing around with haste is a dangerous game. However, I tied a condition to it so hopefully it isn't overwhelming for the killer. Thoughts?
Best Answers
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I wanna throw in for Hex: Huntress Lullaby, imo the perk is fine. The issue is the notification you get once you get a skillcheck which ruins it, because survivors can prepare for it then.
I find the idea for Left Behind interesting, even though I don't know how useful it would be in the long run if the killer always opens the gates, etc. and triggers endgame.
For NOLB the scratchmarks could fade away quicker, but not be completely gone. It may be a bit too much if the scratchmarks are completely gone.
PWYF may be a dangerous buff for several reasons. I think it's not a bad perk as is, but there are way better perks that help killers to be guided through the game. I still like PWYF and occasionally use it on Myers, but well, I mainly play Huntress.
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I think your version of Left Behind is good, but the additional EGC timer would have to get removed (also for the reason that the killer would learn about the surv using this perk when the timer is longer than usual).
Imho the other perks would be too powerful.
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@NMCKE In this situation, the killer can make mindgames like pretending to go away to check the other gate but turning around and going back to check if somebody has started working on the gate.
Compare it to the old times when your SWF teammates could tell you the killer's perks after they died while you were still alive: You play differently when you know the killer has Whispers.
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@NMCKE I wrote that I like your version of Left Behind. I just wouldn't change the timer.
A perk that shows the aura of an opened hatch? Way too powerful for a perk. That should be left to a map item.
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@NMCKE That could work as well. Maybe lower the numbers a bit, 30% feels a bit too much.
(That also reminds me that Wake Up needs a buff.)
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Answers
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Well, we could try your Huntress Lullaby idea and see how that goes. It might be the only thing the perk needs but we won't know until we try it out. I'm looking at the developers, JUST DO IT -_-
The 2.7.0 PTB Left Behind is not good, I'm not going to sugar coat it tbh. The problem with the PTB Left Behind is that it gives you a pointless speed buff, allow me to explain. PTB Left Behind just speeds up generators, but speed isn't important if the killer is camping the hatch and is not pressuring you to do generators faster. Therefore, why use a perk to speed generators when it's not necessary to do generators faster? Furthermore, the killer will likely just close the hatch anyways because, in most cases, there is no point leaving it open. The previous Left Behind gave you a reason to do generators faster, namely, to spawn in the hatch before the killer catches you during their patrol routes. I think you're starting to see why Left Behind is so flawed Luzi. :(
About your NOLB suggestion, sure I wouldn't mind if they disappeared faster. My question to you is how much faster? :)
I agree with your PWYF concerns, I'll lower the numbers so it's not too overwhelming for non Obsessions! 😋
Thank you @Gay Myers (Luzi) for your feedback! UwU
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Even if the killer figured out, they can't really counter the perk anyways.
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These are some really interesting ideas. Keep 'em coming dude!
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I know you said these are good but do you have any feedback? :)
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Left Behind will warn the survivor that the killer is faking the patrol route because that exit gate will get brighter. Furthermore, if the survivor hears a terror disappear then it suddenly hears it again, even without Left Behind, the survivor will know that the killer is faking.
However, if you still think Left Behind is still useless, I do have an alternative that gives the survivor aura reading of an opened hatch within x/y/z (Note: I said "opened").
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I changed it to give a slight opening speed increase towards the exit gates for every quarter of the EGC.
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