Buffs/QoL changes for perks

Head on : timer changed to 1.5s

- allow for much more agressive use of the perk while retaining it's main functions

Were gonna live forever : maximum bonus bloodpoints changed to 200%

- either through extra token gain or buffing what the tokens give, allow for survivors to earn bloodpoints easier while still requireing safe saves.

Vigil : take away the distance requirement for a shared buff. Make it stack additionally.

- make akin to open handed with everyone benefiting from it.

coulrophobia : make persist outside of killers terror radius for 5-10s.

- make it on par with leader as a terror radius perk.

Unerving presence/unrelenting presence : make persist outside of killers terror radius for 5-10s

- allow for better use of the perks and expand their effectiveness on killers besides the doctor.

Diversion : allow gaining multiple pebbles through tokens

- allows one to stock up on tokens before expending them elsewhere.

No one left behind : change effect to increase unhooking action speed by 100%, during endgame both survivors stop leaving scratch marks when unhooked for 5s. 50% more altruistic points

- allow for faster unhooking and stealthier escapes during endgame

Wake up : additional effect slow falling into Freddys dream (when Freddy changes are added)

Soft counter to Freddy as calm spirit is to doctor etc

Huntress lullaby : additional effect, once totem is destroyed retain half the bonus of the totem you had (ie if at 5 stacks, have the effectiveness of 2.5 stacks)

-allow for it to be a better alternative to run instead of ruin

Dying light : keep debuff upon gaining a new obsession, however the new obsession will still be buffed.

- self explanatory buff

Monsterus shrine : replacement effect -so long as a survivor is hooked in the basement, all other survivors auras are revealed infinitely when they are 32m or more away from the basement. Survivors are aware of this effect, and so long as the killer retains within 16m of the basement the survivors hook meter decays slower

- encourages saving the person in the basement while promoting the killer hunting those outside the basement.

Open handed : 10 m addition rather then 8

- small buff to increase usefulness

Resilience : increase vault speed and fall recovery (non stackable bonus) by 25% whilst injured. (If you want fall recovery take balanced landing for the max of 75%)

- would give benefit to being injured rather then a slight increase in speed.


Some of these perk adjustments could be considered op, but I mostly wanted to just spur out my thinking for some positive changes that could be made to benefit the game through altered perks. Numbers could obviously be adjusted heavily.