Various Perk Buff & Rework Ideas + Some Killer Tweaks

Nightshade
Nightshade Member Posts: 26
edited June 2019 in Feedback and Suggestions
Survivors


Slippery Meat - (added effect) When removed from a Hook or Bear Trap (escaped or rescued) your scratch marks are hidden and gain a 4/7/10% Haste Status effect for 6 seconds.

No One Left Behind – Perform Altruistic actions 15/20/25% faster and gain 50/75/100% more Bloodpoints for action in the Altruism category. Once the Exit Gates are powered, perform Altruistic actions 30/40/50% faster. (The survivor has the BP bonus and a bit of an altruism boost from the start of the game, but the speed gets a greater boost once the Exit gates are powered to drive home the perk name).

Left Behind - When you are the last survivor remaining in the trial, gain 15/20/25% increase to action speed and a 5/10/15% increase to Luck. Get an auditory cue when looking in the direction of the hatch in a 45° cone within a range of 16/20/24 meters. The auditory cue has a cooldown of 60 seconds. (the gains are quite substantial, but that's kind of necessary since it's such a situational trump card.)

Vigil – Recover from Exhaustion, Hemorrhage, Mangled, Hindered, and Blindness status effects 20/30/40% faster while crouching. (gives one the ability to go back in time when crouching was "resting" your exhaustion).

This Is Not Happening – 10/20/30% great skill check zone increase when injured. Recover from Exhaustion at 50% normal speed when running while outside the killer's Terror Radius. Gain 50/75/100% more Bloodpoints for all actions in the survival category. (also lets one go back in time and allows you to recover from Exhaustion while running, however this time its taking up a perk slot and its only when you're outside the killer's radius, and therefore can't be abused in a chase.)

Resilience – 10% action speed increase when injured. 10/15/20% slower bleedout in Dying State, 5/10/15% slower Entity Progression (when on a hook), 10/15/20% slower bleedout from Deep Wounds. 50/75/100% Bloodpoint bonus to all actions in the Boldness category.


Killers


Hangman's Trick - (added effect) Gain a 20/25/30% chance to keep used Addons.

Insidious – By standing still for 4/3/2 seconds, you reduce your Terror Radius to 0 meters until you move again. While Insidious is active, survivors who move within 8 meters auras are revealed. (I've recommended this before and have since seen it recommended by others, but I've added the condition that the survivor needs to be moving in order to be detected. This condition helps prevent free wall hacks to check generators on maps like The Game, or to cheaply sniff out an immersed survivor.)

Unrelenting – The cool-down of missed attacks is reduced by 20/25/30%. The cool-down of successful attacks is reduced by 10/15/20%. Gain 30/40/50% more Bloodpoints for all actions in the Brutality category. (it COULD be combined with STBFL however the balancing solution is it causes STBFL to only gain a maximum of 4 tokens instead of 8, so combining the two would cause the successful attack cooldown to never fall below 20%, but never exceed 40%. If that's somehow not feasible though, it could always be made incompatible like Shadowborn and M&A.)

Play With Your Food – (changed token conditions) 1.) The killer gains 3 tokens when they lose their Obsession. 2.) The killer gains 1 token when they lose a survivor who is not their Obsession. 3.) The killer loses 1 token for taking an offensive action. 4.) The killer loses all tokens if their Obsession is put into Dying State.

Beast of Prey – While in a chase, the Red Stain is hidden and your Terror Radius is reduced by 8/12/16 meters. Gain 30/40/50% more Bloodpoints for action in the Hunter Category. (added effect taken from the reworked/renamed Furtive Chase down below).

Territorial Imperative – Survivors interacting with objects (repairing a generator, searching a box, sabotaging a hook, sabotaging a bear trap, cleansing a totem, searching a Jig Saw box, drinking from a Pool of Devotion) within 10/12/14 meters auras are revealed. (Basically a softer Nurse's Calling for everything else. Instead of being "Hey! Whatchu doin' in mah basement!?" It becomes "Hey! Whatchu doin' touchin' mah stuff!?")

Overwhelming Presence – (added effect) Your Terror Radius is increased by 2 meters for every generator completed.

Dying Light - You become Obsessed with one survivor. For every survivor killed or sacrificed who is not your Obsession, gain a token up to a maximum of 3 tokens. Each token cumulatively adds the following effects:

1 Token: Bloodlust will no longer be canceled or interrupted by breaking a pallet or being stunned by a pallet.

2 Tokens: Normal attacks apply the Deep Wound status effect.

3 Tokens: Pallets you are stunned by will immediately break on impact.

^(The effects are quite strong but they take time and effort to build up. The Killer is essentially becoming stronger as they slay their way towards the Obsession. The old effects of Dying Light are used in a much better fashion in the reworked/renamed Furtive Chase down below).

I'm All Ears – All rushed actions and failed skill checks outside of your Terror Radius reveal the survivors aura for 4/5/6 seconds. (What everyone else has already suggested. Honestly doesn't need a cooldown, as it would only be truly strong against reckless/potato survivors).

Furtive Chase Trepidation – You become obsessed with one survivor. When your Obsession is hooked, Trepidation receives a token up to a maximum of 3/4/5 tokens. Each token gives your Obsession a 5% penalty to repair, heal, and sabotage speed. When a survivor rescues the obsession from a hook, the rescuer becomes the Obsession. When your Obsession is sacrificed or killed, the penalties are applied to all remaining survivors. (With the limited effects of Furtive Chase handed to Beast of Prey, Trepidation takes its place as an interesting little Obsession hot potato game where the hook savior gets passed a debuff. Once the Obsession is killed, it acts as the new and improved Dying Light.)

Monstrous Shrine - 5/10/15% faster Entity progression on Basement Hooks. 50/75/100% more bloodpoints in the Sacrifice Category. Survivors removed from Basement Hooks have the Mangled status effect applied to them. Survivors' auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 meters away. (Aura read has a cool down of 30 seconds). (So this improves the original MS by combining it with the old effects of Territorial Imperative. Maybe also give the killer a brief speed boost upon hooking a survivor on any hook).

Post edited by Nightshade on

Comments

  • Nightshade
    Nightshade Member Posts: 26
    Killer Tweaks

    Trapper - Deep Wound is applied to Survivors who escape or are freed from Bear Traps.

    Plague - Full infection also causes permanent Exhaustion on top of being Broken (as it stands, high level players are too comfortable staying infected).

    Pig - (in light of EGC and its changes on the pig) The effects of Rules Set No.2 addon becomes permanent—Jigsaw boxes are no longer highlighted until the trap activates. The Rules Set No.2 addon effects are changed to: 1.) RBT capacity reduced to 2. 2.) RBT will not activate and cannot be removed until the Exit Gates are powered. 3.) If a survivor tries to escape through the Exit Gate before removing their RBT, the trap will activate instead. 4.) The addon will not be consumed if The Pig kills or sacrifices all survivors before the Exit Gates are powered. (Also consider returning RBT timers to when they stopped in a chase, rather than merely being within the Terror Radius. Don't quite get why that decision was made).

  • OMagic_ManO
    OMagic_ManO Member Posts: 3,278

    I like Dying Light how it is, but I wish that Furtive Chase removes the in a chase condition, Resilience does not need slower bleed out speed, you have 4 minutes. Vigil is cool but keep the team deal. This is not Happening should not have the 50% exhaustion recovery, maybe have that on a new and separate perk.