Perks that need to be buffed or changed a bit
Left Behind - useless now, thanks to being able to close the hatch. maybe, let it boost something else like door opening or possibly reopening the hatch
Diversion - let it stun a killer. Please. That would be so cool. Chucking a lil rock, AND flexing on killers? Oooh boy!!!
Saboteur - maybe, let it sabotage other stuff. Like the pig's reverse beartraps (if sabotaging a beartrap is possible, why not a reverse one? To maybe slow down the timer, or give a small chance to exit through an exit gate with the trap on). Or, if a hook is kinda sabotaged but not broken, your chances of struggling off are increased. Maaaybe make it so that you have a chance for the hook to break after someone is saved, or it'll break during the second stage of struggle.
I know there's more that need to be changed, on the killers' side too! If anyone can think of any other ideas for certain perks that could help, it would be great to hear about them!!! Let me know what you think about my ideas too. I'd love to be able to talk to people and figure out new ways for certain perks to benefit either side!
Comments
-
Diversion stunning the Killer? Definitely not, way too good especially with SWF.
Anyways these perks and many others totally need some love. I don't like your specific solutions but they are definitely weak perks.
1 -
I think Diversion and Saboteur are fine as they are.
Technician: Add: When joining a generator, you do not trigger yellow generator alerts for the killer. (Thus, if a killer has discordance, you can join and the killer doesn't know, but if someone joins YOU, it does trigger, and for Surveillance, the generator stops being white but doesn't turn yellow... so it's a partial counter to both, but doesn't completely).
No One Left Behind: Add: After rescuing someone from the hook during the end game collapse, the end game collapse timer is paused for 10/20/30 seconds (does not stack). (This gives the perk the chance to pull off amazing saves if the killer thinks there's no possible way you can rescue and still escape, you can make the rescue and there's still enough time to get out.)
Up The Ante: Add: If you come in with an item, the item is consumed at the start of the match and you gain a token. If you have a token, you automatically escape on your first hook escape attempt. (Maybe too much, but I just like playing with the name)
Streetwise: Add: You can see the aura of items on the ground (or in already opened chests) at a distance of 8/10/12m.
0