Perks like this is what i want in the game!
So i have a bunch of ideas for super fun perks that i would LOVE to see in the game in future chapters or just as a surprise ;) The names and values can be changed but the core principal of the perk in essence is what i want.
Hex: Lurker
Your terror radius is reduced to 0 until the hex perk is destroyed. When the Hex is destroyed your terror radius will be map wide for 60 seconds. Before returning to normal.
Cloak and dagger: (Can be a hex for balance)
All lit hex totems will appear as dull totems. When a survivor begins to cleanse a dull totem they get injured and scream, revealing their position. Does not effect disguised hexes. (This is basically a reverse thrill of the hunt with some spice :P. And the survivor can then find out if it is a hex if they don't scream and get injured when cleansing a dull totem giving it counterplay that thrill of the hunt also have).
Blinding strike:
When you hit a survivor they are affected by blindness until fully healed.
Cursed treasure: (one of my favorites :D)
Any item that a survivor takes from a chest is cursed. While holding this item your aura is revealed whenever you are outside the killers terror radius. When the survivor is hit by the killer they get the cursed sign on their right screen like the hexes, with the perks name. So they know that the item is cursed. Any survivor that picks up a dropped cursed item gets the curse while holding the item.
Ambushed prey:
If all dull totems (including any hexes) are destroyed before the last generator is completed. All survivors aura are revealed to you when the last generator is completed. (This is kind of like reverse NOED, but you cant combine it with noed since all the toems must be destroyed for it to work. Its basically a very high risk for it to not do anything, but also very high reward if it does).
Bloodthirst:
For every hook you receive 1 token. At 4 tokens you will receive 50% more bloodpoints in all scoring events. At 8 tokens all survivors can be moried from the downed state.
These are some of my original ideas. And hope that this can spark some creativity and inspiration to future perks.
Comments
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That cloak and dagger perk is beyond overpowered, even if it becomes a hex. It needs some kind of weakness.
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Lurker would need some kind of downside or token system (like Devour). Having it at the start would probably be too strong. Perhaps the stacks would add %s (25, 50, 75, etc.) off of your terror radius so that survivors may not notice lower terror radius at first. I don't think it should notify survivors, either.
Cloak and Dagger is too strong. You can have both injure and notify the killer and to happen before you finish the totem would make it just a much much stronger thrill. If we had something like this, I could see it as a non hex perk and give the person who just cleansed a totem the exposed affect so that they are a one shot. That way there's some danger to cleansing the totem.
Blinding Strike would be like Sloppy, right? I'm not sure about making it last for the entire time you're injured, though. That seems too strong if you can't manage a heal during that time.
Cursed Treasure could also be a hex or randomly applied to the chests where not all of them would have cursed items. Perhaps it doesn't notify you of the item being curse, but it's a different color from the norm and if you escape with a cursed item, you get additional BP.
Ambushed Prey, so like Bitter Murmur?
Blood thirst: Most Mori perks are either hexes are on one person at the very end of the game. That could be very strong, so I'm not sure. It could also be on death hook, though. I'd honestly like if that was base kit, though, and just rework the current Moris.
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On the lurker feedback i agree slowly start to decrease your terror radius would be fine.
cloak and dagger is a trap hex much like haunted grounds hexes need to be strong to be worth running.
Blinding strike is much like sloppy yes, and seeing that sloppy is not OP this is neither and would give some more fun play when your in the dark until your healed countering perks like bond.
Cursed treasure is just a fun perk that will notify you that you have a cursed item as soon as you get in any danger so i dont see why this is to strong either. we have more than enough trash gimmick perks in this game, give me one that actually is fun every game.
Ambushed prey is basically freddies power, but only in a very uniqe situation so no not like bitter murmur at all, its permanent vision instead of 7 seconds, btw bitter murmur is basically just a worse rancor so it needs rework anyways.
Bloodthirst is only active on all survivor death hooks 8 tokens equal 8 hooks if you have managed to do that before the game ends you deserve to be able to mori them, so its trading a perk slot for more bp and the ability to mori when ALL survivors are on death hook. This could be a really good anti tunnel camp perk because you need 8 tokens meaning if somebody goes to phase 2 without getting saved you lose an entire perk.
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Lurker working with tokens to ramp up is smart.
Cloak and Dagger isn't just "strong", it's currently "so strong it would be genuinely stupid not to use it" - I suggest not notifying the killer but still making dulls injure the cleanser automatically as long as the main hex is lit. That way Thrill of the Hunt still has function as an alarm system, but C&D would have function as an alternate trapped totem. Again, as things stand this has three effects: hide all totems (already strong), injure the cleanser of dulls (also strong even by itself), and alert the killer of location (also strong by itself). Each of those, individually, would be worth a potential hex, and one already is.
Blinding Strike is.. something I'd be down for seeing last the entire injury period, though I'd maybe add a +20/15/10% to healing speed as a slight tradeoff that could be compensated for with addons and/or Sloppy.
Cursed Treasure isn't too strong - you could always drop the item. However, I don't see this being fun for survivors to interact with, denying them their 'power' entirely: at least take the above suggestion and add a BP bonus to escaping while carrying a curse, or a BP gain while using one.
Ambushed Prey does act like aspects of Murmur and Rancor, and the latter is the real problem here - knowing where everyone is and where they're facing at all times removes stealth and mindgames entirely, and anything that gives the possibility for instadowns would be just unfun to play against when coupled with complete denial of agency. This is a no-skill perk idea.
I'd second the notion that Bloodthirst isn't really a perk idea: it should be base kit, or at least the possibility of forgoing 3rd hooks for moris every time.
Post edited by ElusivePukka on0