(Updated) A few of my perk buff ideas

Boosted_Dwight
Boosted_Dwight Member Posts: 3,059
edited July 2019 in Feedback and Suggestions
  • Solidarity: now heals 50/75/100 and will tell nearby survivors that you have that perk to avoid them healing you first. You can now use a med kit but insta heals don't work with the perk
  • We're Gonna Live Forever: After completing an unhook action the killer's aura is revealed to you and the unhooked survivor for 4 seconds. Gain up to a maximum of 4 tokens for safe unhooks and healing other survivors.
  • Mettle of Man: After entering the dying state 4/3/2 times the perk activates. Next time you would be put into the dying state is ignored but you don't gain a speed boost and you suffer the broken and hindered status effects until downed. (I'm really trying to keep it as fair as possible but I can't think of anything else)
  • Pharmacy: You can search chest 40/60/80% faster and noise created by the chest is reduced by 8 meters. First chest grants a brown/yellow/green med kit. In addition, med kits now heal 15/20/25% faster but uses up charges faster.
  • Dying Light: For each survivor killed survivors suffer a action speed penalty on healing, gen repair, unhooks, totem breaking, and sabotage. (still thinking of the numbers nothing too big) Breaking totems will weaken/get rid of the action speed penalties.
  • Play with your food: Only successful hits consume a token
  • Monstrous Shrine: This perk makes me think about totems not the basement so here's a totem based perk. Totems that are broken repair after 60/50/40 seconds. Hex totems take longer to repair and break faster once repaired. Survivors get a notification when a totem is repaired.
  • Small game: Stays the same but you disarm traps and cleanse totems 3/6/9% faster. Adds a totem counter.

Edit more perk buff ideas:

  • Dark sense: Works even if you didn't complete the gen yourself.
  • Lightweight: Vault speed is slightly faster and scratch marks are slightly dimmer than normal.
  • Sole Survivor: For every dead survivor you gain a token. Each token gives you a 3/4/5% increase in action speed for totems, chest, healing, sabotage, and repair.

These are my ideas please feel free to criticize my ideas but stay civilized please. We don't need to attack each other over this :P.

Post edited by Boosted_Dwight on

Comments

  • Boosted_Dwight
    Boosted_Dwight Member Posts: 3,059

    Small update to the list :P

  • Ark_the_Bonsai
    Ark_the_Bonsai Member Posts: 867

    @Boosted_Dwight

    Solidarity: I'd leave it at the 50% heal if adding medkits into the equation. The ability to see which teammates have it should've been baseline for the same reason as We'll Make It though so I'm glad you added that.

    We're Gonna Farm Forver: It's fine the way it is in my opinion, but then again i never use BBQ for the aura unless I'm on Billy. It's the points that matter to me the most. I can see wanting to keep it in line with BBQ though so I also wouldn't mind if the aura reading existed. It wouldn't really change much outside of the struggle of deciding whether or not to heal at the hook. Might make it 3 seconds instead of 4 though.

    Mettle of Man: This perk was stupidly strong when it came out, now it's stupidly weak. Your suggestion is okay but, without being rude, I don't really like that idea either. I also don't have any suggestions for it. It's one of those perks that's stupidly hard to balance in a fair way just because of what it's supposed to do. I like the Decisive rework so hopefully they'll find a way to give Mettle a similar treatment eventually so that it stops being an insult to the evil dead franchise.

    Pharmacy: I like your idea though I think the way it interacts with Botany Knowledge would need to be tested heavily, given Botany effects med-kit efficiency and heal speed.

    Dying Light: Your suggestion should just be a minor part of Thanataphobia. It's silly that Thanat stops effecting people when a teammate dies. Who's going to stop fearing death after watching a friend get brutally murdered next to them? As for how to actually change Dying Light, I have a few thoughts but it'd take to long to explain here so I'll save it for another day.

    Play With Your Food: Your Idea = Fine by me. The perk sucks outside of a tombstone build or a meme build so this would be okay.

    Monstrous Shrine - Currently even destroyed totems count stacks (It's a bug but it's a bug that doesn't effect gameplay so they left it). To implement your idea that bug would have to be fixed otherwise Devour Hope could stack even while destroyed and that's a problem. Personally I'd also increase the time for totems to return to 80 seconds base 60 at its fastest. Increase every tier for Hex totems by 10 seconds. (This will help the kiddos who can't handle ruin etc)

    Small Game: I'm fine with your suggestion here too. I'd love a reason to use the perk more.


    I hope this was the kind of post you were looking for. Sorry mine's not as neat as yours, I don't know the formatting techniques.

  • Milo
    Milo Member Posts: 7,383

    Solidarity: Seeing as its very situational that both you and survivor are hurt, 100% conversion rate shouldn't hurt that much. (well maybe with We'll Make It)

    WGLF: It seriously needs the healing tokens. Dunno about the aura aspect tho.

    MoM: They just need to fix Protection hit scores. And maybe reduce it to 2. Your idea would make it practically uselss tier 1 and 2 and after you manage to pull it off the reward sucks. (think Furtive Chase)

    Pharmacy: 1st why are we nerfing Tiers 1 and 2? Second, wouldn't that actually be kinda bad? I would just give Green Medkit some charge add-ons and call it a good buff :d

    Dying Light: NO IDEA!

    PWYF: Sure...?

    Monstrous Shrine: Well then. This would be either too weak or too strong.

    Small Game: I don't think it the % but tokens are a yes from me

    Dark Sense: Yes

    Lightweight: OR alternatively, let us see your own scratch marks as a survivor!

    Sole Survivor: Wouldn't this be better for Left Behind? (also feel like this would be a bit on the weak side, but at the same time if buffed could be too strong)