rarely used/rework powerful perks
Plunderer's instinct: in addition to its current abilities add the abilities to see dropped items aura
Wake up: While working on an objective reveal your aura to a your allies within 24/36/48 meters, opening an exit door stops end game collapse for 10 seconds
Balanced landing: keep current effects but reduce stagger bonus if exhausted
insidious: after hooking a survivor your terror radius is hidden for 8/10/12 seconds and has a cooldown of 40 seconds
boiled over: for every 10% / 8% / 5% of wiggle you push killer away from nearest hook, hook auras within 16 meters are hidden
Monstrous shrine: you gain a stackable 2% successful attack bonus for every hook you get on basement hook for maximum of 4% / 6% / 8% attack speed, when all gens are completed this bonus goes away
No one escapes death: for each hooked survivor you hooked during the match, receive 1 token for a maximum of 3/4/5 tokens, if there is still a dull totem on the map, that totem becomes noed, while effects are active you receive the following
5 tokens: 4% move speed, 5% successful/missed attack bonus, instant down basic attack, no blood lust
4 tokens: 3% move speed, instant down basic attack
1/2/3 tokens: 2% move speed, instant down basic attack
no tokens: 2% move speed
a token is consumed for every hit or missed attack while noed is active
this makes it so survivors has some counterplay to noed, juking using up killer's instant down tokens, killer has to do well during match to use ability to its full potential
Comments
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Plunderer's is neither rarely used, nor is it weak. it has the potential to completely turn on the game on its head depending on what is picked out. this buff would make Franklin's far weaker and pointless for its effect, and that perk is in no need of a nerf. Perhaps it could instead now see whether or not an opened chest has an item in it?
The first part of Wake Up is an intriguing idea, but the second part will reveal to the killer that you have opened a gate, which can ruin some stealthy escapes for your allied survivors, as the killer can see the timer as well.
The BL nerf is deserved, as it would only be detrimental if you were attempting to abuse an infinite over and over.
Insidious would screw over Basement Bubba's, which I'm more than fine with.
The Boil Over change is almost exactly what i was thinking should be added to the perk
Don't really feel any type of way on Monstrous Shrine
NOED change would fix the feel of rewarding poor plays throughout the match at the end, i think its a fantastic idea.
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@Mat_Sella Tbh, this nerf should be atleast temporary until they fix maps (balanced landing) IF it's really that bad.
Oh and also, EGC triggers as soon as the exit gate is openned so this wouldn't change that much. (wake up)
@trapdaddy Going in your order:
Decent idea. Just a lil qol change to counter Franklin's
On any objective or just gens?
See my answer to Mat
It becomes a normal perk. But i think it would become second Dark Devotion.
I don't kinda get it for Boil Over....
Super weak
About NOED... 1. how will the tiers work? 2. The "it rewards good players" is in there but i don't really see the point of tokens going away - its still a hex.
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- Plunderer's Instinct: good QoL change, I like it
- Wake Up!: would this include chests? I also don't think it fits the theme of the perk - I really just want Wake Up! to wake people up and remove/reduce exhaustion.
- Balanced Landing: I disagree with people who think BL needs a nerf/rework. It's loops and killer memories that need a looking at, BL would just be a bandaid rather than addressing the actual problem :P
- Insidious: I'd change this to 15/25/35 seconds after the hook with the same proposed cooldown, so killers would have incentive to actually use it to chase someone.
- Boil Over: so you're trying to make boil over directional? Would be neat.
- Monstrous Shrine: still too weak to consider. I like the idea that's been floated around that it would spawn two basements with a shrine in each, which the killer could use to warp to the other basement on a cooldown.
- NOED: Your basis is good, but I disagree with the notion it would need to lose tokens. It's already vulnerable unless the survivors are bad. Devour Hope doesn't lose tokens, and people don't really complain about that being OP - not that I personally have a problem with NOED except where a killer is bad enough that everyone would get Iri/Gold Unbroken were it not for this perk.
A slight change I might suggest is to have 4 tokens total, one for each survivor. It'd pair up nicely with B&C.
Possible New NOED Tiers:
- 2 Tokens: 2/3/4% Speed Increase
- 3 Tokens: 2/3/4% Speed Increase, 5% Quick/Lunge Attack Cooldown reduction
- 4 Tokens: 2/3/4% Speed Increase, 5% Quick/Lunge Attack Cooldown reduction, Survivors suffer the Exposed Status
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For insidious i would just keep the current form but add the fact that you radius stay to 0 for 5s after you have move.
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