Add a simple small buff to an underwhelming/underpreforming perk!
Ok so the goal here is to be wholesome and only add genuine suggestions/slight number tweaks or alterations in order to be best applicable for the devs to add to the game! These can be killer or survivor. Were not talking nerfs here! only buffing perks, that are otherwise never used. (Lets say to the par of perhaps brutal strength in strength for like comparison sake. a perk that fits quite well with a lot of killers, but specific perk builds could outshine!)
An example of survivor versions would be :
Fixated : the walk speed buff works whilst crouched, and whilst injured (crouching whilst injured grants no speed bonus). This would allow for some pretty sick mindgames! also would allow it to be paired well with urban evasion for stealth builds!
Premonition : Reveals the aura of the killer along with the noise, but only if you keep staring in their direction. (Would pair well with spinechill to gain an alert the killers coming, then turn to face them and find out who, and where from.) Still countered by stealth killers, but can give information similar to alert
An example of killer versions would be :
Overchage : has a base chance for its skill check to be reversed (50%) and increases gen kicking speed or perhaps grants increased regression but not both. Makes the skillcheck harder to land, whilst giving more reasons to go out of the way to kick generators!
Furtive chase : The terror radius decrease is gained slower, requiring more stacks, but works outside of a chase and the stacks are kept upon the obsession dying. This encourages non tunneling builds in order to become a stealthy killer, and also allows it to genuinely compete with other perks!
Comments
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I’d like to see Buckle Up do a lot more for an “anti slug” perk. I’m not exactly too sure on what, so if someone could help me out that’d be great. Some ideas into the melting pot might be, increased healing speed on downed survivors, downed survivors gains endurance (not able to be used with insta heals, including For The People) or maybe it shows the killer while they are within a certain radius of the downed survivor.
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Surge= applies on all attacks. Tied to terror radius. Applies 15% regression and regresses at 150% speed.
Third seal= applies oblivious
Nemesis= gives undetectable for 20s instead to 40s oblivious
Mind breaker= lasts 6s and applies at any point leaving a gen.
I'm all ears=25s cooldown
Thrilling tremors= 40s cool down.
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Quick and Quiet - change the cool down to 30/25/20 seconds instead of 60/40/20.
Poised - If you're hooked while a gen is completed, you lose scratch marks for 10 seconds when unhooked (kinda like how Adrenaline works).
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Surge = EXCELLENT CHANGE exactly the kind im looking for, though i wouldn't tie it to terror radius, as then it makes it not good for small terror radius killers. 15% does seem a bit much, but then i'd rather it apply base explosion penalty plus a bonus and the base is 10%... so i say good change!
third seal: Yes yes. much needed. or perhaps upon a second strike? blindness applys on first, second is oblivious etc etc. or it could just lead up to it upon subsequent strikes, giving you more and more debuffs like mangled etc, with oblivious being the final one.
nemesis: personally fine with how it is, undetectable would be a bit strong, as thats with any stun in the game. losing terror radius to everyone for 20s constantly would be pretty op...
mindbreaker : Yes
Im all ears : also yes, but i feel it should apply individually to each survivor, perhaps with the same cooldown maybe?
thrilling tremors : Yes
Both these changes are excellent! equalling out quick and quiet across the ranks is very good, and poised should work like that at base tbh
Buckle up could increase revival speed of downed survivors by your hand, and also by you in a certain radius kind of like a passive unbreakable?
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Buckle up should increase the recovery speed of survivors within 20m by 25%
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I'm going to try to do this for all the basic killer perks that need help. Some of these might be more reworks than simple small buffs... but let's do it.
Deerstalker: Dying Survivors auras turn white if they max out their recover bar and yellow if they are being healed.
Distressing: Add Effect: Survivors within your terror radius repair, heal, and sabotage 5%/7.5%/10% slower.
Insidious: Add Effect: "Undetectable stays on for 2 seconds after moving or acting."
Iron Grasp: Add Effect: Picking up, Dropping, and Hooking survivors is 10%/15%/20% faster.
Monstrous Shrine: Ok let's be real, this needs a rework. So... delete what it currently does and... if I remember correctly every map has 2 spots where the Basement can be. What if this perk made both basements spawn? I have no idea how to scale it as it ranks up, but seriously how cool would that be?
Spies from the Shadows: Range increased to 64 meters. Cooldown increased to 60/45/30 seconds. The survivor who sets off the crow has their aura revealed to the killer for 5 seconds.
Unrelenting: Add Effect: Lunge range increased by 5%/10%/15%
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Monstrous shrine applies to all hooks not just basement
Hangman's trick change 6ft aura reading back to 16
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I have few small Ideas:
Quick and Quiet: performing quick action durning chase causes you to not make noise and put perk on 40/30/20 seconds cooldown, while cleansing a totem or searching a chest inside killer terror radious, you perform action 10/20/30% faster and noises caused by action are reduced by 30/40/50%
Its Quick and Quiet, it makes sense to be active under preasure.
Blood Echo: When hooking a Survivor, all other injured Survivors scream revealing their location for 5 seconds,their grunts of pain become 50% louder and start suffering from haemorrage status effect until healed.
Blood Echo can only be triggered once every 80/70/60 seconds.
They'll really start making blood echo.
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Thrilling Tremors: Let gens regress while blocked, reduce cooldown.
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monstrous shrine works on all hooks.
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I think you have some pretty rad ideas there friend! However, the last 3 have some large issues.
Monstrous Shrine - On Haddonfield and The Game, there is one spot where the basement could spawn, rendering the perk useless on those maps.
Spies - Spies is already an excellent perk, the range is not an issue. The issue is that crows aren’t strategically placed in high traffic areas. Take Haddonfield, there are no crows on the street but there are suddenly 5 of them on a bench or behind one of the houses.
Unrelenting - Lunge range would be BROKEN on killers like Wraith and Spirit as both of them get increased lunge when coming out of their power (I think Spirit needs addons to do this now, not entirely sure, one of them is the tsuba while the other is the very rare sword). All Unrelenting needs is a boost to its percentage. A 50% wouldn’t be that bad and it would be a overall good perk for beginners.
As a plus, you could even up the time for your insidious idea. Increase the time to activate insidious (5 seconds let’s say) and you get undetectable for as long as you stay still, 10 seconds after moving.
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Babysitter- In addition to hiding blood and scratch marks, the person you unhook moves at 150% movement speed for 5 seconds.
Better Together- In addition to other survivors within 32m seeing your aura when you work on a generator, you can see the aura of other survivors in a chase within 32m while on a generator. While they see your aura, you gain a 100% bonus to BP in the objectives category, and they gain a 100% bonus to BP in the boldness category.
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you assume BHVR would implement tweaks but they like doing all updates in 3 month spans, despite it being terrible for the game
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Fixated: Speed bonus applies while injured.
Babysitter: Ignores the Undetectable status effect.
Solidarity: Healing ratio increased from 40/45/50% to 55/60/65%. When performing cooperative healing, the ratio is not split between the two of you.
Brutal strength: Breaking speed increased from 10/15/20% to 15/20/25%. Increases gen regression speed by 50%.
Any Means Necessary: Cooldown reduced from 140/130/120 seconds to 90/75/60 seconds. Reset time reduced to 3 seconds. Pallets reset using this Perk have a 15% longer stun duration against the Killer. Resetting a pallet grants 200 Survival bloodpoints.
Fire Up: Affects missed and successful attack cooldown in addition to vaulting, breaking, and picking up.dropping Survivors.
Gearhead: Revert the PTB nerfs.
Dead Man's Switch: Activates when hooking any Survivor, not just the obsession. Has a cooldown of 60/50/40 seconds to compensate.
Lucky Break: No longer has a timer. Instead causes you to bleed 50/75/100% less than normal while injured.
Breakout: Taking a hit for a carried Survivor forces the Killer to take 25% longer than normal to recuperate.
For the People: Broken timer reduced to 90/75/60 seconds.
Huntress Lullaby: No longer a Hex. Once you have 3 or more tokens, if a Survivor succeeds a Great Skill Check, you lose 1 token.
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My change would be to have perk combinations change the dynamics a little
Example:
At this moment Spine Chill lets you now the killer is within a certain radius and headed your way, but you don't know what direction they are coming from
Right now Premonition lets you know the killer is is in the direction you are looking, but you don't know if they are headed your direction or not.
I would make it where if you equipped both perks you got slightly different functionality. If a killer is within a certain radius their direction is lit up regardless of whether you are looking in their direction or not, and whether they are looking in you direction or not. Understand, I don't mean the killers Aura is lit up. I mean the survivor would get notification of the direction of the killer. That's it.
This would create a situation where a survivor would know the killer is near, and even their direction. However, without knowing whether or not the killer is coming their way they have to make a decision about whether or not to try to get away. If they killer was coming their direction they may be able to escape unseen. If the killer wasn't coming their direction and they were working on a gen they lost valuable time they may not get back.
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I have some ideas for Survivor perks that I have posted other places. Here are some of my ideas for bad perks:
Babysitter: When you unhook a Survivor, their blood trail and scratch marks as well as their grunts of pain are hidden for 10/15/20 seconds. You and the Killer see each other's aura for 4 seconds.
Currently Babysitter FAILS to protect the unhooked Survivor because the duration is so short and doesn't even hide your grunts of pain.
Camaraderie: While running in the direction of a hooked Survivor while not in a chase gain the Haste status effect (5%/6%/7%). Other Survivors running in the direction of your hook also benefit from the Haste status effect while not in a chase. If another Survivor comes within 32 meters of your hook while in the struggle phase, your struggle timer is paused for 20 seconds. Camaraderie cannot stack with other haste bonuses.
Camaraderie's current effect is complete and utter garbage and will maybe work once in 100 games.
Second Wind: Healing another Survivor for a total of 1 health state OR unhooking another Survivor activates Second Wind. After being unhooked or unhooking yourself you will passively heal over 34/32/30 seconds. You passively heal twice as fast while in a chase. Second Wind will not activate if you are broken.
Second Wind has an annoying to accomplish activation requirement and a weak effect. So making it easier to accomplish and a better effect is necessary to make this perk better.
Stake Out: While within the Killers terror radius while not in a chase OR while looking directly at the killer while not in a chase for 20 seconds will reward a Token. When Stake Out has at least one token, Good Skill Checks are considered Great Skill Checks and consume 1 Token. Tokens consumed via Stake Out reward an additional 1%/1.5%/2% healing or repairing progression.
Why use Stake Out again? I can hit great skill checks!
This Is Not Happening: While injured, Good Skill Check zones are removed and Great Skill Check zones are increased by 25%/50%/75%. Great Skill Checks achieved while injured grant an additional 0%/.5%/1% bonus repairing or healing progression.
This Is Not Happening? Is this perk a joke or something?
Wake Up: Exit gates are revealed to you within a 128 meter range. You open Exit Gates 10%/20%/30% faster. While opening the Exit Gate the Killer's aura is revealed to you. As soon as the Exit Gates are powered, all other Survivors see your aura within a 128 meter range.
Not a horrible perk, but definitely needs a better effect.
Dance With Me: After fast vaulting a locker or a window in a chase, your scratch marks are hidden for 5 seconds and the Killers aura is revealed to you for 3 seconds. Dance With Me has a cooldown of 80/70/60 seconds.
Increases synergy with other perks like Lithe or Quick & Quiet but now not complete garbage on its own!
Windows of Opportunity: All windows, pallets, and breakable walls are revealed to you within a 20 meter range. Windows of Opportunity goes on cool down after vaulting or throwing down a pallet for 40 seconds. While Windows of Opportunity is not on cool down you vault windows and throw down pallets 5%/10%/15% faster.
Increases the power of your FIRST action while in a chase, AND it helps out new Survivors! Also rewards longer chases which is even better!
Boil Over: After being hit by the Killer, Boil Over activates for 10/14/18 seconds. While Boil Over is activated you vault windows 50% faster, and your struggling effects on the Killer are increased by 75%. Boil Over hides the aura of hooks within a 16 meter radius.
Boil Over is one of those perks you look at and think... why not just NOT get downed? This new version of Boil Over allows you to get a quick getaway after being hit.
Post edited by BattleCast on0 -
I think that Hope is one of the most underwhelming perks I feel it should be buffed by 3% in each category instead of 5%/6%/7% it should be 8%/9%/10% or 7%/8%/9% just because you can barely even notice the change in speed with survivors and it should have a slightly more better effect on endgame because there honestly aren’t that many survivor endgame perks are there.
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Predator - Scratchmarks last 2/3/4 seconds longer than normal. These older scratchmarks turn blue instead of fading. (Walking Survivors leave blue scratchmarks for 1/2/3 seconds?)
Fixated - The speed boost applies while Injured.
Furtive Chase - The reduced Terror Radius applies at all times, not just while in chase.
Lucky Break - The perk now lasts 40/50/60 seconds, but activates every time you are put into the Injured state (hit from Healthy, picked up after Downed, or Unhooked). It also reduces grunts of pain by 25%.
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Those are some fair criticisms.
I'll be honest I didn't know that Haddonfield and The Game only have 1 basement spawn. Perhaps it'd be better if we went with my first idea of Monstrous Shrine making the killer faster in the basement (so using it eats less time) then it also gives a buff similar to Fire Up of 5%/10%/15% while someone is hanging down there.
For Spies, you are right it isn't terrible but I'd never run it over Whispers. I think the range is the problem. Like, Spies only has 4 meters more range than Whispers and they are both tracking perks, which throws them both into nearly identical niches. That means that one or the other is always going to be better than the other. That's why my change was what it was. It aimed at differentiating the two and turning Spies into a longer range but inconsistent tracking perk compared to Whispers. Edit: Better range may also let the killer play around that crow inconsistency you were talking about. Like on Haddonfield, you can patrol the main street where there are no crows, then a 64m range is probably long enough for a disturbed crow behind the houses to still alert you.
For Unrelenting, I get what you are saying. The issue in my mind for Unrelenting is that in theory you never need it. In theory you never miss, and theory is most of what you have while picking perks. Unless of course the recovery gets so short that lunging across the map becomes faster than walking (which would be silly). That's why I was trying to give it another effect that's useful much more often that fit the theme of what it does. I'll need to see if I can think of a different thing Unrelenting could do.
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Diversion - Now uses a straightforward cooldown instead of having to remain within the Killer's TR.
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Overcharg: What about if the whole skillcheck circle would move around?
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I seriously think that all of Ace's perks need a buff (but then we're going into changing the luck mechanisms territory)
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Overcharge should lock the survivors onto the gen for the duration of the skillcheck, countering gen tapping and maybe getting the killer a free hit, down or grab.
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Bingo!
Also incredibly good change! Also to make it even more useful, it should lock the "pebble" to the closest aimed object. Ie if you aim towards a window at the range of the pebble, it should lock to it, and create a fast action there, instead of at the ground 5 feet away.
My only change to any of these perks would be to make boil over deactivate upon a vault - ie you only get one super vault out of it! and to make the killer reveal with dance with me sliggghtly shorter, as 3s of aura reading can be the difference between life and death, but having a 1s/2s reveal could still allow for mindgames without completely negating the killers ability. also nerfing the vault speed to just a 5-10% across all tiers, as we do have the spinechill combo... vaulting up to almost 30% faster would be incredibly strong and turn a lot of loops into god loops imo, so making it 5% is the only change i'd make! Honestly though all incredibly good changes and i see what your going for i just don't want window perks to become insanely powerful as survivor as it could completely negate a slower killer :) :) :)
Honestly just yes yes yes yes. Don't think lucky break needs the grunt of pain buff (thats what we have iron will for after all) but this would make stealth builds incredibly good. Being unhooked should grant it/so should being picked up after downed but not both imo as that could make it possibly tooooo strong? but otherwise incredibly incredibly good changes. i love them! love them so much.
I honestly don't feel breakout needs a buff as its already pretty golden on its own expecially in a sabo build, and brutal strength should have the extra regression on a timer ie 50% more for lets say 15s-30s or so, as its already quite a decent perk, and the 5% buff would already be veryyyy good on its own. but otherwise completely golden changes i completely support these!!!
Very good ideas!!!! but babysitters speed boost should not apply if the the applicant has sprint burst. Everyone would run the two perks then plus borrowed time or hell even just unhooking infront of the killer for free saves as 300% movement speed with not blood or scratch marks is nutty.
I honestly don't mind this passive effect! bit unsure of the speed boost, but i do love the idea of it quieting actions that make noise like chests and totems. Lovely addition! <3
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Breakdown is hot garbage without a coordinated sabo squad. All of Yui’s Perks are. That 20% wiggle buff does very, VERY little without the intervention of the entire rest of the team. Brutal Strength is also extremely overrated and does next to nothing; it needs a speed buff. The bonus regression increases the regression speed from 1/4 the base repair speed to 3/8. If that's worthy of being put on a timer then Ruin needs to be hardcore nerfed again.
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Break down even with just me running it has saved teammates countless times. Popping that on, and taking a hit, can deffinately save a guy from being hooked if your good about it.
Only reason I said the brutal strength requires a timer, is because it's not really a gen regression perk, and making it have 150% regression on top of using pop for example (which is a very common perk combo on Freddy due to how he functions, pop with his teleport and brutal to chew through pallets people pre throw) would be make Freddy even harder to go against.
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Surge should apply the 8% bonus additively, not take priority. Therefore it'd work well with PGTW (28% on all gens).
Lightborne should grant immunity to firecracker blinds too.
Deva Vu reveals the aura to all generators you're seeing to anyone within a certain range of you.
Kindred grants the buff to all survivors whilst someone else is on the hook.
Up the Ante, as well as increasing luck, increases movement speed after being unhooked/unhooking yourself.
Aftercare doesn't lose the buff when you're hooked.
Second Wind should work with For The People.
Autodidact should increase the chances of getting a skillchecks whilst healing.
Streetwise ensures you can't drop your items without replacing it (wither with the effect of a perk or by yourself).
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Technician - Increases toolbox efficiency by 50% and increases repair speed by 1% for each other survivor repairing a generator.
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If you’re getting consistent usage out of Breakout in its current state, then the Killers you’re going against have awful hook pathing and suck at actually hitting Survivors while carrying someone. The Perk is incredibly easy to counter by simply ignoring the Survivor using it.
Using Freddy as an example is the worst idea known to man because everyone agrees that he has far too much going for him. The other 18 Killers shouldn’t be forced to live with F-tier Perks because Freddy needs nerfing.
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Only disagree with autodidact (as it could be too powerful if the skillcheck buff is to high) kindred, as it's already incredibly good now, and would remove other people's need to run it creating a weird niche situation where you want one person to run it as then you don't have to. And surge, as 33% decrease on all surrounding gens would be broken. Instead, allow pop to be applied even if a gen is regressing.
I'm sorry but 50% increased efficiency would make toolboxes better then they already were post update, expecially paired with streetwise. Drop that number a bit and remove the speed increase due to already having the silencing effect and that's a very good perk buff.
I'm gonna actually stand by my position on break out here. I have consistently gotten it to work, And in swf squads it can be nuts with people taking hits etc. Hook blocking is a thing you know, so it doesn't require bad pathing, just poor downing of a survivor in an inconvenient spot, and taking a hit under the hook. Can shorten the time to carry a survivor considerably, expecially with sabo being buffed in speed so much. Is it always useful? No. Is it always wise do to so? No. Can you make it impossible for a survivor to be hooked if your good? Yes. Expecially in a team with leader-sabo-breakout and something to heal. Leader from someone and a sabo box to insta break a hook after taking a hit, leave and heal up and the carried survivors out. Both manage to escape (hopefully) and you can heal up and repeat. Even if the killer gets one of you, the increased speed from breakout can make it a bit easier to get into position for saboing.
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And I'm going to stand by my position that without a full sabo squad, Breakout is literally useless. No one else is going to come help you free the carried Survivor in 99% of situations, and the distance between hooks is far too short for anything you can do to ever matter.Unless the Killer misses three or four swings on you and then lands the fifth, the carried Survivor isn't breaking free. The Perk is trash, just like the rest of Yui's loadout.
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Agitation
Increases slightly/slightly/moderately weapon's range when carrying survivor.
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That would be OP.
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A few options for No Mither, to go along with its seeming intent to be a "high risk, high reward" perk:
- An increase in Boldness points gained over the course of the Trial, much like Prove Thyself, Distressing, or Thrill of the Hunt
- Acting effectively as a Boldness offering, awarding 50/75/100% more Boldness Bloodpoints at the end of the Trial.
- A mix of both, #1 by default, #2 if you survive the trial, though perhaps with reduced percentage gains?
An additional effect for Beast of Prey: Reduce the amount of time required to enter Bloodlust.
Either a set number of seconds to get to Tier 1, or a percentage that works across all tiers. Probably nothing crazy, something like 1/2/3 seconds more, or 2/3/4? Or 5/10/15% which, at max, becomes 12.75 seconds for Tier 1, 25.5 for Tier 2, 38.25 seconds for Tier 3.
Mindbreaker: The Exhaustion effect it inflicts is cumulative, meaning the longer you stay repairing a generator, the longer the Exhaustion will last when you either leave it or hit that 50% mark when Mindbreaker ceases working.
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I actually think fixated as it is is probably my favorite perk but I’d love to see it work while injured
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This one isn't original, but Overwhelming Presence should slowly drain the durability of all items (held or dropped) within your Terror Radius, especially now that fully drained items aren't consumed.
Shadowborn IMO needs a bonus effect beyond an FOV increase (because Monitor exists), so I'm going to suggest removing the Red Stain while you are not Chasing a Survivor.
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Well i mean lets atleast agree to disagree that the perk is fun in concept. We don't have to agree on its strength man. i just find the perk fun :)
Wouldn't mind this added to iron grasp actually. agitation already increases your speed to levels above a survivors run speed in order to get hits, so pairing it with iron grasp and mad grit with this change could lead to suprisingly fun backpack builds!
these are some solid changes ngl! though i'd prefer they added just a 100% point buff akin to wglf to No mither, as it is incredibly high risk. Allowing it to be disguised until seen would also be nice as well (ie the survivors icon is unbroken just normal health at the start of the match, but there a injured survivor normally, and go down in one hit as usual, then when hit they go down, and after that point they forever have the broken status icon.)
it's also one of my fav perks! allowing it to work whilst injured would be amazingly useful, and also just allow for variety in stealth builds. i know they were going for a reason to not stay injured, but honestly just buff the perk haha.
the overwhelming presence change is good, very good but im unsure if it would be too powerful... i mean it would be a global franklins demise with no requirements as doctor.... Shadowborn 100% needs a secondary bonus. im thinking allowing auras to be seen for perhaps 2s after they would normally dissapear? this plays into the sight factor a bit, and also increases synergy with a hell of a ton of other perks and addon's!
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Thanks. I'm trying to view this from an angle of "what makes these perks unappealing?" and going from there.
Re: Shadowborn: I've always thought that what Shadowborn has over Monitor and Abuse is it provides a greater FOV increase than M&A does. M&A has a lower increase but gives you the Terror Radius effect as its trade-off.
Maybe either further increase Shadowborn's effect or have it offer something else as a secondary effect such as seeing the auras of other things there Survivors might go for besides generators, such as seeing Dull Totems are as well as Hex.
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I personally think shadowborn should increase the time aura's stick around for! ie you see an aura with perks or addons, and then shadowborn extends that time by 2-3s. Could also extend the range by 8m?
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Considering technician doesn't affect other survivors on generator because it's a lone wolf perk wouldn't that be counterintuitive
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Honestly very. Though I wouldn't personally mind a 15% toolbox efficiency buff using it. Paired with streetwise to make for gen builds. I mean it would be two perk slots for faster gens, possibly 3 with prove thyself. Seems fair.
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Personally I think technician should reduce the sounds of the actual generator as well as give you stackable 2% increase to generator repair speed every time you get a great. Capping at 8%
This will still keep its benefit of being a noob friendly perk but also give it some stealth and progression advantages for more skilled players to use.
( maybe balanced to 1% if it's too overpowered with stake out)
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Lol no to all of them. You asking for way too much.
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Boil over: Perk + 10% wiggle progression gained the moment you are picked up.
Cruel Limits: Perk + Movement speed is increased by 4% for 10 seconds.
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