What Non-Meta Perk would you like to see Buffed or Rework?
Personally my vote is Any Means Necessary. A decent niche perk plagued by a unnecessarily long cooldown and too much time wasted finding downed pallets.
Comments
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I would love to see aftercare get a slight buff to where you get a healing speed increase on survivor who are under the effect of the perk. Still love the perk.
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I love aftercare its such a great solo perk. An increase to healing speed would be nice. Have you ever tried running it with Botany Knowledge?
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Yeah it’s pretty nice but would be nice to see the perk get a little bonus since it resets after getting hooked. Would be a good buff and would love for more survivors use it.
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I'd like to see Flip Flop convert the recover bar to the wiggle bar at a 1:1 ratio, but keep its cap at 50%. It'd make it much more viable for when you get slugged for a short period of time.
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Lucky Break from 180s to infinite duration. Brutal strength from 20% to 25%.
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Babysitter.
Babysitter had potential to be an alternative to BT, but of course they gotta give it ridiculously low numbers.
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a lot...
there are a excesive amount of bad perks...
perks who no one use... well, only while doing adept achievements...
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We're gonna live forever. Buff it, to give you a slight buff to healing for each token you have. Like say 5% faster for one token, 10% for two, 15% for three, 20% for four. Since hey the perk is all about helping others to gain bonus blood points. Seems like it would be fitting, to be able to heal faster.
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Dark Devotion.
Adding any kind of tracking would make the perk much more fun to use and I hope it would be fun to play against.
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Beast of Prey: Reduce the amount of time needed to achieve Bloodlust. If Bloodlust is ever removed, make the perks one of the ways to get it or put the Undetectable status on a set time limit.
Mindbreaker: Make the Exhaustion effect cumulative. In other words, the longer a survivor spends working on a Mindbreaker'd generator, the longer Exhaustion lasts when they get off of it or reach the Exhaustion cutoff point.
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Like I've seen others mention, I wish that Fixated worked while injured as well. Would be great for doing some sneaky plays with Iron Will, Fixated and Lucky Break!
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Mine would be 2 for survivors would first be Distortion:
I would change it so it has its current effect plus when you safely unhook a survivor you get another token.
Max of 3 tokens regardless of perk level.
The other for survivors is that Bond:
My change would be to make the aura reveal applies to the entire team. Or alternatively just other survivors within the radious
For the 2 killers i would change Predator:
I would change its effect to leave an additional wavy entity spiderleg like pearl white trail with a thick black outline that is a perfect reflection of the survivor's path but only lasts for 2/3/4 seconds.
The other for killer would be Huntress Lullaby:
My 3 buffs to it would be making its effect stacks up to only 3 tokens but each tokens is more powerful. It would have a small effect at 0 tokens. Finally it would pervent great skill check bonus progression as a minor bonus.
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Monstrous Shrine has gone the longest without any change and it's also one of the worst. It's been there since the game came out and has been that way since. This perk could be something cool if they get creative with it
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Tinkerer I
Tinkerer starts with 1/2/3 Tokens.
When standing next to an upright Pallet & facing it, press and hold the Active Ability button...
(This Active Ability prompt will be prioritized over all other Active Ability prompts if your positioning & direction are correct while near a Pallet.)
...to do the "Hit the Exit Gate Switch" animation on the Pallet.
After completing that animation, the Pallet will always be highlighted to you by an Aura & Tinkerer loses a Token.
When a Survivor drops this Pallet, it instantly breaks and, if you're hit by it, the stun duration is cut by 50%.
TINKERER II
Tinkerer starts with 1/2/3 Tokens.
When standing next to a pulled-down Pallet & facing it, press and hold the Active Ability button...
(This Active Ability prompt will be prioritized over all other Active Ability prompts if your positioning & direction are correct while near a Pallet.)
...to do the "Break Pallet" animation on the Pallet without actually breaking it.
After completing that animation, the Pallet will always be highlighted to you by an Aura & Tinkerer loses a Token.
When a Survivor vaults over this Pallet, it instantly breaks and, if you decide to break it, it is destroyed 50% faster (stacks with other gear) & Tinkerer gains a Token.
Pallets destroyed by Tinkerer do not grant Bloodpoints.
TINKERER III
Tinkerer starts with 1/2/3 Tokens.
When standing next to, but not on top of, Pallet debris and facing the debris, press and hold the Active Ability button...
(This Active Ability prompt will be prioritized over all other Active Ability prompts if your positioning & direction are correct while near Pallet debris.)
...to do the "Close Hatch" animation on the Pallet debris.
After completing that animation, the Pallet will be repaired, standing upright & always be highlighted to you by an Aura & Tinkerer loses a Token.
When a Survivor drops this Pallet, it instantly breaks and, if you're hit by it, the stun duration is cut by 50%.
TINKERER IV
Tinkerer starts with 1/2/3 Tokens.
When standing next to, but not on top of, Pallet debris and facing the debris, press and hold the Active Ability button...
(This Active Ability prompt will be prioritized over all other Active Ability prompts if your positioning & direction are correct while near Pallet debris.)
...to do the "Close Hatch" animation on the Pallet debris.
After completing that animation, the Pallet will be repaired, in the pulled-down state & always be highlighted to you by an Aura & Tinkerer loses a Token.
When a Survivor vaults this Pallet, it instantly breaks and, if you decide to break it, it is destroyed 50% faster (stacks with other gear) & Tinkerer gains a Token.
Pallets destroyed by Tinkerer do not grant Bloodpoints.
I just don't like the temporary Terror Radius removal that Tinkerer currently has, though that's probably just me liking Wraith.
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I'd love to see literally any of Ace's perks get a complete rework, they're all just so useless... (except maybe AITH). I'd also like to see a change to no mither, you definitely don't get enough of a reward for putting yourself at so much risk with that perk.
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I’d buff three Killer perks to make them more appealing at higher ranks or fix something about the perk that nobody likes (my changes are in bold):
UNNERVING PRESENCE:
Your presence alone instils great fear.
Survivors within your Terror Radius have a 10% greater chance of triggering Skill Checks when repairing, healing or sabotaging.
Triggered Skill Checks' success zones are reduced by 40/50/60 %.
Survivors have a 70/60/50% chance to trigger a counterclockwise skill check.
The great skill check zone is removed.
"Its presence befalls us."
Note: When it comes to Doctor, I am not sure if his counterclockwise skill checks would be overridden or if they would override the skill checks from Unnerving Presence.
OVERCHARGE:
You are fuelled by your hate for progress.
Overcharge a Generator by performing the Damage Generator action.
The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check.
Failing the skill check results in an additional 3/4/5% Regression penalty and overloads the Generator, causing it to spark wildly for 5 seconds and will regress by an additional 15% throughout this period. It will also lock Survivors who attempt to repair it out of all interactions for 2.5 seconds. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion and overload.
"It is a trap. But a trap one must step in..."
Note: the additional regression is not 15% per second. That would make it impossible to complete a generator as it’d regress by 75%. It’s 15% over the 5 seconds. Meaning that if a gen at 85% is overloaded, it will regress to 65% by the time Overcharge’s effect wears off.
Also, you will not be able to hit the skill check while running anymore. It’ll be an automatic fail.
THRILLING TREMORS (I have three ideas for this):
Disclaimers: I just threw out some big numbers. They aren’t final. Also, the regression would not stack. You can’t bring Ruin and Thrilling for some 700% regression speed.
Idea 1:
Your dark designs and shrewd composure rouse The Entity.
After picking up a Survivor, all not being repaired by Survivors are blocked by The Entity and cannot be repaired for the next 16 seconds. They will regress at 300/400/500% of the normal regression speed.
Affected Generators are highlighted by a white Auras.
Thrilling Tremors can only be triggered once every 100/80/60 seconds.
"The night assists me and it's endless here." — The Ghost Face
Idea 2:
Note: For this idea, regression will not be stopped by blocked gens.
Your dark designs and shrewd composure rouse The Entity.
After picking up a Survivor, all Generators not being repaired by Survivors are blocked by The Entity and cannot be repaired for the next 16 seconds.
Affected Generators are highlighted by a white Aura.
Thrilling Tremors can only be triggered once every 60/40/20 seconds
"The night assists me and it's endless here." — The Ghost Face
Idea 3 would be the same as Idea 2 except the cooldown is removed.
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Unrelenting: Each missed attack fills you with more determination. For each missed attack you have in a chase gain a token. Each token reduces your miss and successful attack cooldown by 15%. Upon striking a Survivor you lose 1 stack. Cooldown 5 seconds. Passive: Missed attack cooldown reduced by 30%
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