Make bad perks good ( killer )
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unnerving presence: if survivor fail the skill check the generator progress will decrease 4 %
Predator: While chasing a survivor your movement will increase 3%
Hex: the third seal: No skill check warning
Overwhelm presence: Survivor will expose their aura if they use their item in your terror radius
Beast of prey: You can now press the power button to active it.
Fire up: Movement speed will also count into it.
Coulrophobia: No skill check warning when healing.
Furtive chase; After losing a survivor, the effect still on for 15 sec
Cures limits: 50% generator progress, not generator done now.
Forced penance: Broken effect will last for 100/ 120/ 140
Here are my ideas for some bad teachable killer's perk to change.
How do you guys think?
Comments
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Predator is a little too strong. Haste effects on Killer should be very carefully modulated because so much balance is tied to their speed vs the Survivors speed. It's a decent idea, though.
I love the idea of being able to activate Beast of Prey as a power, maybe with a cooldown of 60/50/40 or something like that. Being able to kill your terror radius and red glow for a brief period of time would be super fun.
Fire Up: once again, can't really agree with that much speed for a Killer. Maybe decreasing cooldown on Miss and Successful attacks? That might be more balanced, although it would stack kind of horrifyingly with Unrelenting and StBfL.
Overwhelming Presence: I like that. That's a fun idea, very interesting for information gathering.
Coulrophobia doesn't seem to enough of a change. Healing is so quick sometimes you don't even get a skill check. Not sure how I'd fix it though.
I actually made a post regarding Hex perks if you want to read that. Your change to Third Seal overlaps too much with Huntress Lullaby I think.
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Can't do that with seal, deletes lullaby from the game. Honestly given its a weaker hex totem having it light up two totems and requiring both to be broken might make it better. Honestly surprised they haven't tried durable multi totem hexes yet.
Predator, broken as #########.
I like that for overwhelming
Fire up, again movement speed too op. Just pumping it's numbers a bunch would be better.
Fertive chase, would probably help that garbage perk
Penance, doubt even that would make it functional as a perk.
Beasts, hell ya!
Unnerving, needs to shrink greats too to ever truly be good.
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Monstrous Shrine - Survivors are oblivious when in the basement. Oblivious effect applied lasts 5/7/10 seconds after leaving the basement.
Mindbreaker - Works on all gens, not just those with less than 50% completion. Increased to 8/9/10 seconds.
Overwhelming Presence - Survivors in your terror radius repair generators 2/3/4% slower
Furtive Chase - Terror Radius reduction lasts for 60 seconds after ending a chase.
Territorial Imperative - Also applies to the Killer Shack.
Unrelenting - Cooldown of missed basic attacks by 40/45/50%
Predator - You're able to tell which direction the scratchmarks were going in. Scratchmarks much more visible in grass.
Hangman's Trick - 6/8/10 meters
Bloodhound - See the aura of bloodspots within a 2/4/6 meter radius
Coulrophobia - Survivors in your terror radius also suffer a 10/20/30% speed reduction in totem cleansing as well.
Beast of Prey - Bloodlust activates faster
Cruel Limits - Map Wide
Unnerving Presence - Also removes Great Skill Check area entirely
Gearhead - No Skill Check requirement. Just reveals any survivors on gens for that period of time.
Third Seal - Also applies oblivious status effect
Dead Man's Switch - The Dead Man's Switch timer doesn't start until after the obsession has been unhooked or is sacrificed.
Dying Light - Obsession's healing speed is reduced to 20% instead of 33%
Huntress Lullaby - Start with 1 token.
Overcharge - Kicked Gens now also get 0% progression bonus from great skill checks. Releasing the gen before completing the skill check counts as a miss.
Surge - 40 meters instead of 32
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Lullaby already has similar effects to your ideas for unnerving, third seal, and coulrophobia.
Also, giving a killer permanent haste is pretty OP.
Tbh I forgot Furtive Chase had an effect other than changing your obsession.
I think Mindbreaker should just not have the 50% gen requirement. Maybe bump up the exhaustion a little bit too, so survivors can't just stand at a pallet for a few seconds and get sprint burst.
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Third Seal is broken...
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Fire up and Predator, too strong. The rest, pretty decent.
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Fire up: ( add ) When all generator is done, your movement speed is increase by 5% ( Give you chance to turn the match )
Predator: When you find a survivor, you get 1 token, token maximum is 10, each token will increase your movement speed by 1 % if you are not chasing any survivor. ( guarding gens, following stretch marks )
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Look up there I changed it
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unnerving presence: its small skillcheck & increase skill check happen are enough for me. missing skill check cause 10% regress, no need another 4%
Predator: nope (as people say, movement speed buff is not good)
Hex: the third seal: if you realise Hex: Huntress lullaby requires 5 hooks to make it happens
Overwhelm presence: its good.
Beast of prey: if it makes you unable to gain blood lust, then its good
Fire up: nope
Coulrophobia: its good
Furtive chase; its good
Cures limits: thats literary Pop goes weasel at Tier 10
Forced penance: I would change it to 30sec starts to count down WHEN out of chase
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Monstrous Shrine: Applies to all hooks, with an extra 1/1/2% speed for basement hooks. Failed escape attempts remain as is.
Hex: Thrill of the Hunt: Applies skill checks to all Totems, with reduced skill check success zone for the cursed totem.
Hex: Ruin (yes, I know it's not bad, but still): The regression not only applies to generators, but also to chest and gate progression. May as well hit everything with it!
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What if weak totem perks as Third Seal would immediately respawn to dull totem after cleansing if it there on map?
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