Around 50 perks buffed/tweaked in 1 post (Survivor Edition)
you can Instantly open a chest, Guarantees 2 common/uncommon/rare add ons with the item.
No changes needed.
Same effects with a plus, when in a chase for 15 seconds the killer's aura is revealed to you for 4 seconds. (Survivor version of bloodlust)
Same effects with a plus. auras of dropped pallets are revealed to you in a 20m range.
Start the trial with a -10%/-5%/0% penalty for healing skill checks, for each healing skill check you succeed gain a token up to a maximum of 3, each token grants you a +10% progress in healing skill checks.
Same effects with a plus, picking a survivor from the ground will grant them the endurance status effect for 5/6/7 seconds.
No changes needed.
Same effects with a plus, when a survivor works on a generator the progress of the generator can be determined by the intensity of their auras. from white to yellow.
No changes needed.
Same effects except the aura hiding covers every hook on the map, to counter this the killer will be notified the survivor has boil over and just drop them and search for a hook then pick them back up.
No changes needed.
No changes needed.
This is one of those perks that require something specific to squeeze it's value, so no changes needed cuz it can make a green medkit heal you much much faster.
When unhooked, every hook on the map is broken for 3/4/5 seconds, the killer does not get notified when you get rescued.
Same effects with a plus, when the killer drops you then you will gain a 33% wiggle progress instead of 25%.
Same effects with a plus, picking up a survivor from the dying state will grant them a 150% speed boost for 3 seconds, with a 70/65/60 exhaustion cooldown for the picked up survivor.
Same effects with a plus, when the killer scares off a crow you will get notified, (basically survivor version of spies from the shadows)
Same effects with a plus, when the killer is standing close to the hook (10 meters) your odds of unhooking yourself gradually increases up to 40% (you only get to 40% when you are about to go to 2nd phase so you only get 1 shot with the 40%)
Same effects with a plus, when the perk isn't on cooldown your medium vault speed is increased by 10%.
For each time a generator gets repaired the killer's aura will be revealed to you in white, and it stacks with rancor so basically you get 5 seconds of dark sense's white aura then 5 seconds of rancor's red aura.
No changes needed.
After getting unhooked or unhooking yourself the perk activates for 60 seconds, when the killer picks you up while the perk is active succeed a skill check to escape the killer's grasp and stun them for 5 seconds, repairing or healing will deplete the perk's activation duration by 50%, getting chased will slow down the timer by 50%.
For every generator done 1 of the killer's perks will be revealed to you for 1/2/3 seconds.
No changes needed.
No changes needed.
Same effects with a plus, if you or any survivor within a 6 meter range has their aura revealed the perk will consume a token and you and any survivor within a 6 meter range will have their aura hidden.
Reduce the 45 seconds to 30 seconds.
No changes needed.
Same effects but when injured instead of disabling the perk your scratch marks will be 30% wider than normal.
Same effects with a plus, your teammates can see how far you've recovered by the intensity of your aura, and your recovery speed is increased by 50% (can't pick yourself up though).
No changes needed, great synergy if you pick someone from the dying state and they have soul guard.
No changes needed.
Same effects but when the duration runs out you get to see the killer's aura for 5 seconds.
No changes needed.
No changes needed.
No changes needed.
Survivors affected by this perk will have their aura revealed for the duration of the perk.
No changes needed.....?
Same effects with a plus, after escaping a chase for 3 seconds, your scratch marks will be hidden until the next time you get chased.
No changes needed.
Same effects with a plus, grunts of pain are also removed.
After performing 4 safe unhooks you will gain the endurance status effect for 40/50/60 seconds, you will need to mend as well.
You will gain the oblivious status effect during the entire trial.
Fully recover from the dying state at a 25% slower rate.
gain 50/75/100% bonus bloodpoints in all categories.
Getting grabbed while repairing, unhooking or from a locker will disable the perk and you will not gain any bonus bloodpoints.
If you get chased for 30 seconds (the 30 seconds are cumulative and don't have to be in a single chase, meaning if a chase breaks the 30 seconds won't reset.) the perk activates, if the perk is active press the active ability button to reveal the killer's aura for 10 seconds, after the 10 seconds the killer can see your aura for 7/6/5 seconds.
No changes needed, has great synergy with current object and even with my version of object.
No changes needed, has great synergy with kindred and bond.
While searching a chest, press the active ability button to guarantee a green medkit at will, not pressing the active ability button will result in a random item.
No changes needed.
Just needs a longer duration.
I don't really know how to buff this perk as long as spine chill exists.
No changes needed.
No changes needed.
Instead of entering a locker the perk can be activated on demand.
When you block the generator the killer can't see how many pistons are active (aka the killer can't tell how many progress this gen has, it will just stay silent like it was never worked on).
The longer you stay injured, the more resilient you get, for each 30 seconds you stay injured, gain a 1/2/3% faster progress on healing,repairing,sabotaging,vaulting,opening exit gates up to a maximum of 18% (basically you need to be injured for 3 minutes to get that speed boost, oh and healing to healthy or getting downed will reset the timer and if your heal progress is more than 50% the perk will turn off to prevent 99ing% yourself and getting that 18% for free won't be possible.)
to prevent stupid situations where second wind is 99% cuz a claudette decided to self care after getting unhooked the perk will activate when you unhook someone safely twice.. or once.
Self care starts with 32 charges, hold M1 to consume these charges and heal yourself, (basically self care can only be used twice now since one heal needs 16 charges but you will heal like you're using a medkit so no more self caring claudette at the corner of the map with sloppy and thanatophobia)
When you don't perform cooperative actions for 5/4/3 minutes the perk actives, if the perk activates the killer cannot read your aura. the perk will highlight when the killer is supposed to see your aura.
when taking a protection hit for a survivor the perk activates, you can instantly heal 50% for the next survivor your healing. (this is not at will and will instantly activate the moment you press m1 to heal a survivor.)
No changes needed.
No changes needed. (Works with my version of no mither btw)
No changes needed.
No changes needed......?
Just make it like up the ante where the range is infinite.
Failed skill checks are 100% silenced, you make no noise while repairing a generator, if another survivor is working with you their generator repair noises are less audible.
Same effects with a plus, you can still search chests at a much slower rate though and use items (not toolboxes though)
While injured good skill checks grant a 1% bonus repair progress but their size is reduced by 30% and great skill checks cannot be performed.
No changes needed.
Luck itself needs a rework before this perk.
No changes needed....?
Exhaustion duration is increased by 100/95/90%, you will recover from exhaustion even while running.
Same effects with a plus, the killer can't see how many lights are active on the lever of the exit gate.
No changes needed.
Same effects with a plus, When the killer hooks a survivor, every survivor's aura is revealed to you for 5 seconds.
Same effects with a plus, the color of pallets and windows are determined by how safe they are.. red is very short loops, white is ok-ish and yellow is safe pallets. this may require a lot of work to implement but it would be really cool.
Adrenaline will be on hold if you are exhausted, to compensate you will gain 1 extra second of the speed boost
Had to rewrite the entire post twice cuz my laptop ran out of battery :P
anyways these are my suggestions for some perks that are in my opinion lacking, i hope you enjoyed the post and if you disagree with something, have a better idea, feedback is appreciated <3
Comments
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I'm not a fan of forcing technician away from being a lone wolf perk
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Resilience is good as it is, no need to change it
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I like the vigil one brings a way to have old sprint burst or deadhard but takes a lot longer. The only problem is vigil you have goes by percentage which exhaustion perks go down to 40 seconds anyway. So 40+16=56. So if your a decent looper you could get 2 dead hards 2 lithes or 2 sprintbursts. But it definitely is better than current vigil.
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Although I would love to play with your version of Lightweight, Resilience combined with Iron Will and Spine Chill we have to admit it would be broken.
If nobody left scratch marks outside a chase (your version of Lightweight) and made no grunts of pain (Iron Will) you'd NEED minutes to find them if they just keep sprinting away whenever Spine Chill warned them resulting in up to 4 survivors with 18% action-/repair speed buffs.
Also if they got healed up they could just take the hit in a chase and run away in a perfectly straight line which often ENDS the chase mechanic which would disable scratch marks (Lightweight) so you would lose them everytime they're able to take a hit.
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Some I really liked: Distortion (Been wanting this exact change for a while. Bonus points if the teammates nearby get the Distortion icon on their HUD.), Any Means Necessary (Perfect and natural addition), Boil Over (A hefty buff that's still very counterable and that rewards killers for being observant. Love it!), Adrenaline (I love the idea of Adrenaline not ignoring exhaustion. That said, I would actually remove the delayed sprint and additional sprint time and just straight up say that Adrenaline will not activate while exhausted. That way you have to treat it like an actual exhaustion perk and it doesn't synergize well with other exhaustion perks. It also might give killer perks like Blood Echo a bit more relevance.)
Some I really didn't: OoO (it would be absolutely terrible), No Mither (it would be absolutely terrible), Mettle of Man (it would encourage people to hoard all of the unhooks and it would also be absolutely terrible: hard to activate and it's likely that you wouldn't need the effect once it does activate), Breakdown (it would be useless in solo queue and would only have a chance to be useful in specific situations with coordinated effort by a SWF), Camaraderie (it would be useless; you shouldn't be attempting to Kobe when the killer is nearby, especially when it's only a 40% max chance of success; and, if you're going to luck stack to make this worthwhile, you might as well just use a perk like Slippery Meat that isn't useless when the killer doesn't camp).
Edit: Also, I see your disclaimer, but I think Lightweight would be really OP.
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thx for the feedback but i should've been more specific on why lightweight won't be op, when you spawn as a survivor you will start running to find a gen, and that running leaves scratch marks that lightweight will prevent, but the killer is so far so you can run as much as you want without the need of even using lightweight, and you have to use spine chill and iron will AND resillience, basically you need an entire build to squeeze it's value,and since the chase mechanic is kinda clunky a chase might break cuz the survivor went too far but you can still pinpoint their location, you can see them go into a jungle gym or whatever, or you could run stbfl to help prevent a chase from breaking, or even stridor to nullify iron will, just because the scratch marks don't exist doesn't mean the survivor doesn't exist either, you're gonna have to improve your tracking if this ever becomes meta, ofc all of this is hypothetical, and we cant really test if this actually is op or not, hell people thought breakout would be abuseable in a swf but in the end it was meh so all of this is gonna need testing. oh and that stealth build i mentioned earlier can easily be countered by static blast.
EDIT: Tweaked lightweight a bit
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yeah you're right actually this can be absurdly op, gonna hard nerf the percentages
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i have a buff idea for distortion: what if, in those 3 charges, standard effect plus+ it reveals the killers aura? so basically you have 3 charges where the killer doesn´t see your aura, but you see theirs.
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Wait, so lucky break is just the same perk but with built in iron will 3? Why would anyone ever run iron will?
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So many of these buffs are so random.
Like why is Babysitter getting a buff to Anti-Slug? It's not an anti-slug perk, that's not why you'd run it.
Same goes for breakout. Your giving a buff to when you are grabbed by this Killer but that's not what you use the perk for. The perk is for breaking other Survivors out.
Also your WHLF buff is objectively worse than Kindred
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The reason why they are so "random" is because i'm not the one who made the perks name/logo in the first place, i have to stick to something related to the perk's name and characterization, like for example when bhvr added freddy his power had to be something sleep-related, they can't just add the character then give him a chainsaw or something, they have to stick to the idea, anyways you're saying that people won't use babysitter cuz that's not the point of the perk right? well the current point of the perk is too niche to even be considered worth taking, it's just a way worse borrowed time. so it needed a secondary function, this same argument had to go with breakout, i can't just increase the wiggle speed, that would be borderline broken, so i had to buff it in a way that affects wiggling cuz that's the perk's name and characterization, and as for WGLF i wanted to make it an exact equivalent to bbq & chili, with bbq you gain more bps and you see survivors aura when hooking right? so when the killer hooks someone you see their aura with wglf, the reason why it's not infinite like kindred is because it grants you bonus bloodpoints so the aura reveal is just a secondary function, like a mini-kindred with bonus bps
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it has a limited duration unlike iron will
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You don't use BP bonuses as a balancing factor. That's why WGLF is the 2nd worst perk in the game right now (1st is no mither).
But anyways, the issue isn't that you are adding additional effects. But that those additional effects have nothing to do with the primary effect.
Take your Any Means Necessary buff as a counter example. Seeing the aura of dropped pallets makes the ability to pick them up stronger.
But Babysitter is a perk designed to make the Survivor you unhook safer. Giving them endurance when you pick them up from the dying state doesn't make it better at that.
When improving a perk you're supposed to make it better at what it does.
Same issue applies to breakout. Your buff doesn't make it better at what it does. So someone bringing the perk for it's intended function won't benefit from the buff. So the buff ends up being irrelevant and better served on boil over or something.
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as someone who uses AMN a lot i'd love that change
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I dislike the tweak for Second Wind.
I would prefer if it were both, not just one or the other.
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it's just that i can't buff babysitter without making it too similar to borrowed time, the purpose of babysitter is to unhook them safely and what better way to do it without giving them endurance? hiding scratch marks and pools of blood isn't gonna help against a facecamping legion in the basement, however they might slug them and thats where babysitter shines instead of bt, oh and i'm not sure if i worded breakout poorly but the 33% wiggle drop is for the carried survivor not for you since the killer will usually give up and drop the survivor instead of letting them wiggle out.
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Just use magnitude.
The perk isn't anti-camp it's anti-tunnel.
A face camping bubba face won't care but a Spirit that insta-phases back to the hook certainly will. You can't tunnel a Survivor you can't find.
If 8 seconds isn't enough for it to fulfill this function then try 30 or try giving it an iron will effect or maybe have it give a minor (7%) haste status. Maybe even give the haste effect to both Survivors (you and the unhooked) so it becomes better for the "come chase me instead" function.
So many ways to make the perk better as an unhook anti-tunnel perk, you don't need to make it do something entirely different. Especially because the effect overlaps with soul guard anyways.
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Mettle of Man and No Mither definitely don't need nerfed.
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I think Distortion could just use the same mechanic Diversion and Stakeout use, stay in terror radius to gain back the tokens.
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I like that over the proposed and current
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No Mither no longer makes you injured which means the killer has to hit you twice, however you can no longer hear their heartbeat, you can still infinitely pick yourself back up from the dying state but the recovery is slower, and it grants you double blood points, and mettle of man had its requirement changed instead of taking protection hits just unhook them since protection hits are kinda situational
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Being permanently oblivious is considerably worse, especially when exposed or going against in insta-down killer.
Mettle of Man is worse because it is now on a timer. I have no issue activating the perk in the first place, so both the requirement and effect is a nerf for me. MoM becomes the best perk when activated because it is asking so much. Now it is asking more for you to get less.
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Buff for Left Behind:
Same effect, plus a Bloodpoint bonus multiplier if you struggle for the entire struggle phase on hook without being unhooked.
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Object of Obsession's downside can easily be negated by hopping into a locker for 7/6/5 seconds at the 9 second mark of seeing the killer, and the devs wouldn't let perks use the Activate Ability function without specific circumstances (to prevent it from activating the wrong perk). Instead, Object of Obsession should work as it currently does, but the two-way aura read should only work while cleansing a totem (short cooldown period after stopping or finishing a cleanse action; longer cooldown for non-Obsession users).
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It's still a little better than the current No Mither, where every killer is an insta-down killer and your team feels burdened by it.
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thats actually great? At the 9 second mark the survivor can hide and counter it and I don’t see why that would be absurdly op since most ppl will just use the perk mid-chase to see if the killer is mind gaming or not
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