Possible Survivor Perk Buffs
Full disclaimer before I go really into this: I play both relatively equally, but prefer killer. However, I think both sides are relatively tired of about only 10 perks being super viable on each side. However, instead of asking for nerfs for the 10 on either side, I think it'd be better if some of the other perks were buffed first, so there would be other options for people to run when they want to play without memeing.
This post will only go over 3 survivor perks that I think could use some buffs/redesigns to really help them out.
No Mither: We all know this perk is essentially a joke, and you only run it for bits, for a meme, or for adept David. Or because you have a really good gamer chair. The point of the perk is to be able to pick yourself off of the floor quickly, and to have the Broken state, which makes sense. Either way the current effects are more detrimental than beneficial.
Current Effect: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.
You do not leave Pools of Blood.
Grunts of Pain caused by injuries are reduced by 0/25/50% at any time.
Grants the ability to fully recover from the Dying State.
Proposed Change: Activate-able Perk.
While in the Dying state, Press the Activate Ability Button to instantly recover 60/70/80% of your Recovery Bar. Become afflicted by the Broken Status Effect for the remainder of the trial.
While affected by the Broken Status Effect, you can fully recover from the Dying State.
This solves the issue of having a giant target on your back since you're automatically at a disadvantage (and entity help you if you're against an Oni), as well as makes it a viable alternative to Unbreakable. Unbreakable would take a little bit longer to do, but doesn't force you to be injured for the rest of the game. No Mither would allow for much faster recovery, but come at the cost of being Broken for the rest of the match, as well as stay pretty close to the perk original design.
Technician: This issue with this perk is that for most players, this perk comes in a DLC, and by then, you usually know how to hit skill checks. The bigger issue is that it is RNG dependent, and if you're like me, you have awful RNG. Or you've never even seen this perk used against you, once, since it doesn't seem to do much, even at low ranks. The purpose of the perk is to reduce noise from generators and help generators get done stealthily, supposedly.
Current Effect: You are apt at handling machinery with the greatest care and precision.
The noises caused by your Repairs and their hearing distance are reduced by 8 metres.
On a failed Repair Skill Check, there is a 30/40/50% chance that the Generator Explosion will be prevented.
Proposed Change: You are apt at handling machinery with the greatest care and precision.
The noises caused by your Repairs and their hearing distance are reduced by 8 metres.
For every successful Great Skill Check completed while repairing a Generator, you receive a Token for a maximum of 2/3/4 Tokens.
Whenever the Generator you are working on would create a visual noise notification, a Token is consumed instead.
This change allows for more use out of the perk, and decreases its RNG dependence, even if we all know that skill checks are completely random. By visual noise notifications, I mean like a failed skill check, or the pseudo explosions from Red Herring or Discordance (even if it doesn't hide the aura changing). This way, Technician can also be used to help cover for a new player being on the gen with you, making it so Technician can be used in a semi-altruistic way as well. Lastly, it still keeps pretty close to the idea of reducing noise from generators.
Premonition: It just is worse than Spine chill in about 9/10 cases. Spine Chill can help in chase, Premonition cannot. While Premonition cannot be fooled as easily as the false security of Spine Chill, it still has a hefty cooldown on an ability that's supposed to help you avoid the killer, or at least know where they are.
Current Effect: You have the undeniable capability to sense danger.
Get an auditory warning when looking in the direction of the Killer in a 45° cone within a range of 36 metres.
Premonition has a cool-down of 60/45/30 seconds each time it activates.
Premonition trumps any of the Killer's stealth abilities.
Proposed Change: Sporadically hear a quiet murmur when within a 48/44/40 metres of a Killer.
Yes, this is Whispers for Survivor. This way it isn't just an inferior Spine Chill, as well as no longer having a cooldown on its effects. The reason why the radius is much larger is because Survivors cannot move as fast as the Killer, and this way, say, for instance when trying to get the exit gates open when the killer is patrolling them, your Premonition would out range their Whispers, giving you more time to gain distance to potentially avoid detection. It also can help regardless of the killer knowing if you have Premonition, as well as it having larger range than Spine Chill. The reason why the range is 40 meters is because a majority of killers have a max range of 40 meters, barring essentially, just Huntress.
If there are any issues, please let me know. Thank you for your time, and I hope these changes are appealing to both sides of the community.
Comments
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Your proposition for technitian is interesting though I like they way it is currently. I don't believe I maxed itvout but ot did save me several times. Especially in a lullaby game where we couln't find the totem. I was able to complete the gen despite a few slip ups and got out.
Though yours does reward skill in greats it might be abandoned by new players cause they'd blow it trying to hit a great and might be ignored by pros cause if they dealt with old ruin would already have that ability unless a lullaby is near max stacks.
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I think the proposed changes are fair.
- No Mither's change would make it less of a detriment to the team in the case of Oni, as mentioned. It would ultimately be a buff that would make it a bit more viable as it can be used when necessary without being a burden for the entirety of the match.
- Technician's change is helpful in lower ranks, and in theory could be somewhat of a counter to Overcharge by blocking the notification (though the damage is still done), and a strong counter to Discordance. I'm a tad confused on what would be the purpose of blocking Red Herring as it would waste the perk, but it's still a decent change that would make it more enticing to use.
- Premonition's change is most likely the least significant out of the bunch. Other than against stealth killers to a small extent, the perk isn't worth taking up a slot as killers by nature have a terror radius. Even with stealth killers, Spine Chill would still be better as it'd alert survivors when a killer looks in their direction. A better change for Premonition would be allowing a brief viewing of the killer's Aura if outside the terror radius for 2/3/4 seconds with a 40/50/60 second cool down. Something like a weaker Object of Obsession without the penalty of the killer being able to see the survivor.
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