List of Some killer perk rework ideas
I was thinking about some perks that the high ranks don't use, my goal is not to make them as metas but just to be more valoble
Predator:Your acute tracking ability allows you to hone in on disturbances left by running Survivors.
Scratch Marks left by Survivors will spawn considerably closer together. Gain Haste Status Effect for 1/2/3 seconds after starting a chase
Bloodhound: Like a hunting scent hound, you smell traces of blood at a great distance.
Fresh Blood Stains are considerably more discernible than normal and gain bloodlust 3/4/5 seconds earlier.
Hex: The Third Seal: A Hex that punish survivors standing in your way.
Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Exaustion and Blindness Status Effect.
This effect applies to the last 2/3/4 Survivors hit.
The Hex effects persist as long as the related Hex Totem is standing.
Overwhelming Presence: Your presence alone instils great fear in Survivors.
If you are at least 6/8/16 meters of a survivor, he cannot use the item he is carrying.
Overcharge:You are fuelled by your hate for progress.
Overcharge a Generator by performing the Damage Generator action.
The the next survivor to interact with the generator will suffer 20/25/30 seconds with a tremendously difficults Skill Checks.
Failing the Skill Check results in an additional 5 % Regression penalty. Succeeding the Skill Check grants no progress, but prevents the Generator Explosion.
Territorial Imperative: You do not like that they are inspecting what belongs to you.
Survivors' Auras are revealed to you for 3 seconds when they enter the Basement
and you are more than 32 metres away from the Basement entrance.
Apply the Exposed status effect for 10/15/20 seconds after leaving the basement.
Mindbreaker:Your distressing presence drains and weakens your prey.
While repairing Generators with more than 80 % Repair progression
Survivors are afflicted by the Exhausted Status Effect.
Any Exhaustion Status Effect timers are reset while the Survivor is repairing a Generator, After ending the Repair action the Exhaustion persist for 10/15/20 seconds.
This is all of my ideas
Comments
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AHH territorial imperative. There is a perk I hardly see (pssst because it's cr@p).
Having the exposed effect hit them when they leave the basement would make them more alert and think twice about going for that basement chest rather than doing gens!!
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