If you could buff any perk which one would you buff Edit: and how
I would buff saboteur to be able to break traps with a toolbox but it requires maximum charges and give toolbox hook sabotage efficiency by 80/90/100%
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I would buff Surge.
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ok how
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No mither
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I would genuinely use Zanshin Tactics if it never had a cooldown. Not all the time and not on every killer but I think it would be a perk that could have some use if it wasn't so needlessly limited.
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can someone tell me how they will
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Probably just by reducing the cooldown, or getting rid of the basic attack requirement.
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I would buff Premonition.
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Oohh... There's a lot of perks that could use a buff. However, I'm currently thinking Red Herring. I love the theory behind the perk but in practice it needs more to make it useable. I think I would add the following effects.
- You see the auras of Survivors within 8m of your marked generator. This will drastically lower occasions of accidental sandbagging.
- Increases the speed of slowly getting into lockers by 10%/15%/20%. Activating the perk just takes a bit too much time.
- While you have a generator marked, you see the aura of the nearest locker to you. Sometimes you want to activate the perk and you're just like "WHERE IS A FREAKING LOCKER?"
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Small list
tenacity
Surge
Shadow born
Babby sitter
Visionary
Saboteur
monstersious shrine
Left behind
Whispers
spies
Play with your food
No mither
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Reduce Thrilling Tremors CD to like 30 seconds.
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Honestly? Borrowed Time to work on killer's proximity to the hook rather than terror radius.
If you were to ask me to pick a non-meta perk though I'd say Camaraderie buffed to work based on the killer coming close to the hook after a grace period.
As for killer, a button to toggle Coup De Grace on/off so that you can save your tokens for when you need them or make it only consume a token if you hold the button long enough to go past the base lunge distance.
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There's several ways to make it useful
- add a new effect to the perk
- increase the sound reduction to at least 100%
- add a bp bonus
- make the killer (but not other survivors) unable to determine your health state in certain situations, and hide the broken status from the killer completely. This could be pretty good if no mither didn't make you injured at the start of the match
-make no mither not activate thanatophobia
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I'd buff WGLF by giving a stack if you pick someone up off the floor.
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I would buff Lucky Break by removing the timer from it. It just seems very unnecessary.
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Visionary and deja vu - I would allow the people running it to also see the progress of the generators by determining the intensity of their auras.
Lightweight - (I am pretty sure someone else said this on the forums, not my idea) The killer can't see scratch marks when further than 32 meters away.
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I can think of a few off the top of my head for survivor is:
- Deliverance: You should still be able to use it even if everyone else has escaped/died. The killer can just M1/R2 you as soon as you get off anyways.
- Any Means Necessary: You should be able to see dropped pallets to know if you need to reset them or not. Wasting a perk slot on Windows of Opportunity just so you can see this is absurd to me.
- Borrowed Time: This one is a stretch but if you manage to unhook yourself & have Borrowed Time, perhaps it can work on yourself. This would be good when paired with Deliverance.
I can think of a few off the top of my head for killer is:
- Trail of Torment: I don't know about you, but the fact that the generator turns yellow ruins the perk because 95% of the time once the survivors see that, they'll end up hiding for the majority of the time until your Undetectable status wears off. It isn't stealthy at all unless they aren't paying attention.
- Mindbreaker: This perk is so easy to counter, as all you need to do as a survivor is step off your gen a few seconds earlier once you hear a terror radius. Not to mention, this perk literally encourages 99'ing Sprint Bursts.
- Beast of Prey: Can someone tell me why anybody would use this perk?
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Fire Up.
The perk design is healthy for the game as it rewards killers for not slugging. The perk rewards the killer for actually "playing with the survivors" and losing a few gens in the process as the perk effect / action speed buff gets stronger the more chances the survivors get to fix the gens.
However the perk values (4% per gen at tier 3) are a complete joke making it only somewhat interesting for Myers (due tier 3 vault action speed buff) and Wraith (due to his addons that buff action speeds) and even then only in their vault master fun builds.
I would buff the perk by increasing the values to 7% per generator.
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I would buff tenacity by increasing the faster crawl speed to 100% at all tiers and then nerf unbreakable and remove the increase recovery and add it onto tenacity.
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Visionary- Added effect (like fuming mixtape or all seeing spirit addons), you can now determine generator completion level by the intensity of their auras.
Buff max distance, idk by how much.
No Mither rework:
You've learnt to keep your composure when hurt and be at your best. Once injured you will be affected by the broken status effect for the remainder of the match (The killer will not be able to determine this).
Your thick blood coagulates instantly and you do not leave pools of blood when injured.
Grunts of pain are reduced by 0/25/50% whilst injured.
You additionally have the ability to recover from the dying state, overcoming the most dire of situations.
All boldness bloodpoint score events will be increased by 50% whilst using this perk.
This would actually make no mither viable, the idea of this rework is to hide the fact you have no mither, and making grunts too quiet would make it easily guessable.
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I would buff Boil Over. while wiggling like to 25% 50% and 75% you'll face a skill check similar to Decisive Strike. If hit the skill check you'll sling the killer in a different direction not the opposite of a hook just a random different direction. the numbers are just ideas.
And Buckle Up like keeping it like it already is maybe we don't need that aura reading abillity. and maybe after picking someone up healing speed will be increased by 100% like we'll make it but shorter
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NOED: When you down a survivor, all other survivors are instantaneously downed and Unbreakable is deactivated.
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Actually I saw something on the forums (can't remember who, don't really care) and it worked on a token system, and the killer had to work for it, I would really love that idea
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Solidarity:
•Increase the maximum conversion rate from 50% to 100%.
Flip-Flop:
•Increase the maximum conversion rate from 50% to 60-75%.
Mettle of Man:
•Either decrease the number of protection hits needed from 3 to 2 or remove the revealed aura effect while the perk is active and the survivor is healthy.
Poised:
•Increase the amount of time without scratch marks, 10 seconds to 15-20 seconds.
•Make it token based so you can stack up on tokens and while running you can activate it and have 15-20 seconds of no scratch marks
Vigil:
•Increase the the percentage it reduces effects 20% to 30-45% and/or include the broken, exposed, etc.
Babysitter:
•Rework: After unhooking a survivor while healthy, Babysitter will activate. For 25/35/45 seconds, if the rescued survivor were to sustain an attack that would put them in the dying health state, instead you will take that damage. If you unhook another survivor within this period, the newly rescued survivor will affected by Babysitter instead. Only one survivor can be affect by this perk at any one moment. (If you are injured before the period is over from something other than Babysitter, you still sustain the damage from babysitter if the rescued survivor is hit.)
-Works well with borrowed time since the attack must be one that puts the rescued survivor into the dying health state, especially giving the survivor two additional health states to work with for 15-30 seconds. Three if the unhooked survivor also has DS. Four with DH and Five if somehow if the three previous hits were somehow protection hits with MoM. (Six with a well timed Adrenaline too).
Autodidact:
•Either remove the -25% progression bonus or add a feature to increase skill check chance.
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Can I buff a combination of perks?
When Plunderer's Instinct and Appraisal are run together, the survivor can also see the auras of any opened chests they haven't rummaged through if they still have tokens left.
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Coup De Grace: For every completed gen gain a token (to a maximum five) for every token for increase lunge range by 1/2/3 percent
I genuinely enjoy the perk amd have had fun building a gen punisher build with Plague, but current Coup makes it to easy to accidentally waste (and lose) a token
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Surge: increase regression 10% and reduce cool down to 30 seconds
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Agreed, but I think 7% is not enough. I believe this perk should just return to its original version:
The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time the Survivors complete repairs on a Generator, Fire Up grows in power and grants a speed bonus to pick up, drop, Pallet break, Generator damage and vaults.
- 2 Tokens: receive 6/8/10 % action speed bonus.
- 3 Tokens: receive 8/10/12 % action speed bonus.
- 4 Tokens: receive 10/12/14 % action speed bonus.
"Now why don't you just [BAD WORD] die?" - Freddy Krueger
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Monstrous Shrine:
- You gain 4 tokens at the start of the trial and a shrine to the Entity is added to the basement
- Interacting with the shrine consumes a token and allows you to teleport to any generator you are looking at
- If a survivor is rescued from the basement while you are at least 40m away, the entity will block the exit for 10s
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Are you still functioning or are you experiencing an error?
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???
There is such a thing as "throwing out ideas"
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Second Wind.
Make the post-unhook heal take 24 seconds but make the perk itself activate whenever you finish a heal on someone else.
There are so many times where I just barely don't activate the perk because a Claudette or a Meghead self cares for a milisecond after being unhooked even though I brought We'll Make It.
Alternatively, you could just make the unhook heal always put you in Healthy even if you're afflicted by Deep Wounds and keep the rest of the perk the same. This would make BT less of a detriment to be given to you and more of an assistance.
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Second Wind already gets a Buff in the next patch. It got reduced to 20 seconds
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Arguably, that can be seen as a nerf.
Plus the upcoming buff is not enough.
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Gearhead
Revert it to what it was on the Chains Of Hate PTB, then add that if you hit a survivor while Gearhead is up, the timer resets
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So 24 seconds is a buff and 20 seconds is not?
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Yes. Let me explain why 20 seconds is arguably bad.
Second Wind can be used as an anti-tunnel perk. If you waste enough time during the chase after being unhooked, you waste even more time than normal.
You know what else is an anti-tunnel perk that is much more common? Borrowed Time.
In 20 seconds, it's not that plausible to get away from The Killer and probably have to mend before Second Wind activates and only heals the Deep Wounds, nullifying the use of Second Wind.
24 seconds is probably just enough to get away from The Killer, mend, and also get your heal from Second Wind. You get about 12 seconds to run away before you need to begin mending, which is quite a lot of time. Eight seconds is a bit more restrictive if The Killer persists for a bit after the Endurance hit.
Also, for situations where BT isn't activated, is an extra 4 seconds going to make too much of an impact? You're probably going to still either guarantee the heal or guaranteed die.
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I guess there are a lot of uses for this Perk. And weird scenarios to Imagine. If the killer is persistent you'll die anyway. I never had the mending status while I had second Wind but if I had it, wouldn't I be healed to full health anyway? That is what the perk description says.
After a total duration of 34/32/30 seconds, Second Wind automatically heals you from injured to the Healthy State.
The question is injured equal to the deep wound status? I mean if it isn't you shouldn't be able to use dead hard either.
You can take a beating. When Injured, tap into your adrenaline bank and dash forward quickly to avoid damage.
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Second Wind won't heal past Deep Wounds to healthy. It works similarly to if you activate Adrenaline while affected by Deep Wounds. It just heals the Deep Wounds and leaves you injured.
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then the description is not fully correct. Why are we able to use dead Hard while we are in deep wound if deep wound isn't being injured? Everything is so confusing when you analyze it.
Edit: They got the description right with adrenaline. it says it heals one health state that means that deep wound is a health state that isn't being mentioned in a lot of perks. resilience would also not work while in deep wound... just like This is not Happening.
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It's because Deep Wounds still counts as the injured state but for heals from stuff like Second Wind and Adrenaline, it probably prioritizes healing that first instead of the injured status itself.
Dead Hard works while afflicted with Deep Wounds because you're still injured. The requirement is simply to be injured.
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Iron Maiden, I'd make it block the survivor in for 5/6/7 seconds when they try to open it (They'd still scream) and be oblivious for 10/15/20 seconds when exiting.
I'm not sure if you should also be exposed.
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Good it means that I am injured. It still means that the description of Second Wind is wrong if it is mentioning the healthy state. After a total duration of 34/32/30 seconds, Second Wind automatically heals you from injured to the Healthy State.
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Well, here's a buff for one of my favourite perks, Aftercare. I feel like the effects of Aftercare are very strong but the penalty is a bit much.
All tiers of Aftercare can activate on all three other Survivors.
When hooked, you lose your aura link with 3/2/1 other Survivor(s).
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Make Furtive Chase not deactivate when the Obsession dies. Make it apply to Terror Radius reduction all the time. Increase amount of tokens to 6 (8 meter Terror Radius).
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