Community Challenge, be creative - Design your own Perk
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I got a year's worth of perks.
Survivor Perks:
I imagined a witchy kind of survivor, like a magic voodoo person or like an oracle.
-Blessing: Ward of Persistence
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, all team members can continue to perform actions while in the dying state at xx% speed while within xx m of the blessed totem. This includes Repairing, Healing, Sabotage, Unhooking, Cleansing, Exit Gate Opening, and Chest Unlocking.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Blessing: Confusion Charm
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the survivor no longer leaves scratch marks while in a chase with the killer within xx m of the blessing as well as receiving a speed boost of xx% for xx seconds if the survivor runs by the totem within xx m.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Cleansing Spirit
While in the killer's terror radius, the survivor can block off the totem from being cleaned or destroyed by any other survivor or killer, only allowing the user to interact with the totem for xx seconds. During this time, the survivor can walk away from the totem without having to restart cleansing or blessings.
Cleansing Spirit had a cooldown of xxx seconds.
This was for a survivor who used to be in prison.
-Catching the Chain
Once you have escaped through the Exit Gates, your remaining health states will be given out randomly to the remaining survivors.
-Tunnel to Victory
Once you are the one survivor remaining and the killer has kicked closed the hatch, you will have the opportunity to pick it open, taking xx seconds to do so.
-Shakedown
If you are opening an exit gate while injured, the killer will be unable to interrupt you, instead having to attack. When hit, instead of going down, you will receive the Deep Wound status effect for xx amount of seconds, taking xx amount of time to mend.
This was for like a gadgeteer survivor
-Blessing: Hacked Footage
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, the killer's aura will be revealed to the survivor if they are xx m away from the Blessed totem.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
-Cable Management
After working on a generator for xx seconds, the generator will not spark after being kicked by the killer for xx seconds
-Blessing: Redirect Output
Instead of cleansing the hex or dull totems, the survivor instead places a blessing on the totem at xx% the speed of cleansing, signified by a blue flame under the totem.
While a blessed totem is active, for each finished generator, the survivor can preopen the exit gate by intervals of x% at xx% of the normal speed.
The Killer can destroy the blessed totems if they find them, the same way they kick a gen or destroy a pallet.
This is for like a construction worker survivor
-Swing Lock
When grabbed from a locker or interrupted during an action, the closest hook automatically breaks for xx seconds. Swing Lock has a cooldown of xx seconds. Swing Lock also increases the amount of hooks by x amount.
-Tool Belt
Guarantees that when opening a chest while holding an item, the item you are holding will appear in the chest of xxxx rarity. Your add-ons that you bring in will transfer to the new item once picked up. Opening chests is now quieter and you open chests faster by xx%.
-Enlightened Surveyor
The survivor destroys / blesses totems, giving them tokens. After looking at an objective at any time during the match, it becomes tracked.
The survivor can then spend a token by entering a locker, with each tracked objective lighting up for the duration of the time the survivor is in the locker.
Killer Perks:
I just thought of a killer who used to be a lawyer or something for this one.
-Bench Warrant
If a survivor enters a locker or is already in a locker while more than xx m away from the killer, the killer will receive a noise notification and their aura will be shown for xx seconds.
-Overruled
The killer starts the trial with x amount of tokens, a killer can spend a token to block off any totem from being worked on for xx seconds. Once all tokens are used, the perk deactivates.
-Seizure of Assets
Whenever a survivor picks up an item, they become exposed for xx seconds.
These ones were for like a scrap collector or junkyard worker.
-Silversmith's Polish
Whenever a survivor sabotages a hook, the killer will become undetectable, with the terror radius being transferred to the sabotaging survivor for xx seconds.
-Junkyard Dog's Bite
If an injured survivor works on kicked generator for over xx seconds, they receive the broken status affect for xx seconds.
-One Man's Trash
Once a survivor uses up an item's final charge, the survivor will scream every xx seconds as long as they continue to hold the used up item. Once the item is dropped, it cannot be picked up for xx seconds by any survivor, if any survivor picks the item up within that time, the screaming will begin again by the survivor who is holding the item.
This one is for a hacker killer.
-Cross-Wired
When both exit gates are powered, the lever next to each exit gate opens the opposite door. Once opened, the aura of both exit gates are shown to the survivors. Yellow showing the opened gate and red showing the closed gate.
-Hex: Hardware Malfunction
While repairing a kicked gen, it is xx% more likely that a skill check will occur. When a skill check does occur, no great skill check zone will appear. If the skill check is accomplished, the generator will regress by xx%; however failing the skill check will act as a Great Skill Check, but still cause the generator to explode.
-CTRL+X
When a survivor sabotages a hook, they suffer from the Deep Wound status affect. Once mended, the survivor will return to their previous health state . (ie. if you were injured, you'll still be injured and if you were healthy when hit you will remain healthy after mending)
This was for a stay-at-home spouse or teacher who went insane and killed their family or students.
-Bells of Abuse
Once all generators are powered, the amount of time it takes for a survivor to be sacrificed on hook is decreased by x%, escape attempts are increased by x%, and penalty to failing to escape is increased by x%.
-Tantrum Control
You become obsessed with one survivor. When the obsessed survivor drops a pallet onto the killer, any generator that the obsession has touched for more than x amount of seconds becomes blocked off by the entity for x seconds.
-Peanut Gallery
Once a survivor is picked up, for the next x amount of seconds any survivors the performing a cooperative action will scream and be exposed for x amount of seconds.
Post edited by Stridor on1 -
Killer Perk: Headshot
You viciously strike at the head to disorient and weaken your prey. Hitting a survivor with a basic attack inflicts the Blindness status effect and slows their movement by 3% for 30/40/50 seconds. This effect does not stack with itself.
Survivor Perk: Third Eye
You are so adept at sensing danger some claim you have eyes on the back of your head. Whenever a survivor, including you, is hit with either a basic attack or a special attack, see the aura of the killer for 3/4/5 seconds.
^ (Does not work with The Trapper's traps)
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Perk
Revengeance (Name can use some work)
You lust for the blood of those who hurts you. Every stun like pallet stuns, flashlight saves, and wiggling free. Will result the survivor responsible for the stun will have their aura shown to you for 10 seconds, and will receive the "Exposed" status effect for 30 seconds. If you put the survivor in the dying state before the 30 second period runs out, you are given the opportunity to mori the survivor.
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A perk I think can be really strong...
Perk Name - You're mine: You can't let them get away!
According to the Perk level, it reduces the speed increase that survivors get when they are damaged by 50%, 60%, 70%...
It can be used once every 60 seconds.
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These are all survivor perks:
INGENIOUS WORK:
You don’t like it when someone breaks your progress for fun, even when you’ve worked so hard on it.
Every time the killer breaks a generator that you’ve worked on; the generator progresses instead of regressing for 10/15/20 seconds.
The aura is shown in yellow when the generator progresses.
If the action is interrupted by another survivor, the generator explodes, reducing 4/7/10% and the entity will block the generator for 30 seconds.
There is a 120/90/60 second cooldown.
DEVIANT:
You used to always be the teacher’s pet, but this time, it’s your time to make up the rules.
You become the killer’s obsession.
Every time you stun or blind a killer (head on, decisive strike), the perk activates.
The next time you stun the killer with a PALLET, your stun lasts 1.5/2/2.5 second(s) longer.
Once successfully used, the Exposed Status Effect is applied to you for 15 seconds.
BOOK SMART:
Your book smart ways have made you able to manoeuvre through survival in high school.
When in a chase and not injured, the window that should be blocked by the entity is instead open for you for another use.
Once you have used the window, it will be blocked again for an extra 30 seconds. The perk goes on cooldown for 120/90/60 seconds.
LET’S END THIS:
In the end, you will always survive, no matter how the odds.
You are given three traps; you can lay your traps down with the active ability button for 4/3/2 seconds. When the killer walks into the trap, they are stuck for 5 seconds. You become the killer’s obsession once a trap is successfully used.
Once all traps are used the perk deactivates for the rest of the trial.
LIFEGUARD:
Keeping people out of danger is what invigorates you to survive.
You unhook survivors 35/40/45% faster.
When they are unhooked, you and the unhooked survivor gain a speed boost of 150% of your regular speed for 3 seconds as soon as you both start running.
You and survivor will lose the speed boost if you don't run after 25 seconds.
You gain the Exhausted status effect for 60/50/40 seconds.
ON CALL:
When others are down and out, you always find a way for them to feel better.
Start the trial with a First Aid Kit/Emergency Med Kit/Ranger’s Med Kit, with a total of 38/42/46 charges available to the med kit.
Healing is 35/35/35% faster on other survivors.
Healing is 35/35/35% slower on you.
When you finish healing a survivor with your med kit, the killer’s aura is shown to all remaining survivors in the trial for 4/6/8 seconds.
If you survive the trial, you will keep the med kit with the regular charges available to that specific med kit.
If you are sacrificed or killed, you don’t keep the med kit.
Let me know which one is your favourite! :)
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Perk: Can I have your autograph? (For all us survivors who secretly adore the killers!)
Every time a survivor is hooked, you gain a token!
Once three tokens are saved up, you can activate "Can I have your autograph?"
When 'Can I Have Your Autograph?' is activated, the killer MUST stop and sign a bit of paper (or perhaps the survivor's hand? Face?) for the survivor, taking up to 3/5/7 seconds, giving your friends the chance to get far away!
Token count resets after 'CIHYA?' is used.
But, be careful! You are ALSO stuck in place when your autograph is being signed...I hope that signature is worth the hit you're about to take...
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At the start of the match, all survivors have their repair speed slowed by %/%/%. This effect persists until the killer inflicts injured or dying on a survivor.
After a survivor is unhooked, they are affected by this perk again for x/x/x amount of seconds.
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A ~150 sec cooldown killer perk allowing you to break an unused (standing) pallet could be an interesting addition.
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3 perk ideas for a new survivor
1.All-time Support
You really are one supportive friend. Even while facing problems you try your best to support your team.
While on a hook every survivor, who is in a radius of 8/12/16m around you, will be able to see the auras of totems,generators and gates. (Could be limited to a radius, like 64/72/80m around your hook as example)
(With this perk I wanted to counter Noed Camping by a lot but also just Noed in general, since the playerbase is often very frustrated If Noed ruins their end-game. The range limit could be added to balance the perk quite a bit.)
2.Mechanical Mastermind
Using the only things, that help you throughout your trial is your last hope. Luckily you mastered the ability to see these things and take advantage of them.
You got the ability to upgrade an item 1/2/3-times. Press “E” while holding an item and crouching to begin this process. The process takes 24/22/20secs. and can only be used once per item. If the Items is however holding add-ons, those will be “downgraded”(?).
(This perk only works on flashlights and toolboxes)
Yellow-->Green-->Purple (-->Pink)
3.Not yet
Bad situations wont stop you from achieving your goals and you have learned how to deal with them.
You are granted the ability to vault a window 4-times instead of the usual 3-times before it is getting blocked. After you vaulted a window swiftly, you will get a 2%/3%/4% Movementspeedbonus for 3/5/7secs.
(Time of the Movementspeedbonus could be nerfed to 2/4/6secs. for example but I dont see it really needed)
You can leave suggestions any time!😀
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Post edited by LaVieAuParadis on0
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Dead end - Dead before escaping
When there is 1 last generator left all survivors suffers from exposed status effect until that last generator is fully repaired and all the survivor and killer auras will be revealed to each other for 3/6/9 seconds and the repair progression of the last generator will be slowed to 2%/4%/6% but also all the failed skill checks will be silent to you.
And at the end , all has to Die ~
{Btw sorry for my bad English...~
Post edited by Nityartist on0 -
It could be something like this maybe?!
When there is 1 generator left to complete all survivors will suffer from the exposed status effect for aslong as one generator hasnt hit 30%/40%/50%. After this generator is completed all survivors will get the exposed status effect for another 20/25/30secs and they are revealed to you for 3sec. Failed skill checks are not shown while there is one generator left and the repair speed will be slowed by 2%/4%/6%.
Hope you like it c:
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........
Post edited by Nityartist on0 -
Imagine using this on the shack pallet
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it's just to show how it would look
do you like my idea?
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(Just for fun/salt)
Killer Perk:
Stop That: After a survivor vaults the same window/pallet more than three times in 7/5/3 seconds, the entity slams a barrier into their face the next time they attempt to vault the same space. Survivor bounces backward and gains the Broken status.
”Window hopping didn’t help you that time, did it, smartass?”
Survivor perks:
Flight of Snails: When knocked into a dying state during a vault, you crawl at 150% speed for 3/5/7 seconds.
You’re Not Sneaky!: When looking at a killer with a suppressed aura, you point at them, revealing their aura to all survivors for 2/4/6 seconds.
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eh why not
This is the only perk I have finished for Jou 'Joe' Tazuna so far. I plan on making the rest eventually.
Ever take a hit for someone only for them to go down shortly after, leaving your efforts wasted? Well no longer!
Friend to the End
Your affection for your friends inspires those around you.
All survivors within 8/12/16 meters of you gain a 7% speed boost for 2 seconds after you take a protection hit.
“I love ya, Sara! You’re my best friend!” - Jou Tazuna
btw go play Your Turn to Die, thats where Jou is from. He's not my character.
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Killer Perk - Silenced Screams
"The agonizing scream of your victims drowns out the ears of others and further fuels your twisted machinations."
- After hooking a survivor, all survivors within a 24/36/48 meter radius will be given the Oblivious status effect for 20 seconds.
- After a survivor is sacrificed, you become Undetectable for 30 seconds.
This effect does not reset upon another hook, effectively giving it a 20 second cooldown per use, and 30 seconds per sacrifice.
Killer Perk - Echolocation
"Your keen senses leave no sound unheard. There's no place to run or hide."
- Any Survivor that begins to run within a 16/20/24 meter radius of you will produce a Loud Noise notification and have their auras revealed to you for 3 seconds.
Echolocation has a cooldown of 20 seconds for each individual survivor and the cooldown does not stack.
Killer Perk - AmbienT Focus
"Your ability to listen closely goes rewarded as you stalk your victims relentlessly."
- All Survivors' Footsteps are 15%/20%/25% louder when running and walking, and 5%/10%/15% louder when crouch walking.
- This effect is amplified by an additional +3%/4%/5% when standing still.
Killer Perk - Sadistic Bloodlust
"Your unrelenting pursuit of the survivor fills you with the warped desire to kill them at all costs."
- When chasing a Survivor, the time it takes to increase your Bloodlust level is reduced by 3/4/5 seconds per tier and your movement speed bonus is increased by an additional +0.2m/s per tier.
Killer Perk - Stalker of Tension
"Your close proximity to survivors terrifies them, making them prone to horrible mistakes if they are not careful enough."
- Survivors who fall or vault to a lower elevation within your Terror Radius will receive the Hindered status effect for 15/20/25 seconds.
- Survivors are slowed down by approximately -10% when Hindered.
- Subsequent vaults or falls will result in the Survivor gaining an additional Mangled status effect until healed.
The Hindered status effect can be reduced to -7% if the survivor has Balanced Landing.
"Fear is a concept of peoples' minds. When we fear something, we make mistakes. When we make mistakes, we dare not try what we did before again out of the fear of the same thing happening." -The Overseer, V
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Thank you for your time. I put a lot of time and thought into these and I hope that you enjoy reading this.
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Silent Swipe: Removes the Red Stain while Lunging.
Your weapon doesn't make a sound when starting a lunge attack
If you miss a lunge your missed recovery speed is 50% longer.
A perk designed to help killers M1 Killers like Trapper, Wraith, Clown, Legion, Plague, etc.
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Yeet - Throw your item at the killer to stun them. Using the perk consumes your item.
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Killer perk: Every time you hook a survivor you gain a token. Once a survivor drops a pallet a token is consumed and that pallet will automatically be destroyed after 20/10/5 seconds.😂😂
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Survivor perk- last resort
After unhooking 4/3/2 survivors or finishing 3/2/1 generators you can charge towards the killer to stun them. Using last resort causes exhausted status for 60/50/40 seconds
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Perk 1: Showmanship) Your love for the spotlight fuels you. Every time you are blinded by a flashlight/Flashbang/Trap You gain 15% action speeds to kicking pallets, Hooking survivors and picking up survivors "The lights, It reminds me of home"
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Survivor Perk: Shadow Step
Your cautious nature keeps you afoot.
- Your footsteps make 30/60/90% less noise.
- Breathing noises are silenced while you are sprinting.
- When injured by the killer, you make a scratch mark radius of 16 metres and leave no pools of blood for 3 seconds.
(I like the idea of a perk that deafens the sounds of footsteps. While some perks, like Poised/Off the Record conceal your scratch marks, it does not silence your footsteps. You'd still hear the creaky wooden floors or the bushes rustling while you move. It'd have good synergy with Lightweight/Fixated, while countering something like Stridor/Bloodhound.)
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Survivor Perk: Hyperfocused
You concentrate hard at the task at hand, sometimes losing track of your surroundings.
- While completing an action, the chances of being interrupted is reduced by 50/75/100%.
- Whenever the Killer attempts to read your Aura while completing an action, your Aura will not be shown and you are inflicted with Oblivious for 60/45/30 seconds.
- Skill Checks chances are increased with the chance of awarding Bonus Skill Checks.
- Great Skill Checks cannot be performed on Bonus Skill Checks.
- The time between the Warning sound and Bonus Skill Check is shortened by 50%.
(Hyperfocused is a high risk high reward perk. While it would prevent you from being interrupted doing a gen/totem from infectious fright or shock therapy, it won't prevent you from screaming. Perks such as BBQ&Chilli would prevent the killer from seeing you, but you are self-inflicting oblivious to work on a gen/totem/healing. The bonus skill checks progress gen-work/healing faster, but increases your chances of failing due to the shortened warning time. While it's an aura-reading/progress-interrupting counter, it doesn't prevent self-inflicting failed skill checks. Self-Inflicting Oblivious would be an interesting addition to counter perks such as Starstruck/Coulrophobia.)
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Survivor Perk: Overdrive
Your stubbornness fills you with determination to survive.
After reaching Hook Stage 2, the perk activates:
- The next time you are put from injured to dying state, you will instead be put into the Deep Wound Status Effect.
- The survivor has 20 seconds to heal themselves.
- The survivor sprints at 150% of your normal running speed for a maximum of 4 seconds.
- Overdrive ignores an existing Exhaustion timer, but causes the Exhausted Status Effect for 60/50/40 seconds.
- Overdrive deactivates for the remainder of the trial.
"I've survived up 'till now, and I don't plan on giving up."
(I wanted a perk somewhere between Decisive Strike/Adrenaline/Mettle of Man. While Overdrive is a one time use perk, it's a desperation perk for staying in the trial longer. It's especially for survivors left on hook until second stage, or as an insurance for making it past the gate when you're injured. While it seems strong, Overdrive won't activate if you instantly go from healthy state to dying state. If combined with MoM, MoM would take priority before Overdrive.)
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Killer Perk: Assault & Battery
Strong strikes to your victims leave traumatic impressions.
Wounds inflicted by Basic Attacks cause Survivors to suffer from the Deafened and Oblivious Status Effects:
- Both Status Effects are removed once the Survivor completes 3/4/5 successful skill checks.
(Bringing back the deafened status effect, I thought it'd be fun having a perk similar to Sloppy Butcher. While S.B. makes healing harder, Assault & Battery provides a way to disorientate injured survivors. While A&B's status effects seem simple, the survivor has to escape the killer and perform successful skill checks. Sometimes skill checks don't show up at all, which is fitting for how some survivors might recover faster from "trauma" than others.)
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Killer Perk: Herd Isolation
You become obsessed with one Survivor.
When you are stunned, blinded, destroy (pallets/gens/breakable walls), successfully hit, grab, hook, or mori a survivor, the obsession is faced with a red skill check:
- Good Skill Checks result in 5/7/10 % regression.
- Great Skill Checks grant 10/7/5 % bonus progression.
You can only be obsessed with one Survivor at a time.
(I wanted to bring back the old Hex: Ruin, but without the red skill checks affecting the whole team. As a slow-down perk, it prevents the obsession from working with other teammates at the risk of reducing gen progress. However, it's a give-and-take similar to Dying Light, so a survivor good at hitting great skill checks, or a survivor with Stake-Out would benefit well from this perk.)
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Killer Perk: Shadow Veil
You've become attuned to the Entity's dark influence that engulfs you.
- Hooking a survivor causes all survivors within your terror radius to scream and reveal their current location to you for 2/3/4 seconds.
- Survivors outside your terror radius are inflicted with the Darkened Status Effect for 45 seconds.
- Mending survivors are instead inflicted with the Blindness Status Effect for 25 seconds.
- Shadow Veil can only be triggered once every 60/45/30 seconds.
"Trend on this land, foolishly unaware of the net of shadows you stand on."
(Inspired by "Mending", Shadow Veil introduces the "Darkened" Status Effect. The screen for survivors would be darkened and harder to see. However, Mending survivors cannot be inflicted by "Darkened".
Mending and Darkened would just make it a black screen at that point.It's a good perk for combining with Barbeque and Chili since auras are revealed away from the hook, while nearby survivors are revealed closer to the hook.)Post edited by DerpPotatoes on0 -
Killer perks:
The Bad Touch: your touch puts a curse on objects. After you perform 1/2/3 basic attacks against a pallet it becomes blocked by the entity for 10 seconds. The bad touch has a cooldown of 30 seconds.
Demise's Reflection: survivors trying to catch a glimpse of you only see their impending doom. If a survivor would read your aura, your aura is not revealed, you can see the survivors aura for that duration and the survivor screams and reveals their location for 2/3/4 seconds.
Foul play: to complete your goal you do anything you see fit. You start the trial with 1 token. Consume a token to break one upright pallet. Foul play regains a token everytime a survivor dies by any means. Increases pallet breaking speed by 5/10/15%.
Psychedelic Trip: your mere presence messes with the senses of survivors. If a survivor has an active aura reading effect, they will see 1/2/3 fake auras (these auras will obviously look like whatever the original aura reading would have revealed and if a killer or survivor was revealed the fake auras would move as well)
Hex: Deceit: all of your hex totems look like dull totems and survivors will not get the cursed notification. Reveals the auras of all survivors within 1/2/3 meters of an active hex totem.
Snuff Out The Light: your intense hatred for light incures the curiosity of the entity. After kicking a generator it becomes blocked by the entity for 30/45/60 seconds. Blocked generators can continue regressing. Snuff out the light has a cool down of 120 seconds.
Sadistic: you know how to hook them for maximum damage. If a survivor is unhooked that survivor suffers from deep wound, haemorrhage and mangled. It takes 15/20/25% longer to unhook a survivor.
Cheap Trick: you never played fair so why start now. The first survivor you hook instantly loses 20/25/30% of their hook progression and is faced with a tremendously difficult skill check. Failing this skill check immediately puts the survivor into struggle phase. Changes hook struggle skill checks to hard skill checks.
Simmer Down: your cursing powers grow with the hope of the survivors. Gain a token for every completed generator. Every token results in a stackable 3/4/5% reduction of generator repair, totem cleansing, chest opening and rummaging, healing, unhooking and exit gate opening.
I know about the power level of some of these but since they will never make it into the game I thought who cares.
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This is from my killer idea post I made yesterday.
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Survivor-
Hysterical Strength: Being chased by someone trying to kill you is terrifying. When throwing down a pallet, successfully stunning the killer will break the pallet, but the killer is stunned for 50/55/60% longer.
Autophobia: If you are the last survivor in the trial, this perk activates. If the killer picks you up, the nearest hook breaks, and you wiggle 25/30/35% faster.
Like A Whisper: When you successfully win a chase, your scratch marks will not be visible and you will run silently for 6/9/12 seconds.
Killer-
Hex: Impatience: Whenever you hook a survivor, gain a token. Each token increases the speed you gain bloodlust by 6/8/10%. You can only have a maximum of 4 tokens.
Sore Loser: Whenever you are in a chase for at least 10 seconds, and lose it, gain a token. The token will give you a 1/2/3% speed boost. Every time you injure or down a survivor, you lose a token.
Hands Off: Whenever a survivor starts cleansing a dull totem, they receive blindness and oblivious. This effect persists for 10/20/30 more seconds if the survivor successfully cleanses the totem.
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Occult inspired survivor perks:
both characters can be the continuation of the imperiatti lore as 2 more characters from that group the magician following the teachings of his father’s illusion and the witch joining her mother’s coven in order to hone and use their skills to find their parents.
the male magician (if behavior wants to capitalize on lgbtq representation can make the magician gay. Being that he would’ve also learned stage craft by extension theatre (but not really flamboyant I see him kind of like some representations of dc’s Constantine where he is bi but doesn’t really define himself by it). His attire is a little Victorian gothic. Not to say that future cosmetics can’t be modernized. I’d love his name to be Dorian Obscuris
the witch can definitely be bi. But I see her as very dainty and feminine, her attire is very dominatrix & Lolita-esc. I’d lover name to Daphne Romani
male magician survivor:
Qi flow: you have learned through the power of Qi, how to push your body past it’s natural capabilities.
you recover from exhaustion 1/2/3 seconds faster
boon: ventriloquism: you are a master of illusion.
once every 120/110/100 seconds one boon totem in the trial will create a loud noise notification.
curtain call: it is time for your final act.
aura reading ability. When you are the last survivor alive all lockers are revealed to you within a 10/15/20 meter radius. Jumping into a locker will allow you to teleport (one time) to a locker that is farthest across the map from the killer
female witch character:
Human voodo doll: your empathy is so powerful, you have learned to use it as an unnatural connection.
after repairing the equivalent of 2/1.5/1 generator (equivalent of a lone repair), you are granted a token for this perk (you cannot gain a second token until you have used the first. Upon being hit by the killer, the killer is stunned.
healing aura: the warmth of your inner fire heals all.
this ability becomes active once a survivor is injured. You are able to press the healing button (and chose character portrait if there are multiple injured survivors) and able to heal any survivor no matter where they are on the map (at a very slightly slow speed/slow speed/regular speed-with no skill checks or healing bonus’; this perks healing speed cannot be increased by stacking healing speed bonus’ from other perks or med kits. This perk cannot be used to heal other survivors if you are injured. This perk can be used to heal yourself at regular self care speed. Regardless of healing yourself or others you’re aura will always be revealed to the killer while using this perk.
Book of Shadows: This book has been passed down many generations.
The icon for this perk looks kind of like auto didact (open book) on the load out screen is a closed book but once in match it can change into one of three pictures
If playing a match with hex totems the perk picture changes into an open book with a skull symbol on the page: grants the ability to harvest the essence of the entity (walk up to a sacrificial hook and press the ability button in order to harvest) to gain a max of 3 tokens. Gaining a token through this action btw has progression just like clearing a totem and you can only collect up to three tokens once. Each harvest makes a loud noise notification at the end.
if the three tokens are all harvested from the same hook, the hook becomes permanently unusable.
a token is consumed every time you are downed by the killer after being unhooked; the entity blocks you from the killer for 20/30/40 seconds.
if there is a boon totem on the map the perk changes into a book with the obsession symbol on the page:
once every 120/110/100 seconds receive the ability to clear specific status effects from yourself or others (like torment, madness, sickness, blind, oblivious, incapacitated)
if there aren’t any hex or boon totems in the trial the icon changes into a book with the aura (eye) on the page.
every time you are within 10/15/20 meters of a dull totem the killers aura is revealed to you and your aura cannot be revealed to killer regardless of whatever aura reading perk or add on they have.
killer abilities that I made in order to counter some of the survivor abilities:
Hex: parasitic bond: the real evil was inside all along.
one random hex perk attaches attaches itself to a boon/dull totem. That hex can only be cleansed if the boon or dull totem is attached to is cleansed. If hex parasitic bond is cleansed first the hex that was attached to the boon/dull totem eliminates/takes over as the dominant totem (therefore if it’s a boon totem changes from blue to red)
Hex: telepathy: reading minds is not just some simple parlor trick.
the perk icon is interchangeable if their aren’t any boon totems in match the icon is a closed eye lid.
once every 50/40/30 seconds a random survivors’ aura reading ability is canceled. This includes the aura of downed and hooked survivors.
if their are boon totems in trial the perk icon changes into an open eye. Every 140/130/120 seconds the killer sees a random survivors’ aura.
perversion: to diminish something pure.
if a hex totem is cleansed and the killer finds a boon totem. The killer is able to change the boon totem into the hex totem that was cleansed.
idol worship: may the offerings to the entity be smiled upon and received well.
once per match the killer can mark a hex totem they want to move, and then mark a spot any where during the trial, to teleport the hex totem to. If the hex totem has not been cleansed by the time the killer marks a new spot; the hex totem is teleported.
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Hospitality
As long as you are the obsession
Survivor Healing Action will start off by x / x / x %
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Motivated Motive
When performing a co op action negative status effects on survivors will decrease by
x / x / x %
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Lethal Usage
When a survivor depletes an item Lethal Usage activates:
Survivors will suffer exposed status effect for x / x / x seconds as soon an item reaches its depletion point.
Aura of the exposed survivor will be revealed as long he/she is exposed. Killer will see exposed status on survivor hud
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Entity's Locker
When a survivor enter's a locker Entity's Locker activates
Survivors are able to teleport from one locker to another
x/x/x sec for survivor to teleport when inside the locker
Entity's Locker has a cooldown of 80 sec for next activation
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Right Behind Me
When 1 survivor exits through the gates the remaining survivors gain haste status effect
for about x / x / x sec during trial.
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Exit Wounds
When Exit Gates open, Exit Wounds activates.
Grunts of pain from injury will be reduced to x / x / x %
Gain 2% haste as soon as the exit gates are open.
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Bad Timing
Survivors that are working on a generator will suffer Bad Timing
Missed Skill Checks will put a decrease on progression speed by x / x / x %
the next good skill check zone will be reduced by x / x / x% when missing previous skill checks
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Survivor Perk: Meticulous
You keep in mind the small details when making your next move.
- You slow vault 30/40/50% faster.
- You make no noises cleansing totems.
- Falling grunts are silenced.
(Meticulous is a perk for sneakily making choices, like slow-vaulting away from the killer or cleansing a totem right next to them. If you noticed the killer and need to drop down without them noticing you, Meticulous is a good way to plan ahead. While there isn't always a fall location, there's always going to be totems.)
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Survivor Perk: Butterfly Effect
Just a small step is the first step for a big change.
- Each time a generator is repaired, gain a 1/2/3% increase in skill checks.
- Each Good Skill Check will add 1 Token.
- Each Token grants an additional Progression bonus of 1%
- You lose all Tokens when you miss a Good Skill Check.
(Butterfly Effect is a perk for gradually increasing progression. Like rhythm games, you can combo good skill checks over and over, building up more progress. But the moment you miss a good skill check, you have start all over.)
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Survivor Perk: Fake-Out
When all eyes are on you, you know how to quickly disappear.
While next to a vaulting location, press the active ability button to:
- Make a loud noise notification.
- Make scratch marks on the other side of the vault.
- Break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.
- Fake-Out causes the Exhausted Status Effect for 60/50/40 seconds.
- Fake-Out cannot be used when Exhausted.
(A mix between Deception and Lithe, Fake-Out tricks the killer to believing you vaulted a location, allowing you time to run away in the other direction. It's perfect for mind games, or when a loop gets too dangerous to keep looping.)
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Killer Perk: Hex: Barricade
A Hex that hinders the meek.
Those who hide will be cornered.
- After hooking a Survivor, 1/2/3 Lockers will randomly be blocked by the Entity.
- When a Survivor exits a Locker, the Locker will be blocked by the Entity.
- A Locker will not be blocked if there is a Survivor inside.
- The Hex effect persist as long as the related Hex Totem is standing.
(The Entity can block pallets, windows, and exit gates, so it'd be interesting if lockers could be blocked too. While hooking survivors gradually limits the amount of lockers left, survivors will have to use lockers sparingly. It'd have good synergy with Barbeque and Chili and Iron Maiden.)
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Killer Perk: Conflagration Hex
A touch of the Entity has been imbued in the hex flames.
- At the start of the Trial, all Hex Totems become Taboo Totems for 80/100/120 seconds.
- Taboo Totems cannot be cleansed and their auras will not be shown to survivors.
- Taboo Totems are 20% louder.
(While the Entity can block generators at the start of the game, it'd be interesting to force survivors to tough out Hexes for at least 2 minutes. While Hex Totems have red flames and Boon Totems have blue flames, Taboo Totems have black flames (representing the Entity's touch). This perk is for killers who have their hex perks cleansed at the start of the Trial. Similar to how you can hear the Entity on blocked generators, you hear Taboo Totems louder. Since their auras can't be shown, survivors will have to remember where the totem is located after 2 minutes. It can be countered by totem/cleansing perks, but perks such as Haunted Grounds/Thrill of the Hunt can be used to flip the tables.)
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Killer Perk: Vile Misery
Treating never-ending pain is slowly chipping away at your victims' morale.
- You become obsessed with one Survivor.
- When your obsession is healed to a full healthy state, they will scream and reveal their location.
- The first survivor that healed your obsession will suffer the incapacitated status effect for 20/25/30 seconds.
- They become the obsession and their aura is revealed to you for 4 seconds.
(A mix between Nemesis and Deathbound, Vile Misery passes the obsession status to the unfortunate victim who heals the obsession. While the scream points the killer to the direction of where it came, the aura reading provides the silhouette of the next target. If the obsession heals themselves, they will instead reveal themselves, (countered by Calm Spirit). It provides a way to track a victim without having to hunt for one. It's a miserable choice of standing out or selling out your teammate.)
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Hex: Ravager
You bind the life of survivors to one.
Whenever the Obsession is inflicted with a status effect, it applies to all survivors for equal duration.
Rare: Applies to all survivors for an additional fifteen seconds.
Very Rare: Applies to all survivors an additional twenty seconds.
Survivor:
Convincer
Whenever you create a loud sound notification, you dealy the notification for the killer for 3/4/5 seconds.
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(Name is relevant to a killer concept I've been working on)
FILE NOT FOUND
You've seen what people rely on, and how they scramble to get it back when in danger.
Whenever a survivor enters the dying state, the last generator they worked on is blocked off by the Entity for 10/20/30 seconds. The chosen generator resets upon the correlating survivor being unhooked.
FILE NOT FOUND has a cooldown of 60 seconds
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Eternal Fury
Make your obstacle less painful and let fortune be on your side
Eternal Fury is active a random dropped pallet will be destroyed by the entity.
Eternal Fury has a cool down of x/x/x seconds.
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Fatal Fall
Whenever a survivor enters a dying state Fatal Fall activates:
Survivors in Dying state will have their bleed timer paused for
x / x / x seconds
The perk is used once per trial
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Survivor Perk - Easy Way Out
You see the aura of the generator closest to completion for 5 seconds every 40/35/30 seconds.
Survivor Perk - Against All Odds
For every hook state you reach gain a 3/4/5% increase to healing, repair and cleansing speed
Survivor Perk - Tell No Tales
For every dead survivor gain a stack to a maximum of 1/2/3. For every stack gain 1% extra movement speed.
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Killer Perk - Hex: Eye In The Sky
You see the aura of all survivors within 4/5/6 meters of generators and exit gate switches.
Killer Perk - Curtain Call
For each unique survivor hooked gain a stack to a maximum of 2/3/4. For each stack gain 1% extra movement speed.
Killer Perk - Property Loss
You can destroy an undropped pallet. Once used goes on a 3/2.5/2 minute cooldown.
Killer Perk - Supernatural Suppression
For every completed generator your terror radius gets smaller by 8/9/10% of its original size.
Killer Perk - Take The L
For every hook state achieved all generators instantly regress by 4/5/6% (4/4.8/5.6 seconds).
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From a killer idea that I edited today:
Luck of the Draw: Spawns the player at a random generator on the map, but also spawns the killer at a generator. (It can end up being the same generator). The tiers of this perk affects the chance of you spawning next to the killer, decreasing that chance by 3%/6%/9% respectively. When this perk is active, the killer spawns with the undetectable status effect for 8 seconds.
Second perk I've ever made or thought of, the first being absolutely horrible, so I won't put that one here.
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Mote of light
When the survivor is chased they charge up a "light gauge" (same as a flashlight) taking 40s to fully charge. Allow a survivor to creat a beam of light emanating from their right palm. Take 20s to deplete and cannot be recharge unless it has been fully depleted.
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PERK: Price of Sacrifice - Once every hook, all totems on the field lose 10-15-20% durability.
PERK: Birdfeed - Pass 5/4/3 groups of crows without disturbing them to turn a token. Each token allows you to throw bird feed at the killer. Killer is swarmed with crows, distracting them from grunts of pain and sounds of healing.
PERK: Nimble - Fast faults are 15-20-25% faster. Sounds of breathing are 20% lower.
PERK: Coffin Seller - After spending ____ time in chase, the killer's final hit doesn't hit you as hard as they think. Pressing action button immediately raises you from a FAKE dying state without scratchmarks for 3/5/7 seconds.
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KILLER PERKS
IT'S ME
You're arrogant and prideful, enjoying torturing your victims before ending it swiftly.
- You become Obsessed with 1 Survivor
- After chasing your Obsession for 60/50/40s, It's Me activates.
- When active, the Obsession becomes Exposed while in chase.
- When the Obsession is put into the Dying State, It's Me goes onto a 60s cooldown before it can be 'recharged'.
I ALWAYS COME BACK
You've been taken to the brink of death and brought back several times- a little damage just annoys you now.
- Being stunned activates I Always Come Back for 30s. While active, increase your action speeds for hooking, picking up, checking lockers, vaulting windows, and breaking actions by 20/25/30%, as well as decreasing your successful and missed attack cooldowns by 20/25/30%.
HEX: SURVIVE THE NIGHT
A Hex that grows in power as the night comes to an end. Time to get serious.
- Every time a Generator is completed, gain a Token, up to a max of 5 Tokens.
- Every time a Generator is completed, the following effects are activated:
- Gain a 1/2/3% Haste Status Effect for 15s. for each Token on this Hex
- 3+ Tokens: Gain the Undetectable Status Effect for 2/3/4s. for each Token on this Hex
- 5 Tokens: Survivors suffer from the Oblivious and Exhausted Status Effects.
MOTHER KNOWS BEST
You don’t mind giving them what they want- you don’t intend on letting them win anyway.
- When a Generator reaches 25%, 50%, and 75% progress, Survivors working on the Generator will be faced with a difficult skill check. If they succeed, the Generator gains 5% progression. If they miss, the Generator will be blocked for 5/7/9 seconds for each of the number of Survivors working on the Generator at the time.
- Note: This means that the lockdown time is multiplicative, so one Survivor missing the skill check will induce the total regression for all Survivors.
- 2 Survivors: 10/14/18s, 3 Survivors: 15/21/27s, 4 Survivors: 20/28/36s.
SCOURGE HOOK: IN THE SPIDER'S WEB
Your traps take their toll on those who dare to escape.
- At the beginning of the Trial, 4 Hooks will be randomly selected to be Scourge Hooks. You see their Auras in white.
- When a Survivor is unhooked from a Scourge Hook, they suffer from the Hindered and Exhausted Status effects for 10/15/20s (Hindered: -15%) as well as the Broken status effect for 60s.
HEX: GHOST SOULS
A Hex powered by the suffering of your past victims. They help trick and lure your next target into your grasp.
- While this Hex is still standing, Survivors within 16/20/24m of a Dull Totem will hear a fake distant Terror Radius. If they cleanse the Dull Totem(s) or Hex: Ghost Souls, the Survivor who cleansed it will be Exposed for 30s.
SURVIVALIST
Living off the land has taught you how to survive on the bare minimum, as well as how to best approach your prey.
- When you hit a Survivor, gain a Token, up to 5 Tokens.
- Each Token decreases your Terror Radius by 5/7.5/10%. After hooking a Survivor, lose 2 Tokens.
MIMICRY
You were once human and know how humans should sound, so luring them into your grasp is as easy as playing pretend.
- When a healthy Survivor enters your Terror Radius, they hear injured and moaning Survivor sounds coming from your location instead. This perk goes on cooldown for 90/75/60s after injuring a Survivor.
SCOURGE HOOK: SELF-MUTILATION
Anyone who dares take your trophies will pay for their greed.
- At the start of the Trial, 4 Hooks are selected to be Scourge Hooks. Their Auras are shown in white.
- When a Survivor rescues another Survivor from a Scourge Hook, they become injured. If they are already injured, they suffer from a Deep Wound. After rescuing the Survivor, their Aura is revealed for 6s.
THE END IS NIGH
You fill your victims with horror as they near the end.
- When the Exit Gates are powered, see the Auras of Survivors that interact with them.
- Exit Gate Progression regresses at 5/7.5/10% of its maximum charges per second when not being used by a Survivor.
TERROR INCARNATE
You are the ultimate lifeform, enjoying the helplessness of your prey as they try and fail to run.
- After hitting a Survivor, gain a Token, up to 8 Tokens. Each time a Survivor is healed or picked up, lose a Token. When a Survivor is fully Sacrificed, lose half of your Tokens.
- For each Token on Terror Incarnate, gain a 3/3.5/4% Action Speed bonus to picking up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, checking Lockers and vaulting Windows.
SCOURGE HOOK: KILLED IT!
You always get the last laugh, cause it’s just too funny to see them suffer.
- At the start of the Trial, 4 Hooks are selected to be Scourge Hook. You see their Auras in white.
- Survivors who unhook a Survivor from a Scourge Hook, or Survivors who are unhooked from a Scourge Hook, cannot obtain the Endurance status effect for 8/12/16s.
- For 8/12/16s after a Survivor is unhooked from a Scourge Hook, the Killer receives the Unstoppable status effect.
- NEW STATUS EFFECT: UNSTOPPABLE. While under this effect, the Killer cannot be stunned or blinded.
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SURVIVOR PERKS
ADDER STONE
A curious jade Stone with a circular hole in it. Looking through it dispels illusion and reveals the truth.
- The first Chest you search will contain an Adder Stone (Item: 30 charges)
- Channeling the Adder Stone will allow you to see the Aura(s) of whatever you interacted with last. (Survivors, Pallets, Killer, Generators, vault locations, etc.) (1 Charge per second).
- You cannot bring the Adder Stone with you outside of the Trial. Only 1 Adder Stone can be used per Survivor.
FEAR THE BOLD
When in the face of danger, you don’t back down and take the initiative.
- When you take a Protection Hit for another Survivor, gain the Endurance Status effect for 5/7/9s. This perk can only be used once every 60s.
DEUTERAGONIST
Someone’s always got your back, even if you don’t really know their intentions.
- When the Killer is within 16/20/24m of you, Deuteragonist activates. Hear ghostly, benign whispers that get louder and more agitated the closer the Killer is. While active, gain a 15% increase to vaulting speed and opening Exit Gates.
BOON TOTEM: ANCESTOR'S TEACHINGS
You keep the stories and lessons you’ve grown up with close to heart. They’ve aided you in warding off evil.
- While cleansing a Dull Totem, press the Active Ability button to Sanctify it, turning it into a Boon Totem. Only 1 Boon Totem perk can be equipped at a time.
- NOTE: When under the effects of a Boon Totem, Killers suffer from the Blessed status effect. This status effect serves as an opposite to the Cursed status effect, notifying the Killer that a Boon Totem is active.
- When this Boon Totem is active, Survivors recover from status effects 40/45/50% more quickly. Survivors can recover from the Exhausted status effect while running at 25/50/75% of the normal recovery speed.
- The Killer can perform the Dismantle action (10s) on a Boon Totem to destroy it.
FIGHT TILL THE END
Until your last breath, you make it hell for your enemies to put you down.
- At the start of the Trial, you become the Obsession. Only one Survivor can be the Obsession at a time.
- Every time you stun or blind the Killer, gain a Token, up to 5 Tokens. You can only gain/lose Tokens when you are the Obsession. When you are unhooked, lose all of your Tokens.
- For each Token on this perk, gain a 3/4/5% bonus to wiggling speed while being carried by the Killer.
ETERNAL CONNECTION
You’re not just fighting for yourself- you need to get back to them, whatever it takes.
- Every time a Generator is completed, gain a Token, up to 5 Tokens.
- For each Token on this perk, gain a 3/4/5% bonus to Vaulting, Unhooking, Healing, Sabotaging, Exit Gate Opening, Unlocking and Cleansing.
- These effects do not stack with other perks.
GUIDING LIGHT
You are a leader who stepped up to bring the evil down, uniting all under a common cause.
- Your Aura is always shown to all Survivors.
- When performing a cooperative action with another Survivor, increase your repairing, healing and/or Killer Item interaction speed (EX: Portals) by 3/5/7% for each Survivor performing cooperative actions.
TIME TO END IT
You’ve kicked and pushed around your entire life, the only way to stop it is to fight back.
- At the start of the Trial, one Survivor becomes the Obsession. There can only be one Obsession at a time.
- If you are the Obsession, approach the Killer and press the Active Ability button while within range to Blitz them.
- After Blitzing a Killer, they become stunned for 5s. You receive the Exhausted status effect for 60/50/40s and become Incapacitated for 60/50/40s.
- You can only use Time To End It once every 120s while not Exhausted.
BOON TOTEM: RITUAL OF CHÜD
The willpower and cunning of you and your team is stronger than any monster.
- While cleansing a Dull Totem, press the Active Ability button to Sanctify it, turning it into a Boon Totem. Only 1 Boon Totem perk can be equipped at a time.
- NOTE: When under the effects of a Boon Totem, Killers suffer from the Blessed status effect. This status effect serves as an opposite to the Cursed status effect, notifying the Killer that a Boon Totem is active.
- While this Boon Totem is active, it gains a Token for each Survivor that is still in the Trial. For each Token on this Totem, the Killer’s Power usage speed is reduced by 3/5/7%.
- Power Usage refers to the activation/setting/speed that a Killer uses their Power.
- The Killer can perform the Dismantle action (10s) on a Boon Totem to destroy it.
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Just some Misc. Perk Ideas I had
Killer Perks
Scourge Hook: Where Are You Going: You won't let your senpais escape.
At the start of the trial, 4 random Hooks are changed into Scourge Hooks. The auras of Scourge Hooks are revealed to you in white.
If a survivor is unhooked or unhooks themselves from a Scourge Hook, their Aura is revealed to you for 8/11/14 seconds.
Threat of Death: If they fall out of line, they are to be executed immediately.
Whenever you're stunned by a survivor, the survivor become exposed for 35/40/45 seconds. Threat of Death has a cooldown of 80 seconds.
Survivor Perks
Obsessive Pervert: You look out for your friends cause you care for them and have lewd thoughts about them
If you are not the Obsession, then you can see the Obsession’s aura when within 40 meters of them, and you can see the Killer’s aura when they’re within 6/8/10 meters of the Obsession. This perk deactivates when you become the Obsession. Reduces the chance of becoming the Obsession.
Bittersweet Ending: After creating so many stories, you know that not everyone will make it out alive.
Whenever a survivor other than you is sacrificed or killed, all survivors leave no scratch marks for 16/20/24 seconds.
Multiple instances of Bittersweet Ending do not stack.
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