Reworking trash killer perks
Forced Penance: Protection hits applies broken for 60/70/80 seconds
pallets safes and flaslight saves applies the exposed affect for 30 seconds
Cruel limits: make it map wild that's it
gear head: increased duration by 40 seconds on tier 3
during this time gen progress can be tell by the intensity of the auras
Insidious: grants undectable for 10/15/20 after hooking a survivor
Blood favour: remove the hex aspect and increased by 32m
dragon's grisp: makes so the 80 seconds cooldown only happen if a survivor actually get exposed by it
Coup de Grace: makes so you also gain tokens after a totem is cleansed and a survivor is unhooked
Overwhelming pressence: survivor can't use item while inside the terror radious affect remains for 10/15/20 seconds upon leaving the TR
unreleting: increased by 50% on tier 3
Hangman's trick : hook can no longer be destroyed by any means
while carrying someone the aura of any survivor within 8/10/12 meters are revealed to you
Blood echo: exhausted only applies on the healthy survivors, replaced hemmorage by mangled on the injured survivors
Deathbound: instead of causing oblivious on the healer makes his aura is show to you as long is outiside 8m of the person he heal
what you guys think ?
Comments
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The only ones I like is Coup De Grace and overwhelming presence the others I don’t agree with.
Forced penance-even with the added bonus Starstruck is still better cause it forces people out of your terror radius your version is just a ######### version of starstruck(No offense).
Cruel limits-that might actually work would have to test it to see how it would work I’m mixed on this one
gearhead- be more specific do you still need to hit someone twice and do the survivors still need to hit skillchecks to activate the perk?
Insidious- I love this change cause it removes the most annoying and boring part of the perk
blood favor- no way just remove the cooldown and keep the hex you don’t need to remove the hex
Dragons grip- wouldn’t work because it would be annoying to have 2 cooldowns one is the 60 seconds of exposed then waiting 80 just to use it again it’s actually a nerf more than anything.
Coup De Grace- love this change
Overwhelming presence-the affect remaining out of TR could apply to all terror radius perks love the buff but 20 secs of not being able to use items when out of TR is to strong
Unrelenting- would still be bad because it’s outshined by STBFL
Hangmans trick-I agree the aura reading range on hooks should be buffed but not being able to break hooks is to strong IMO it should just slow down sabo speed instead and make it so hooks respawn after being used for sacrifice
Blood echo- sounds alright this perk is tricky to buff
Deathbound- not a big fan of this one personally I’d rather make it so the healer is affected by exposed as long as he’s at least 8 meters near the person they healed
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Forced Penance: I don't like the idea of giving benefits to killers for being outplayed. A pallet save or a flashlight save should be bad for you, not good, and a survivor shouldn't be punished for it. This is the exact reason survivor perks are so broken, because they invalidate the killer outplaying them.
Cruel Limits: sounds good, but it might be too strong. I'd be down for it to be tested like that on a PTB.
Insidious: I absolutely love this. This is exactly the kind of perk I like. It rewards the killer and gives them a boon for doing what they're supposed to do well.
Blood Favor: Id like it not to be a hex. I'd keep it at 16 m if the cooldown was 30s or if it worked with any attack, no just basic attacks.
Coup de grace: I think that would be too many longer lunges. I'd be fine with each hook granting a token. Again, it would reward the killer for doing their job.
Overwhelming presence: seems a bit too oppressive? i dont even think it'd be strong, just seems it'd be annoying for survivors for no good reason. If the killer had to do something , like, survivors that have been hit with a basic attack can't use their items while in the TR while injured, then I think it'd be better than just a passive thing.
Hangman's: I like this. It's a utilitarian perk just like lightborn. it's not terribly impactful, it doesn't give insane buffs or boons, but it counters ONE specific thing really well.
The others are fine or I'm indifferent to the changes. Overall pretty decent ideas.
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The only one I find weird is overwhelming precense, if you can't use items inside a killer's terror radius that means that flashlights are literally useless unless you're running this perk on a killer with a small terror radius (and why would you do that?)
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I think a perk that entirely negates the use of a survivor item isn't really a good idea
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Actually if it only works on one thing and has no purpose outside of it, it's not really a good perk. Even Calm Spirit which has a good amount of uses isn't considered a good perk despite being able to shut down half of Doctor's power
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That's because calm spirit isn't made to counter one killer. I never said it was good, I just said it wasn't a good idea.
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The only real buff blood favor actually needs is the 16m radius is applied to the killer not the area you hit the survivor in
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Just like Surge, there are many ways to buff Blood Favor such as :
Remove the hex
Tie the duration to the cooldown
Remove the basic attack requirement
Increase the range
Choose 2 of these and Blood Favor will be semi-viable
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