Meta Perk Nerfs and Niche Perk Buffs

GuyGravyy
GuyGravyy Member Posts: 30
edited April 2022 in Feedback and Suggestions

Meta Perk Nerfs:

Survivor Perks:

Unbreakable: Can recover from the dying state once. Recover 30% faster. Once the Exit Gates are powered. You can no longer recover from the dying state by yourself. (Doesn't effect other recovery perks)

Dead Hard: tap into your adrenaline bank and do a quick dodge to either the left or the right. you avoid the attack if the killer swings, but counts as a hit if the dodge is completed. Become exhausted for 60/50/40seconds

Boons (general): boons now have a token system, gain a bless token every time a totem is cleansed by either you or another survivor, get cleansing blood points by every totem not cleansed by you as well, and you start the trail with 1 token. (For each boon you have equipped gain 0.5 more tokens rounded down to the nearest one.) Boons only temporarily disable the hex totem when blessed. Hex totems must be destroyed to completely disable the hex totem.

Iron Will: grunts of pain are reduced by 100%, however scratch marks are fresh and visible for longer and pools of blood are more frequent.

Decisive Strike: keep it the same, but if the killer downs another survivor, and the user of ds is more than 22 meters away from the killer, or is fully healed when another survivor is downed. it deactivates.

Killer perks:

No ed: once the generators are all powered, no-ed becomes active and only shows as active if either a survivor is downed or hooked/on a hook, Increases all survivors' hook states by 1, survivors on 1st hook going to 2nd suffer from blindness until the totem is cleansed or blessed, survivors on 2nd hook are exposed until the totem is cleansed or blessed. killer moves 2/3/4% faster.

Dead Man's Switch: same effect but has a cooldown of 80/70/60 seconds

Pain Resonance: Have the generator with the most progress revealed to you for 10/15/20 seconds, if any generator repair is interrupted while a survivors is hooked. the generator explodes losing 9%/12%/15% progress, and regresses 15%/18%/20% faster for as long as any survivor is hooked. if the survivor is unhooked before the generator aura is gone, the effects last for 15 seconds longer as if the survivor was still on the hook.

Hex: Ruin: When a generator is kicked, it loses 12%/14%/16% progress, does not stack and highest value applied, if another gen is not being worked on or is left within 10/15/20 seconds after another gen is kicked it regresses 100%/150%/200% faster until it is either interrupted or fully regressed. If a survivor is working on another gen when a generator is kicked. The survivor will become incapacitated for 5/10/15 seconds, but the generator will not regress.

Hex: Undying: same effect but the perk moved will be set back a tier.


Now for the Niche Perk buff list:


Scourge Hook: Monstrous Shrine

When a survivor is hooked on a scourge hook, they suffer from the following Status Affects:

15%/20%/25% slower unhook speed (both self unhook and altruistic unhook)

10%/15%/20% faster entity progress

while hooked, the survivor suffers from Blindness and Oblivious


Up the Ante:

For every 30/25/20 seconds you are in chase with a killer, gain a token stackable up to 5.

for every token you have, spend ONE token to gain a:

-40%/50%/60% chance of a better chest item (while opening a chest)

- for missed skill checks to be counted as good skill checks, and good skill checks to be counted as great skill checks for 15/20/25 seconds, and for great skill checks to give you an additional 1% bonus(while preforming an action, does not effect difficult skill checks)

- 9% stackable chance to self unhook.

For each survivor sacrificed, lose one stackable token slot, and your aura is revealed for 5 seconds to both the killer and other survivors


Beast of Prey:

While in Blood Lust gain the following status effects:

All survivors in your terror radius suffer from Two random negative status effects, Minus Oblivious, when you gain blood lust, does not effect the survivor you are chasing.

You become undetectable for 15/20/25 seconds after blood lust is lost

Gain 50% stackable bonus blood points in the Deviousness and Hunter category.


Premonition:

When in the killer's terror radius, if a killer has a positive status effect on them. you can see their aura for 4/6/8 seconds. This perk has a cooldown of 25/20/15 seconds


This is not Happening:

when injured, you suffer from the oblivious status effect, however you gain a stackable 7%/8%/10% faster; recovery in negative status effects, unlocking chests, healing speed of others and yourself, gen repair, and opening of gates.


Sole Survivor:

When a survivor is sacrificed gain up to 4 stackable tokens.

for each token you gain the following effects:

- 15%/20%/25% less noise is made while injured

- Scratch marks disappear 3%/4%/5% faster

- Blood pools disappear 10%/15%/20% faster and are less frequent

At max tokens, you resist the urge to scream, make Zero grunts of pain, and gain aura disruption when further than 32/26/20 metres away from the killer.

Increases your chance to become the obsession.

If you are the obsession when the exit gates are powered, your aura is revealed to the killer for 30/25/20 seconds, and suffer from oblivious and exposed status effect during that time.


Self Preservation:

when another survivor is hit by either a basic attack or special attack while you are within the killer's terror radius. Gain tokens up to a maximum of 3/4/5 tokens. For every token you have, when you are hit with a basic or special attack you scratch marks, pools of blood, and grunts of pain are hidden from the killer for 5 seconds per token.


Buckle Up:

same effect, but gift endurance for 3/4/5 seconds after dying survivor gets up.


Smash Hit:

gain a 150% speed boost for 4 seconds after stunning a killer. become exhausted for 60/50/40 seconds.


Bloodhound:

see the auras of recently injured survivors for up to 5/6/7 seconds


Predator:

Fresher scratch marks will wave and bend to where the survivor is located. this will only happen if the scratch marks are 3/4/5 seconds fresh.


Idk what do you guys think?

Comments

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,148

    I gotta be honest, sole survivor would still be pretty sucky. I have an idea you can add to your idea in a thematic manner. When you are the last survivor standing, stand your ground and stare down the killer. If you stare them down for 5 seconds, have your character be treated like the environment and have their attack not phase you. You do not get a speed boost from this hit and the killer only suffers a missed attack cooldown.

  • kaskader
    kaskader Member Posts: 283

    Dms is fine.

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,148

    I call this effect when staring down the killer the empowered effect.

  • Milo
    Milo Member Posts: 7,383

    Unbreakable: Is that really a problem compared to DS at endgame?

    DH: Could you still use it for distance just instead to the sides?

    Boons: This would fix only bringing one boon perk. So that's nice.

    IW: for scratch marks, you mean old predator? Would be probably nice, still would be used tho.

    DS: Makes sense, however I still think DS at endgame is more important thing to "fix".

    NOED: "Increase" as in max (3 max hooks) or their current hooks (0->1,1->2). I would also argue that you could make NOED a non-hex at that point.

    DMS: The CD would be a little bit too long imo. 30-45 seconds would be okay.

    Pain Resonance: Isn't... Isn't that just a buff?

    Ruin: I kinda don't understand it completely?


    Monstrous: That's 12 seconds of faster progression. AND slower unhooking so grabbing of the hook is easier. Good idea, but would reduce the numbers and add something else perhaps.

    Up The Ante: Like it, but it seriously feels like a way better Stake Out.

    Beast of Prey: Cool.

    Premonition: Why not remove the killer's radius thing? (and maybe add back the audio, undetectable counts as a positive status effect)

    This is not Happening: Flavourfull. But also remember, they are general perks. (and if you had to pick one between Resilence and TsnH, why would you pick this one?)

    Sole Survivor: You can't get 4 tokens. The effects are a bit weak for "letting" other survivors die. The last part is also a bit random imo?

    Self Preservation: Ok.

    Buckle Up: Ok

    Smash Hit: There's only one other way to stun the killer (that doesn't exhaust you) and that is DS.

    Bloodhound: Makes sense, would still keep it's other effect tho.

    Predator: Yeah, Idk what that means. Doesn't it do that already? Or something similiar?

  • ThatOneDemoPlayer
    ThatOneDemoPlayer Member Posts: 5,623

    DMS already has a cooldown, it's called getting a Hook

  • GuyGravyy
    GuyGravyy Member Posts: 30

    I mean most of my ideas were pretty rough and I made them at like 2 am at night, but let's address some of the concerns are feedback:

    UB: it's annoying

    DH: trust me on this one, it's going to give a lot less distance as they are boosting in a perpendicular motion as opposed to straight forward, thus requiring more tactical utility of the perk instead of getting a get out of jail free card.

    DS: maybe decrease the timer in endgame on top of my nerf to 2x faster depletion speed.

    No-ED: so basically, the hook state increases are permanent, but the status effects like haste, blindness and exposed are caused by the totem. 0->1, no status effect, 1->2, blindness, and 2->2, Exposed. I should have been more clear.

    PR: I think I did accidentally buff it smh, but I think just remove the gen regression or try to make it so that gens aren't impossible to complete when a killer brings this perk. Cause I've had games like that and it is super frustrating. personally I think the delayed explosion would be enough, but I could bet wrong.

    Hex: Ruin: I'll rephase and rework it again, so when the killer kick a gen it loses 12%/14%/16% progress, and these percent's DO NOT stack with other perks like pop (however because 25% >16% the 25% is used). If a gen with progress is not being worked on when a gen is kicked it automatically regresses 100%/150%/200% faster, and if a gen is being worked on when a gen is kicked, that survivor suffers from incapacitated for I'll nerf it to 6/8/10 seconds, but the gen the survivor was working on will not regress.

    SH:MS: maybe make the entity progress like 6%/7%/8% faster instead of 10%/15%/20% faster as a nerf.

    TisNH: I just realized that's just worse resilience. idk I was just thinking about the mind set of denial when thinking about this rework. maybe resilience can be reworked to show auras while injured?... idk i think TisNH should be the yin-yang of resilience or something.

    Smash hit: I mean SH is really weak rn, and that even changes running dh and ds and give more variety to the game. Plus if SH is used with ds. then that means that they have no exhaustion perk left, so no last minute dh. plus it is including blinds cause that is a form of stun. I probably should be more specific.

    Reworded Smash Hit: When you stun, or blind the killer by any means (blast mine included) gain a 4 second 150% speed boost. and having the penalty of exhaustion

    Dead Man's Switch: than why do most hook oriented perks have cooldowns as well? I'm not saying DMS is broken, but should be linearly balanced with something like blood echo and thrilling tremors. As to no just be, " the better hook related perk to run." However if DMS is fine than Blood Echo and Thrilling tremors should get a buff to their cooldowns then.

    Premonition: I mean if the killer is undetectable, then the perk doesn't work unless you are in chase, and even then it would still be kinda niche cause of the cooldown aspect. Idk, might decrease the aura read for around like 3/4/5 seconds instead.

    Predator: I mean yeah, but closer scratch marks does little to nothing, so why not increase it's intensity without giving straight up wall hacks.


    Also thinking about left behind: just combine it's old iteration with its newer iteration, but when there are two survivors left you get a 8%/9%/10% bonus to gen speeds:

  • GuyGravyy
    GuyGravyy Member Posts: 30

    my only problem is then why does it not get a cooldown, but blood echo and thrilling tremors do? Doesn't that make them generally worse? If DMS is fine, then why not buff Blood echo to have no cooldown, and Thrilling to have a lower cooldown as 100/80/60 seconds is a bit outdated compared to DMS.

  • GuyGravyy
    GuyGravyy Member Posts: 30

    wouldn't that be overpowered considering most survivors look behind them in chase? maybe once all the survivors are sacrificed, tokens are now considered endurance tokens, and the max stacked token effects are not lost?

  • ProfSinful
    ProfSinful Member Posts: 271

    Okay so I have some feedback:

    Survivor perk nerfs:

    Unbreakable is a fine perk the way it is. While it offers a powerful effect, it has a single use and limiting the usage to a specific point in the trial is an unreasonable change.

    DH definitely needs a change, but it's already gonna be getting nerfed so we'll have to wait and see.

    Boons in general are fine for what most of them do. The one boon that is consistently a problem is CoH. The best way to nerf that specific perk would unfortunately mean nerfing boon mechanics, and then that means all the other boons would need compensation buffs. I keep saying to a few friends of mine that boons shouldn't be able to instantly be reset after they're snuffed. Let's face it, there's no downside to constantly resetting a boon as long as your teammates aren't being hooked because the length of a match has never mattered so long as the gens eventually get finished or all survivors eventually die. My only change for boons would be to make boons go on a 60 second cooldown once being snuffed, or to put them on a token system that rewards you with more tokens for doing other objectives.

    Iron Will is mostly fine, the only thing I would change is removing the fact that it also silences breathing.

    DS does not need any further nerfs. It does one thing, and that one thing is very powerful when it's done and it punishes you fairly (progressing the game in any way deactivates it)

    Killer perk nerfs:

    Noed: does not need any changes. It punishes you for playing a specific way, and 9 times out of 10, you can tell when the killer is running a perk like that. In those cases, you can often make a judgement call and cleanse totems.

    Dead Man's Switch: It already can only be activated once every 45 seconds, and requires you to go on a chase and get another hook after the active duration has ended. Adding a cooldown to the perk would make it useless.

    Pain Resonance: This is another fine perk. It has reasonable counterplay (even when in combination with DMS), and only affects a single gen. It punishes you for focusing a specific gen while also failing to punish players for splitting gens (which is the stronger strategy anyways)

    Hex Ruin: While I personally dislike this perk and believe that it's a very low skill, high reward perk, I also recognize that the perk suffers from "Hex Syndrome". I'm more hesitant to advocate for a nerf to any hex perk that isn't actively breaking games strictly due to the fact that the risk of bringing them is that you play the game with an empty perk slot if it's cleansed within 30 seconds (which happens incredibly frequently with an experienced group of survivors).

    Hex Undying: Similar to Ruin, I have no issue with Undying even when in combination with Ruin. Yes it does require you to search out a second hex, but more often than not undying is removed incredibly early on in the match. Hex perks shouldn't be changed until totem spawns are changed, or hex mechanics are changed.

    Survivor perk buffs:

    Up the ante: I like it, while stake out is safer at the cost of taking a longer time to obtain tokens (while also turning good sklll checks into greats), the reward for running the killer seems relatively fair.

    Self Preservation: This is a stronger lucky break, and would be too strong for newer killer players to play against.

    Premonition: Ok.

    Buckle Up: Ok.

    Smash Hit: The perk already does this?

    Sole Survivor: Kind of a weird change? Also you can only get 3 tokens that way...Maybe increase your gen/healing speed by x% for each sacrificed survivor. Does not stack with Prove Thyself (this perk needs to be nerfed or reworked entirely)

    This is not happening: The perk is honestly fine where it is imo, maybe a better buff to great skill check zones would be nice.

    Killer perk buffs:

    Monstrous Shrine: I like these changes, however this increased entity progress should only be active while outside of the killer's terror radius.

    Bloodhound: keep it's current effect and add the extra effect and it's fine.

    Predator: I don't quite understand this one

    Beast of Prey: Better than what it is currently. Though, I would change it to periodically reveal the aura of an injured survivor within 20m for 3 seconds (kind of like a killer's version of OoO, but instead of it being an obsession perk, it focuses on injured survivors). A perk like that would punish players for refusing to heal.

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,148

    You say my idea's op and you consider infinite endurance???

  • GuyGravyy
    GuyGravyy Member Posts: 30

    I read your feedback, and I'll tell you the reason for my nerfs and buffs:

    Unbreakable: The reason why it should not be able to activate in end game, final stretch, is cause it is unnecessary, and too many times over it's practically a cutch perk that everyone has and it unfairly changes the game later on. I cannot tell you how many 4ks from streamers and me alike have been turned into 4 outs, and its extremely frustrating. I honestly don't mind adrenaline as it does not have a toggle button, but unbreakable does making it too unpredictable to the point of games completely changing in the survivor's favor, and one perk should not be able to do that.


    DH: same opinion basically, but my change is my hopes for it for good reason.


    Boons: While I do agree most boons are fine, I would not mind a buff for other boons, as my rework would challenge players to use more powerful buffs at the expense of, " will this investment fail or not in the long run of the game." re-booning while the totem totem is up will not cost tokens. It will only cost a token when the killer snuffs the totem, for your information.


    Iron will: I get that it is a complete and utter counter to stridor, but the trade off idea I think would make people would run iron will think more when trying to evade the killer as it with be a trade off perk.


    DS: I understand you believe it is fine, but my nerf will not significantly nerf the perk. My change will only make it a more strict anit-tunnel perk. it is not tunneling when the ds survivor is unhooked and I down another survivor when they are 22m away from me. or they are fully healed and I then down another survivor. I say 22m away as that is enough distance for a survivor to get away. DS will still be active if a survivor is downed within 22m of the ds survivor, but the heal mechanic prevents survivors having this carefree complex of, " oh I have ds I'll take a protection hit." ds should be, "if this killer is gonna tunnel. They better be prepared to face the consequence." instead of, "as long as ds is active I can do whatever I want for 45 seconds and the killer cant do #########."


    No-ed: basically the unbreakable or dh of killer perks. it basically puts the game on easy mode. one perk should not have the power to turn the tides of the game so much especially if we have perks like Devour hope.


    DMS: I don't mind where it is, but if it is allow to have no cooldown, then blood echo and Thrilling tremors should be buffed respectively


    Pain Resonance: very annoying perk especially when combo'ed with ruin. Almost impossible to get gens done especially when facing a nurse or blight, and this disgusting combo with high mobility/ map pressuring killers. I would honestly rather face the D/C penalty than play against this combo, so my nerf makes it much more fair, and doesn't completely gut to perk as a whole. Just makes it longer to get the current PR.


    Ruin: I mean, Now ruin will not show until later in the game. unlike current ruin. Again my idea was a rework that effectively applies strong skill rewarding pressure, but is no too op that it will bust the game. My change would prevent it from being recognized frame one, while also being the more powerful kicking perk with the hex trade off.


    Hex: undying: I don't care either way, but I didn't want salty survivor mains going ever me for being killer sided either, and since this perk is more like the iron will of killer perks. I don't necessarily care.


    Up the Ante: It seems this perk change is getting a lot of good feedback, so I hope it gets a spot in a Developer Q&A one day. I like the change as it would become the fifth gen progress oriented perk, and I would love that healthy shift in the survivor perk pool.


    Self-preservation: not really. unless you got more than 9 tokens in one game (good for you) then it would be more powerful lucky break. but with the very specific circumstances. you would more than likely only get a median of 10 seconds. similar to the current version, but more consistent. the chances of getting this perk to overpower lucky break is almost as likely of getting 2 mettle of man stacks. It's still gonna be very niche, and only have a max of 25 seconds before resetting. if you reset mid 5 seconds, You're not gonna get that half token to use later. the token awards 5 seconds of that no matter if you are injured or healed as it still hides scratch marks. so in order to get "lucky break you need 25 seconds +20 seconds. Plus, it would be more of a detriment to your team to hang around people getting hit, and cannot be abused as it acts similar to a reward card. You will get more utility out of it by not trying to get it to activate, and getting up to 25 seconds will be like getting the mori on a fully condemned survivor.


    Smash hit: only on pallets rn


    Sole Survivor: I wanted to make it more of a last ditch attempt perk. Sort of like a last stand where it is really powerful, but only under very specific circumstances.


    Blood Hound: I don't even know the current effect I just remember it being absolute trash


    Predator: cool visuals go brrrrr when a survivor is close (closes thing to wall hack without wall hacks)


    BofP: I mean I wanted a funny rng perk but, but that rendition is "object"ively better

  • GuyGravyy
    GuyGravyy Member Posts: 30

    3 tokens of endurance. remember you have to mend before endurance can be applied again.

  • FilthyLegionMain
    FilthyLegionMain Member Posts: 1,148

    Endurance is still an iffy thing. It's literally an extra health state.

  • Megmain80
    Megmain80 Member Posts: 138

    most of the killer perk nerfs you suggested would actually make them more powerful, especially no-ed… automatically moving hook states forward for all survivors would be ridiculously powerful and your suggestion for PR would encourage hook camping to regress gens. None of the survivor perk ‘buffs’ would actually encourage use. Then you seriously nerfed the survivor perks (except, IW, that’s just a moderate nerf). No one would run DH, DS, UB or boons if your suggestions came to fruition. Which I guess is probably what you want.

  • BlightedDolphin
    BlightedDolphin Member Posts: 1,854

    Some of these are interesting but would need some changes.

    Monsterous Shrine shouldn’t work when the killer is close, otherwise it just encourages camping.

    Premonition I’m not a fan of. The only positive effects killers can get are Undetectable and Haste. Undetectable killers are already pretty weak (I know the aura will be blocked but the perk would still go on cool-down acting as a pseudo-terror radius) and showing Haste would only really affect Clown and he doesn’t need any more problems.

    This is Not Happening seems interesting but should not affect repair speed, otherwise you can get 19% permanent repair speed with Resilience.

  • Valik
    Valik Member Posts: 1,274

    YESS!

    I love creativity like this.

    Perks really do need to be looked at in a serious manner for the betterment of this game's health, and I love hearing what people think and sharing thoughts on the subject to try and find the best solutions.


    I'll talk about the perks 1 by 1:


    Survivor Perks:

    Unbreakable: I don't think it needs to be disabled at any time, it can be a great perk. I think lowering the recovery speed to 30% will be enough of a nerf, seeing as how there are many games when the perk doesn't find value even when it is in the hands of a capable survivor. I firmly believe that this perk's success is greatly due to the lack of other viable perks in the current meta.


    Dead Hard: Turning it into a 50/50 isn't a very bad approach at all, but it removes the perk's utility without solving the core issue - it's a cheap and easy card to use in order to rob the killer of time, and also force them to commit even further to extract value for the time. I recommend removing Exhaustion and simply making it that being used will cause the player to become Broken for a time - then only activate once healed again. This will limit the amount of times it can be used in a match while also giving clemency to killers when operated correctly. There is actual risk involved, as one cannot Dead-Hard to a pallet and use a Syringe before extending the chase even further. Survivors must be able to use the perk with confidence while also having to approach it with consideration while choosing its employ, as well as its practice once in match.


    Boons (general): I firmly disagree with this, because it not only dodges the core issues of boon totems, but also convolutes things even further. Boon totems should be made both simple and more analogues to Hex totems - very high risk and very high reward. Here's an alternative approach, I'd like to hear your feedback on it as well:

    Remove blessing action. The first totem you cleanse in the trial becomes your boon – applying all boon perks available. There is no thunderous sound. Audio changed to very faint and intermittent chimes. Original audio cue is only broadcasted in a 6m range. When snuffed, the totem shatters with a crunch and all perks associated with that boon are deactivated for the rest of the trial.


    Iron Will: The perk does need a little bit of an edge to it that makes it less of a cure-all choice. Making scratches remain in the trial for longer is a fair observation, but it also depends on who you're playing against. And, as a general rule of thumb, it's not a good idea to exchange a broad disadvantage for a broad advantage. If you want Iron Will to be a tiny bit less as strong - have sprinting survivors continue to breathe:

    Grunts of pain caused by injuries or coughing are reduced by 50/75/100%.

    Breathing audio is reduced by 50/75/100% while not running.

    Description: “No matter how great the pain, you’re strong enough to fight it every step of the way.”

    Flavor-text: “’You control your body; it doesn’t control you.’ – Jake Park”


    Decisive Strike: Very, very strong addition that breaks what is already possibly the strongest perk in the game. If anything - I believe the only worthwhile change that should be made with this perk is that it doesn't deactivate on a missed check, and on a success it exhausts you. Cannot be used while Exhausted. DS is one of the contenders for the most powerful and ubiquitous survivor perks in the game. Turning it into an Exhaustion perk forces it to compete with other powerful perks to prevent meta players from stacking strength upon strength so easily. You can still take Balanced Landing, but you wont be able to use DS instantly afterwards - nor will you be able to use it again once freed. A fair trade for denying a hook altogether and wasting a glut of the killer's time and effort.


    Killer perks:


    No ed: I have no core complaints with this one - I really REALLY like its approach! It turns NOED into a powerhouse play for those that are already dead on hook, making it super powerful in those pesky 8 hook scenarios. It lacks utility in the opposite hands, though. Part of the attraction to the perk is that it is core punishment for gen-rushers who fail to take time to cleanse totems. "Do things other than gens or die!". It makes the perk profoundly strong in a very particular circumstance, but also handicaps it where it is usually needed most. I like the concept though, worthy of thought!


    Dead Man's Switch: I think the perk needs a slightly different approach than a simple Cooldown. It's in a very odd place and it's hard to figure out what the best way to change it is - because it can be highly valuable in particular circumstances, while being actively harmful in others.


    Pain Resonance: This is a pretty big glow-up for what can be one of the most powerful regression perks in the game, especially when paired with other powerful regression perks in kind. While convoluted, I appreciate the direction headed towards with this - as it encourages the killer to contest the generator actively without overtly punishing survivors should they be in a different zip code. However, I'm pretty sure the perk can be side-nerfed by simply removing the part of its kit that makes survivors scream and upping the explosion to 10/15/20%


    Hex: Ruin: Very complex solution. I'm pretty sure all that needs to be done to send this perk back to the A list from the S tier is to make it only activate once a generator has been unattended for 3-5 seconds, which removes it as an information perk and buys survivors ample time to paly around it and juggle it in certain circumstances.


    Hex: Undying: No.


    Scourge Hook: Monstrous Shrine: I like the simple approach to this at first. I will say, it would be equally as viable and interesting as a gambling perk if hooking a survivor on a scourge hook caused other hooked survivors to instantly progress to the next hook state - then also make it cause basement hooks to behave as additional scourge hooks. It would make it high risk high reward. However, I think this perk has the opportunity to do something better: encourage killers to not camp basement. If you make this perk lock survivors in the basement should you be far away during an unhook - it could have a lot of play in the joints without breaking the piggy bank.


    Up the Ante: I like what you're doing! You're keeping with the thematic element! I think that making it point based and activated while in chase may prove difficult to balance. But by making it about survivor health states and changing the buffs around - I can see it having a lot of potential to be a 'comeback' perk.


    Beast of Prey: There are a lot of good approaches to this perk, but I don't know about this one. What do you think about these?

    ~ 1

    Gain Bloodlust 11/22/33% faster.

    Each stack of Bloodlust adds 1% additional movement speed.

    Become Undetectable while Bloodlusted.

    ~ 2

    Become Undetectable while Bloodlusted.

    Performing a Break action no longer removes Bloodlust stacks.

    ~ 3

    Become Undetectable while Bloodlusted

    When stunned, gain a stack of Bloodlust.

    Stacks of bloodlust degrade one at a time and take 5 seconds longer to degrade.

    Maximum Bloodlust is increased to 4.

    ~


    Premonition: I kind of like this! I'm not sure how it would be broken or used in game, But I'd like to see how it is applied. It's also keen to observe that there are very few actual 'buffs' for the killer - the only one that comes to mind is Haste.


    This is not Happening: 9,999 golden stars for the thematic application of Oblivious. I never like it when a perk gives you a debuff, but I actually am in love with this idea. While my personal approach is different, I actually have a soft spot for this one!


    Sole Survivor: Oooh, this one is a lot. I'm not sure if it will resurrect it from being quantifiably the worst perk in the game other than No Mither. Here's what I think might work instead:

    ~

    More likely to become the Obsession. Become the Obsession whenever another survivor dies.

    While the Obsession, any time another survivor dies, your aura is revealed to the killer for 6 seconds.

    When you are the final survivor alive in the trial, this perk activates.

    Upon activation:

    You are instantly healed for a health state

    The killer can no longer see your aura by any means.

    You leave no scratch marks.

    You can open the hatch by hand with a 32/24/16 second animation.

    Description: “You can mourn their deaths soon enough. Right now, the only important thing is getting out of this alive.”

    ~


    Self Preservation: I like this, but I think it encroaches on the properties of other perks like Lucky Break. In this incarnation, the perk is literally a worse Lucky Break :( Self Preservation is the ultimate selfish perk for when you need your friends to take protection hits, or you want to skulk into a good hiding spot before the killer chooses to come your way next. By adding a 10 second cooldown and allowing users to preform rushed actions without audio and silencing failed skill checks for the duration - it can allow for a lot more 'Quick! Get away!" moments with an element of selfish teamplay still intact.


    Buckle Up: Unfortunately, Soul Guard already does this. It's redundant. It has to do something else :(

    Perhaps keep the aura effect, but survivors see the perk when you heal them. After healing a survivor from the dying state, get a wicked Haste buff. Like, 30% for 5 seconds. A longer mini-sprint burst. Let survivors see your aura while downed as well (Like a reverse Kindred effect) This way, you can get out of a bad situation with a daring slug save reliably, and it lives up to its name. Buckle up - we're getting out of this bad situation in a hurry!


    Smash Hit: I like this a lot, just a very simple addition of time. It doesn't need special bells or whistles, just an edge in the Exhaustion sub-pool.


    Bloodhound: Hmmm... Not a bad idea! Aura revealing is always sweet and a little peek at survivors can keep a killer on their trail afterwards. A+ workaround! I'd like to keep the blood pools glowing too, because colorblind individuals rely heavily on this perk to aid them when blood drops on dark backdrops with similar shades.


    Predator: YES! Okay - I actually REALLY like this idea. It's very simple, but it works well enough. You could probably do the same effect by having scratch marks begin yellow, quickly fade to yellow, then to red, and then out of the trial altogether - which will accomplish the same goal of having scratch marks point to where survivors are while fresh, but can do so with colors rather than animation :)


    I love giving feedback (Perhaps a little too much.) And I love getting it back as well!

  • GuyGravyy
    GuyGravyy Member Posts: 30

    idk man I was up late making these suggestions cause I wanted to see what ideas I could come up with to make the game more interesting. I'm no expert, but I thought I'd at least try to suggest some quality of life and balancing changes. I thought most of mine were a bit more fair. I didn't want to make them overpowered or completely useless cause I don't wanna seem biased towards certain sides.


    Now for my beta buffs/nerfs I didn't mean them to be "finalized," but more or less. I wanted to see where people could get the wrong idea, and where my ideas were unclear, or could be taken in the wrong way. I realized my SH: Monstrous Shine buff was taken as, " this perk encourages camping" which was unintended.


    Some of my nerfs were more or less meant to make them more strict in how they would activate. Again, some people might have gotten the wrong idea, but more or less there are a few perks that are too powerful, and need some changes to become more strict in what circumstances they can be applied in while not nerfing all the meta perks completely to the ground. My intention is to make them more of a perk that is enjoyable to use, but not a crutch perk to use. Again, it's a videogame.


    Some of my buffs on the other hand are there to make perks that have little to no use have a greater impact on how the game can be played. However, I don't want to make them abusable (which is why I like the constructive feedback) so I can improve upon the buffs I gave them, so no misunderstanding can be surfaced.

  • GuyGravyy
    GuyGravyy Member Posts: 30

    Thank you for the positive feed back, I appreciate the group project this has created, so I'll go ahead as well and address some of your ideas as well.


    Unbreakable: The recovery speed is already at 30% even when you still have that free get up. However, Your idea has inspired a new nerf that I think is much better than disabling it completely. here have a look:

    -You can fully recover from the dying state once per trial, after that recovery has been exhausted (not the status effect lmao, but used up) you can recover 30% faster from the dying state.


    Dead Hard: I like your idea of the, one use while injured approach, while I don't like being biased to my idea. I think I have an idea for a potential rework with inclusion of your idea.

    -When injured, gain a DH token, expend it to do a quick dash to avoid a hit. After use, you suffer from the battered status effect until fully healed, and the exhaustion status effect for 45 seconds (don't need abuse of the combination of other exhaustion perks).

    Battered: You cannot use perks, addons, or med kits to self heal.


    Boons: I sorta like this idea, but I think that in terms of the cleansing idea. it should be able to activate more than once in a more restrictive way. Instead, I just think the cleansing of totems to replace it with a boon totem is a fine enough nerf, and can't be moved to a different totem unless the killer breaks the totem. However, on top of this, survivors can only have one boon totem up at a time. (Basically I wanna replicate your idea, but getting rid of the deactivation for the rest of the trial.)


    Iron Will: No Complaints, actually prefer this over mine, but while running its only a 25%/35%/45% reduction.


    DS: that was my idea for the original boil over nerf to make it an exhaustion perk, but idk... I'd have to think more about this change cause I prefer the current DS with my changes, but I could be wrong, and I'll consider more discussion for a poll idea.


    NO-ed: Again it was in abstract idea that lives rent free in my head. Again it's a universal perk, and should be as powerful as one, so I suggested a different approach to the perk.


    Dead Man's Switch: as long is it is balanced with perks like Blood echo and Thrilling Tremors. I don't see much a problem with it other than it being the "this perk but better" one to run.


    SH: Pain Resonance: I mean, especially due to its disgusting utility with pop and ruin. With that being said maybe it could be reworked to something like this:

    After a survivor is hooked on a scourge hook the gen with the most process explodes losing 16%/18%/20% progress. After the gen with the most progress explodes it is blocked by the entity for 45 seconds. While blocked, it is revealed to the killer by a white aura, and can only effect one generator at a time. (so trade off dead man's switch lmao)


    Hex: Ruin: I'm sorry but pin head is my problem with this perk smh. that's why I prefer a buffed oppression, but as a hex, as to not power creep all the other anti gen perks. I prefer the kicking of the gens, and the regression of other gens not being worked on, and the punishment of gen rushers working on cursed gens. It's a much more fair perk rework, and it has no loop holes or stacks to make it broken. Although I don't mind the reduction to 5 seconds. I'm used to playing more complex games, so I might have gone a little over board.


    Hex: Undying: yeah...


    SH: Monstrous Shrine - How about this:

    When A survivor is put on a scourge hook, for every survivor on a hook outside of a 32m radius away from the killer suffers a stackable 25%/35%/45% faster entity progress and 12%/13%/15% reduction to self or altruistic unhooks. Survivors hooked on scourge hooks suffer from the Blindness and Oblivious status effects, and after they are unhooked. The survivor suffers from a 12%/13%/15% speed reduction to: unhooking, sabotaging, gen repair, and escape opening actions until fully healed.

    "The consumption of its trial participants results in the entity mutating their crafts in unpredictable ways." -Vigo's Journal


    Beast of Prey: how about we combine a few shall we?

    Gain undetectable when in chase. While in blood lust, when a survivor is put from healthy to injured by any means, reveal auras of all injured, trapped, and dying survivors within your terror radius for 3/4/5 seconds. While in Chase: stuns increase the state of bloodlust, breaking no longer deactivates bloodlust, and blood lust lasts longer dependent on your stage of bloodlust: 2/3/5 seconds at t1, 3/4/6 at t2, and 4/5/7 seconds at t3.

    "...You mess with her prey, and you'll get her fangs." -Soldier Diary Entry: 105


    Premonition: I guess it's a niche counter to bloodlust and haste. Still better than premonition right now.


    This is not happening: This one is honestly a bit hard, as I don't wanna copy resilience, so just replace the gen repair with sabotaging and unhooking speeds.


    Sole Survivor: I like your idea and mine, so lets combine some elements to this perk.

    When another survivor is sacrificed, bled out or killed by any means, you become the obsession and gain a token. For each token you have, while you are the obsession, the killer can see your aura for a stackable 5/4/3 seconds, but you gain a stackable 3%/4%/5% faster healing speed. When all the survivors are sacrificed, bled out or killed by any means, you gain the following effects:  you resist the urge to scream, make zero scratch marks, gain aura disruption when further than 32/26/20 metres away from the killer, and from your next chest gain a dull key. Increases your chances of being the Obsession.


    Self Preservation: you see its kind of already the selfish man's lucky break. I think more or less the whole point of the perk is to take advantage of someone's mistakes, and give you a powerful buff in return. Maybe give it a buff where it's an opposite babysitter where it gives you those effects + lucky break, and punishes survivors for rescuing you from hook. Idk I thought my og idea was fine , but meh we'll see.


    Buckle-Up: Sure, free sprint burst for both survivors after a full recovery is kind of niche but sweet, but do include exhaustion afterwards.


    Bloodhound: sure add them both.


    Predator: idk I just thought the animations would look cool.


    Up the Ante: I like the way I put it, but meh might actually be nasty with something like stake out and fast track idk.


    But yeah there are my end thoughts. lemme know what you think.

  • Valik
    Valik Member Posts: 1,274

    You're my favorite kind of person :)


    UB:

    It's actually at 35% - so pulling it down to 30% would be a tiny iddy biddy nerf nobody is going to miss all that much. I think it may raise the time to self revive from 22 to 25 seconds or so, but not much!

    I actually like this!

    While I'm not sure how well it would be received by most players. Making it so that the first time you self revive ACTIVATES the passive part of the perk means it's both strong, but encourages players to use it ASAP.


    DH:

    I like it!

    I'm with you - gotta fight my own biases at times, while I don't think Exhaustion is needed with the introduction of Broken - I think your merger of the two ideas is probably closest to what really should be in the game.

    Also, wouldn't Incapacitated function the same as Battered in this instance? Incapacitated and Exhausted.


    Boons:

    Agree to disagree.

    I firmly contend that until Boons can be removed from the game by snuffing the totem, they can never be balanced.

    But I see where you're coming from.


    IW:

    45% reduction on pain or breathing? I don't quite understand on that one!


    DS:

    I'd love to see the poles!

    And while it's good to pit idea against idea, I think that we're both correct - just coming at the problem from different angles!


    NOED:

    Fair is fair - I think I kinda went overboard with my version. Although I'd love to see it in action, I can see how it may be perceived as overloaded.


    DMS:

    True - although I'd argue that DMS isn't 'better' than Thrilling Tremors, but carries the complimenting value with a different contextual trigger.


    SH:PR:

    I like how you gave it a soft cooldown! That's clever!

    However, I contend that giving the perk MORE utility will make it even more powerful than it already is. It should be a regression perk, not an information perk.


    Ruin/Undying:

    Looks like we're seeing eye to eye!


    MS:

    Sounds a bit overloaded. We should probably give it another pass, but I'm not sure where to begin untangling such an amalgamation.


    BoP:

    The revealing of survivors within terror radius encroaches on other information perks and also has profound anti-synergy, as the perk removes your terror radius, making this passive moot.

    Also, gaining a stack of bloodlust on stuns and not losing them on breaks makes the perk incredibly lopsided :(

    Not losing it on break was already a massive change, gaining it on stun too - but merging the two makes this absolutely broken. It needs to fall into one of them, it cannot share.


    Premonition:

    Yeah - I'd rather get a punch in the leg than the Premonition we have now, so IDK where it should stand... I just want it changed.


    This Is Not Happening:

    Here's my personal take on the perk:

    ~

    For every Dying, Hooked, or Deceased survivor, increase Repair speed by 2/4/6% and increase the bonus progress granted by Great Skill Checks by 1%

    Description: “When everything around you falls apart, you find comfort in focusing on the task at hand”

    Flavor-text: “Denial is the best medicine”

    ~

    It would basically encourage survivors to ignore their team and rush objectives - which can sometimes be the best way to help them. 6% isn't much - but 18% is massive. getting an additional 1-3% bonus repair on great skill checks is incredibly strong, but the context of its trigger means it often would be relegated to best use at the exact worst times for survivors. It's sort of an insurance burn card. If survivors are doing well, it's not going to find value - but if survivors are getting toasted, this can come in clutch and make generators fly, while also giving allies hesitation to anger when they see their buddy go for a generator instead of a save.


    SS:

    I can see the appeal!

    My one gripe is the key, the aura radius, and the stacking aura reveal.

    It makes the perk just a little bit more clunky and a lot less straightforward.

    However, I do think that it's a creative and inspired merging. I'm going to have to take some notes if you dont mind!


    SP:

    Your original idea was fine. Like I said before, we're tackling the same problem from different angles!

    I like the idea of getting a Babysitter / Guardian buff that includes Haste - but I didn't want the perk to be too overloaded, myself. Giving people 5% Haste may be what tips it into silly land. Being able to jump into a locker or make a daring vault to avoid the killer, though, I can see that coming in clutch when you don't have Quick and Quiet and want to lost the killer before they pick up on you.


    BU:

    I would 110% not put Exhaustion on Buckle Up. Its extremely contextual and grants a smaller speed buff. In the vast majority of matches, killers will not slug and it will not be an opportune time to bring this perk - so making it compete for a slot against Sprint Burst, Balanced, Lithe, Overcome, etc. It would be a disaster. If we went though with making DS an Exhaustion perk, Buckle Up would NEVER get chosen, because it would have to compete with meta perks. That status should be reserved with incredibly powerful perks that define the meta - which forces them to compete against one another. Buckle Up simply could never hold a can against these other perks.

    The only way to truly attract players to it is that caveat - that it gives a miniature 'exhausted' status without the drawbacks. The balancing element of the perk is its context alone. It does not need a drawback like For The People, Sprint Burst, Autodidact, Mettle Of Man - etc. Because, unlike those perks, its appeal is extraordinarily niche.


    BH:

    :D


    Predator:

    And you know what I say to that?

    Cool animations are their own reward!


    Up The Ante:

    Dude, you're absolutely fine. Your creation is YOURS, my creation is MINE. It's fun when we get to share our ideas, both equally imperfect and unlikely to be noticed. It's not about who is right, it's about showing off your creativity in an exchange :)

    I never told you my idea-

    ~

    For each Dying or Hooked survivor, gain 1/1.5/2% movement speed and action speed.

    For each deceased teammate increase luck by 8%

    (Change art to incorporate Ace)

    Description:“When things go south, you don’t fold – you double down.”

    Flavor-text: “’Luck isn’t worth much until you start acting like it’s on your side.’ – Ace Visconti”

    ~

    My idea is wacky and weird - but it's mine. I just might always prefer it over others. And your idea is your own, it's unique and perhaps strange to others, but it's more than right for you to prefer it. It speaks the universal language of YOU.

    I absolutely love sharing ideas and getting feedback, and it's fun to do that within a community for something we're all passionate about :)


    Have a wonderful day, good sir!

  • Reshy
    Reshy Member Posts: 402

    For Unbreakable, all it needs to do is inflict you with Incapacitated for like 10-15 seconds, so you cannot use a single unbreakable to unhook/pick up your entire team. After you use Unbreakable, your crawling speed is reduced by 50% for the duration of the trial.


    For Dead Hard, it probably needs a hard limit on how many times it can be used (Like making it token based, 1 token to start, plus 1 token for every generator you complete; this in addition to the exhaustion), or an indicator if a player has it ready or not.


    For boons, it's only Circle of Healing that's the issue. Make it no longer let you self-care yourself, so if you want that benefit you need to actually run self-care and have the boon up. That specific boon should probably be temporary and last for somewhere between 60 to 120 seconds before snuffing itself out naturally. This increases the time investment the perk needs to grant all the healing.


    For Decisive Strike, it should be disabled if you get healed up by someone else. Additionally it shouldn't work once all the generators are powered. It should have an indicator if a survivor has it ready (when downed they're grasping a weapon or something), and if a survivor recovers with Unbreakable it should also cancel out Decisive Strike. This helps with it's readability so killers know if it's safe to pick up or not, and it shouldn't be a get out of jail free card when combined with the EGC or Unbreakable.


    For NOED, it either can remain unchanged due to it's inherent counterplay or made so that hooks instantly sacrifice a player once all the generators are completed.


    For Dead Man's Switch, it is fine as is as it has counterplay built into it, if the survivors are feeding the killer that many hooks it's not the DMS they're losing to.


    For Pain Resonance, it's fine as is as it only carries a total time penalty of 12 seconds for survivors. It also has built in counterplay as you can either let go of the generator ahead of time, or run Calm Spirit.


    For Hex Ruin, it's pretty hit or miss in it's current state, if the totem spawns in an amazing location it can be daunting to deal with on mobile killers; however if it spawns dangled right in front of a survivor it's a dead perk slot. What it ought to do is make generator repair speeds like 10-20% slower while the totem remains in effect, and whether or not the totem remains in effect gens regress at 100% of the normal rate automatically.


    For Undying, I don't think interacting with the perk tiers is useful as the tier system is kinda added in without much care.


    On the topic of buffs:


    For Monstrous Shrine I like where you're going with it, but I have a better idea: Survivors when unhooked are inflicted with Deep Wound and Hemorrhage. It also converts Basement hooks into Scourge Hooks.