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Killer Perk Amendments

These are some perks from the killer side that I thought could do with amendments or overhauls. Some are only minor figure changes, whilst others are more; a few are complete changes. Just interested to know of any could be improvements for the future, which are complete poo and so on:


Killer Perk Amendments:

Unnerving Presence - Survivors within your Terror Radius increase trigger odds of Skill Checks by 10%. Decreases the Success Zone of Skill Checks by 40%/50%/60%. The Great Success Zone does not appear.

Predator - Scratch Marks appear brighter on the ground. Gain 5% Haste for 5 seconds upon crossing Scratch Marks whilst not in chase. Predator has a cool down of 30/25/20 seconds.

Bloodhound - Pools of Blood are shown in bright red and last 4 seconds longer than usual. Walking on the Blood Stains reveals Killer Instinct 2/2.5/3 seconds. The Killer Instinct effect will not trigger on the same Survivor twice in a row.

Stridor - Increases the volume of Survivors' Grunts of Pain by 30%/50%/70%. Increase the volume of Survivors' regular breathing by 15%/25%/35%.

Dying Light - For as long as Dying Light is active, each time you hook a Survivor other than your Obsession, you gain 1 Token. All Survivors suffer a stackable 2/2.5/3% penalty to Repairing, Totem Cleansing/ Blessing and Sabotaging speeds for all survivors, up to a maximum of 22/27.5/33% or 11 Tokens. Upon the survivor being unhooked, they become the new Obsession. If the Obsession at the time dies, Dying Light deactivates.

Hex: The Third Seal - Upon a survivor losing a health state for the first time in a trial, a Dull Totem becomes Hex The Third Seal. The last 2/3/4 Survivors which lose a health state by any means suffers from the Blindness Status Effect. The effects last until the Hex totem is cleansed.

Hex: Ruin - A Dull Totem becomes Ruin at the start of the Trial. Whilst the Hex is active, when a Generator is not being repaired by a Survivor, it will immediately and automatically regress at 100/115/130% of the normal Regression speed. Once any survivor is killed by any means, Ruin deactivates and reverts to a Dull Totem.

Hex: Devour Hope - When a survivor is unhooked while you are at least 24m away, uou receive 1 Token, up to a maximum of 5 tokens. At 1 Token, a Dull Totem on the map lights up to become Devour Hope. At 2 Tokens, gain a 3/4/5% speed boost for the next 10 seconds after hooking a survivor. At 3 Tokens, all survivors become exposed. At 4 Tokens, the furthest healthy survivor from you screams and reveals their aura for 6 seconds after hooking a survivor. At 5 Tokens, you can kill survivors by your own hand and the aura of the Hex Totem becomes visible to Survivors within 4m of the Totem and gradually expands to a range of 24m over the course of 30 seconds.

Overwhelming Presence - Any Survivor using any item within your Terror Radius will scream, revealing their location and becomes Inefficient for 60 seconds. During that time, any item they use depletes at an increased rate of 80/90/100%.

Beast of Prey - Upon gaining Bloodlust, you gain the Undetectable Status Effect for as long as Bloodlust is active. Gain 80/90/100% BP in the Hunter category when Beast of Prey is active.

Hex: Territorial Imperative - The Killer can light a Dull Totem whilst in trial. This take 4/3/2 seconds to activate. Within 24m of this Totem, the Killer gains 5% haste, 30% cooldown on missed Basic Attacks, and the auras of any Survivor within are revealed. The Killer can light any Dull Totem as long as Dull Totems exist on the map, moving the Hex from the previous Totem to the new one.

Knockout - Putting a Survivor into the Dying State with a Basic Attack blocks the aura to all Survivors farther than 32/24/16m away. For the next 15 seconds, the dying Survivor suffers from a reduction in their field of view and deafened; suffers from Blindness; crawls at -50% speed and reduces recovery by -25%. If all Survivors are in the Dying state and at least 2 have been downed by a basic attack, the first survivor downed will get up into the Injured state and be able to see the Auras of all Survivors.

Remember Me - Whenever the Obsession loses a Health State, Remember Me gains a Token. Each Token increases the time to open the Exit Gates by 8 seconds, up to a maximum of 16/24/32 seconds, affecting both Exit Gates. The Obsession can open Exit Gates faster but for them each Token is worth 4 seconds, up to a maximum of 8/12/16 seconds.

Blood Warden - As soon as the Exit Gates are opened, Blood Warden activates. The Auras of Survivors within the Exit Gates are revealed to you. Once per trial, hooking a Survivor causes the Entity to block the Exit Gates for 40/50/60 seconds. Any survivor who crouches within the Exit Gates after the Exit Gates open will have the Exit Gates blocked for them only for an additional 10 seconds.

Scourge Hook: Hangmam's Trick - At the start of a Trial, 4 random Hooks become Scourge Hooks. Scourge Hooks are revealed to you in White. Survivors within 10/12/15m of any Scourge Hook have their Aura revealed to you at all times. When carrying a survivor, any survivor within 6m of any Hook have their Aura revealed to you. Scourge Hooks cannot be Sabotaged.

Rancor - Each time a generator is completed, all Survivors have their auras revealed for 3 seconds. Once the final generator is completed, all survivors reveal their aura for 3 seconds, whilst the Obsession's aura is revealed for a further 1/2/3 seconds amd the Obsession sees your Aura for 3 seconds. The Obsession becomes Exposed permanently. If the Obsession is on Death Hook when put into the Dying state, they can be Mori'd. If a Survivor blinds the Killer after the final generator is done, they become the new Obsession. The Aura reveals stack, if the perk pairs with another Aura reveal perk at the same time.

Zanshin Tactics - Press the secondary action button to activate Zanshin Tactics. Whilst active, the Auras of Breakable Walls, Pallets and Windows are revealed to you within 32m radius. Zanshin Tactics has a charge of 60/70/80 seconds, after which time the perk deactivates.

Scourge Hook: Blood Echo - 4 random Hooks become Scourge Hooks. When a Survivor is hooked on any Scourge Hook, Blood Echo activates. All Survivors who are injured suffer from the Haemorrhage and Exhausted effect for 40/50/60 seconds and their Pools of Blood become brighter for the duration. Any Survivor hooked on a Scourge Hook will have their Pools of Blood permanently brighter for the rest of the trial. The unhooked Survivor will not suffer from Haemorrhage or Exhaustion once unhooked, regardless if the effect is still in place.

Deathbound - Whenever a Survivor heals another Survivor for the equivalent of 1 health state when further than 32m away from you, Deathbound activates. The Survivor doing the healing screams and triggers a Loud Noise Notification. For the next 60 seconds, that survivor suffers from the Oblivious, Blindness and Exposed status effects when farther than 16/12/8m of the healed survivor.

Hoarder - Hoarder triggers a Loud Noise Notification for 4 seconds whenever a survivor performs any of the following actions within 32/48/64m of you: Unlocking a chest; picking up an item; Cleansing a Totem. It takes an additional 8 seconds to unlock a chest and only the Basement chest has the chance to spawn any item better than the weakest version of the item. 2 extra Chests spawn on the map.

Hex: Crowd Control - Whenever a Survivor performs a vault action of any speed, all windows and fallen pallets are blocked to them for 5/7/10 seconds. All effects persist until the Hex Totem is cleansed.

Lethal Pursuer - At the start of the trial, all Survivors have their Aura revealed for 8/9/10 seconds. Extends the duration of the Obsession's Aura being revealed to you by +2 seconds any time their Aura is revealed during the trial.

Grim Embrace - Each time a Survivor is hooked for the first time, gain 1 Token. Upon reaching 4 Tokens, the perk activates. All generators are blocked for 40/50/60 seconds. Any active Boon Totems are immediately snuffed out and all Totems are blocked for 40/50/60 seconds.

Dissolution - After injuring a Survivor by any means, Dissolution activates immediately for 12/16/20 seconds. If a Survivor vaults a pallet within your Terror Radius during that time, the pallet breaks and Dissolution deactivates. A Survivor will not be aware you have Dissolution until they have broken a pallet. Dissolution has a cooldown of 30/25/20 seconds.

Hex: Septic Touch - A Hex spawns at the start of the trial. Whilst active, any healing action not done within 8m of any completed generator will cause the healer to suffer from the Blindness and Exhaustion effect. This effect lasts for 6/8/10 seconds after the healing action is interrupted or completed by any means. The effects last until the Hex is cleansed.

Nowhere To Hide - After damaging a generator, Nowhere to Hide activates. The Auras of all Survivors within 24m of your position are revealed to you for 5 seconds. Nowhere to Hide has a cooldown of 60/50/40 seconds.

Leverage - Each time a survivor is hooked for the first time, gain 1 Token. When 4 Tokens are gained, Exhaustion lasts 33% longer for the rest of the Trial and the Tokens reset. Each time a survivor is hooked for the second time, gain 1 Token. When 4 Tokens are gained, all Endurance effects (with exception of being unhooked) are disabled.

Game Afoot - Whenever you hit the Survivor with the highest cumulative chase time with a Basic Attack, they become the Obsession and Game Afoot activates. The next time you kick a generator, pallet or breakable wall, gain 5% haste for 8/9/10 seconds.

Ultimate Weapon - Whenever you open a locker, Ultimate Weapon activates for 30 seconds. During this time, any Survivor that enters your Terror Radius screams and reveals their location. Those Survivors suffer from Blindness for 30 seconds. Ultimate Weapon has a cool-down of 80/70/60 seconds.

Hex: Thrill of the Hunt - For each Totem remaining in the environment, Thrill of the Hunt is granted 1 Token. For each Token, Survivors suffer a stackable 8/9/10% action speed penalty to cleansing or Booning Totems, up to a maximum of 40/45/50%. Grants a stackable 10% bonus to the Hunting Category, stacking up to 50%. When a Survivor starts to cleanse Hex: Thrill of the Hunt, a sound notification will alert the Killer. All effects end once this Hex is cleansed.

Insidious - When standing still for 4/3/2 seconds, Insidious activates. For the next 12/14/16 seconds, the Killer is granted the Undetectable status. If, during this period, the Killer stands still for 2 seconds, the timer stops and the Killer remains Undetectable. The timer resumes when the Killer moves again. There is a 40/35/30 second cooldown between uses.

Shattered Hope - Instead of snuffing a Boon Totem, you destroy it. Upon destroying the Totem, the following effects occur: The Auras of all Survivors are shown for 8/9/10 seconds. All Survivors lose the use of their perks for 12/14/16 seconds and the Survivor who cast the Boon becomes Exposed for 20 seconds.

Unrelenting - Reduces the cooldown of missed attacks by 20/25/30%. If you are able to kick a generator within 5 seconds of the missed attack, instantly reduces the progress of the generator by 6/9/12% of its current progression. The cool-down for the generator portion of this perk (if done successfully) is 40/35/30 seconds.

Comments

  • HandsomeJack_049
    HandsomeJack_049 Member Posts: 136
    edited November 2023

    Unnerving Presence – Great idea; a little underwhelming, but fairly balanced.

    Predator  - Probably doesn’t need the cooldown if the idea is to help a killer catch up to survivors and start chase. Particularly because you have it deactivate in chase.

    Bloodhound – Again, the fallback condition of not triggering killer instinct twice in a row is probably not necessary. I get the concern that it could maybe be used as a tunneling info perk, but with the limited 3 second max duration of killer instinct, that’s not enough time for a killer to otherwise catch up and find a survivor. It might even work against them by luring them to a spot where a survivor was, but has since walked away from. Similar to Ultimate Weapon.

    Stridor – Cool idea; not much more to add.

    Dying Light – I really like this idea. It’s silly that modern Dying Light really has no utility and is one of the few killer perks that more directly buff survivors then provide a net benefit to killer.

    Hex: The Third Seal – I love the “Upon a survivor losing a health state for the first time in a trial . . .” pre-condition because it protects the hex from being cleansed at the start of a trial. I wish that BHVR would have similar preconditions for most (if not all hexs) so they aren’t so inconsistent.

    Hex: Ruin – I don’t think a 30% increase is sufficent. They should either revert the nerf back to 200% and keep the fallback condition of the hex being destroyed when a survivor dies. Or, they should keep the 100% but get ride of the death = destruction condition.

    Hex: Devour Hope – I like the defense condition and I think you balanced it will with the NOED condition at five stacks. I would say that the four stacks effect is kinda meh. I get the idea, but Devour Hope is such an important hex. It would probably be more balanced if it said something like “at 4 Tokens, the first time a survivor interacts with this hex, they scream and reveal their location.” That way it protects the totem till 5 stacks, but only works once and will not provide info again (like tinkerer).

    Overwhelming Presence – Dang! That’s a huge buff. It would make the perk for more viable, putting it up there with Franklins.

    Beast of Prey – I love it! All it does is remove the red stain (and TR if the chased survivor gets too far), but sometimes that’s enough. Great idea!

    Hex: Territorial Imperative – This is fantastic! We finally get “boons” for killer. The idea of setting up a zone is super cool, but… it could be problematic within 3 gen situations.

    Knockout – Look, I get it. But there’s no way a perk will have such a condition that directly benefits survivor. Instead of letting the first downed survivor pick themselves up, it would probably function better to allow survivors to still see the downed survivor’s aura, but increase the amount of time it takes for a survivor to recover or be recovered by an additional 50/75/100%.

    Remember Me – Nice that you gave it that little bit more oomph. I know that right now Remember Me provides incentive to tunneling the obsession because they can open the gates faster. This helps fix that.

    Blood Warden – that is suck a meme thing to make t-baggers have blood warden proc on them.. I love it!

    Scourge Hook: Hangman’s Trick  - The added ability to prevent scourge hooks from being sabo’d is nice, but it still feels too underwhelming. I’m not sure how you can fix this perk to be honest, but this is a good attempt.

    Rancor – Honestly, this is a bad adjustment. It’s overall a nerf and gives no benefit in return. I understand that it sucks when you’re the obsession and a surprise rancor comes in, but this precondition of additional hook stages is too much. You’d have to dramatically increase the info provided for it to be equal.

    Zanshin Tactics – Why? This is the mirror to Windows… and you literally gave it the nerfed windows treatment. This perk is already terrible on killer (unless you’re a clown main). Definitely not a worthwhile adjustment.

    Scourge Hook: Blood Echo  - This is also a bad take. Of all the exhaustion perks, besides mindbreaker, blood echo is one of the few viable ones. To turn it into a scourge hook is a bad idea. If you want keep your effects just add some time to the cooldown.

    Deathbound  - Eh. The perk still isn’t that great unless you are a mobility killer or you were already heading in that direction when it triggered. Still, better than the current version we have.  

    Hoarder  - That’s an interesting take. But are you concerned that this would make Hex perks too defendable?

    Hex: Crowd Control – I think I prefer the live version to this. Hard to say unless we had a PTB with this effect.

    Lethal Pursuer – Eh, another meh adjustment. I don’t think we need something like only +2 if you are going to limit it to the obsession.

    Grim Embrace – The boon thing is unnecessary. Boons are already a semi-dead playstyle right now. Blocked Hex’s however, that is a nice secondary effect. But, Grim embrace’s aura reveal is required so that survivor’s can’t just hide the whole duration – otherwise you had a wasted perk slot as killer.

    Dissolution – It’s nice to get rid of the 3 second thing. It was unnecessary and a stupid precondition.

    Hex: Septic Touch – Huh, that is one way to make the perk more impactful. Healing can only be done by repaired generators if you want to avoid debuffs. A powerful effect – warranting a hex. Cool idea.

    Nowhere to Hide – that cooldown is far too long. For an info perk like NTH that is primarily used to start a chase – 40 seconds cooldown (at best) is too long. I would cut these proposed times in half. 30/25/20.

    Leverage – That’s interesting. Might be too OP if I am reading the second condition (8 unique hooks disabling perk/item related endurance) correctly, but it is certainly an improvement over the current leverage and functions like an anti-tunneling incentive perk, like grim embrace

    Game Afoot  - the only difference is removing the secondary condition’s limitation to the obsession? Okay, but it really doesn’t place the perk in a better spot.

    Ultimate Weapon – I’m torn. First, 60 seconds (at best) for only blindness and a snapshot of a survivor’s location is too much (for a cooldown). However, I know that one can use UW for other purposes too (such as interruption). The survivor scream notification does not give equivalent info to something like darkness’ precise aura reading or whisper’s general real time. But, I know that in games it feels like the duration is too long for the cooldown to be so short. I would keep the game’s 60 seconds (for total time between uses), but play with the numbers. Give UW a duration of 10 – 15 seconds and a cool down of 45-50 seconds. Or, something like that.

    Hex: Thrill of the Hunt  - restoring the defense function is a good idea, but I worry that it might be problematic in those situations where the survivor’s have to cleanse a totem (NOED/Devour) but can’t because the killer constantly has info when it is being touched.

    Insidious  - there’s no real reason to have a cool down on this perk. With the anti-camp feature this perk is basically dead. It takes too long to use for mindgames in chase and the only reason to run it is for the meme’s on unwary survivors.

    Shattered Hope – cool concept, but survivor’s rarely run boons anymore. So, it still feels like a wasted perk slot. Shattered Hope should probably have been made basekit (with the killer able to destroy boons but having to hold down an interaction timer for X seconds – like how survivors can cleanse totems).

    Unrelenting – This is simply weird…

  • DrDucky
    DrDucky Member Posts: 675

    Some cool ideas mixed in here, some are a bit too bizarre and make no sense (unrelenting) and some don't make a difference like the septic touch one, you actually somehow nerfed septic touch by making it a hex perk. But you do have some good ones like predator (I would redo the brighter scratch marks effect as this basically does nothing), but the haste thing when following scratch marks is cool and if you remove the cooldown then this could be a cool perk to help counter holding W.

    Honourable mention for bloodhound, I think that is a great buff and is super interesting flavour. It evokes imagery of an actual bloodhound tracking someone from their blood.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,327

    Hi, and thank you very much for the very detailed feedback! Hopefully I can give some decent responses to your points, explaining my thinking. Also, yes, one of my ideas was just weird - I'll come up with a crappy excuse for that somehow :D.

    Unnerving Presence: I didn't want to change it much as it's a beginner perk, but my thoughts for removing the Great Skill Check was mainly due to making the Skill Check Zone less visible, adding a bit more difficulty without being grossly unfair. Some changes just need tweaks.

    Predator: I see your point. I just didn't want a killer deliberately lose a chase and immediately get a 5% speed burst afterwards. Maybe I'd reduce the cooldown to 20/15/10 seconds, just to avoid that technique.

    Bloodhound: As you say, it was to deal with tunnelling more than anything. I'd be fine with extending the Killer Instinct, but I'd rather keep the downside to avoid tunnelling prospects.

    Stridor: Thank you. Only tweaking needed here.

    Dying Light: Thank you. This was a bit tricky but again I wished to discourage tunnelling, yet actually give the Killer something strong in return.

    Hex: The Third Seal: Exactly my point! People often are annoyed at bringing in a Hex, only for it to be eliminated straight away. At least this way a bit of use will always be had, even if the Hex unfortunately lights up under the nose of a survivor.

    Hex: Ruin: I did think of returning the regression to the old, but that meta of strong regression perks wasn't really enjoyable so I wanted a fair buff which makes Ruin a bit more worth it, without appearing in every build as a Killer may prefer to mix and match a bit more, as well as reduce Survivor frustration. Trying to see it from both angles.

    Hex: Devour Hope: Yeah, you have a good alternative to the fourth tier. I just wanted that 4th Tier to mean something, as well as to add tension. That scream all Survivors would hear and make them think: "Crap, we're one away from absolute pain". Like a psychological impact. I'd be worried that a Survivor screaming at the Hex will make the Killer start to become overly defensive of the Hex though, but it at least serves a purpose.

    Overwhelming Presence: Thanks, and it's about time this overlooked perk gets some proper love and viability!

    Beast of Prey: Thank you!

    Hex: Territorial Imperative: Thanks again! I had an idea in my head some time ago of a Killer whose power was to be able to plant a banner which gave it a circle area where it would gain more strength. This was pretty much based on that idea and also keeps within the meaning behind the perk to. Like staking your territory.

    Knockout: It was more to help with Solo Q and prevent the very unfun tactic of just knocking people down. A way of avenging slugging. I'd be okay with your suggestion though. I just wanted to eliminate that type of crappy play where some may Knockout everyone and let them bleed out.

    Remember Me: I also wanted to make sure all Survivors felt the ramifications of Remember Me. Currently, it has no effect on the Obsession, whereas now it has a better overall function.

    Blood Warden: Oh, the joy this perk would bring!

    Scourge Hook: Hangman's Trick: It's a tough one. I also thought of makingbit so any attempt to sabo would also cause a lost health state but I wanted to save that for another Scourge Hook idea. I suppose what could be done - bearing in mind Amanda's technical prowess - is an ability to move the Scourge from 1 hook to another, or make it so that if a Survivor is hooked on one Scourge Hook, any hook they are hooked on afterwards takes longer to sabotage and - if sacrificed - doesn't break that hook.

    Rancor: Completely agree is hindsight. My thinking was to prevent the frustration of an instant Mori, even if you've not been hooked all trial. However, yeah I'd agree this is a bad take in hindsight. I'd like to do something about the issue I was refering to though.

    Zanshin Tactics: This was the rework I knew I'd have some very confused responses too as it does seem like an unnecessary nerf, but allow me to explain. Firstly, I do agree the the charge idea maybe should be scrapped in favour of the distance you can view the Auras. However, me reasoning for the ability to switch the Auras on and off was because I've read several times how some Killer players felt the constant appearance of the Auras was sometimes distracting or problematic, so I wanted it to become a perk that you could switch on and off at will. It's more a quality of life thing. I will do a Survivor alteration to the Windows of Opportunity perk which was a mirror of this rework, but now I'm deliberating that.

    Scourge Hook: Blood Echo: Yeah, I can get behind that. Probably went Scourge Hook blind when doing these perks :D.

    Deathbound: This is one of those perks which, yes isn't great, but probably gets more use than believed. A problem is the lack of feedback the Killer gets from this. Other than the notification, it feels like they get nothing. I was looking for something which gave more feedback, rather than making this a powerful perk. That way, peoplw can see whether it gives use or not.

    Hoarder: I should have said "Dull Totem", as I agree it would make Hex Totems very hard to get rid of. I thought of the Twins as hoarding basic or rudimentary stuff to get by when they were on the run, so wanted the idea of having the chests offer basically crappy stuff.

    Hex: Crowd Control: I felt this may create more unpredictability and confusion, as well as maybe countering window techs when slow- vaulting. A way of being awkward. It was more a minor change which I feel could work, but I agree a PTB would be needed for this.

    Lethal Pursuer: My reasoning was that the current variation gives too much information throughout the trial both using it and facing it, it felt too strong so I originally wanted it to just work at the start, but understood some people may find it a wasted slot, so wanted to throw a bone here, as well as stick to Nemesis' theme of aiming at "S.T.A.R.S". As a change, remove the +2 aura effect and perhaps add a small haste effect whilst an Aura is being revealed, like maybe 3% for 2 seconds or something (yes, those numbers are plucked out of thin air!)

    Grim Embrace: In fairness, I completely forgot about the Aura effect, so yes I'd return it. The Boon thing is a minor addition for those who do bring them in, so I'd honestly keep this, but yeah I agree they aren't as common and absolutely the Aura should stay.

    Dissolution: My thoughts entirely.

    Hex: Septic Touch: Thanks! Currently, Septic Touch is rather worthless, so wanted sonething a little more meaningful.

    Nowhere to Hide: I'm in 2 minds. I see your point and that it could be too long, but at the same time it's a really powerful perk and I wanted to nerf it a fair bit, yet still keep its power intact. A PTB would probably needed for this as I can see both sides of the argument here.

    Leverage: It may be a tad overpowered, but I wanted to reward a killer for not tunnelling and taking the hard route to victory. I toyed with removing Exhaustion instead, but currently there are a lot of Endurance perks and effects coming out and I wanted a perk which works against this for killers. That was my thinking.

    Game Afoot: It does remove the limitation to the Obsession, but it also does something else. Currently, the haste effect only works whilst in chase. This amendment means the Killer can save this ability for when nearer another survivor and use the kick effect to gain a speednboost on demand. It's not a huge change and won't make this perk meta, but it does add a more tactical element. Like "Unnerving Presence", I wanted a small change which served a purpose without overpowering it.

    Ultimate Weapon: You're idea sounds better. However, at least you understood my reasoning for it and seem agreed that it does need some tweaking. It's still a strong perk, even with the changes, which is perfectly fine.

    Hex: Thrill of the Hunt: Sorry, maybe I didn't make it clear. The sound notification is for the Thrill of the Hunt Hex only. Basically, just returning its original sound notification. Other Hex perks won't give sound notifications when interracted with.

    Shattered Hope: Agreed that this should be basekit, rather than the changes. However, should it remain a perk, I wanted to buff it a fair bit to make the rare usage worthwhile.

    Unrelenting: Yup, this is completely qeird and I blame Otz for it :D. This was just a shoehorn idea. I watched an Otz video about how the return of Stranger Things making the character perks no longer general would be detrimental to new players, especially with no gen regression perk, now Surge will be removed. So I just wanted to stick some regression ability in somewhere. It is weird. It doesn't really make sense. I just wanted a regression perk in the general section.

    Anyway, thank you for yiur detailed response and I hope this reply makes it worthwhile. :)

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,327

    Hi, thank you for your feedback!

    Firstly, yes, Unrelenting is just bizarre. I admit I watched an Otz video about Stranger Things and the removal of Surge to a Character perk would mean newer players would not have a decent regression perk when starting, so wanted to add this back. I thought of a Killer rampaging a bit and kicking out in frustration after a missed hit, but it was shoehorned badly into Unrelenting, so absolutely agree with you.

    My thinking for Septic Touch was it was pretty useless as it was. The Hex idea was mainly to make the survivor have to heal in a certain area to avoid the effect. Currently, the effect only continues if interrupted, but now the effect happens regardless of interruption or completion, so wouldn't say it was a nerf. However, perhaps I should have made the affects last longer and remove the completed gen circumstance.

    Also, thanks for the feedback on Wraith. That Killer has the best set of add-ons, but - with the exception of Shadowborn - absolutely terrible perks. I wanted to make them useful, whilst keeping in line with the meaning behind the perks, so really pleased about your Bloodhound comment. :)

  • Devil_hit11
    Devil_hit11 Member Posts: 8,844

    from reading those perks, none of seem interesting to use. I don't understand why rancor and devour hope are weaker?

    Your Zanshin tactics is worse then current one for some reason. I don't think I have ever versed a killer using Zanshin tactics. what is the point of 80 charges for zanshin tactics?

    Leverage is a perk i want to use in my killer builds but duration is too short. If it was just 45-60 seconds than it would be good complementary anti-healing perk. The disabling of endurance seems so random.

    Your dying light is somehow worse then current version because it excludes Healing.

    Unrelenting makes no sense. why would anyone use Pop goes weasel which requires a hook when Unrelenting requires no hook and gives free kick regression? that perk was designed to be chase perk.

    Unnerving presence does not work because every skill-check has great zone. The only way to implement your change would be to make every skill-check work like Merciless storm skill-checks.

    Perk changes that I think are good are Bloodhound, Predator, Stridor, Remember me, Hex: Territorial Imperative. the rest of the changes seem more like negative changes to commonly used perks.

  • DrDucky
    DrDucky Member Posts: 675

    No worries, I think part of the issue is you did so many changes (which is good btw, I have never seen so many suggested changes for perks before) that some of them are bound to come out maybe not how you expected.

    But all that said yeh your bloodhound change is one of my favourite suggested perk changes/buffs I have seen tbh, I really like the flavour of it and the effect.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,327

    Hi, thanks for your response. I admit the Rancor one - when I rethought it - isn't great. My reasoning originally was to try to compensate someone who could be insta-killed, regardless of how well they played throughout. That definitely was a bad take. However, Devour Hope I'd say is arguably fairer. It only lights after the first rescue and only becomes more visible when it's endgame. The extra addition at Tier 4 could be adjusted to a protection idea, such as the Survivor screaming when touching it (but only the first time they do) as another commenter suggested, but I'm not sure there's anything wrong with balancing a strong Hex.

    Zanshin Tactics ought to be tiered more through distance than charges, granted. What I wanted to change was that there were a few people saying the constant Auras for Killer could be distracting, so I wanted some sort of ability which allowed people to turn it off when not needed. That was the idea behind it, although perhaps I overthought it.

    Leverage, for me at least, would still be weak at 45-60 seconds. It's generally not a good perk as it stands at all. I wanted to reinvent it and make it reward spreading the hooks with stronger powers. Removing the Endurance as I did fits in with getting stronger at rivals' expenses, such as the description of the perk suggested. It may seem different, but not sure saying it's random is entirely accurate, although I do get what you may be saying as "Where did this come from?". I can understand that.

    Dying Light removed the healing but because of the removal of the buff to the obsession and makes the perk less of a double-edged sword. Besides, there are quite a few perks out there which affect healing and I wanted to branch a little away from this, punishing all Survivors without the game turning into a heal-a-thon.

    Completely agree with your take on Unrelenting. When I thought it up, it was influenced badly by watching an Otz video about the returning Stranger Things removing some strong perks from general pool of those perks, so I shoved the gen regression in for very little reason, other than a Killer kicking out in frustration. It was poor and I apologise for the annoyance this caused everyone. :D

    The Unnerving Presence change would be to do exactly what you said, which is remove the Great Skill Check zone, which I imagined as a Merciless storm skill check. I didn't want to over-power it as it is a beginner's perk, but I did want it to be a bit tricky, so removing the Great Skill Check would make it a little less visible. I feel you overlooked that.

    I'm glad you liked the Territorial Imperative perk. I wasn't sure how the idea of the Boon for Killer would look, but people seemed to like it. I can't agree with your comment about most changes as negative changes, but the examples you gave make good sense and - with some in particular like Unrelenting - I agree was absolute #########. No idea why I pushed through with that.

    However, thank you for your thoughts and taking time to read through them.

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,327

    I'm doing a Survivor one in the same vein where I'm taking what was seen as good and bad and trying to use that as a way to amend some of the Survivor Perks. What I can promise is there shall not be an Unrelenting-style change, such as "when you complete 40% of a gen, gain Endurance for 6 seconds instantly" crap. :D