niche perk rework idea
Hello.
I feel like we should have some perk balance changes. I listened some of my ideas below.
My ideas consider niche perks, with low usage for both roles.
Survivior:
- Spine Chill - revert the nerf. We don't see that perk anymore.
- Iron Will - give it 100% but doesn't work while exhausted or leave it be 75% but exhaust status doesn't affect it.
- Lucky Break - let healing other increase the duration on a higher rate, 1 sec of healing = 1.5 or 2 sec of perk duration to be increased
- Pharmacy - rework the perk so it gives medkits from rummage, not the chest itself.
- Bite the bullet - reduces the noise when you heal but also when you are getting healed by others.
- Blood Rush - let the perk be used 2-3 times in a match, based on tokens which player is granted at the beginning of the trial
- Botany Knowledge - let's get rid of reduction healing efficiency of medkits, we can't get 1 heal of a MK while using the perks without addons.
- Calm Spirit - get rid of speed reduction.
- Clairvoyance - we could use it while holding an item.
- Distortion - recharges only while in a chase.
- Empathy Connection - increase healing speed bonus.
- Light-footed - decrease or get rid of it's cooldown after rush vault actions
- Low Profile - let it work after the unhook for 30 seconds. That would give surviviors a way to hide after being unhooked, possibly preventing being tunneled by the killer
- Poised - on top of hiding scratch marks it would show auras of generators for 6/8/10 seconds
- Scavenger - reduction of repair speed would last 25/20/15 second
- Self-care - let's make it 40/45/50% healing speed. That would make self-healing take 36 sec
- This is Not Happening - we don't need to be injured anymore, works while fully healed
Killer:
- Blood Echo - decrease cooldown to 40/35/30 seconds
- Bloow Warden - adding feature: exit gates close for 5/10/15 seconds after opening the gate
- Dissolution - actives 1 sec after injuring the survivior, instead of 3
- Fire up - each token grants 4/4.5/5% to action speeds.
- Hex: Ruin - buffing regress rate to 100/125/150%
- Oppression - decrease cooldown to 100/80/60 seconds
- Overcharge - make th regression to start from 100%
- Save the best for last - revert the changes. Perk was not that opressive while unhooks, surviviors still could trade even with 8 stacks
- Septic Touch - make effects linger for 10/15/20 seconds
- Surge - Increase regression to 8/9/10%
- Thwack - would activate whenever you break the pallet, without getting a hook, but the range would be 5/10/15 meters
- Trilling Tremors - change cooldown to 80/60/40 seconds
- Undone - surviviors don't really miss skillchecks. let's grant 3/5 tokens for every successful hit on a survivior.
What you guys think?
Comments
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Overall fine, blood rush 3 tokens might be a bit much... Would this not be kind of a blood warden nerf? Because it let's players know that the perk is in play?
I don't know about dissolution, does this not lead to basically breaking the pallet you got hit on while or shortly before vaulting? If that stuff is excluded I am fine with it.
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Yikes. It was a bit too much to take in as fast as I read it but here is my opinion:
- Survivor side:
- Spine Chill —> I agree, maybe only remove the vault speed to prevent complaints again…
- Iron Will —> By itself would be a bit overkill. They should bring back the very very original that you get 100% while standing still and 75% at any other time.
- Lucky Break —> It should pause the timer while you are being healed, so it won't come out to 0.
- Botany Knowledge —> Bring old Botany back. 33% bonus speed & efficiency. It would perfectly cancel out the self-heals debuff.
- Self-Care —> Doesn't need tweaking by itself, healing times should be shortened by 2-4 seconds.
- Distortion —> In chase it should charge at 50% efficiency. So it can be used against undetectable killers.
- Low Profile —> It would overlap with Off the Record. And at that point it should be somewhat of a base kit idea to prevent tunneling.
- This is Not Happening —> Just scrap the perk. After a bit it's useless to most survivors anyways.
I mainly "rated" the survivor perks since thats the side I play more. The rest is either fine or doesn't need too much of a change.
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These are very good, easy to implement ideas.
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blood warden would get an addition to main 60 seconds after the hook
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There are a couple perks on this list that are already very strong and don't need to be buffed.
On the survivor side, I'm looking at Lucky Break, Botany Knowledge, and Light-Footed. These perks are already very good, and definitely don't need buffs. It was already insane that LB was buffed in 6.1.0, lol
Additionally on the survivor side, I don't think reverting Spine Chill is a good idea. That perk was honestly kind of a lot, I'd sooner see it buffed for its new purpose; I made a post about this a while ago, but if we shrunk the number of things it applied to, and gave it a way higher number, it'd be a useful perk for finishing important actions in the killer's face.
I do like your idea for Low Profile. That'd be an interesting direction to take it, as another anti-tunnel perk that would actually meaningfully synergise with existing ones.
On the killer side, I don't see any perks that flat out shouldn't be here, but I do think that a few changes might be misguided. Reverting STBFL doesn't seem like it'd be on the table even if I do kind of agree, so I'd rather push to make it so only damaging Special Attacks remove tokens. That'd bring the perk back in line enough, imo.
I'd also maybe push back against your Blood Echo change, and instead suggest the following: Make it a Scourge Hook perk that applies Exhaustion to everyone, injured or not.
I'd love to see Oppression's cooldown lowered. I like that perk, but it's so hard to justify running it…
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Yes but since bloodwarden can only come into play once the gates are opened they immediately know it is in play... So if you don't immediately get downs then, of which you can only hook 1 person max, if even in time before the gates open again.. They are no warned and will just leave or hide until potential blood warden runs out.
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- Spine Chill: No thanks. I don't like a perk that negated every stealth killer/perk. It was also really bad to try and outplay, having to look away while approaching a gen a survivor may or may not be on.
- Iron Will: Fair.
- Lucky Break: Agreed.
- Pharmacy: I like that rework.
- Bite The Bullet: I agree, but I'd also add that it reduces YOUR noises when being healed, so it's only downside is if you're being healed by an injured survivor.
- Blood Rush: Yeah, no, this perk needs something else. It would be kinda busted like this.
- Botany Knowledge: I actually think it's fine the way it is. I use it a ton in healing builds so I can use a toolbox instead of a medkit.
- Calm Spirit: Agreed.
- Clairvoyance: I have no strong opinions on this change.
- Distortion: Sounds fine, seen that thrown around a lot.
- Empathetic Connection: I'd like that, but I am not sure as I run it in my healing builds just for the info for my team alone.
- Light-Footed: Absolutely not. It's already very good with the restriction if used right.
- Low Profile: I think there's a perk for the unhooker to give this bonus. It'd be nice if the unhooked had a perk like this, but I think it should be it's own perk. Low Pro is more for clutching as the last survivor imo.
- Poised: Things like Deja Vu and Visionary kinda already do that. And we already don't want Visionary to be even worse to run.
- Scavanger: I actually don't want it changed. I've been running it and it comes in pretty nicely if you're careful with your charges and timing to refill your toolbox so the downtime is spend going to the next gen or avoiding the killer.
- Self-Care: Ehh… No. I think Self Care is bad, but can be way too good if you can rely on it by itself. Making builds around it is a better call, I personally use it for bodyblock builds alongside Reactive Healing.
- This is Not Happening: I think that's fair.
- Blood Echo: Sounds fair enough, would need to see it in practice.
- Blood Warden: Would this waste time with the blocked exit though? And wouldn't it be too much of a tell that the killer is running it without going into the exit area to have their aura revealed? I don't think that's the right call for it.
- Dissolution: Actually, I like it. I'd probably put it at 1.5 or 2 seconds though.
- Fire Up: Could be a good buff, could be too much. Would need to see it in action alongside other perks.
- Hex: Ruin: Agreed.
- Oppression: I would remove the cooldown entirely if I had the option, especially since gens now have the regression limits anyway. Maybe if the effected gens that aren't being touched get regressed, it hits them for 5% overall then regresses and keeps a cooldown.
- Overcharge: Same argument as above, regression limits. I agree with your change.
- Surge: Mixed feeling. A good surge location can hit a lot of gens, some none at all. Would need to see it in action with a higher regression hit.
- Thwack!: I agree.
- Thrilling Tremors: I wouldn't change it myself. It has it's uses.
- Undone: Agreed. It'd be a healthy slowdown that way.
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most of these are fine but
spine chill-vault speed should stay gone
lucky break-doesnt need a buff
pharmacy-im guessing u mean at any time instead of only while injured? since otherwise this seems like a bit of a nerf
blood rush-idk this perk is dangerous, maybe make the broken duration longer and/or only recover from exhaustion at the end of the timer
botany-it should only affect self heals then
ruin-doesnt need a buff
save the best for last-definitely doesnt need to be reverted
undone-should really be on downs if its gonna be that many tokens
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People use distortion, it already gives info on blood warden
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If you have 1 or 2 very specific perks, but not in general... Not 100% of people run a perk that tells you... I am sure there are other things that could be buffed about it without basically nerfing it by giving a huge billboard that tells the survivors the perk is in play.
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I would have really great use, look:
How often do you find yourself as a killer, 3-4 people running into the gates after the unhook. Most of them are already injured and the gate is 99, that gives you another chance to get a kill or two if you are able to block the gate. Freddy has it on one of the addons, so it's in game already - comes in clutch.
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If the people or not already injured 15 seconds will not make it so you can down a person and get them to the hook to activate bloodwarden, wipe weapon cooldown, pickup animation walking to hook and all... And the survs won't stay because they now know for sure you have bloodwarden... It will just lead to more people doing the more effective thing anyway, open the door before the unhook so you can just walk out and don't need to open the door before being able to... Maybe it will lead to one additional kill, best case... However it will take away the unsure knowledge of whether or not bloodwarden is in play, and I don't think that is a worth trade off...
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