The Skull-Merchant's perks remake suggestion
![SHWN](https://us.v-cdn.net/6030815/uploads/avatarstock/n8HB7R6IIY3LH.png)
- THWACK! : This skill activates for 45sec when succeeding general attack. If killer breaks pallets or weakened doors, the aura of all survivors whose position is near by 12meters from all of pallets or weakened doors in sacrifice is revealed for 7sec.
- LEVERAGE: Whenever hooking survivors, killer gets Haste for 30sec by 5%. This skill has tokens which gives killer Haste. The Haste percentage is increased by tokens start with 5% to 14%. Killer can get tokens until 10tokens.
Comments
-
I would definetly keep combination of screaming and aura reading on Thwack.
There is not really a reason for hooking requirment, when it is connected to limited resource already. Just give it cooldown like 45 seconds and you are good to go.1 -
I don't refer about hooking, I remake THWACK! with successing general attack.
0 -
Why general/basic? It's not that strong to justify limitation to M1 killers only imo.
Just put cooldown there so anyone can use it.
0 -
This version off THWACK! Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig. I also think Blight and Hillbilly would like this perk a lot, and it may be a little too good on them with Lethal Pursuer.
If it were me I would leech the OPs idea and switch it to have it triggered on basic attacks. This turns the perk into a flashlight save at downed pallets warning perk to help secure a hook. It also synergies with Game Afoot quite nicely as a catchup perk if you've hit over pallet.
Regarding Leverage: that beats Furtive Chase, and Furtive Chase is already good in the right build... 😶
0 -
current version also enables head-pops. if someone drops a pallet near a box, you can use that pallet to interrupt the box. overall i'd rework perk entirely to grant 16 meters of aura reading near a dropped pallet with trigger condition being the pallet drop. this does not have duration and works like Weave Attunement. It has 24 meter activation range. when the killer is further away then 24 meters, the thwack deactivates. It still requires you to hook someone to activate the perk.
Furtive chase already grants 5% haste and undetectable for hooking a survivor. Leverage effect is good but its duration is too low. I would make the duration infinity as long as survivor is on a hook. once survivor is unhooked, the effect persists for additional 30 seconds. this matches the perk a lot more as you are leveraging hooks.
i still want to buff gameafoot more so than these two perks. don't get be wrong. these two perks also suck but i don't have interesting in using them.
1 -
You're not wrong, but the need to hook keeps Pig interrupting head traps healthy, she can't do it without going elsewhere for chases, downs and hooks.
Basic attacks also makes that easier, which is a concern, but there is still a need to engage is chases, which pauses the timer. (Though full disclosure, I'm less happy with my suggestion now I've thought about it more).
The only "problem" element of scream perks on Pig is Ultimate Weapon and Face the Darkness, where she can follow a survivor without starting chase and still keep interrupting boxes... THWACK! on a timer becomes another problem perk in that line if its just a cooldown.
0 -
i don't see them buffing thwack! for same reason they nerfed ultimate weapon. it is targeted pig nerfs. Leverage i don't see them buffing either because forever freddy. if it gets buffed, it will be buffed when freddy is reworked.
0 -
Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig.
You still need a pallet/door to trigger it. It's a limited resource and cooldown means you have to keep pallets in chase to use it later, which is good for survivor you are chasing.
Also ability of forcing Pig traps is way more limited since box aura removal.
Area of Thwack is limited by pallet spawning, you won't really reliably trigger it on survivor with trap unlike old UW where you had option to search with it around the map.
How is that really different from Ultimate Weapon?
Why do you think it would be stronger than current UW?
0 -
I suppose not though the combination of both is a little concerning... but then again, that's starting to get to the Pig's side of things to be looked at I guess.
Same point as above, it is starting to lean into a Pig issue.
Also hust read your suggestion on Leverage, that's actually a good suggestion. Also fits Skull Merchant's new power too.
0 -
we can't have good perks that do something for killer.
Leverage has 61.78% kill-rate. Must be as good as pain res. No need for buffs, BVHR logic.
0 -
Seriously? 🤣🤣🤣
I'm legit wondering how much of that is people SoH vs. Skull Merchant adepts xD
0 -
I mean, they definitely have statistics also for specific killers and pick rates...
But they simply rarely return to perks. It has nothing to do with pick rate / kill rate (on lower end). They usually do only nerfs (also takes like a year+), but it's rare to see buffs and many new perks are beyond saving anyway.
0 -
it is inevitable that they use numbers to balance perks as well which is why most perk receive no buffs because they're apparently good or nerf's, just think of old object of obsession and pre-running swf's. the numbers suggest that they're doing really well with perk balance because… let's say every perk above 55% is a good perk, over 60% of killer perk are well balanced.
this is untrue but that what data suggests.
0 -
Yeah, I remember that claim and they got lot of hate for it.
"OoO players seem less likely to escape the trials, so perk is fine."
It was hilarious to me.
Freddy got nerfed into oblivion kinda for same reason, data. Lot of add-ons were nerfed for same reason (Nemesis, Twins for example).
I would say they improved a little in this aspect.
Issue is they simply don't return to perks for adjustments unless community asks a lot for it, which are almost always nerfs.
Even if they do it takes so long...
0 -
I just want to critic skull merchant's perks. Anyway, these(THWACK!, Leverage) are still not good also other perks get more better abilities. So I can't find why we use these perks. That's why I suggest this suggestion.
And I think, for THWACK!, 'Hook' significantly gives us more pressure to kill and break pallets. But in game, the situation that we are breaking pallets when we are having time to manage the entire flowing of game appears barely so much.
Then I change the activation with 'General Attack'.
Also, Leverage has power that are less than other perks such as 'Dying light', 'Sloppy Butcher' etc.
So I gave the ability absolutely change. That's the idea of 'Giving Haste to killer' but, I can't make it more powerful, because you comment like "It is too OP." Then I come up with 'Yeah, just giving more power for Haste per tokens start with 5%."
0