Create A Perk
Killer perk - No You Don’t!
When a survivor is rescued from the hook, see the rescuer’s aura for 3 seconds when you are more than 42 metres from the hook.
survivor perk - Together in the Light
Gain 25% more blood points for every survivor (including yourself) who survive a trial.
(Blood points aren’t rewarded if you die).
Comments
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first one is basically useless
second one would be nice pared with WGLF3 -
Killer perk;
Live Bait
When a survivor unhooks another survivor and you are 36/30/24 meters away from the hook, the rescuers aura is revealed to you for 3 seconds.
The beast delights in their scream, knowing more will come.
Survivor perk;
Intuition
Your connection to the Entity is greater compared to the other survivors. At the start of the match, the killers aura is revealed to you for 4/6/8 seconds. This does not trump any of the killer stealth abilities.
These winds carry voices. Time will tell if they'll help me.
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Curse of Destruction
Upon freshly hooking a survivor every generator on the map regresses by 15/20/25%.Trailbreak:
After vaulting a window or dropping a pallet, do not leave any scratchmarks for 7/8/9 seconds.7 -
Out of my way :
If you hit someone on the way to the hook with a survivor on your shoulder, immediatly inflict dying state.It would give survivors the same kind of stupid mindgames that we have as killer : "Does he have dead hard or not ? Should I hit or not ?"
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Killer perk: If a survivor runs around a pallet more than 3 times they explode.
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Killer: Obsession: Traitor: At the beginning of the game, the survivor obsession will receive notification that it has been agreed by the killer. If you are close to obsession, he points you in the direction of a survivor who is less than 8 meters from you and you find him, the obsession will gain an accumulation of 50% of blood points up to a maximum of 300/400 / 500%. However, if the obsession rescues a survivor from the hook, all the accumulations obtained will pass to that survivor. In addition, you can be knocked down and executed with your own hands. This effect only applies if the obsession has betrayed one of his companions.
Survivor: Extreme stealth: Reduce by 50/75/100% the noise you make when running and your breathing when you are not hurt.
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Decisive Throw (Killer Perk): Succeed a skill check after picking up a survivor to throw them across the map all the way to a hook. Once per survivor.9
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Killer: Decisive Grab - when survivor manage to wiggle out of your grasp, you instantly grab him again, if you hit the skillcheck.
Survivor: Golden Toolbox: Haste - you gain bonus 5% speed, but the killer can find yellow, shining toolbox and destroy it, deleting your perk.
Bonus mechanic (!): The clutch(aka killer's "hatch") - when survivors manages it to complete 4 generators, killer can find a clutch, use it and instantly teleport to the random survivor Moring him.
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Killer: Possession - Once per game, you can possess a downed survivor and control them until you damage one of their teammates. The possessed survivor gets 10% bonus speed.
Survivor: Down I Go - If you are the only survivor left, you can hear the hatch 50% louder than normal if it is open.
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Killer: Caltrops - During a chase, vaulting a window places caltrops on the window as long as the chase lasts. Survivors vaulting the window are forced into a slow vault.
Survivor: Hold your breath - Hold E to suppress any breathing and groans of pain and you don't leave scratchmarks. Causes exhaustion for triple the time used.
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Killer: The Silence - Removes ambient noises that killers make while walking around after activation. 40 second cooldown at T3 (Michael breathing, Wraith growling)
Survivor: Idk if I'd really have any survivor perks in mind. It'd be cool to have a new objective (like totems) to do
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Killer perk;
The Final Act
Once the gates are powered 2/3/all remaining dull totems become hex totems and are revealed to the survivors, these totems are not revealed to the killer. The exit gates can not be opened as long as a totem is still standing. Totems will pop by themselves after twenty seconds per totem passes. (just to prevent the killer camping one)
The show must go onI thought it would be a nice way to deal with gen-rush and give the survivors a reason other then NOED to cleanse the dull totems.
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@Techn0 said:
Killer perk;
The Final Act
Once the gates are powered 2/3/all remaining dull totems become hex totems and are revealed to the survivors, these totems are not revealed to the killer. The exit gates can not be opened as long as a totem is still standing. Totems will pop by themselves after twenty seconds per totem passes. (just to prevent the killer camping one)
The show must go onI thought it would be a nice way to deal with gen-rush and give the survivors a reason other then NOED to cleanse the dull totems.
I like your idea here- I could see this being an excellent way to improve the endgame.
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This one is a perk from my fan made killer, I haven't released the killer yet but I can let out one of her perks.
Hex: Play With Fire
Decrease the healing speed of survivors by 50/75/100%. The Hex effects persist as long as the related Hex Totem is standing.
Shhh...
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Killer perk
Failure is not an optip :
A deep bond with the entity has enabled a couple of rules to be broken
Each time a skill check is failed gain a token
For each token you have your terror radius is reduced by 5%/10%/15% up to a maximum of 45%
You may also use one token to suppress your red stain for 10/20/30 seconds
Survivor perk
Everyone makes mistakes :
A deep empathy for your fellow survivors imbues them with great confidence
When failing a skill check grant a 10/20/40% chance for no pentaly to be applied IF you and another survivor are within 4/8/16m
For each skill check you fail gain a token to every perk that uses tokens
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Time for me to copy and paste what I said in another thread XD
HARD WORK YIELDS SUCCESS-
You are stressed working alone, but also stressed to catch up to others. When you are working on a Generator with one or more survivors, press the ACTIVE ability, which all Survivors will get rapid and constant waves of Skill Checks, which Good Skill Checks are decreased by 30/25/10%, and Great Skill Checks are increased by 15/25/35%. If the terror radius begins to play, the Skill Check waves will immediately stop for all survivors. This perk has a limit of 5 uses and cannot be used within the killer's terror radius. If a survivor attempts to leave during the wave, all survivors on the generator will be met with a moderately difficult skillcheck before the wave will prematurely stop.
“Congratulations in Gen Rushing and missing ALL the Skill Checks!”
INTERVENING SOUL:
Your close observance of Killers and the Entity allows you to interfere with the trials. As long as you are injured, you can:
- See killer scratch marks, red colored and lasts for 6 seconds.
-If the end game collapse timer is finished, you will be immune to the Entity's power for 10/20/30 more seconds.
-Interact with the entity whenever it is present in physical form (excluding hook sacrifice) by succeeding three difficult Skillchecks to disable all Entity related killer perks for 2/3/5 minutes. However, failing any Skillcheck will result with a noise notification and revealing your aura, along with a 15% action speed penalty until you have succeeded 5 skillchecks in any way. Gain a boldness bonus bloodpoint amount for each successful elimination of the Entity. This perk action has a 5 minute cooldown.
“So… How’s Life?”
TRUE ALTRUISM:
You truly wish to save your fellow survivors from gruesome death, but the Entity's hate for you is much stronger. After being unhooked one time, your will becomes strengthened. Whenever you rescue hooked survivors on the 2nd phase of the sacrificial process, and they are healed in any way (mending, selfheal, etc) within 120 seconds and you gain the safe unhook notification, the next time the survivor is hooked, they will instead be in the beginning phase of the second phase instead of instant death. However, when you are hooked, your sacrificial progress is 20/15/10% faster. This can be applied to each survivor one time per trial. If more than one survivor has this perk, whoever activates it first gains the benefits, and the other survivors instead gains a 20% boost in altruistic actions until the survivor who activated the perk escapes or dies. Increase the efficiency of all altruistic perks by 5% as long as all survivors are alive or escaped. Gain an altruistic bloodpoint bonus for each unhooking
“Always stick together, never be truly alone, for you will live by daylight.”
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Survivor Perk:
Elevated Voice
When preforming the healing action the perk activates. Both yours and the other survivor's auras are seen by your other teammates from a 24 meter range.
"Hurry up and help me so we can get this done faster!"~Unknown
Killer Perk:
Entity's Pets
When disturbing the crows 3 times the perk activates. When the crows get disturbed for the 3rd time, they follow the survivor for 5/10/15 secs giving the survivors aura during that time in 5 second intervals. Crow bombs don't count.
"They are evolving..."~Unknown
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Survivor - Clumsy Escape
While being carried by the killer perform a difficult skillcheck within proximity of a pallet to pull it down and stun the killer. Can only be activated once after receiving 3 protection hits.
Killer - Deadly Repercussions
If a survivor escapes your grasp as a result of you being stunned all survivors within 24 meters become exposed for 60 seconds. This perk is not activated through flashlight blinds or breaking from the killers grasp through struggling. Cooldown of 180 seconds.
Alternatively for a killer perk that doesn't punish altruism
Killer - Quiet Sweep
Gain a token for each survivor working on a generator. For each token your terror radius is reduced by 6 meters up to 18 meters. When a survivor stops working on a generator lose a token after 12 seconds. Potential addition for 24m tr killers - This perk sets your max Terror Radius to 32.
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I can't think of a killer perk now, sorry :c
Insanely Idiotic:
If you try to unhook a survivor when the killer is 4 meters away, and get grabbed, you gain a token. up to a maximum of 1/2/3 tokens. each token gives you a post game bloodpoint bonus of 0 bloodpoints.
"Mr. Madison, what you just said, has got to be one of the most insanely idiotic things I have ever heard in my life. Not once in your incomprehensible ramblings was anything that was even remotely close to a rational thought. Everyone in this room, is now dumber having listen to it. I award you no points, and may god have mercy on your soul."
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Can I post a lot here?
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Juggernaut (Killer)
Press a key to dash a short distance forward, breaking through any pallets in your way without slowing you down. Juggernaut has a 120 second cooldown that's reduced by 5 / 10 / 15 seconds each time you get stunned while its on cooldown.
Shaky Handed (Survivor)
Increased chance to trigger skill-checks at the cost of the skill-checks being reduced in size.
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Killer:
Poachers Scent;
Your lust for the blood of your victims overwhelms you, whenever a generator is completed all survivors will suffer from the haemorrhage status for 10/20/30 regardless of their health conditions.
(This is a perk idea I had for awhile and it's very similar to one of Freddy's new addon)
Survivor:
Strive for Survival;
You remain calm in distressing situations, when you drop a pallet in a chase you receive a 150% speed boost for 3 seconds, you will become exhausted for 60/50/40 seconds.
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Killer: Tunnel Vision
A darkness envelops you wherever you go. Survivors within your terror radius suffer from a vignette effect, which worsens the longer they stay in it. This can obscure up to 15%/25%/33% of the survivor's FOV.
Survivor: Desperate Grab
While on the killer's shoulders, you can pull down palettes close to you, stunning the killer for 2/3/4 seconds. This can be done once per match. Increases your chance of becoming the obsession.
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So a weak DS with no timer, no prerequisites other than a pallet along the route, which i can only see being used along with DS
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Survivor Perk: Long Gone
After getting unhooked, the notification which the killer gets, is delayed by 4/5/6 seconds.
Not my idea
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Killer perk:
- you gain a stack when hooking a surviver up to a maximum of 3/4/5
- hooking a surviver 2x in a row will remove the stacks
- for every stack you gain 5% ability charge/channel/cooldown speed depending on what killer you play (up to a max of 15/20/25%)
- trapper and hag: trap setting
- wraith: cloak and uncloaking
- hillybilly and canibal: chainsaw charge
- nurse: fatigue
- shape and ghostfase: stalk speed
- doctor and pig: switch speed
- clowns: refill
- nightmare: teleport channeling
- spirit and legion: cooldown
- huntress and plague: charge time
Surviver perk: hex: bounded
- you as a surviver are bound to a hex totem (blue fire) (can be comebined with a killer hex totem (green fire))
- while it is active your recover from Exhaustion , Hemorrhage , Mangled, Hindered and Blindness Status Effects 25/19/12% slower.
- when you break it you gain a gains 50/75/100 % Bloodpoints.
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Killer Perk
Timeloop
For each 10 seconds within a radius of 24 meter of the same pallet during a chase the repair speed reduces by 15%, the generator regression increase by 2% and a random generator gets blocked by the entity. If the killer leaves the area or the chase ends, every regression, blocks and decreased repair speed gets reseted
Survivor Perk
Time travel
After the first hook the perk activates. The survivor suffers from a 20% repair penalty and get the broken status for the end of the trial. Therefore the sacrifice process gets reseted and the killer aura is viewable for 15 seconds after an hook.
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Killer perk
Hex: [Can't think of a creative name]
A Hex that disables one random perk on 2/3/4 of the survivors. Every 60 seconds a new perk is disabled and the previously disabled perk is enabled once again. The Hex effects persist as long as the related Hex Totem is standing.
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Hex: [GOOD WORD] you
When cleansed #########/BHVR staff/Everyone. Yes this kills the Killer too.
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Perk: You'll never take me alive
When the killer has you on his shoulders you stab him with a pair of scissors which adds 50% to the struggle time
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bro combine this with iron grasp agitation and mad grit and you'll be set
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Aftermath
All survivors within 24 meters of a completed generator will suffer from the Exposed status effect for 15/20/25 seconds and their locations will be revealed.
The Trials We Face
After remaining Injured for 90/75/60 seconds, gain a token. Each token will give you a 4% haste effect. If you gain a token, you must leave and enter the Injured state again in order to gain another one.
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HIDE N' SEEK: you seek to punish cowards- when damaging a generator, any survivor lingering within 4/8/12 metres of it will scream revealing their location.
-found you!
CLUTCH: you always seem to make it out at the last second- your vaulting speed is increased by 11/14/17%. After you vault a vaulting location this perks second affect activates for 0/1/2 seconds, if the killers hits the location trying to attack you in that space if time they are stunned.
-did you see that #########!
Percents times and metres are a little wonky
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Lol flagged out a word a curse word
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Death Blossum:
When a survivor is hooked, the ground within 16 meters of them is covered in painful thorns, preventing them from activating perks while standing in them.
Survivors can interact with the thorns to remove some of the thorns near them (around 4 to 8 meters)
Has a cooldown of 80/70/60 seconds
Determination:
When a generator is completed, gain a 5%/6%/7% speed boost to movement and progression based action speeds until you touch a generator or enter a chase.
Does not activate when the final generator is completed
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Killer: Disguise of lies
(this is a perk that helps legion and the pig, because they are the most human)
When a you knock down a survivor, you will act and take off the mask or mask and hood, you will also move like one as well [lasts until the knocked survivor is hooked or healed]
Survivor: Wind walker
When you are in the terror radius, you gain a 12% increased movement speed, but your location is revealed for until out of the terror radius.
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when knocked, the other survivors wont know, like see it or hear it
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