Dusting Off Perks: Part IV
Dusting Off Perks
This thread series is about taking a perk from both roles, and making them more viable in more situations.
Dusting Off Perks: I
Overcharge
You are fuelled by your hate for progress. Overcharge a generator after performing the Damage Generator action. The next survivor interacting with an Overcharged generator will face a skill check with the following effects:
- Good Skill Checks result in 5% regression on the Generator.
- Great Skill Checks grant 0% bonus progression on the Generator.
Survivors must repair the generator for 3/4/5 seconds to stop regression.
Explaining The New "Overcharge"
Basically, when you regress a generator, the next survivor receives a Ruin Skill Check, and they have to repair the generator for 3/4/5 seconds to stop regression. This prevents gen-tapping because they receive a Skill Check, and they can't stop regression immediately.
Also, since survivors have to repair the generator while it's regressing, it's like they have a repair speed penalty of approximately 25% until they stop it. Overall, this perk is a lot more friendly to newer players while keeping its strength against experienced players! :)
Dance With Me
When performing a fast vault or leaving a locker in a sprint, you leave no scratch marks for 5/7/10 seconds. Dance With Me has a cool-down of 30 seconds.
Explaining The New "Dance With Me"
Basically, a longer duration of no scratch marks with a shorter cool-down. I hardly see a survivor lose a killer in the heat of a chase, so having perk to give survivors more options should be fair in my opinion! :)
Dusting Off Perks: II
Insidious
Unlocks the stealth ability. When a survivor looks in your direction within a 24 range to you, receive a noise notification at their location, and you will gain the Undetectable Status Effect for 12 seconds.
Insidious has a cool-down of 100/80/60 seconds after activation.
Explaining The New "Insidious"
Basically, a shorter range Whispers, but it shows you where the survivors' location while making you stealthy. This helps you sneak up on nearby survivors, and potentially get hits/grabs on them! Why pick Whispers over Insidious? It's quite simple, Insidious has a cool-down while Whispers don't, and survivors can look at you to prematurely activate your perk!
Poised
Achieving goals boosts your confidence. You can determine the repair progress of all generators by their aura intensity within a maximum range of 128 meters to you. After you complete a generator, your scratch marks, and grunts of pain are hidden for 10/15/20 seconds.
Explaining The New "Poised"
Basically, it helps you make the most out of your time by telling you what generators are almost completed. Sure, it looks really strong on paper, but you don't get the strong secondary effect until YOU complete a generator, not a teammate. Therefore, you have to finish repairing a generator to get the full benefit of the perk!
Dusting Off Perks: III
Hex: Ruin
You have a supernatural connection that affects the survivors' ability to repair generators. Ruin affects all survivors at the start of the Trial, and causes following penalties towards repair skill checks:
- Good Skill Checks result in 3%/4%/5% regression on the Generator.
- Great Skill Checks grant 0% bonus progression on the Generator.
Once a survivor is hooked, this perk is deactivated for the remainder of the Trial.
Explaining The New "Hex: Ruin"
Basically, it's not a Hex anymore, and it lasts forever until you hook someone. This gives the killer more time to get their first hook without worrying about generators, but they lose the benefit of the previous version potentially lasting longer than their first hook. This may seem like a killer nerf, but I see this as a healthy change to the game since secondary objectives will be coming soon. Ruin and NOED will need to be changed because they will be overkill if the survivors have to put up with 2 slow down perks, and a secondary objective.
Left Behind
You will finish the job... regardless of the cost! When you're the last survivor in the Trial:
- You will leave no scratch marks.
- The Exit Gate's progress lights are hidden to the killer's point of view when the killer is further than 12 meters from the Exit Gates.
Explaining The New "Left Behind"
If you're always getting bad Exit Gate positions, then this perk is for you. Basically, it gives the survivor more freedom if the killer stands at a view point, or doesn't properly check the Exit Gates. It sounds extremely strong, and even more strong when the Exit Gates are actually spaced apart. However, the survivor basically handicapped themselves by a perk, and even then, it's not guaranteed a escape for the survivor.
Dusting Off Perks: IV
Play With Your Food
You become Obsessed with a survivor. Any damage that would otherwise put your Obsession into the dying state will instead cause Deep Wounds. The Obsession can only be mended by other survivors, and they will have 30/25/20 seconds to mend. Everytime you inflict Deep Wounds from this perk, it takes them an additional 4 seconds to mend up to a maximum of 16 seconds.
The killer can only be Obsessed with one survivor at a time.
Explaining The New "Play With Your Food"
This perk basically gives you the ability to stall the Obsession, and a different survivor for long durations of time. However, the disadvantage here is that, the Obsession is always going to have 3 health states, so you're trading lethality for stall power.
Slippery Meat
You have developed an efficient way to escape your predator. After being in a chase for 120/105/90 seconds without taking damage from the killer, this perk activates. When you're on your sacrifice hook, upon getting hooked, instead the hook breaks, and you stun the killer for 3 seconds.
Explaining The New "Slippery Meat"
I don't like the idea of certain perks only being useful when you're facing that specific killer. Therefore, I reworked Slippery Meat to give skilled chasers a high risk and high reward playstyle. Many killers should be able to get at least a hit in within 90 seconds of the chase, and if they can't, the survivor should be rewarded for their skill. Even if the survivor activates the perk, it can be avoided if the survivor isn't going to be sacrificed upon being hooked, and isn't saved before they are sacrificed. Yes, this does encourage camping to avoid this perk, but the conditions makes it really difficult to obtain such a powerful perk, and you can't even tell who's running it.
Feedback is always appreciated!
Comments
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I’d be fine with both of these changes
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Here's mine:
Killer: Hangman's Trick:
Unhooked Survivors suffer from the hindered status effect for 10/20/30 seconds after the unhook. Survivors, if healthy, will become injured after sabotaging a hook. Normal effects still apply.
Survivor: Left Behind:
As soon as you are the last Survivor, gain the following effects:
Perk tier 1: No scratch marks, no blood, and open Exit Gates 20% faster.
Tier 2: Same as above, plus grunts of pain are reduced by 50%.
Tier 3: Same as tier 2, plus all rushed actions are muted, and you gain a permanent 5% haste status effect.
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Your changes are good, however.
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10 sec DWM duration... itd make me so happy
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They likely wouldn't ever do that hangman's buff because they don't want to implement perks that encourage tunneling. They already made that mistake once with dying light.
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No scratch marks for 10 seconds every (basically) 20 seconds... am i the only one that think that's a tad too good? (when poised also leaves no scratch marks for the same duration with more strict requirement)
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Wait, does Kindred still show the killer's aura to other survivors?
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Oh, I get where you're coming from, so I buffed Poised to compete against Dance With Me! I don't have a problem with buffing stealth perks because survivors don't have a lot of options of stealth currently! :)
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I know! Just the 10 second no scratch marks looked really strong to me even if you wanted to buff the stealth options.
And that's an interesting way to change Poised. Although i would give it to Detective's Hunch (and i know the name wouldn't make sense anymore) and change the secondary effect somehow.
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Here's mine:
Vigil
You look over your friends even in dire situations.
You and your Allies within 8 metres of range recover from Hemorrhage , Mangled , Hindered and Blindness Status Effects 50/60/70 % faster and recover fromExhaustion Status Effects 30 % faster.
Once out of range, this effect persists for 15 seconds.
"I'm gonna be here when you wake up. You're gonna make it." — Quentin Smith
Explaning the new Vigil
If I'm not wrong,this perk used the "recover from ... faster" words which means it might working same as the old version of Enduring perk ( (base duration/(base recovery rate + perk buff) ) ).
For example : Pallet stuns duration with (old) Enduring Tier 3 = 2/(1 + 0.75) = 1.14 sec
So that's means...
From all possible duration caused by perks & add-ons
Status effects duration without Vigil -> with (current) Vigil Tier 3
120 sec -> 100 sec
60 sec -> 50 sec
50 sec -> 41.67 sec
40 sec -> 33.33 sec
30 sec -> 25 sec
15 sec -> 12.5 sec
...we can see that even we try to used it for recover from other status-effects faster than try to recover from Exhuastion faster, these number still not worth enough to waste 1 perk slot.
So with my buff idea, the total duration time is...
Status effects duration (except Exhuastion) without Vigil -> with (new) Vigil Tier 3
120 sec -> 70.59 sec
60 sec -> 35.29 sec
50 sec -> 29.41 sec
40 sec -> 23.53 sec
30 sec -> 17.65 sec
15 sec -> 8.82 sec
Exhuastion duration without Vigil -> with (new) Vigil Tier 3
120 sec -> 92.3 sec
60 sec -> 46.15 sec
50 sec -> 38.46 sec
40 sec -> 30.76 sec
30 sec -> 23.08 sec
The number of percentage maybe too high but it still can't counter Exposed , Broken and some status effects that required to fully heal to return to normal.
...and the reason why I cap the Exhuastion recover rate at 30 % is the current recover rate is too low while I don't want to make Vigil recovers from Exhuastion too fast because Exhuastion mechanic is design for make survivor almost impossible to used Exhuastion-perks more than 1 time while in chase,So it still needs a buff but not much as other status effects.
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Your overcharge buff would be better suited for a general regression tweak (2 seconds would be enough without the perk). Else it looks like another perk bandaid for killer issues.
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I agree with all of your changes but the overcharge one. Maybe I'm biased because I love overcharge but as @Raptorrotas said, that would be nice for a general regression change.
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Added 2 new perks to my list, what do you think about them? :)
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Hmmm, I'd personally make it so all the survivors have to be hooked once then it turns off but maybe that's too op?
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Not sure if it was you the one who brought up this Left Behind idea before or not. See, this part right here; "it's practically a free escape if the killer stands at a view point", I am strictly against making perks free escapes. No matter how ######### the perk has always been, no matter how it situational it is, no matter how it only works on one Survivor, "I win" perks are bad design and should never return. Perks that "make it slightly more difficult" are much better.
With this in mind, I say the following:
- Only one of those two effects. Definitely not both. The lights being hidden is a good enough effect.
- If you choose the "ranged invisibility", it needs to come with a heavy downside (either before or after the effect is triggered).
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I mean yeah, if you're going to do nothing then you should get punished for being lazy in my opinion. I can list some counters for the killer so it isn't a free escape:
- Walk within 12 meters of the Exit Gates to see if it has progress.
- Camp the hatch for 15 seconds, then close it (just watch out for the survivor jumping into the hatch when you're not paying attention). This causes the perk to time out, and the survivor will be down a perk slot.
I am willing to add some more conditions if we can keep both effects.
Edit: Added a condition that easily counterable! :)
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I changed Left Behind, and added more perks to my list! :)
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With Play With Your Food, couldn't they just keep doing gens while that person is hit with deep wounds, essentially giving them more time to do gens because that survivor not only was originally going to be put in dying state, but they also aren't going to be put in dying state for a while? I mean, they were already hit twice, might as well just treat them as in the dying state and do gens. Even the one hit with it could still do gens until they go down.
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Poised is already decent and repair progress determination would be better as a part of Deja Vu
Besides that, you have a few interesting suggestions (especially Slippery Meat). Keep up with high effort posts as it's always nice to read them!
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Imagine:
Ruin, Knockout, Sloppy Butcher, Infectious Fright/Thanataphobia/Coulrophobia/A Nurses Calling. Never hook anyone so you get a permanent Ruin, survivors will have a hard time finding downed survivors, when they get to the survivor it will be harder to heal them, and finally a bonus perk for finding more survivors after downing one/slowing down healing/everything speed/catching survivors healing downed survivors. This will not be fun to face.
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They won't earn a lot points from that, and that strategy is really unreliable. 😕
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You can say the same thing about Camping, but this is more viable to kill all survivors then Camping. Some people just want to see the game say that they won, no matter what they did to get that result. This idea for Ruin should be changed to when you down someone, that way it has the same intended results without the drawback of making slugging more viable.
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