"The Teacher" Perks Ideas
There's plenty of perk names in the game files that have been unused. These include "Tough Runner", "Last Standing", "Artefact Hunter" (will rename to "Artifact Hunter", but its Artefact in the files), "Underperform" (The only one with an icon.), "In The Dark", and "Overconfidence".
So here's a couple of ideas for how these unused perks can be used.
Tough Runner: Survivor Perk
After cleansing a totem, gain a 7% increase in movement speed for 70/80/90 seconds.
Last Standing: Survivor Perk
While injured, a window or pallet vault that connects with the killer will stun them. This causes the Exhaustion status for 80/70/60 seconds.
Artifact Hunter: Survivor Perk
After looting a chest, you will be healed one health state in 30/25/20 seconds.
Underperform: Killer Perk
The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.
Hex: In The Dark: Killer Perk
A trapped Hex totem. The survivor who breaks this totem will suffer from the Blindness effect for rest of the match. Anyone rescued or healed by this survivor will also suffer the Blindness status. (An old idea for Hex: The Third Seal, but cool enough for a perk I guess.)
Overconfidence: Killer Perk
Survivors doing generators will suffer from the Oblivious status effect.
Comments
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The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.
What the *****.
Never get into a career for game design. Please.
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Gens take 80 seconds to complete. This perk punishes you for "Underperforming"
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It is way too OP, surely you can see that? It's like having a free Ebony Mori every match.
The blindness perk is also ridiculous to be honest.
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Nothing in particular stood out to me about the others so far, but I think that In The Dark is way too strong. Blindness is actually quite a powerful effect. The perk should have a time limit, and maybe should apply to all survivors like Haunted Ground but shouldn't be transferable as that heavily discourages altruism and encourages toxicity between the survivors.
Similarly, while Underperform is interesting at a conceptual level, it strongly encourages genrushing to mitigate its effects which I think we can all agree is a bad idea.
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You can get 2 generators done in the almost 2 minutes it takes to start. Not counting chase time, time looking for survivors when it starts, stuff like that.
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As for In The Dark, sure if its combo'd with Ruin is can be deadly, so maybe if you run it you can't have any other hexes. Or maybe not make it transferable. I'm just playing around with ideas here.
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It doesn't matter how fast generators can be done.
There are things you shouldn't be able to do in this game and one of them is killing survivors for free willynilly.
And as Filbjean has rightly pointed out something as badly-designed as this would only just encourage even more genrushing.
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Doesn't Devour Hope and Rancor allow you to kill a survivor for free? And the existence of the Ebony mori? Even if it encourages genrushing, people who run it would be confident in their own pressure enough for it to not happen.
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Come on, you can do better than that. There is a huge difference between a down and dead. And three downs, 2 hooks and dead.
This is in some ways even stronger than an Ebony Mori.
It's not Ruin that makes it deadly. It doesn't have any synergy with Ruin other than hiding which one is the obvious totem.
Removing Aura Reading is ridiculously powerful. Not sure you understand how necessary aura reading is in this game and how it feels like you lost an arm and a leg if you don't have it. Especially as a solo survivor.
Imagine playing as killer and you couldn't see hooks and gen auras. Let that sink in for a moment.
Imagine a Survivor perk that let them trap a window so when you vault it you lose all your aura reading powers for the entire game.
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Yes but Devour Hope and Rancor have set conditions.
Devour Hope Requires you to hook survivors.
Rancor requires you to sit back and let all the survivors escape except the obsession.
Moris exist but are hard to find in bloodwebs at times. But still you need to hook them at least once then you can kill them.
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Myers explained the difference between those perks and yours. As well as Ebony Mori.
And there is no way that a perk like this wouldn't be abused by people to get easy games and steal victory from defeat -- sort of like how NoEd works today.
And actually re-reading what you said I'm not sure if what you're saying is, "People who run Underperform would be good players and can pressure anyway even without the perk, while bad players would never use it" or "People who run Underperform would have so much map pressure without having to do diddly squat that genrushing would never happen because everyone would be too scared to do gens on pain of instant death."
And I can assure you, either of those two is false.
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But I do agree with The Hex totem one where if the hex is broken it applies a blindness effect to all survivors impacted.
But, in return it should have an option to disable the perk like any other hex.
So this Dark Trapped totem once broken will give all Survivors impacted by the survivor who broke it gets an infinite blindness status effect, but once all totems on the map are broken the perk then disables. (will not impact sound notifications - Just aura reading)
This will give more pressure on survivors. And could make all totems a priority (Like a second objective.)
But the other perks need alooooot of work in my opinion.
EDIT: to show that the perk has been activated, all totems when the trapped totem is broken will all become lit.
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That version of the perk sounds better. It is strong, but at least it can be disabled.
I would let everyone else be blinded for a duration only, only the actual totem disabler gets blinded until all other totems are broken.
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Your Killer perks need to have something to differentiate them between tiers.
Also, Overconfidence is just bad design. It basically just turns every Killer into a Stealth Killer
Also also, imagine 3-gen Doc or Swing Chain Freddy using Underperform. That would just be outrageous. Forget that. Imagine Corrupt Intervention + Underperform. That's a major yikes.0 -
My idea is make it a hex. So it's still powerful but can be taken away just as fast. Also if you people still think it's too powerful make it where each gen that gets done the time required to activate increases making it harder to use. I see it being nearly useless though in that state. But I do like the idea for the other perks. Maybe make it where tough runner when hit you get a increased speed duration and make no sounds. Also leaves no scratch marks since it just seems to match the name more. Tough runner meaning tough to track. Idk just an idea.
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If you turn it into a hex it's not so bad. Then it becomes a more powerful version of Devour Hope.
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Uhhh, you do know the "dying" state is just knocked down, right? Not getting mori'd or anything, it's effectively giving the killer t3 Myers if 150 seconds without a gen popping go by. That's actually weak, since it requires you to already have pressure for you to then receive the reward
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You do realise the OP wrote you can kill the survivors also? Which is a Mori without needing a hook..
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Here's the thing though. If the Killer is doing badly and can't get a down, then the perk is useless. No map pressure means Gens get done, which would reset the perk. And if the Killer has a ton of pressure (say two downs/hooks and a Chase) then the perk is still pretty useless because he's already in a great spot and doesn't really need it.
Although I do agree the Mori part should not be a thing. Or reduce it to 1 Mori per game with the Perk.
As for the In the Dark, I feel the only tweak it would need is to remove the Blindness transfer or have some way of curing the Blindness while keeping the transferring part.
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Maybe for In the Dark, it could be like, 2 Survs at tier 1 and all 4 at tier 3, similar to Third Seal. And/or maybe the perk has a timer on it, and each tier increases how long it lasts? Say 60/70/80 seconds(?) For the people it's spread to.
For Underperform, maybe the time required is reduced so like, 150/145/140 or 150/140/130 or something like that. And also change it to only 1 Mori during the match. I don't got many ideas for it.
And for Overconfidence maybe have it where you can only sense the Killer at an extremely reduced range? Which would effectively cut their TR to maybe 16/14/12 meters?
Writer's note: all numbers above are purely for sake of examples. I'm not super deep into the game and the META and what's like, broken, so I'm just throwing random numbers that sound good.
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Ideas could be fun, but the designs are either unbelievably OP or mostly worthless. Would need massive tweaks or straight up reworks.
Tough Runner: Survivor Perk
After cleansing a totem, gain a 7% increase in movement speed for 70/80/90 seconds.
-That is pretty ridiculous, especially because this would mean looping the killer easily for the duration of a gen. Coupled with BL or Lithe it is broken.
Last Standing: Survivor Perk
While injured, a window or pallet vault that connects with the killer will stun them. This causes the Exhaustion status for 80/70/60 seconds.
-Pretty niche, since mostly you're vaulting away from the killers, not towards them. This seems like a Head On with extra steps.
Artifact Hunter: Survivor Perk
After looting a chest, you will be healed one health state in 30/25/20 seconds.
-Could be too strong, but this one seems a lot more reasonable.
Underperform: Killer Perk
The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.
-Way too powerful. Like, ridiculusly powerful. Ending someone's game instantly because you could defend your gens with Ruin and good mobility (not hard with top tier killers) is a terrible balance idea.
Hex: In The Dark: Killer Perk
A trapped Hex totem. The survivor who breaks this totem will suffer from the Blindness effect for rest of the match. Anyone rescued or healed by this survivor will also suffer the Blindness status. (An old idea for Hex: The Third Seal, but cool enough for a perk I guess.)
-I actually like this one a lot, I've always felt we should have hex totems that gave a permanent (yet not too dangerous) debuff when being cleansed. I'd change the second part to giving the healed survivor blindness for like 60 seconds or so only, instead of permanent.
Overconfidence: Killer Perk
Survivors doing generators will suffer from the Oblivious status effect.
-Might not sound like it, but this is broken strong. The only killer that has passive oblivious on himself is Freddy in dream world, but he emits a lullaby to at least let you know he's nearby. This is just any killer being a T1 Myers at 115% with normal lunge and their own power, at the time when survivors are most vulnerable.
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Underperform: Killer Perk
The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete."
Please read the original post properly before trying to engage in discussion.
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Not really. Take this scenario:
If the killer is not doing so well and lets 150 seconds pass without getting a down, perk activates. Then he gets a down.
- Now, without the perk, he is in for a rough time. He just got one down. Then he needs to hook the survivor, then down him again, then hook him again, then down him again, then hook him again to eliminate him. It took him 150 seconds to get a down, so following this it will take him another 300 seconds before the player is eliminated.
- Or, with the perk, the survivor is just dead. So the perk saves the killer 300 seconds.
Your scenario where the perk is useless if the killer is doing bad, and useless if the killer is doing good, is silly.
If the killer is doing so bad he can't even get a down, everything is irrelevant.
If the killer can't get a down, everything is useless. Killer can have Iri Hatchets, Pink Mori, Tombstone, and everything else. But if he can't get a down it's all useless. Let's not discuss an argument like this, please. It adds literally nothing to the table.
If he's doing so well that he kills a survivor before 150 is over, yes, the perk is useless, but in a middling situation it turns a mediocre killer performance into an overwhelming one. Suddenly, one survivor is dead and eliminated in 150 seconds. That is powerful, very powerful. It becomes a perk that safeguards the killer against being bad.
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Underperform should have a bit of a longer limit, maybe 180 seconds (3 minutes). So it truly punishes over altruism and, well, underperforming.
Hex: In The Dark should effect all survivors for 80 seconds or something. Simple as that.
These 2 perks do not require this much discussion, really.
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For Rancor isn’t it the opposite of that?
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Nope, Have to wait until literally everyone gets everything done and then you can kill the obsession.
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Keep in mind these are just fun ideas. Don't get too mad at me / others.
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The perk takes 150 seconds to charge up. When fully charged, the Killer will be able to instantly put the survivor into the Dying State and be able to kill the survivors. The perk's charges are reset when a generator is complete.
I don't think people understand how overpowered this perk is. First off, you understand that they are perks that allows the killer to slow down gens? Secondly, killers such as Legion, Nurse, Hilbilly, Spirit, Freddy, hag and Demogorgon would just make this perk even more worst because they have map pressure. This means perks such as sloppy butcher and Thanatophobia would most likely come to play. On addition to that, ruin would obviously be a perk all killers would always run. Do I need to go on?
If u call this balance then I got no words to say. I don't think people understand what noob suriviours are or understand the value of one survivor can do to determine the outcome of a game.
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I’ve always interpreted the perk as “save the obsession for last” since they get the exposed effect at the END and everybody else’s aura is shown with each gen done. So that you could track and sacrafice the other people whilst the obsession gets the other gens done, and by the time the obsession gets all the gens done everybody is either dead or injured, then you can easily find the obsession, and kill them. But hey its your choice on what to make of Rancor but thats just what I do.
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Survivors perks sound a little too weak and the first killer perk listed sounds wicked op just saying
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Yet I'm sure your someone who complainss about getting moris without using the offerings. You people literally have no issues with Dying Hope or anything but this? Okay then...
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World's worst armchair game designer over here.
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