3x new Killer perks [Idea]
Sudden Death
- Every 180s random Survivor will get Exposed Status Effect for 20s / 30s / 40s and will be showed to Killer for 3s.
- After Exposed Effect will be gone, Cooldown will start running again.
Mind Games
- Auras of hooked Survivors are showed on different hook then they rly are. "Fake hook aura" will take place on nearest 2nd / 3rd / 4th hook from real one.
Give and Take
- When a Survivor rescues another from a Hook at least 48/40/32 metres away from you, "Give and Take" effects will be triggered for 40s.
- Survivors that are not Injured (full health) in your Terror Radius have Exposed Status Effect.
- Survivors that are Injured (not fully health) in your Terror Radius have Endurance Status Effect (can take one more hit).
Comments
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1) make it to "wishlist
2) first perk is way above power curve. And it's not fair. So it is not fair, nor is it balanced. There is no counterplay and it's just randomly do double damage?
Second is useless, blindness (third seal) is more useful, it completely hides survivor aura and hook
third is alternative make your choice, right? but what problem does it solve? It only creates one: if survivor is injured - you camp, if not - you one hit kill him. That is, it will encourage camping on injured survivors and give one hit kill (unfair one at that) on fully healthy survivors
3) I suggest you to play survivor and think about "counterplay". Survivor should be able to counter all perks IF they are prepared for it with their own set of perks. Bonus points if they can counter it without perks.and this comes from Killer main. Survivor perks should counter killer perks. It's good design. The problem is that one perk can counter all other perks, which is not how it's supposed to work
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The first one sounds a little too random for my liking. It seems like most of the time you'd be occupied with someone else already and probably miss the aura of the survivor who's exposed. Beyond that, I can also see it being infuriating for the game to randomly switch it to you mid-chase just before you take a hit. Maybe if there was something directing it towards a certain person, making it a little more reliable and controllable. That way it won't feel like luck is making your perk work/not work, but rather your actions or the actions of the survivors.
The second one is fantastic. I can see that being really interesting and making rescues take longer.
The third, I'm not sure how I feel about it. On the one hand, it rewards you for leaving the hook. On the other hand, it punishes you for leaving the hook if you've already hit someone. To a lesser extent, I also feel like this is a little too close to Make Your Choice, which already exposes the rescuing survivor, and it much more consistent.
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This time you went too far i think.
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Thanks for feedback all

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What about:
Icy Touch:
The killer can block the exit gate switches for 20/40/60 seconds once the exit gates are energized. Only one exit gate can be blocked at a time.Sound of Silence:
Your senses are sharpened. Outside of a hunt you concentrate completely on the surrounding silence. You can clearly hear the movements of the Survivor even when they are crouching / walking and slowly climbing over windows / pallets and slowly entering and leaving the lockers. You will also be visually informed about climbing actions and locker actions. Sound of Silence becomes active after 15/10/5 seconds after a (failed) chase and has a range of 6/12/18 meters. It ends when starting a new chase or after 30 seconds without a surv got found. Screaming Survivors on a Sacrificial Hook disturb your concentration, so the ability will only work 30/30/30 seconds after a survivor got hooked and only outside a 30 meter radius to the hook. Get 50% more bloodpoints in the Hunt / Chase category.Cold Hands:
Survivors within your terror radius get cold hands the closer you get to them. These make the work the survivors are currently doing inefficient. All actions taken are slowed by 20-40% / 20-60% / 20-80% the closer you get to the survivors. Skillchecks (if provided during the action) will also be more frequent in percentage, and the difficulty level of the skill check will also increase as the killer get closer to the working survivor.(We thought about an Ice-element Killer in a german Facebook Group. That Ideas were mine. They are just translated with google :chuffed: )
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The first ones numbers are way to high and would need a "only happens to survivors if 30 meters away or further"
Mind games sounds like a wasted perk slot tbh compared to other more viable.
I like the 3rd kind of..... like someone above said it's like a tweaked make ur choice because "any survivor in your terror radius" means anyone u happen to come across or have been led to by scummy survivors. I like the second part the "take" injured survivors get an endurance hit. (It would help encourage people not to tunnel) The "give" would have to balance that tho like no terror radius for however many seconds or a slight speed boost for x amount of time.....idk
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