How I would make some Killer Perks less bad
Here is my way of improving some bad killer perks. I am a fan of Obsession Perks that really put Survivors in danger when using DS or OoO for example (how it used to be).
Please tell me, what you think about it.
Dying Light: I like the idea of DL being a late game perk, but the benefits the obsession gets are way too much. I would reduce the buffs for the obsession to 15% faster altruistic actions (or remove it completely) and cancel the immunity for the debuff.
Remember Me: Change the trigger to "all gens are done" (same as Rancor), so it does not become a problem when the killer finds the Hatch first. Restore the old 5s per token to a max of 4/5/6 tokens or grant the ability to see the Aura of the Obsession for 5s when all gens are done. This would give the perk the old abilities, endanger the use of obsession perks and give the killer the possibility to find the obsession in the end.
Mindbreaker: Buff the duration to 6/8/10s. That should have the effect it is supposed to have.
Cruel Limits: Change the area from 24m to 32m around the Gen or bind it to the Killer's TR. This means, that for 20/25/30s all vaults are closed as long as they are in the killers TR.
Tinkerer: Give the cue at 75% instead of 85%.This way even slower killers might make it in time. Alternatively give the killer 2/3/4% speed bonus, which makes it more usable during chase.
Rancor: Show the obsession as Aura, all others' positions with a bubble as before.
Unnerving Presence: I noticed that this perk affects mostly newer players, but not experienced ones. So I would suggest that Great Skillcheck success zones are also reduced by 40/50/60%. Also affects Snap Out Of It, Seal Portal, Jigsaw Boxes, Autodidact, DS, BNP etc. skill checks.
Monstrous Shrine: Affects ALL hooks. No self-unhook attempts on Basement hooks. Reduced chance to self unkook (from 4 to 2%), higher penalty for failed attempts (2 max), and 9/12/15% quicker Entity progression.
Iron Maiden: You SEARCH Lockers 30/40/50% faster. Because that would include the Huntress' reload time. Else it would only affect the opening.
Comments
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Dying Light - Just cancel the obsession's immunity to the debuff, and we're ok.
Remember Me - I agree with it, except the few seconds of you being able to see obsession.
Mindbreaker - Yep.
Cruel Limits - Binding it to killers' tr will give it the most usefulness. Still based on rng, but still useful.
Tinkerer - I do indeed agree with zis.
Rancor - Perhaps, dunno what to think about this.
Unnerving Presence - Actually, I think this should remove Great skill zones altogether. This helps veteran players more than it harms.
Monstrous Shrine - Kind of... Eh, to it. Maybe make the basement hooks have much stronger effects while the normal hooks are granted lesser buffs.
Iron Maiden - ... Are you idiotic? It already does this. You already search them faster- it's even- did you literally- did you never even USE IT?! I'm dumbfounded by the display of idiocy you just shoved into my face... You somehow even got the huntress grabbing hatchet quicker correctly as THAT'S EXACTLY WHAT THE ######### PERK DOES!! YOU LOOK THROUGH LOCKERS QUICKER! I'm sorry by me losing composure and unleash hell on you, but that was... Well, ridiculous.
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Unnerving Presence
: I noticed that this perk affects mostly newer players, but not experienced ones. So I would suggest that Great Skillcheck success zones are also reduced by 40/50/60%. Also affects Snap Out Of It, Seal Portal, Jigsaw Boxes, Autodidact, DS, BNP etc. skill checks.It's a great idea to shrink great skill check zones. I find that UP just forces me to go for greats, kinda like ruin, except I get still get rewarded for them. I will say you shouldn't include Seal Portal in that list because if your skill check radius shrinks, you know you're in the killer's TR, which negates the point of the Oblivious status effect.
Iron Maiden - ... Are you idiotic? It already does this. You already search them faster- it's even- did you literally- did you never even USE IT?! I'm dumbfounded by the display of idiocy you just shoved into my face... You somehow even got the huntress grabbing hatchet quicker correctly as THAT'S EXACTLY WHAT THE [BAD WORD] PERK DOES!! YOU LOOK THROUGH LOCKERS QUICKER! I'm sorry by me losing composure and unleash hell on you, but that was... Well, ridiculous.
This reads like a copypasta lmao
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@Maxomega OK, Seal Portal is dumb, you are right. Sorry for that. I had this idea around 3 am so, I think I was a bit tired.
@Toxicboii No offense taken. I was a bit tired when I thought of this at 3 am. I use it on Huntress, but I don't play her much. The description says that you open lockers faster, but that it has nearly no effect on the reloading time per se. At least that's what I found in a video some time ago.
So I thought, that it would be better if the time between locker opens and locker closes is 30/40/50% shorter. This would also include grabs out of the locker and should be enough time to drop a survivor that has DS. This way it could counter the counter.
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Dying light was fine as it was before. It fitted Myers kit really well. Now every single of his perks promote going for anyone but obsession.
Why calling it obsession when you don't want to chase them? In theory, in film Laurie was the last one but it wasn't because Myers intentionally avoided her.
It doesn't even really do much. You go for everyone but obsession and it affects everyone but obsession. So it really affects at most 2 people because 3rd one is on the hook. Not so great design overall. Or they should just remove obsessions immunity, i would be fine with fast heals then.
I agree with all other suggestions but rancor. Killer is supposed to look for obsession, obsession is supposed to avoid killer as much as possibile at the end. Imo this perk is fine.
Unnerving presence should affects greats, i agree. I don't know if it wouldnt be op with lullaby and boxes addons if it and lullaby affected other things (especially against r15, arround who devs are balancing the game, sadly).
Monstrous should do ANYTHING. Now it does literally nothing. 3 attempts with or without it.
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Sorry for double post.
I would also add unrelenting to the list. Lets be honest, it is super crap. I propose similiar change sloppy had: on all tiers slightly increase lunge.
And i really mean slightly, not some kind of broken ammount. Myers has slightly reduced and increased lunges in different tiers and its big different so it should be smaller than this - barerly increase lunge.
Perk would encourage risky lunges as it would increase lunge itself and slightly reduce cooldown on miss. It would actually have purpose again.
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@HazeHound Old DL was hit or miss. If you had an Obsession who was not good at looping you did great, but against a looping king this perk was useless. And back then it was mostly the good players with DS or OoO. And often enough it result in you Bein tunnel-mori'd even if you did not have DS and were just the poor guy RNG chose.
I had some games where I really was unlucky and died after 2min into the game (I was not so good at looping back then). All I could do was to watch my mates struggle 3v1 against DL with 4 gens to go.
You are right that DL should be dangerous for the obsession but I can understand that the Devs did not like the oppressive nature of that perk.
Your idea for unrelenting seems good. I had a similar idea, but for a new perk.
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Lets be honest, dl wasn't even good. If you tunnel hard, good survivors genrush. And you can't mori every single game. Obsession also sees that its Dying Light, just play safe.
When i think about it i think Cruel limits is kinda useless aswell. Blocking windows for 30 seconds arround large area seems good... but as killer you don't want to go near repaired gens in 99% of cases. If its last survivor not slugged, completing a gen is bad idea anyway because it reveals location. No real purpose.
I think it should remove 1/2/3 loops closest to the completed generator. Windows blocked for ever and not thrown pallets destroyed. If there is nothing in the radius it can destroy thrown pallets then. 15m radius so its not big area. Or it could be 2 loops in 10/15/20m radius so it doesn't remove every single window.
Its still bad idea to go there as killer but at least loops are closed now if you really want to follow survivor there for some reason. And i think it is fair since survivors have pallet reset. Since its on gens completed it would not work on last 2 gens blocked by The Entity of course.
Edit: I just noticed Iron maiden makes grab survivor out of locker faster, funny :D. I like this.
If you like that unrelenting idea or any idea really feel free to put them in first post, maybe devs will see this crap.
Edit2: I thing that remember me should still have effect when gates are powered not by doing gens, but your idea is great, it solves the problem remember me have now, new one beeing useless and old one beeing op when triggered by hatch. I would love to see it this way: up to 4/5/6 stacks, 5 or 1 second per stack, depending how gates were powered.
Post edited by HazeHound on0