What if Prestige...
P1 = T1 perk
P2 = T2 perk
P3 = T3 perk with boost
Hag example: Devour Hope as 5th perk bonus = no exposed notification... Or the hex will jump to one new totem when cleansed giving it a second life.
Thoughts?
Comments
-
I very much like the idea of gaining a 5th perk slot when you prestige, and gives people a reason to. I'd like it a bit better if it was available to both killer and survivor though. You have a very similar idea I had, where getting to Prestige I made the 5th perk a Tier I perk regardless of its current tier, and the ability to gain a tier when you prestige more. The 5th perk could initially be locked to one of that character's unique perks, with the option to expand and include generic perks (but never teachable perks).
Perhaps instead of having a boosted T3 perk when you get to Prestige III, each time you reach Level 50, the 5th perk becomes boosted (something like half a tier), so getting to Prestige III, Level 50, grants you a boosted T3 perk.
Alternately, just have the 5th perk be boosted when you reach Prestige III-50. For your Devour Hope example, it could have varying effects, such as require 1 less token to mori survivors, extend the cleanse time by 25%, make the totem blend in better with its surroundings, etc. I think the boosted aspect should just be a slightly enhanced perk, not just an additional tier. I can make several suggestions for boosted perks.
1 -
SURVIVORS (Part 1 of 2)
Dwight
Bond - survivors revealed by Bond can see your aura when within 8 meters
Prove Thyself - range extended to 12 meters
Leader - range extended to 12 metersMeg
Quick and Quiet - all slow actions have no noise
Sprint Burst - speed boost lasts 4 seconds
Adrenaline - speed boost lasts 4 secondsClaudette
Empathy - survivors revealed by Empathy can see your aura when within 8 meters
Botany Knowledge - healing debuffs become 75% effective
Self Care - reduces self heal noise by 25%Jake
Iron Will - dying state grunts of pain reduced by 25%
Calm Spirit - disturbed crows will not caw
Saboteur - reduces sabotage noise by 25%Nea
Balanced Landing - speed boost lasts 4 seconds
Urban Evasion - walking speed increased by 25%
Streetwise - range extended to 12 metersLaurie
Sole Survivor - location not revealed if outside terror radius
Object of Obsession - slows killer movement speed by 2% when revealed
Decisive Strike - 1% wiggle speed increaseAce
Open Handed - range extended 1 additional meter
Up The Ante - 1% luck for all survivors
Ace In The Hole - chest search 10% fasterBill
Left Behind - 2% repair speed for the whole trial
Borrowed Time - survivors put in the dying state gain 10% recover
Unbreakable - reduces dying state noise by 25%Min
Technician - 2% repair speed
Lithe - speed boost lasts 4 seconds
Alert - give 2% speed increase while active (crawling, crouching, walking, and running)David King
We're Gonna Live Forever - healing rescued survivor grants a token
Dead Hard - dash forward lasts a bit longer
No Mither - 10 second bleed out timer when hitQuentin
Wake Up - other survivors can see Exit Gate auras when within 16 meters
Pharmacy - found items have 10% more charges (in-trial only)
Vigil - range extended to 12 metersDavid Tapp
Tenacity - reduces dying grunts by 25%
Detective's Hunch - gain a 5% interaction speed bonus for revealed items for 15 seconds
Stake Out - time to gain tokens reduced to 12 secondsKate
Dance With Me - no scratch marks for 4 seconds
Windows of Opportunity - range increased to 24 meters
Boil Over - 1% wiggle speed increaseAdam
Diversion - thrown rocks also produce scratch marks in the direction thrown
Deliverance - while Broken, heal others 10% faster
Autodidact - +10% skill check chanceGeneric Perks
Dark Sense - killer's aura is revealed for 3 seconds when a generator is repaired
Deja Vu - grants 2% repair speed for revealed generators.
Hope - lasts 135 seconds
Kindred - range extended to 12 meters
Lightweight - scratch marks are 25% wider
No One Left Behind - 1% speed boost when Exit Gates are powered, rescued survivors gain 1% speed boost for 15 seconds
Plunderer's Instinct - reveals auras of items left on the ground
Premonition - cone increased to 55 degrees
Resilience - 1% bonus interaction speed
Slippery Meat - 1% wiggle speed increase
Small Game - cone increased to 55 degrees
Spine Chill - skill check chance increased to 15%, success zone size reduction to 5%
This Is Not Happening - skill checks trigger 10% more often
We'll Make It - triggers whenever a survivor is rescued at 50% speed4 -
KILLERS (part 2 of 2)
Trapper
Unnerving Presence - hides notification for 5 seconds
Brutal Strength - generators regress an additional 1%
Agitation - grants the ability to bump survivors out of the way while carrying a survivor.Wraith
Predator - scratch marks linger 2 seconds longer
Blood Hound - fresh blood stains are extremely discernible
Shadowborn - grants 10% resistance to blindingHillbilly
Enduring - grants 10% resistance to being stunned
Lightborn - 10% recovery from blinding
Tinkerer - 5% speed boost when triggered for 3 secondsNurse
Stridor - grunts of pain happen 10% more often inside terror radius
Thanatophobia - penalty applies when a survivor dies
Nurse's Calling - reduce terror radius by 25% when survivors are healingShape
Save The Best For Last - tokens can be granted after obsession dies
Play With Your Food - gain tokens from losing any survivor
Dying Light - other survivors receive penalty while obsession is in the dying state or on the hookHag
Hex: The Third Seal - each affected survivor grants the killer a 3 meter bonus to aura reading
Hex: Ruin - Hex Totem becomes 50% darker
Hex: Devour Hope - Hex Totem becomes 50% darkerDoctor
Overwhelming Presence - hides notification for 5 seconds
Monitor and Abuse - additional FoV increase
Overcharge - successful skill check will still regress generatorHuntress
Beast of Prey - Takes 5 seconds longer to lose bloodlust
Territorial Imperative - reduces range to 28 meters
Hex: Huntress Lullaby - Hex Totem becomes 50% darkerCannibal
Knock Out - while in the dying state, survivors suffer from blurred vision and 25% reduced crawling speed
Barbecue and Chili - auras revealed for 6 seconds
Franklin's Demise - destroys one add-on per itemNightmare
Fire Up - grants bonus for EACH repaired generator
Remember Me - obsession becomes affected by Remember Me
Blood Warden - triggers once an Exit Gate is openedPig
Hangman's Trick - sabotage action becomes 50% louder
Surveillance - effect lasts 24 seconds
Make Your Choice - cooldown reduced to 45 secondsClown
Bamboozle - ability to block a second vault location for 50% of the time
Coulrophobia - hides notification for 5 seconds
Pop Goes The Weasel - time extended to 45 secondsSpirit
Spirit Fury - stun effect reduced by 50%
Hex: Haunted Ground - reveals all survivor locations for 3 seconds when cleansed
Rancour - Interactions with the obsession trigger when the hatch is opened.Generic Perks
Bitter Murmur - range extended to 24 meters
Deerstalker - reveals crouched survivors auras within 8 meters of the dying survivor
Distressing - bonus 2% terror radius
Insidious - no terror radius for 5 seconds when starting to move.
Iron Grasp - stuns will not free survivors
Hex: No One Escapes Death - Dull Totems become 25% darker; when triggered, the Hex Totem gains an additional 25% darkness
Hex: Thrill of the Hunt - effects no longer tied to a totem
Monstrous Shrine - 5% reduced unhooking and healing speed while in the basement
Sloppy Butcher - adds a second stack of Mangled
Spies from the Shadows - stillness crows show up 50% sooner
Unrelenting - increases lunge range by 10%
Whispers - Entity's voice becomes louder when facing in the direction of a survivor, 45 second cooldownPost edited by CoolAKn on1 -
That's pretty good actually.0
-
No, thanks. Killers overall might need another perk slot or two but prestige shouldn't unlock more power.
0 -
Not a bad idea. Sounds like an actual reward for losing everything on a character to prestige.2
-
No. If you're gonna boost 1 perk you'll have to rework the entire game(which is already broken as is). There will be an unfair advantage vs people who started playing a few months ago. Prestige never unlocks anything except cosmetics/titles for the player to show off in any game. It should stay that way.
0 -
What about for both survivors and killers, each time you prestige and reach level 50 you unlock the 4th tier of their 3 teachable perks (with slightly better stats, nothing crazy).
P1, lvl 50 = Unlocks 1st Teachable Perk Tier 4
P2, lvl 50 = Unlocks 2nd Teachable Perk Tier 4
P3, lvl 50 = Unlocks 3rd Teachable Perk Tier 40 -
I would not want to see that personally. I like prestige as an optional extra that gives you something to work towards if you already have everything. Tying perks to it would create a power gap between those who can play several hours every day and those who can't.
If anything, I would say have it unlock at level 50. That way it's obtainable for everyone.3