Balance Change Ideas for All Killer Perks

The other day I made a post like this for survivor perks, so now I will do the same for killer perks. Here are some ideas I had to balance all killer perks in the game. Some perks I believe to be already balanced, and will be noted so. These are my thoughts/ideas/opinions, so feel free to leave your own down below. For perks involving bloodpoints that I talk about, I use the words "post trial" to mean points awarded on top of what you already earned for said category (functions similarly to bloodpoint offerings, but is just an effect of the perk). When I note that something is an additional effect, it means it is just an added effect to the perk in its current state. For the TR based perks that have failed skilled check regression penalties that I mention, these penalties would not stack (for instance coulrophobia/unnerving presence). Sorry for the long post in advanced, there are a lot of perks.

*Buff for all Hex perks (except NOED): these perks do not choose a totem until 2 minutes after the match has begun (stops perks from going instantly).

A Nurse's Calling: balanced

Agitation: balanced

Bamboozle: balanced (bug where it doesn't work sometimes needs to be fixed though)

Barbecue & Chili: balanced

Beast of Prey: in addition to no red stain once you gain bloodlust, you also do not lose bloodlust from breaking pallets but can lose bloodlust from being pallet stunned. Start off with 2/3/4 tokens, each token grants +25% total bloodpoints in the Hunter category (awarded post trial), lose a token each time you enter bloodlust 3.

Bitter Murmur: balanced

Blood Echo: 60 sec exhaustion instead of 45

Blood Warden: balanced

Bloodhound: balanced

Brutal Strength: change percents to 10/20/30% faster pallet breaks and gen kicks

Corrupt Intervention: (additional effect) after 10 secs of the perk being active, survivors within 8m of a blocked gen have their auras revealed (allows time to get away from the gen when spawning into the match)

Coulrophobia: skill checks while healing in TR also have a 50% chance of going counterclockwise, failing a skill check in TR grants a 5% progress regression (additional effects).

Cruel Limits: 32m radius, also prevents pallets from being dropped (dropped pallets can still be vaulted).

Dark Devotion: obsession emits 32m TR for 30/45/60 secs, killer becomes Undetectable.

Deerstalker: balanced

Discordance: balanced

Distressing: change percents to 20/25/30% increased TR.

Dying Light: obsession also affected by the penalty acquired from stacks.

Enduring: balanced, should apply to Wraith being light burned as well.

Fire Up: change percents to 3/4/5%, include searching lockers with what the speed boosts affect; when all gens are completed gain a 5% haste effect.

Franklin's Demise: change percents to 0/10/20% of charges lost per hit.

Furtive Chase: affects TR at all times (not just while in chase), do not lose all tokens when Obsession dies but can't gain anymore unless obsession is changed (i.e. DS or Nemesis).

Hangman's Trick: while carrying a survivor hooks within TR cannot be sabotaged, spawns hooks slightly/moderately/considerably closer together (additional effects).

Hex: Devour Hope: balanced (see Hex perk buff at top of list, applies to every other Hex perk below besides NOED)

Hex: Haunted Grounds: balanced

Hex: Huntress Lullaby: balanced

Hex: No One Escapes Death: remove speed boost

Hex: Ruin: balanced

Hex: The Third Seal: balanced

Hex: Thrill of the Hunt: up percent of bloodpoints per token to 20% and make bloodpoints in Hunter category award the bloodpoints post trial, cleansing speeds reduced by 4/7/10%.

I'm All Ears: cooldown times changed to 60/45/30 secs, Also, vault and hide action noise's detection & audio range is increased by 50% (counteracts quick & quiet).

Infectious Fright: balanced

Insidious: balanced (pains me to say this)

Iron Grasp: balanced

Iron Maiden: exposed status lasts 30 secs.

Knock Out: balanced

Lightborn: auras of survivors that blind you are revealed for 4/6/8 secs (additional effect).

Mad Grit: get a 5% speed boost when carrying a survivor and another survivor is within 8m of you.

Make Your Choice: exposed survivor also suffers from Oblivious status effect.

Mindbreaker: increase exhaustion times to 2/6/10 secs; while repairing a generator alone it works as normal with the effect wearing off after 50% of gen completion; while working with another survivor the effect is active until the genrator is completed.

Monitor & Abuse: balanced

Monstrous Shrine: basement hooks have 5/10/15% faster entity progression, 5/10/15% increased difficulty on escape attempts, reduces the number of escape attempts to 2; survivors that rescue/were rescued from basement have their auras revealed for 3 secs after leaving the basement.

Nemesis: balanced

Overcharge: reduce size of skillcheck success zone, make it synergize with Surge (don't think it does, but unsure).

Overwhelming Presense: (additional effects) skill checks when using items while in TR have a 50% chance of going counterclockwise and failing a skillcheck results in a 5% progress regression.

Play With Your Food: balanced

Pop Goes the Weasel: balanced

Predator: scratch marks last 1/2/3 secs longer, are closer together/brighter, and can detect scratch marks when a survivor is not supposed to be leaving them behind (counteracts perks such as Dance With Me, Poised, etc.).

Rancor: cannot see survivor locations if the obsession is sacrificed/dead. (Perk basically deactivates)

Remember Me: while obsession is not affected, their aura is revealed if they are opening an exit gate (additional effect).

Save the Best for Last: balanced

Shadowborn: (additonal effect) survivors are slightly/moderately/considerably more brighter compared to the environment in your eyes only (not sure if this is possible, but seems to fit the perk idea and counteracts Blendettes).

Sloppy Butcher: balanced

Spies from the Shadow: (additional effect) killer does not scare crows away

Spirit Fury: (additional effect) survivor suffers a 5% speed reduction after breaking a pallet on you that lasts for 15 secs.

Stridor: increase regular breathing loudness values to 25/50/75% louder.

Surge: 10% regression penalty, survivors working on a gen affected by Surge suffer a 25% gen repair speed reduction on that gen specifically for 30 secs and the gen highlights yellow for the killer to indicate it is being worked on still.

Surveillance: balanced

Territorial Imperative: (additional affect) all survivors that enter the basement are affected by the oblivious status effect and suffer a 25% speed reduction to chest searching/healing.

Tinkerer: balanced

Thanataphobia: balanced

Thrilling Tremors: cooldown timers reduced to 60/45/30 secs.

Unnerving Presence: 25% greater chance of triggering a skillcheck, success zones reduced by 45/60/75%, and failing a skill check in TR results in a 3% progress regression.

Unrelenting: Missed attack cooldown is reduced by 20/30/40%, noise made when initiating a basic attack reduced by 100%.

Whispers: reduce radius values by 4m.

Zanshin Tactics: cooldown values changed to 40/30/20 secs after hitting a survivor, hitting a survivor grants a 10% speed boost in vaulting windows and breaking pallets for 20 secs.

Comments

  • That post is too long, sorry.

  • @NoShinyPony i did say in the beginning that I apologize for it being so long, there are a lot of perks to go over

  • The only one I INCREDIBLY disagree with is the spirit fury one. It's fine out it is; and 5% is a LOT. They would have absolutely zero chance. You may as well freeze them in place for 15 seconds at that point.

  • @BloodMoneyMerc said:

    @NoShinyPony i did say in the beginning that I apologize for it being so long, there are a lot of perks to go over

    I don't think it's a good idea to talk about all killer perks in one single thread.

  • @The_Second_Coming the perk is in a good state when paired with enduring, but in most cases it proves to be useless since there's most likely to be another loop that the survivor can reach nearby. 5% is not much, as it is about equivalent to the speed reduction from the Hindered status effect. For 15 secs it isn't much but could make the difference in the end for the killer with a perk that is not viable alone.

  • @BloodMoneyMerc said:

    @The_Second_Coming the perk is in a good state when paired with enduring, but in most cases it proves to be useless since there's most likely to be another loop that the survivor can reach nearby. 5% is not much, as it is about equivalent to the speed reduction from the Hindered status effect. For 15 secs it isn't much but could make the difference in the end for the killer with a perk that is not viable alone.

    5% is a lot. You may not think it's a lot, but it is.

  • I'd bump the duration of the reveal on Rancor to maybe 6-7 seconds so there's actually time to look around once, and I'd also want 1% haste per gen on Fire Up with the 5% action speed per token to make it helpful for countering genrush. Otherwise all of these rock so hard and in a just society they'd all be implimented. It'd be amazing to really explore all the different perks if each one had some solid reaon to run

  • Well maybe 6% apiece on Thanatophobia but if the other perks got so much better it'd probably be fairer to keep the numbers low. Realistically they won't do a big rework anywhere near this good on so many perks so maybe that'd be something we could eventually see.

  • @The_Second_Coming 5% is like 1/3 of the speed reduction someone gets from Freddy's snares. If you think 5% reduction for 15 secs is a lot then maybe reduce the amount of secs to 10 but other than that the proposed additional effect is not all that much. Or maybe you can offer another idea to make spirit fury a viable perk and not have to rely so heavily on enduring.

  • @Eye66 Thana at 6% would never fly with the devs (even though I think it would be reasonable). But your Rancor & Fire Up ideas make sense. Fire Up could be an issue if each token grants a 1% speed boost because after 3 gens completed the killer is already gaining a speed boost that makes an impact. Survivors would complain that it is too unfair for midway into the game. I was thinking to give the speed boost effect of NOED to Fire Up after all gens are completed as a last resort effort to secure some kills before the survivors could escape. This would also give a reason to remove the Haste effect of NOED because I think that's the issue with the perk currently.