My attempt at buffing underused Survivor Perks.

I’m not a Survivor main by any means, but when I do I play Survivor, I don’t like running meta Perks like Adren and Borrowed because I don’t think they’re fun. Most of them have a rather passive effect and don’t really feel engaging to use. The problem is, most Perks that are engaging are underused, either through being weak in and of themselves, encouraging a style of play most people don’t enjoy, or simply being worse than stronger Perks. Here’s my attempt at buffing the lesser-appreciated Perks to either make them stronger or otherwise encourage use.

Alert

Whenever a Killer performs the break action, their aura is revealed to you for 3/4/5 seconds. The inner half of a Killer’s Terror Radius produces directional audio.


Any Means Necessary

Press the active ability button for 3 seconds while standing near a dropped pallet to reset it to its upright position. Pallets reset using Any Means Necessary will have a 15% longer stun duration.

This Perk has a cooldown of 90/75/60 seconds each time it activates.


Babysitter

When rescuing another Survivor from a hook or bear trap, or healing them from the dying state to the injured state, you and the Killer see each other’s auras for 4 seconds. The Survivor you rescued gains the following effects for 8 seconds:

-Scratch marks and blood trails are hidden from the Killer’s view.

-Grunts of pain caused by injuries are reduced by 100%.

-Gain a 6/7/8% Haste status effect.

Babysitter trumps the Undetectable status effect.


Breakout

When within a 6-meter radius of a carried Survivor, gain a 5/6/7% Haste status effect, the carried Survivor’s wiggle speed is increased by 20%, and attacks made by the Killer take 10% longer to recover from.


Camaraderie

When another Survivor is within a 16-meter radius of you during the struggle phase, your hook timer is paused for 20/25/30 seconds.

When another Survivor is within a 24-meter radius of you while you are in the dying state, your movement speed is increased by 30%, you bleed out 50% slower, and any aura-blocking effects the Killer has put in place are overturned for both of you.

These effects also apply to other Survivors when you are near them.


Déjà Vu

At the start of the trial and when a generator is completed, 3 generators within close proximity are revealed to you. Any chests and totems within a 32-meter radius of a revealed generator are also revealed to you.


Flip-Flop

While in the dying state, 50% of your dying recovery progress is converted into wiggle progress when picked up by the Killer, up to a maximum of 40/45/50%.

If you are healed into the injured state without being picked up by the Killer, the bonus wiggle progress is instead converted into healing progress.


Lightweight

Scratch marks made by running last for 3.5 seconds less than normal.

The noises caused by your footsteps and heavy breathing caused by running and their hearing distances are rescued by 50%.


Lucky Break

While injured, pools of blood are reduced by 50/75/100%.


No One Left Behind

Once the exit gates are powered, gain 100% more bloodpoints in the Altruism category and perform them 50% quicker. The auras of Survivors in a 32-meter radius are revealed to you.

Once one exit gate has been opened, the aura-reading detects all Survivors regardless of their distance from you.


Open-Handed

Increases the aura-reading range of you and your team by 6/7/8 meters. Grants immunity to the blindness status effect.

Being within an 8-meter range of other Survivors will reveal your Perk loadouts to each other for 5 seconds.


Saboteur

Unlocks the ability to sabotage without a toolbox at 50% the normal sabotage speed.

Increases the rate at which you interact with the Killer’s belongings (totems, Jigsaw boxes, alarm clocks, portals, etc.) by 5/10/15%.


Second Wind

Does not deactivate when put into the dying state, but will instead be put on hold. The next time are you enter the injured state, the timer will continue from where it left off.

If you are affected by Deep Wound when the timer ends, Second Wind will both mend and heal you.


Small Game

Gain a notification when looking in the direction of a Killer trap or totem within a 12-meter range.

Whenever another Survivor cleanses a dull totem, gain a notification.


Stake Out

For every 15 seconds you are within the Killer’s Terror Radius and not in a chase, gain a token up to a maximum of 4 tokens. Anytime you pass a skill check, a token is consumed.

-Performing a good skill check will cause it to be considered a great skill check.

-Performing a great skill check increases the progression bonus by 50/75/100%.


This Is Not Happening

Great skill checks when repairing, healing, and sabotaging are increased by 30% while injured.

While injured, Killer powers and Perks do not have any effect on your skill checks.


Vigil

You and Survivors within an 8-meter radius of you recover from the Exhausted, Mangled, Hemmorhage, Blindness, Hindered, Exposed, and Oblivious status effects 20% faster.

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