Buffing Some Weaker Killer Perks (Again)
I'm here with another thread bringing my opinions that nobody cares nor asks for.
I'm going to be buffing some Killer perks, mostly ones that are underused or aren't strong enough in late ranks. I'm putting a lot of work into this so any feedback would be appreciated!
BEAST OF PREY
- When beginning of chase, Beast of Prey activates.
- Five seconds after starting the chase, lose your Red Stain and gain the Undetectable status effect.
- Upon hitting a Bloodlust tier for any chase, gain a token for a max of 10 tokens.
- For each token gained, gain 5 seconds of Undetectable after ending a chase, for a maximum of 50 seconds.
OVERCHARGE
- When kicking a generator, Overcharge applies.
- For the generator that is kicked, Overcharge applies to all skillchecks for to 50/60/75% of the lost generator progress, guaranteeing at least one tremendously difficult skillcheck within that window.
- e.g If a generator looses 50% of progress from where it was initially, Overcharge applies to all skillchecks for 75% of that progress lost, so 25% of the generator will have tremendously difficult skillchecks.
- This stacks to 25% of overall generator progress, and no more.
TERRITORIAL IMPERITIVE
- See the aura of all people searching chests for 3/4/5 seconds.
- See the aura of all people entering the basement.
- See the aura of all people who exit the basement for 3/4/5 seconds.
MAD GRIT
- Permits the use of Lunging while carrying a survivor.
- Cooldown on missed hits reduced by 30%.
- When hitting a survivor while Mad Grit is active, reset entire struggle progress on survivor. Survivor is unable to struggle until after successful hit recovery.
DEERSTALKER
- See the aura of all survivors on the ground within 32 meters.
- If a downed survivor is recovered to 90/80/75% or higher, see their aura in bright orange regardless of distance on the map.
FIRE UP
- Gain 3/4/5% speed on all killer actions every time a generator is completed.
- Additionally, for each token gained, gain a permanent stack of 1% Haste for a maximum of 5 stacks.
- When the final generator is completed, gain an additional 5% Haste for 20 seconds.
MONSTEROUS SHRINE
- Guarantees the spawning of two basements on each map (one in each of the two possible locations).
- All who enter the basement are afflicted with Obliviousness until they leave, in which Obliviousness will continue to follow them for 30 seconds after leaving.
- All hooked survivors in the basement will be afflicted with the Blindness status effect for 120 seconds.
HEX: THRILL OF THE HUNT
- Additionally with its current perks, any Hex Totem that is cleansed, Thrill of the Hunt will replace that Totem and be cleansed instead, regardless if that totem was Thrill or not.
- No longer grants additional 50% bloodpoints to Hunting Category. Useless anyway.
IRON GRASP
- Reduces the effect of struggling by 75%
- Increases the amount of struggle required by 20%
- Pick up, drop, and hook survivors 30% faster (Stacks with Fire Up)
OVERWHELMING PRESENCE
- Any survivor who enters your terror radius will have Overwhelming Presence applied to them, increasing their charge usage by 100%.
- Any survivor who leaves your terror radius will have their charge usage reduced to 50% for 10/20/25 seconds.
- Hitting a survivor while having a terror radius (does not apply when Undetectable) will reduce their action speed by 15% additionally, and apply 100% charge usage after leaving the terror radius, both for 30 seconds.
IRON MAIDEN
- You open lockers 15% faster.
- Any survivor that enters a locker will be affected by Iron Maiden. After leaving a locker, they are affected by the Exposed status effect for 20 seconds.
- After attempting to leave while Iron Maiden is active, they will be trapped in the locker for 2/3/4 additional seconds and will scream with a notification.
UNNERVING PRESENCE
- Any survivor who enters your terror radius will have Unnerving Presence applied to them, increasing their chance of triggering skillchecks by 15% and reducing skill check zones by 75%.
- Any survivor who leaves your terror radius will have a 5% chance of triggering skillchecks and a reduced skill check zone of 50% for 15/25/30 seconds.
- Hitting a survivor while having a terror radius (does not apply when Undetectable) will increase the rate of skill checks by 25% and reduces skill check zones by 75% for 35 seconds.
COULPHOBIA
- Any survivor that enters your terror radius has healing reduced by 100%.
- After leaving your terror radius, their healing is reduced by 50% for 15/20/25 seconds.
DYING LIGHT
- Obsession gains a 25% increase to healing speed, which is reduced to zero after the obsession is downed one time.
- Whenever anyone other than the obsession is hooked, gain a token.
- For each token, gain 3% reduction in action speed for all survivors.
- Whenever the Obsession is hooked, gain a token.
- Whenever the Obsession is dying or on the hook, but not killed, the effect of tokens double.
- If the Obsession is killed, 10% reduction of action speed for all survivors. All tokens are destroyed.
- Max of 10 tokens.
FURTIVE CHASE
- Whenever you let the obsession get unhooked, rescuer becomes the obsession.
- Whenever someone unhooks the obsession, the new obsession becomes Oblivious for a default of 20 seconds.
- For each token, Obliviousness of the Obsession is increased by 10 seconds for a max of 6 tokens.
HEX: THE THIRD SEAL
- When this Hex is active, all Survivors are affected by the Blindness status effect map wide until it is cleansed.
- When the killer hits someone with their basic attack, that survivor will be Cursed. Anyone who interacts with this survivor will become Exposed from the point of interaction to the ending of the interaction. After ending an interaction, they remain Exposed for 20 seconds.
- After the totem is cleansed, the Killer's basic attack will inflict Blindness on any survivor he hits, changing with each survivor hit. All other effects are gone.
DARK DEVOTION
- The obsession hit will carry your terror radius for 35/40/45 seconds.
Additionally, I've decided to give Hex Perks a buff here and there, so that there is an effect even after the totems are cleansed, with the exception of a few (Thrill, NoED, Haunted, Retribution). These are to give the Killer a bit of a pity perk slot after their totem is cut off, which we all know is random and unfair at times when there is no use from a perk all game.
HEX: DEVOUR HOPE
- After being cleansed, grants 7% haste after hooking someone for 10 seconds.
HEX: RUIN
- After being cleansed, Gen regression after a kick is 20% faster.
HEX: HUNTRESS LULLUBY
- After kicking a generator, generator regresses 3%. Can stack.
Third Seal is already mentioned above.
With that, I think this covers all the generally underused, underwhelming, or simply weak perks. These extra editions are not necessarily meant to buff them or make them less niche. But its meant to give them a bigger place in the meta, and give them some unique playstyle. I tried to keep some perks true to their original design, like Mad Grit being exclusive to carrying a survivor. The idea is to have Mad Grit act more of a meme perk but slightly more useful, with the reduction of the entire struggle upon hitting someone. I've tried to get some nice plays with Agitation and Mad Grit and successful in chasing down survivors even with someone on my back. They'll usually escape but its fun to surprise them with my extra speed and time for the carrying survivor.
Presence perks like Overwhelming and Unnerving need a buff, because while strong in their own right, they are incredibly niche. I decided to give them a more lasting effect; keeping to their theme of being their strongest after someone is in your presence, but having a lingering effect after they leave, especially if they leave it injured. Same idea with Coulphobia.
Beast of Prey I think is a unique perk that works way too late into the chase. So I decided that the perk should activate sooner and reward a killer who prolongs a chase. Seeing as the perk already tries to do that, I just strengthened it; instead of being a perk to help a killer down a survivor, its one that does so quicker but also rewards you for playing to the Mid - Late Game by incentivizing prolonged chases. I think it would have an interesting effect for other killers, and give Dark Devotion a competitor as a non-obsession stealth perk.
Overcharge I think is fair, because tremendously difficult skill checks are pretty easy to hit. You need a ton of stuff to make it any harder, and that costs a lot; The Doctor, preferably, along with Distressing, along with Unnerving Presence... that's already a very specific killer with three perk slots. So naturally, it would need a buff to become decent on its own right; making it affect a % of gen progress would be better than one single skill check.
The rest I just kinda thought up of along the way, little in terms of justification.
What do you all think?
Comments
If one can make comments to help keep this up that'd be appreciated. This took like, three hours to do x.x