chance perks make the killer to weak and should be changed
so as a killer main , I tried a build with "chance perks" . I refer to them as "chance perks" because they only have a 25% chance of being effective because they only activate once your obsession is hooked , and if you would be unlucky enough to have your obsession sacrificed , or the hex totem found and cleansed before you even had a chance to use it , any chance perk would become inactivated until the match ends . this to me feels completely unbalanced and unfair for the killer so I think there should be a change done , and I have some suggestions .
1- make 2 survivors an obsession instead of just 1 every match
2- instead of making the chance perk activate every time you hook your obsession , make it activate for one unit ( for example adding 4 seconds extra to open the exit gates * remember me * every second survivor you hook so for example after you hook your second survivor after the game starts , and extra 4 seconds get added to open the exit gates , then another 4 the fourth time you hook a survivor e.t.c .
3- require 2 hex totems to disable a chance perk instead of just 1
Comments
While there's some level of RNG in dealing with Obsession Perks, it's somewhat negligible because once you've encountered every Survivor YOU decide who to focus or not to focus. It's mostly a factor early in the match but once you get a feel for where the other Survivors are you can pretty easily keep your Obsession focused if that's what you need to do, plus Nemesis also removes all RNG from Obsession management and just lets you designate new Obsessions by deliberately getting pallet stunned.
I'd also like to note some Obsession Perks like Play With Your Food or Save The Best For Last are actually in really good places, and are pretty solid proof that the core of the Obsession mechanic doesn't actually need much changing.
Also, the entire point of Hex perks is that they're high risk, high reward. Devour Hope might get cleansed, but if it doesn't get cleansed you get to Expose everyone and potentially get free Moris, for example.
This really feels like "I don't want to deal with the core concepts of these Perks that defines them" when the core concept isn't really that much of a problem. Many of the individual Perks are underwhelming, but there are good Obsession Perks and good Hex Perks that demonstrate their respective concepts aren't inherently broken, it's the individual Perks that are problems.