Making boring/bad perks fun/viable thread
just some vague ideas
i like the idea of buffing bad perks to beeing too op more then nerving too good perks into oblivion
everyone is welcome to add ideas
Pop goes the weasel ->
kicking the gen only regresses like ~15% and then the gen gets a hidden "mark" that somewhere down the line of doing the gen there will be a guaranteed very difficult skillcheck pop up (something like overcharge or ds) but with a shorter skillcheck warning sound (like huntresses lullaby) and if you fail that skillcheck the gen explodes maybe even with some confetti coming out of the gen and it loses ~10% progress. also these hidden marks would stack so that if you kick the gen again befor the special skillcheck came then the number of marks would just add up and the point where they appear (which is random) would be rearranged so all the hidden skillchecks wouldnt only come at the end
Bamboozle ->
remove the entity blocking sound to actually bamboozle players. right now they just hear that it gets blocked through walls and just abondon the window
Coulrophobia ->
healing speed penalty is instead outside the terror radius/ only when out if sight of the killer, possibly even a healing speed boost inside the terror radius. that incentivizes risky play by the survivor, but is maybe way too strong on many killers
Monstrous shrine ->
while carrying a survivor walking towards the basement you have increased movement speed;. OR: all altruistic actions inside the basement get a speed penalty(eg healing, unhooking)
Spies from the shadow ->
same but at least 50m range and instead of a notification with that obnoxious distorted ball you see the aura of the position where the crow was sitting that got disturbed. and no cooldown
Surge ->
make it work with all downs like infectious fright, center it around the downed person instead the killer, and maybe 5 sec less cooldown or something
Unrelenting ->
also reduces the movement slow down of the missed attack, OR: reduces movement slowdown from all sources (like killer power missed and hit attacks; but that also sounds waaaayy too strong)
Tinkerer ->
gen becomes yellow at 60% and you get the undetectable at 80%
Mindbreaker ->
remove the 50% gen condition
for now these are just some killer perks, i have some ideas for survivor perks too, ill just add them to this thread later
Comments
I mean Pop is already good. And your sugestion nerfs rank 20's and buffs red ranks technically.
Oh and Coul would be overpowered. Plop that on any low TR killers and boom, you basically force survivors to not heal. Or even have it on 32m killer and use Nurse's Calling with it.
Pop is fine. It works as it describes, and your change would make it do way too many things at once.
I like your idea with Bamboozle. Maybe it blocks when a survivor is within a certain meter radius, like a 5/4/3 meter radius from the window. It would be a nice buff and good for mindgames. Though the problem is the same as before; people who realize you have it will make note of it and it'll only be useful a few times a match. Still, its better than where its at.
I also like your idea with Tinkerer. Here is my proposition for some other perks:
Activates when the Exit Gates are powered. When an exit gate is opened, the timer will start.
Whenever you chase someone for at least 10 seconds, gain a stack for a total of 10 stacks and become Undetectable. For each stack, you remain undetectable for 5 seconds after ending a chase for a total of 50 seconds.
Whenever you have someone hooked in the basement, the following take effect:
-- Escape attempts have a 0% chance of succeeding.
-- Entity progress in the basement is 15/20/25% faster.
-- Whenever someone is rescued from the basement, all generators are blocked by the Entity for 20/25/30 seconds.
Missed attack cooldowns are reduced by 25/30/35%. Additionally, the killer no longer makes a noise when beginning their attack.
-- Match selects an obsession.
-- Whenever you are in a chase with the obsession, all vault location that the obsession goes through are blocked by the Entity for all survivors for 120/180/240 seconds.
-- The effect ends when the obsession is downed.
-- Whenever a generator is worked on, Mindbreaker applies.
-- While Mindbreaker is active, every Skill Check hit by a survivor gives them the Exhaustion status effect for 3/4/5 seconds, stacking to a total of 20 seconds of Exhaustion.
-- While working on a generator, any and all status effects remain on the survivor for the duration of working on the generator.
Whenever a survivor enters your Terror Radius, their healing speed is reduced by 60/70/80%. When a survivor leaves your terror radius, this effect lingers for an additional 10 seconds.
Whenever a survivor enters your Terror Radius, their chance of triggering skill checks increases by 5/10/15% and reduces the skill check zones by 50/55/60%. When a survivor leaves your terror radius, this effect lingers for an additional 15 seconds.
Whenever a survivor enters the basement, the Killer gains a sound notification and can see the aura of all survivors in the basement. Additionally, they are inflicted with the Oblivious status effect and have the effect after leaving the basement for 20/25/30 seconds.
First I think it would be fun for luck to affect more things, especially items from chests.
this is not my own idea but i found it really neat and fun: boil over automatically wiggles for you while you can steer the the sway with A and D instead
just let it also activate when the killer vaults, maybe a great start
-just these 3 for now i wanted to post them before i forget them