Relatively simple fixes to useless perks
Some perks are bad to the point of uselessness. However a sufficiently large numbers buff or a minor effect addition can make a perk surprisingly useful. And of course a rework in the spirit of the perk can work when that fails.
Survivor Perks
- Autodidact - Caps a 5 tokens at all ranks. Increases healing skill check odds by 5%/10%/15%
- Boil over - While being carried reduce the Killers movement speed by 6%/12%/18% and remove their ability to see hook auras
- Calm Spirt - You don't leave scratch marks or blood trails within 3 seconds of being injured in addition to it's current effects.
- Camaraderie - Remove the struggle phase requirement and reveal the existance of the perk to the other Survivors. Additionally allow the perk to be activated several times per trial over several hooks.
- Deja Vu - Reveal all generators auras within 64/96/128 along with their repair progress. Highlight any generators that are currently regressing in yellow.
- Fixated - Remove the healthy requirement and have it reveal allied scratch marks.
- Flip Flop - Converts 100% of recovery progress instead of 50% and up to a maximum of 80% instead of 50% wiggle progress.
- Hope - Remove the timer
- Mettle of Man - Passively reveals the Killer's aura within 8/10/12 meters when the conditions for a protection hit are met (injured Survivor within 10 meters or Killer carrying a Survivor) and doesn't reveal your own aura after using the endurance hit.
- NOLB - Activates when the gates are POWERED instead of OPENED and is a 100% healing and unhook speed increase instead of up to 50%
- Off the Record - Now also activates when unhooking others.
- Open Handed - Reveals aura's you can see to Survivors within 16 meters.
- Premonition - Cooldown reduced to 25/20/15 seconds
- Slippery Meat - Enables escaping off the 2nd stage hook
- Sole Survivor - Effect gains charges after any other Survivor is hooked. The perk hides your aura when the Killer is within 6/7/8 meters per charge and lights up when you aura would have otherwise been read.
- Technician - Makes your repairs completely silent and grants the effect to Survivors within 4 meters as well. Explosion prevention chance is increased to 50%/75%/100% and preventing an explosion also removes the brief pause in progress.
- Tenacity - Increases the speed at which you fall down allowing you to instantly start moving after being downed.
- Up The Anti - Is a non-repair action speed bonus instead of a luck bonus.
- Vigil - Cleanses any status effect not tied to a Killer power besides exhaustion or deep wounds you receive after 14/12/10 seconds of receiving it and applies the effect to Survivors that enter within 8 meters of you (the effect still happens even if they don't stay nearby for the full 10 seconds)
- Wake up - Increase the gate opening speed bonus to - 10%/20%/30%
- Windows Of Opportunity - Range increased to 64/96/128 meters and when anyone else preforms a vault action the window or pallet being vaulted over is highlighted. The cooldown on the perk is removed.
Killer Perks
- Beast Of Pray - Grants the Undetectable Status after being in a chase for 3 seconds until the chase ends
- Blood Echo - Inflicts broken instead of Hemorrhage and has no cooldown
- Blood Warden - Reveals exit gate progress
- Coulrophobia - Drains existing heal progress from partially healed Survivors in your terror radius
- Cruel Limits - Effect is global instead of only within 24 meters
- Dead Mans Switch - Someone letting go of a generator within the time blocks it for 30 seconds regardless of the perks remaining activation time
- Distressing - Effect is a flat 12 meters increased terror radius at all ranks. Gives 50%/75%/100% more devousness points
- Dying Light - Gives no bonus to the Obsession and stays active when the Obsession dies (but still stops giving tokens)
- Fire up - Numbers increased to 3%/4%/5%
- Furtive Chase - Effect is 2 meters per token and works regardless of being in a chase or not. The effect is not lost upon obsession death (although again you can't gain more tokens afterwards)
- Gearhead - Revert to 35/40/45 and reveals all skill checks including great ones.
- Insidious - Effect remains for 2 seconds after you start to move again
- Mad Grit - Reveals Survivor auras within 8 meters while carrying a Survivor
- Mindbreaker - Works on all generators regardless of progress and the exhaustion lasts for 4/5/6 seconds
- Monstrous Shrine - Hooking a Survivor in the basement grants a token. Hooking a Survivor that isn't on death hook with at least 2 tokens will instantly progress their sacrafice progress by 50% and disable this perk for the rest of the trial
- Predator - You see the aura of scratchmarks within 4/5/6 meters and they spawn considerably closer together
- Remember me - Each hit adds 3 seconds per living Survivor besides the Obsession at the time of the exit gates being powered, for a maximum of 18/27/36 seconds (but only 6/9/12 extra seconds for the last Survivor in a hatch close scenario)
- Spies from the Shadows - Remove the cooldown. Increase the range to 32/40/48
- Surge - Remove the cooldown. Still explodes already regressing generators
- Stridor - All breathing is can be heard from 50% further away (instead of just injured breathing)
- Territorial Imperative - Survivors inside of the basement are inflicted with the Oblivious status effect for 10 seconds (meaning they must leave for 10 seconds cuz no cooldown on this). This is in addition to the existing aura reading.
- Tinkerer - The Undetectable status effect duration is increased to 10/15/20 seconds
- Thanataphobia - The effect is increased to 3%/4%/5%
- Thrilling Tremors - Cooldown decreased to 50/40/30 seconds
- Unrelenting - Basic attack hits on injured Survivors have no cooldown
- Zanshin Tactics - Range is 16/24/32 meters and also reveals generator repair progress of generators within the range.
Comments
I like most of these. I would change these though:
Flip Flop: 80% instead of 100%. It would be stronger and more rewarding, but it does not fully take away from a killers down if they have to deal with other survivors nearby first.
Remember Me: revert to 6 stacks (old Remember Me), but make it so that closing the hatch only applies half of them.
Thana: Make dying survivors count as stacks.
Territorial Imperative (just a rewording for clarity): Survivors who enter the basement have the undetectable status as long as they are in the basement. The effect lingers for 10 seconds after leaving the basement.
Their Auras are also revealed to the killer for the duration of the oblivious effect.
I already made flip flip 80%.
Making thanataphobia count dead Survivors wouldn't help anything. That's not the kind of playstyle people take the perk for, so it's not a productive buff compared to just boosting the effectiveness on injured Survivors.
It was 100% when I read it. : P
It would make it more useful against teams that love to heal, and still be a nice buff overall.
Some tweaks to some of my previous Suggestions:
SURVIVOR PERKS
KILLER PERKS
Alternative suggestions to a couple of the killer perks:
Spies from the Shadows: crows no longer respond to your presence, you see the auras of all crows within 36 meters of you, and the crows cawing sound when disturbed is 100% louder to you within that range.
(gets rid of the confusing explosion notifications that get so annoying, you get no false signals since they no longer respond to you, and they basically become little signal flares to tell you where survivors are.)
Monstrous Shrine: Survivors have their attempts to escape reduced by 3, Sacrifice progression speed is increased by 25%, rescuing a survivor in the basement takes 100% longer
(so unless they are using slippery meat they get no escape attempts and trying automatically puts them in second phase, rescuing a survivor takes 2 seconds instead of 1, and they now have only 1 min 30 seconds of time on the hook instead of 2 mins with each phase only lasting 45 seconds.)