Fixed (kinda) powerful perks

Note) this is not suppose to be perfectly balanced. enjoy.

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Tiger Jaws

Whenever a survivor steps in a trap, they will gain the mangled effect for 50 seconds.

Also when the survivor escapes a trap, they will gain the oblivious effect and blindness effect for 30 seconds

Can not kill.


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Rotted Tail Head

Your uncloak time is reduced moderately.

And after uncloaking fully, you gain a 20% chance of insta downing the first survivor you hit.

raises the time to recloak by 2 seconds.


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Barbed Chain

When hitting a survivor with your chainsaw, they will gain the mangled effect forever.

moderately increases rev up time.

no instant down.


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Infected Bandages

All medkits have a tremendously slower healrate, and a 25% chance when fully healed that it

will not heal them.

reduces to one blink.


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Teared Eyemask

Tremendously increases the stalk rate.

15% increased movement speed while stalking

(not stackable)


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Charm Collector

5 more signs

whenever a survivor is near a trap (and not crouching) they they will gain the oblivious effect and blindness effect.

Slower teleport rate by 2 seconds.


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Perfect Circuits

The doctor can leave his shock effect on the ground for 29 seconds and if the survivor steps on it. They will scream and alert the killer if in his terror radius.


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Barbed Head

reduces the hachet capacity by 1.

Whenever a survivor is hit by a hachet, there movement speed will be reduced by 40% for 1 second.

Start with no hachets.


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Quick Cord

Tremendously decreases the time it takes to rev up your chainsaw.

slightly decreases the cool down when hitting a survivor.


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Sleepy Orb

Tremendously Decreases the time it takes to put a survivor in the dream world.

Tremendously increases the time it takes to be taken out of the dream world.

(not stackable)


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Venom Jaws

When placing a trap on a survivor, they will gain all of four effects.

1:the blindness effect

2:the mangled effect

3:the Oblivious effect

4:Exhausted effect

reduces trap by 1.


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Witches Finger

the longer a survivor is in the gas, it will increase by 5 meters. (every seconds the survivor is in the gas)

Considerbly increases your reload speed..


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Iridescent Needles

Whenever a survivors is injured, you gain the undetecdable status until they are healed.

Moderately increases movement speed and recharge speed for Haunting.


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Horrible Rythm Blade

Gives the deep wound effect skill checks. failing them decreases the timer and depleating it will down them.

Mending counts as healing.

Medkits do not heal faster.


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Haunted Soil

When a survivor is covered in vomit and is 20 meters near a generator, there aura will be revealed.

Vomit use is decreased by 3 seconds.


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Lion Tooth Collection

Tremendously increases the blood fury duration.

Moderately increases the gather of blood for each blob.


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Sunshine Chip

When injuring a survivor with your hook, the survivor will gain a random effect.

1: mangled

2:blind

3:oblivious

until healed.

Moderately increases the time to reload your gun.


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Marked cleaning rag

When a survivor is sent to the cage, the cage will moderately be closer to you.

When released from the cage, they will be exposed for 4 seconds.


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Toy Camera

Tremendously increases stare rate.

(not stackable)

Tremendously increase the dark mist while crouching.

Slightly decrease movement speed while Stalking.


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Childs Eye

When charging, you can slightly turn more.

When a survivor is 10 meters away from a portal, they gain the exposed effect for 4 seconds.


And because i want to add a perk for fun.


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Blood Smoker

You thrive on survivors bleeding slowly, the more. the better.


You gain an obsession at the beggining of the match.

When the obsession is in the dying state or on hook, any survivor that is in a 40 meter radius of the hooked survivor will

gain the deep wound effect, and they will only have 15 seconds to mend it, running further increases the speed of the survivors incoming death.(does not stop when mending, takes 10 seconds to mend without stopping)

When the obsession is saved from the hook, any survivors that are injured will gain a sprint burst effect and heal one health state.

Comments

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  • @youarewronglol yes, that is the point. but not all of them are overpowered. like take trappers for example. it's simple by giving some slowing effects to the survivor but if in use, they wont die from them.


    or (this is crazy i know) legion. all that one was for was to make up for the fact that mending didn't count as healing. which is stupid by the way. and added skill checks to make it more of a threat than a boring hold down. this just puts in the survivors mind that if they mess up they will die sadly.