more new perk ideas

I only have a few this time but if you have an idea lets hear it

survivor

  • In the pocket - inflatable pallets!! setup where you need one and you get 1 per tier for a max of 3
  • rejected offerings - new selection in chest for first search a random offering - rarity determined by tier but it could be anything from reagents to affect fog or an additional BP offering for a small boost
  • pick up the pieces - replenish charges to an item by salvaging a different item or by stealing parts from an already disabled hook - efficiency based on tier

Killer

  • heart ablaze - all totems are now lit with or without hex also adds additional totems to the map number added based on tier
  • efficiency - killer power a % faster (similar to botany to self care) could be op and would need tweaking based on %s
  • rejected offerings - same as survivors perk but with a killer maybe you can get a mori if youre lucky

judge my ideas and give me yours

Comments

  • continued

    Survivor

    • Masochism - temporarily give yourself the broken status in exchange for BP (also allows you to use dead hard and resilience)
    • Hand of light - burn killer with flashlights - must keep flashlight on killer for prolonged period of time same as wraith (stuns for 1/1.5/2 seconds)
    • Stay low - actively go prone while uninjured (detectable with deerstalker) faster to go down and get up per tier

    Killer

    • Holding back - toggle-able ability to put an injured survivor into deep wound state for extra BP (doesnt work if theyre in deep wound state)
    • Quick to Anger - speed up process of getting blood lust in chase
    • Spare the Dying - speed boost and additional BP when a survivor in dying state is healed
  • bringin it back cause more ideas!

    Survivor

    • Bloodrush - while in a chase begin recovering exhaustion after 40/35/30 seconds
    • desperate throw - throw a held item at the killer to stun them for 1/1.5/2 seconds. item loses charges when thrown and if no charges remain the item disappears. if the thrown item misses it acts like diversion pebble. can activate once per 120 seconds.
    • hearty life - start the trial with an extra health state (3 hits instead of 2) dissipates on its own after 60/90/120 seconds

    Killer

    • Rigged challenge - Spawn in a fake gen that disappears upon completion otherwise disappears after 3/4/5 minutes (maybe needs balancing to be useful)
    • Broken resolve - (maybe a different name I just thought it sounded cool) once per game you can kick a finished gen back to half progress after hooking 9/7/5 survivors
    • Heavy Locks - chests hatch and exit gates take longer to open by Chest - 3/6/9 seconds Hatch - 5/8/12 seconds Exit Gates - 5/10/15 seconds (or maybe a change to the perk remember me?)