Ideas to make awful/rarely used perks viable - Killer Thread
So there's a lot of perks we don't often get to see used, mainly because of how unreliable they can be, the little purpose they serve, or simply that there's direct better alternatives.
This thread focuses on these often memed and disregarded perks and hopefully if this thread gets seen we can start finding optimal builds which include some perks out of the 8-12 current metas. Let's get right into it
Your fervent care of the Hooks found in the Basement has aroused The Entity 's interest.
The Basement Hooks are granted the following bonuses:
- 3/6/9 % faster Entity progression.
- 5/10/15 % increased difficulty on escape attempts.
- 3/6/9 % increased penalty to escape fails.
"Then you will know that there is no escape. When hanging in the depths, you face the dark one."
Suggested Change:
• Make kobes (4%s) impossible.
• Make it so that the further the killer is from the basement, the faster the entity progresses (1% faster for every 2m away at T3, up to a maximum of 33%), this punishes camping killers who try and use this perks while also punishes survivors who refuse to rescue teammates even when the killer is far.
• Survivors hooked in the basement suffer from the Oblivious status effect, this effect persists 40s after being unhooked.
Unlocks potential in one's Aura-reading ability.
Survivors' Auras are revealed to you for 3 seconds when they enter the Basement and you are more than 32 metres away from the Basement entrance.
Territorial Imperative can only be triggered once every 30/25/20 seconds.
Suggested Change: No cooldown, Change 32m to 24m
Your distressing presence drains and weakens your prey.
While repairing Generators with less than 50 % Repair progression, Survivors are afflicted by the Exhausted Status Effect.
Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator. After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 1/2/3 second(s).
"The specimen can evoke feelings of dread and fatigue in nearby individuals." - Hawkins National Laboratory
Suggested Change: Change Exhausted to oblivious.
You've got an ear for well-oiled gears.
After hitting a Survivor 2 times with your Basic Attack, Gearhead activates for 20/25/30 seconds.
Each time a Survivor completes a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura for as long as it is being repaired.
"Sometimes a man's best work is what puts him in the grave." - The Prison Warden
Why in god's name was this nerfed from the PTB?
Suggested Changes: Make it also work for great skill checks, Remove basic attack requirement.
You recuperate faster from missed attacks made with your main weapon.
The cool-down of missed Basic Attacks is reduced by 20/25/30 %.
Suggested Changes: Also works on secondary attacks (e.g Demo's shred, Billy/leatherface's chainsaw, Deathslinger's harpoon)
You become obsessed with one Survivor.
After hooking the Obsession , Dead Man's Switch activates for the next 35/40/45 seconds.
While activated, any Survivor that stops repairing a Generator before it is fully repaired causes The Entity to block the Generator until Dead Man's Switch's effect ends.
Affected Generators are highlighted by a white Aura .
You can only be obsessed with one Survivor at a time.
"I've seen the look on a man's face when he realises he's going to die." - Caleb Quinn
Suggested change: This is bugged, the survivor needs to tap and then let go of a gen AFTER DMS activates. So if they were already working on a gen, then DMS activates and they let go, nope they don't get blocked.
You guide your victims along a path of pain and punishment.
After kicking a Generator , you become Undetectable for 15 seconds.
During this time, the Generator's Aura is revealed in yellow to all Survivors.
Trail of Torment can only be triggered once every 120/100/80�seconds.
Suggested change: This already has an 80s cooldown at T3, remove the yellow aura.
I wanted to include thanatophobia, the most overrated perk in the game (at 3 stacks average with legion/plague, its 12%, which is literally only 9s more of repair to gens), but from my prespective, these perks are made purely to be combo d with other perks for reliable effects.
Let me know below if you think of a different way to rework some of these perks and enjoy the new hotfix <3.
Comments
A suggestion that I've heard and liked for Trail of Torment is that it should inflict Oblivious on survivors instead of Undetectable on the killer. The devs wanted there to be an indication that the killer had become stealthier through this perk, hence why it currently highlights the activation gen. The oblivious timer popping up would accomplish this job and justify the removal of the yellow aura while creating basically the same ability. I'd personally like for ToT to also either stay active for longer (~25-30 seconds) or get a shorter cooldown (30-40 seconds) too.
It's a fun perk concept, but it is currently nowhere near good enough to justify the harsh limitations set on it.
I love the idea, you can still see the red stain if you're oblivious anyways so that would justify a duration buff or a decrease in cooldown.
So you'd rather make terrible perks viable than whine about the meta ones? You're clearly in the wrong subforum son