Changes to Bad Perks, Killers Edition :)
Hello everyone again :) You might have seen my other perks which they're all talking about reworks and potential fixes to existing issues. As much as i love brainstorming i realize that the chance of an actual member of the bhvr team is really low so keep in mind that i make this just for fun, but i keep balance in mind :)
Also note that i am not going to touch All-Killer perks, only teachables starting from Trapper and ending with the latest killer as of currently, P. Head aka Executioner.
Trapper
Unnerving Presence:
Your presense alone instils great fear.
Survivors within your Terror Radius recieve a Tremendously hard Double Skill Check every ( 6 / 5 / 4 ) seconds.
This effect lingers on Survivors that leave your Terror Radius for 10 seconds.
Currently Unnerving Presense isn't nearly as oppresive as it used to be. People learnt how to hit skillchecks and the only Killer that can benefit from the perk in its current form is Doctor. Only 1 out of 20 killers can benefit from this perk. This new version removes the RNG aspect of the perk while also introducing a new mechanic: Double Skillcheck. Just imagine a normal Skillcheck with the actual skill check cut in half and placed randomly on skillcheck circle.
WRAITH
Predator:
Your acute tracking ability allows you to hone in on disturbances left by running Survivors.
Scratch Marks left by survivors will spawn Slightly closer.
Walking survivors leave Faint Scratch Marks that stay for ( 0.5 / 0.75 / 1 ) seconds.
An extremely dangerous concept especially considering The Spirit exists. However, currently we have a lot of better Tracking tools that allow killers to easily locate their target, and Spirit uses them. It was originaly 1 / 1.25 / 1.5 seconds but for obvious reasspiritons there's no way to make it go beyong 1 second. Anyways, a decent tracking tool that can be used extremely well in right hands. Still not good enough as some of the existing tracking tools or, like, decent headset.
Bloodhound:
Like a hunting scent hound, you smell traces of blood at a great distance.
Injured Survivors suffer from Haemorrhage Status Effect until fully healed.
Fresh Blood Pools are Considerably Brighter and can be tracked for ( 3 / 4 / 5 ) extra seconds.
Nothing fancy for this perk, though, a pretty plain buff. Bloodhoud got outclassed by other perks over the years and giving it a little buff won't hurt.
HILLBILLY
I will not cover Hillbilly's perks as they may change when released from the PTB.
NURSE
Thanatophobia:
Their courage fades in the face of their undeniable mortality.
Whenever a Survivor is not Healthy, gain a token. Whenever a Survivor is Healthy, lose a token.
Decrease the Healing, Repairing and Sabotaging speed of all survivors by ( 4% / 4.5% / 5% ).
Nothing fancy, once again, pretty much a buff but let me explain just in case. The overall debuf has been increased to 16% / 18% / 20% and the only way of actually undoing the effects of the perk is healing to full, this means that if you sacrifice, kill or make survivor disconnect, the effects of Thanatophobia will increase. This will reward you with a strength-over-time perk that you need to earn for it to be more effective. Increased numbers will encourage survivors to heal much more or suffer the drastic speed debuff.
HAG
HEX: The Third Seal:
A Hex that hinders one's Aura-reading ability.
A Hex that hinders one's awareness.
Hitting a Survivor grants you a token, up to 8 tokens.
Hitting a Survivor applies a debuff, that grows as the your thirst for blood increases:
1 Token: Survivors suffer from Blindness Status Effect.
2 Tokens: Survivors suffer from Haemorrhage Status Effect.
4 Tokens: Survivors suffer from Broken Status Effect.
6 Tokens: Survivors suffer from Obvlivious Status Effect.
8 Tokens: Survivors suffer from Exhausted Status Effect.
Hitting the same survivor twice or more in a row will not grant you a token.
The Hex effects persist as long as the related Hex Totem is standing.
This is gonna be a common theme among Hex Totem perks as i believe the Token system is prety much the perfect way of making a high risk - high reward perk. Either way, a pretty decent early possibly mid game tool, get everybody injured, maybe down a couple of peopl, hit some healthy people again, get some tokens and go for a potential snowball. Yes this is another Exhaustion Perk for killers but lets be real, if it stays up long enough for the killer to get 8 tokens by constantly hitting different targets i dont even know what are you doing. tldr Third seal is Devour Hope level of high risk - high reward.
Doctor
Overwhelming Presence:
Your presence alone instils great fear.
Survivors within your Terror Radius deplete their items at 200% of the normal consumption rate.
Hitting a Healthy Survivor with your basic attack depletes their item by ( 20% / 22.5% / 25% ) of their maximum charges.
This effect lingers on Survivors that leave your Terror Radius for 10 seconds.
This perk is currently getting heavily outclassed by Franklin's Demise. Allowing it to do what Franklin's Demise could do would let it shine against people with 4 items. Btw, 25% isnt much, you need to hit the same guy 5 times, when they're healthy. with your basic attack only. its a fair deal.
Overcharge:
You are fuelled by your hate for progress.
Regressing Generators are granted Overcharged Status Effect for ( 40 / 60 / 80 ) seconds or until fully regressed.
Survivors interacting with Overcharged Generator will immediately remove the Overcharged Status Effect from the Generator and will have to face a Tremendously hard Double Skill Check.
Failling a Double Skill Check will call upon The Entity and block it for 15 seconds.
Currently Overcharge is once again can only be somewhat used in Doc builds. Having a perk that can be only effectively used on 1 out of 20 killers is absolutely not okay and i will say it again. This version punishes survivors much harder for failing a double skill check allowing the killer to potentially take back the pressure within these 15 seconds.
Huntress
Beast of Prey:
Your lust for the kill is so intense that your connection with The Entity is momentarily lost, making you completely unpredictable.
You become Undetectable upon gaining Bloodlust.
They will also hear the sound of your footsteps from every direction at all times.
The effects persist as long as you have Bloodlust.
Gain ( 50% / 75% / 100% ) more Bloodpoints for actions in the Hunter Category.
A pretty simple change, footstep sounds. Opens up much more mindgaming opportunities for the killer. It's still a pretty bad perk but given what i had to work with this is the best i could go without comepletely reworking the perk. Also a tiny bloodpoint bonus increase. No point in limiting it to 50% since all Bloodpoints are capped at 8k/category anyways.
Territorial Imperative:
Unlocks potential in one's Aura reading ability.
Survivors' aura are revealed to you for ( 3 / 4 / 5 ) seconds when they enter the basement and you're at least 32m away from the basement.
(The perk also highlights when you're actually 32m away from the basement). Anyways just a removal of cooldown. Survivovrs' aura isnt perma revealed anyways so having a cooldown on top, even if its short, feels dumb.
HEX: Huntress Lullaby:
A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
Survivors working on a Generator will randomly (50% chance every 3 seconds) receive a Tremendously hard Silent Skill Check. Failing a Silent Skill Check will result in a ( 5%, 7.5%, 10% ) extra regression on the Generator.
Whenever you hook an individual survivor, gain a token.
Each token curses the survivors greatly, affecting their repair progression:
1 Token: The Silent Skill Check frequency is Tremendously increased (to 75% every 2.25 seconds).
2 Tokens: The extra regression is increased by 5%.
3 Tokens: The Hex: Huntress Lullaby affects Healing.
4 Tokens: The Hex: Huntress Lullaby affects all actions.
The Hex effects persist as long as the related Hex Totem is standing.
Hey look, i didn't lie, tokens again. Anyways, current Hex: HL gets broken faster than it can get any value. and even when it does get to full stacks its pretty pathetic and only really works against, idk, streamers? dont check your chat perk is just. dumb.
Anyways, this version is once again token based high risk - high reward. You hook each survivor fast enough, you're rewarded greatly, you don't the totem gets broken before you don't get nearly as much value. Also the bigger difference is the fact that this version actual has an effect even with 0 tokens, Silent skill check as a basically base kit ability. It's not that hard to hit those. Stop lying.
CANNIBAL
I will not cover Cannibal's perks as they may change when released from the PTB.
Nightmare
Fire Up:
The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
Each time the Survivors complete repairs on a Generator, gain a token.
For each Fire Up token, increase your Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds by ( 3% / 4% / 5% ).
Fire Up sucks. Boohoo 25% faster vaults / pallet break :( during a late game. When survivors are basically out. Stop pretending like this perk actually gives you any value on its own. I know you hide Bamboozle and Brutal Strenght behind this smile. Anyways :) increasing the numbers even by tiny bit allows you to have a decent second chance aka comeback perk on killer which is also pretty decent for a 3 gen since you gain 20% bonus at level 3 which is both level 3 Brutal Strenght and better bamboozle. you do risk by playing it into a 3 gen though.
Pig
Hangman's Trick:
Your ingenious modifications to Hooks alert you of tampering.
Unlocks potential in one's Aura-reading abilities.
Gain a notification when a Survivor begins sabotaging a Hook.
While carrying a Survivor, see the Aura of any survivor within ( 4m / 6m / 8m ) of any Hook.
Once again, nothing fancy, the perk was actually pretty powerful on its ptb but bhvr instead of slightly nerfing it to make it viable but not overly strong, decided to just nerf it into the ground. Slight number increases should help it get its spotlight in some builds.
Clown
Coulrophobia:
Your presence alone instils great fear.
Injured Survivors within your Terror Radius have a ( 10% / 17.5% / 25% ) penalty to the Repair and Sabotage progression speeds.
This effect lingers on Survivors that leave your Terror Radius for 10 seconds.
Boohoo a decent slowdown perk :( :( :(. maybe this will finally enourage survivors to heal. Not sure. Anyways this effect can be easily negated and its not even all survivors like Thanatophobia. Just heal yourself.
Legion
ive already covered those in my Legion Addons Rework, check it out if you want but basically heres a copy-paste:
Discordance:
Whenever 2 or more survivors are working on the same generator, highlight the generator in yellow and play a noise notification every (12 / 10 / 8) seconds.
It's not bad, mind you, its not described correctly and it gets progressively worse as you level it up. Which is why.
Iron Maiden:
You open lockers 50% faster. Survivors who exist the locker scream, revealing their location to you for 4 seconds and suffer from Exposed Status Effect for (15 / 30 / 45) seconds.
Entering lockers is a fairly rare occurance in a normal match. People mainly enter lockers to use Inner Strength, Decisive Strike or sometimes to hide from BBQ. increasing the duration of Exposed Status Effect makes it more punishing for the survivor to enter lockers and puts them at risk of being downed if they get too greedy. Also makes it a decent counter to Decisive Strike players that use it aggresively.
GHOST FACE
I'm All Ears:
Your keen senses are sharpened in the dark Realm of The Entity.
Unlocks potential in one's Aura-reading ability.
Any Survivor performing a rushed action within 40 metres from your location will have their Aura
revealed to you for 6 seconds.
Again, not a bad perk but it has a cooldown nobody asked for. A bit tighter range, no cooldown and boom: Alert, Killer edition. Survivors that play cocky should be punished. But current I.A.E. punishes killer for survivors that play cocky. Why.
Furtive Chase:
You become Obsessed with one Survivor.
You lurk in the shadows, eliminating your victims one by one.
When your Obsession is hooked, Furtive Chase receives a Token, up to a maximum of 4 Tokens.
Each Token decreases your Terror Radius by ( 3m / 4m / 5m ) while in a Chase and by 3m while outside of a Chase.
When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession.
If the Obsession is sacrificed or killed, you become Obsessed with another Survivor.
You can only be obsessed with one Survivor at a time.
Now, unlike I.A.E., Furtive Chase is actually barely usefull. It needs a build based around it and even then theres so many of them. Instead of losing all your tokens when your obsession is killed, you instead become obsessed with another survivor, in case of accidental kill on an obsession. Additionally, it decreases your Terror Radius while in a chase, making it a worht strenght-over-time perk it was meant to be.
Demogorgon
Surge:
Your eerie presence charges the air and interferes with technology.
Putting a Survivor into the Dying State causes all Generators within a radius of 32m to instantly explode and regress. Surge applies an immediate Regression penalty of 10%.
Another perk devs apparently think is super strong and needs a cooldown. What are those cooldowns for. Killers are being punished for applying good pressure. Why punish killers for doing what they have to do. Make up your minds. Anyways everyone said the perk was hot garbage but devs ignored it and instead changed what scales with each level. Great. It's still barely usable.
Mindbreaker:
Your distressing presence drains and weakens your prey.
While repairing Generators with less than 50% Repair progression, Survivors gain ( 1 / 1.25 / 1.5 ) seconds of stackable Exhaustion every second.
While repairing Generators, Survivors' Exhaustion is paused.
Okay sounds like i just made it worse right. Well, wrong, stackable makes it clear that if they work on a gen for 40 seconds straight, they're gonna gain a total of 40 / 50 / 60 seconds of Exhaustion. They have to make a choice if they want to keep working on a generator or get off it every now and then to reset their exhaustion.
Cruel Limits:
Your ties to the otherworldly manifest when your prey attempts to get away.
Each time a Generator is repaired, all vault locations within 28m of you are blocked for ( 10 / 13 / 15 ) seconds.
You can see the blocked vault locations.
It's funny because the perks pre-effect description aka "Your ties to the otherworldly manifest when your prey attempts to get away" implies that its a chase perk. It implies that it will only work when you chasing someone around a gen that is about to pop. And god forbid if theres no vaults around when it does. Anyways one of those perks, now its a massive bamboozle but still better than nothing, has enough potential to get you a down or two.
Oni
Zanshin Tactics:
You are mentally alert and aware of key points on the battlefield.
Unlocks potential in one's Aura-reading ability.
After Injuring a Survivor, the perk activates for ( 20 / 25 / 30 ) seconds.
While active, the Auras of all Pallets, Breakable Walls, and Vaults are revealed to you within a range of 24m.
Another perk that is supposedly a chase info perk. Too bad you wont be able to use it because its always on cooldown. Anyways, this version gives you a limited information for a short period of time after you injure the survive, which is when the most important part of the chase begins, the injured chase, you need this perk to be active here not when they're healthy or when they're outside of the chase, which is what it is now.
Deathslinger
Gearhead:
You've got an ear for well-oiled gears.
After hitting a Survivor 2 times, Gearhead activates for ( 30 / 45 / 60 ) 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.
I honestly couldnt even think they'd nerf it after the ptb. Literally nobody said it was strong. People wanted it buffed. A finally decent information tool potential. Nerfed. They nerfed it. Anyways, you hit gud you get a minute of decent tracking perk. Doesn't help you in chase so if you wanna run around gen to gen for 1 minute then be it.
Dead Man's Switch:
You become obsessed with one Survivor.
After hooking the Obsession, Dead Man's Switch activates.
While activated, any Generator within ( 20m / 28m / 36m ) of the Obsession is blocked by The Entity.
When Obsession is rescued, the perk becomes inactive.
Affected Generators are highlighted by a white Aura.
You can only be obsessed with one Survivor at a time.
Its actually surprising how many bad perks bhvr can make patch after patch. Dead Man's Switch has so many requirements for such limited duration it makes it almost imposible to get any value out of it. This version allows you to use it more tactically by positioning the obssesion the way it blocks as many generators as possible. This also forces other survivors to come for rescue or risk getting snowballed.
Executioner
Forced Penance:
Those who stand in the way of duty will suffer harsh judgement.
Survivors injured with your Basic Attack are inflicted with the Broken Status Effect for ( 40 / 50 / 60 ) seconds and Mangled until fully healed.
Boohoo broken op :( :( Protection hits happen literally every blue moon. Legion's Addon does a better job at what this perk is supposed to do. I repeat. Addon is powercreeping a Perk. What has gone wrong at bhvr? can somebody call 911. Anyways still not nearly as good as you'd think it is. You'll constantly leave chases meaning you're gonna lack pressure just to get everybody Injured with F.P. which, btw, you can't proc using your power in this version. meaning you have to walk around and manually do it.
Trail of Torment:
You guide your victims along a path of pain and punishment.
After kicking a Generator, the Trail of Torment activates for ( 20 / 25 / 30 ) seconds.
While active, you lose an ability to kick Generators and become Undetectable. The last Generator you kicked emits a 32m Terror Radius.
Yes, this is just Dark Devotion for Generators. Is this bad design? not at all, allowing killers to spread more confusion through perks with similar perks can lead to some extremely fun builds that both killers and survivors can play with. Still better than "Approach survivors from a different angle within these 16 seconds while they know exactly where you are :)" .
This concludes my post with reworks of as many underperforming perks as possible. Please keep in mind that i 100% think that if Killers get their bad perks reworked all at once then Survivors should get their bad perks reworked all at once as well. Im free to listen to what you think might be a better rework for one perk or another. Either way, have a great day :)
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