How I'd buff/nerf some under and overused survivor perks
[these are just suggestions, don't them that seriously plz]
[BUFFS]
Flip-Flop (current version): You have an uncanny ability to escape the inevitable.
While in the Dying State, 50% of your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 40/45/50 % total wiggle progression.
Flip-Flop (my version): You have an uncanny ability to escape the inevitable.
While in the Dying State, 50/55/60% of your recovery progression is converted into wiggle progression when you are picked up by the Killer, up to a maximum of 50/55/60% total wiggle progression.
Buckle Up (current version): Unlocks potential in one's Aura-reading ability.
The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 metres. When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds.
Buckle Up (my version): Unlocks potential in one's Aura-reading ability.
The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 metres. When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds. Survivor you heal from the Dying State to Injured receive the Endurance status effect for 4/6/8 seconds.
Second Wind: (current version): You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.
When you have healed other Survivors for the equivalent of one Health State, Second Wind activates. While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect. After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured to the Healthy State. Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.You will lose the Broken Status Effect once Second Wind deactivates. Second Wind does not activate if you are already afflicted by the Broken Status Effect.
Second Wind: (my version): You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.
When you heal a survivor from Injured to Healthy, Second Wind activates. While Second Wind is activated, the next time you are unhooked or unhook yourself, you are affected by the Broken Status Effect. After a total duration of 34/32/30 seconds, Second Wind automatically heals you from Injured to the Healthy State. Second Wind deactivates once you are completely healed or if you are put into the Dying State before Second Wind successfully triggers.You will lose the Broken Status Effect once Second Wind deactivates. Second Wind does not activate if you are already afflicted by the Broken Status Effect.
Better Together (current version): You seek justice and uncover the truth no matter what obstacle stands in your way. The Aura of the Generator you are currently repairing is revealed to all other Survivors located within 32 metres. If the Killer downs a Survivor while you are repairing a Generator , you see the Auras of all other Survivors for 8/9/10 seconds.
Better Together (my version): You seek justice and uncover the truth no matter what obstacle stands in your way. The Aura of the Generator you are currently repairing is revealed to all other Survivors located within 32/36/42 metres. When repairing a Generator with one or more other survivors, they share in your aura reading. If the Killer downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for 10/15/20 seconds.
Mettle of Man (current version): Evil has a way of always finding you.
After you earn 3 Protection Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored.
The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer. Mettle of Man will deactivate the next time you are put into the Dying State. Increases the odds of being the Obsession. The Killer can only be obsessed with one Survivor at a time.
Mettle of Man (my version): Evil has a way of always finding you.
After you earn 2 Protection Hit Score Events, Mettle of Man activates. Once activated, the next occasion that would put you into the Dying State from the Injured State is ignored and you become the Obsession. When you are the Obsession and healthy, your Aura will be revealed to the Killer when you are farther than 12/16/20 metres from the Killer. Mettle of Man will deactivate the next time you are hooked or unhook a survivor. After deactivating, Mettle of Man only requires 1 Protection Hit to activate again. Decreases the odds of being the Obsession at the start of the match. The Killer can only be obsessed with one Survivor at a time.
Wake Up! (current version): Unlocks potential in one's Aura-reading ability. Once all Generators are powered, Exit Gates are revealed to you when within a range of 128 metres. While opening the Exit Gates, reveal your Aura to other Survivors within a range of 128 metres. While Wake Up! is active, you open Exit Gates 5/10/15 % faster.
Wake Up! (my version): Healing another survivor from injured to healthy removes all negative status effects from them (excluding Exposed) and transfers those status effects to you with 100/75/50% of their remaining duration.
Pharmacy (current version): You have a knack for finding medicine. Searches through Chests are 40/60/80 % faster and the noises they cause along with their hearing distance are reduced by 8 metres. Pharmacy guarantees an Emergency Med-Kit on your first completed Chest Search.
Pharmacy (my version): You have a knack for finding medicine. Searches through Chests are 40/60/80 % faster and cause no noise. Pharmacy grants an 80% chance for an Emergancy Med-Kit and a 20% chance for a Ranger Med-Kit on your first 2 completed Chest Searches.
Vigil (current version): You look over your friends even in dire situations.
You and your Allies within a range of 8 metres recover from Exhaustion, Haemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster. Once out of range, this effect persists for 15 seconds.
Vigil (my version): You look over your friends even in dire situations.
When afflicted with any negative status effect, you heal and unhook survivors 10/15/20% faster. Healing or unhooking a survivor while afflicted with any negative status effect grants the healed/unhooked survivor a 50% Haste status effect for 3 seconds.
Blood Pact (current version): It's as if a latent part of yourself has awakened. You feel like you can reach out beyond yourself for assistance.
When you or the Obsession are injured, you both see each other's Auras. After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 7 % for 6/8/10 seconds. Reduces the odds of being the Obsession. If you are the Obsession, Blood Pact deactivates. The Killer can only be obsessed with one Survivor at a time.
Blood Pact (my version): It's as if a latent part of yourself has awakened. You feel like you can reach out beyond yourself for assistance.
When you or the Obsession are injured, you both see each other's Auras. You and the Obsession heal each other 10% faster. After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 7 % for 20/30/40 seconds. Reduces the odds of being the Obsession. If you are the Obsession, Blood Pact deactivates. The Killer can only be obsessed with one Survivor at a time.
Soul Guard (current version) You have been through immense hardship and you're stronger for it.
Gain the Endurance Status Effect for 4/6/8 seconds after being healed or having recovered from the Dying State. During this time, any damage that would put you in the Dying State will instead apply the Deep Wound Status Effect. You have 20 seconds to Mend yourself. If you take any damage while affected by Deep Wound, or if the timer ends, you are immediately put into the Dying State. While Cursed by a Hex Totem, you can fully recover from the Dying State.
Soul Guard (my version) You have been through immense hardship and you're stronger for it.
Gain the Endurance Status Effect for 5/10/15 seconds after being healed or having recovered from the Dying State. During this time, any damage that would put you in the Dying State will instead apply the Deep Wound Status Effect. You have 20 seconds to Mend yourself. If you take any damage while affected by Deep Wound, or if the timer ends, you are immediately put into the Dying State. While Cursed by a Hex Totem, you can fully recover from the Dying State.
[NERFS]
Decisive Strike (current verison): Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession.
Increases the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
Decisive Strike (my version): Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 20/30/40 seconds. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun them for 5 seconds. Successfully using Decisive Strike causes Exhaustion. Decisive Strike cannot be used while Exhausted.
- Succeeding or failing the Skill Check will disable Decisive Strike.
- Successfully stunning the Killer will result in you becoming the Obsession. Increases the odds of being the Obsession.The Killer can only be obsessed with one Survivor at a time.
(note; the decreased time is mostly to counter the DS + Unbreakble combo)
Sprint Burst (current version): When starting to run, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds. Causes the Exhausted Status Effect for 60/50/40 seconds. Sprint Burst cannot be used when Exhausted.
You do not recover from Exhaustion while running.
Sprint Burst (my version): When starting to run, break into a sprint at 100 % of your normal running speed for a maximum of 1.5 seconds. Causes the Exhausted Status Effect for 70/60/50 seconds. Sprint Burst cannot be used when Exhausted.
You do not recover from Exhaustion while running. (note; I only think Sprint Burst needs a nerf because it requires no skill whatsoever to use and is objectively better than balanced landing and lithe in most scenarios.)
Adrenaline (free win/current version): You are fuelled by unexpected energy when on the verge of escape.
Instantly heal one Health State and sprint at 150 % of your normal running speed for 5 seconds when the Exit Gates are powered. Adrenaline is on hold if you are disabled when it triggers and will activate upon being freed. Adrenaline will wake you up if you are asleep when it triggers. Adrenaline ignores Exhaustion. Causes the Exhausted Status Effect for 60/50/40 seconds.You do not recover from Exhaustion while running.
Adrenaline (my version): You are fuelled by unexpected energy when on the verge of escape.
Instantly heal one Health State when the Exit Gates are powered if you have repaired the equivalent of 3/2/1 full Generators. Adrenaline is on hold if you are disabled when it triggers and will activate 40/30/20 seconds after being freed. Adrenaline will wake you up if you are asleep when it triggers. Causes the Exhausted Status Effect for 60/50/40 seconds.You do not recover from Exhaustion while running.
That's all the changes I can think of, please let me know what you think!
Comments
I am against this ds nerf, if i was gonna change something in ds is that when the survival starts doing a gen or some action and the killer is 26-36 meters from the survival the ds it will just dissactivate, but if the killers is like facecamping or decide to tunnel him the ds will not gonna desactivate during the chase and if the survivals get down the ds be activate for 1 minute or 1,30, that will solve tunel and will make ds and good perk again, and sprint burst i think that its ok
Some side notes/questions:
Adrenalineis on hold if you are disabled when it triggers and will activate 40/30/20 seconds after being freed.What will happen if the survivor gets downed? If they get grabbed?