Changes and suggestions to a ton of perks and killers.
quick note, im fully aware how many people will disagree with me and complain about this but i dont care. i wrote these as something to do.
Survivor perks:
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Deja vu:
You see the aura of 1 generator at all times, working on this specific generator grants a 5/7.5/10% repair speed increase bonus to you. Any survivor within 4 metres of this generator have there aura revealed to you.
While working on the generator affected by deja vu, you recover from all status effects 10% faster.
Once the generator affected by deja vu is repaired, deja vu will affect another generator at random and will become deactivated at 1 generator left.
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Quick and quiet:
Quick and quiet has maximum of 1/2/3 tokens.
Every 30 seconds you recover a token.
preforming a fast vault will not alert the killer of your location and will consume a token.
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No Mither:
You do not leave pools of blood.
Grants the ability to fully recover from the dying state.
grunts of pain caused by injuries are 0%/25%/50% quieter at all times.
You are affected by the mangled status effect for the duration of the trial
every time a generator is completed your aura is shown to the killer for 10/7.5/5 seconds and you are afflicted by the oblivious status effect for 30 seconds.
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Object of obsession:
Whenever the killer can see your aura, you can also see there aura. (or vice versa)
The killer can see your aura for an additional 50/40/30%, during this additional time you cannot see the killers aura.
increases your chances of being the obsession
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Premonition:
whenever you look in 45 degrees of the killer within a 36 metre cone, you can see the killers aura for 1/2/3 seconds.
premonition has a cooldown of 60/50/40 seconds.
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Slippery meat:
grants up to 3 extra attempt escapes on the hook
The chance of freeing yourself from the hook is increased by 5/6/7%
The chance of freeing yourself from a beartrap is increased 15/20/25% (only applies for trapper)
After being speared, break the chain 15/20/25% quicker (only applies for deathslinger)
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Technician:
Sounds created by repairing generators are reduced by 8 metres.
Failing a skillcheck has a 30/40/50 % chance not to explode but will still apply regression penalty.
Chance of actually getting a skillcheck are reduced by 25%.
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Decisive strike:
Aftter being unhooked or unhooking yourself decisive strike is activated for 30/37.5/45 seconds. the timer is halved if you are in chase or in dying state.
you cannot recover past 50% while decisive strike is active.
Decisive strike will instantly deactivate after being healed or touching a generator.
Decisive strike can be used after both first and second hook but cannot be used a second time if there are less then 3 generators remaining.
increases your odds of becoming the obsession.
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Up the ante:
for each generator remaining gain 3/4/5% luck.
this affect applies to you only.
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Unbreakable:
After healing survivor for a total of 100%, unbreakable becomes active and usable.
Unbreakable can only be used once per trial.
increases your dying state recovery rate by 25/30/35%
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Wake up:
Once the last generator is completed, wake up activates.
You see the aura of both the exit gates.
You open exit gates 10/15/20% faster.
Sounds created by exit gate opening are decreased by 8 metres.
You see the aura any survivor within 4 metres of an exit gate and your aura is revealed to all survivors.
gain 100% extra bloodpoints in all categories. (does not increase cap)
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We're gonna live forever:
Every time you perform a safe hook rescue, take a protection hit or perform a killer grasp rescue, gain a token.
each token increases your maximum bloodpoint gains by 50% up to maximum of 100/150/200% additional bloodpoints to all categories.
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Killer Perks:
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Territorial Imperative:
Whenever a survivor enters the basement more then 32 metres away from you, Territorial imperative activates.
Once they leave the basement, they will scream for 3 seconds and they will suffer from the exposed status effect for 40/50/60 seconds.
Territorial imperative has a cooldown of 40/50/60 seconds.
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Beast of prey:
After achieving bloodlust tier 2, beast of prey activates.
While beast of prey is active, gain the undetectable status effect for 15 seconds.
this effect continues for 15 seconds after leaving chase.
Gain 50/75/100% bloodpoints to the hunter category.
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Blood warden:
After one of the exit gates are opened, blood warden activates.
while blood warden is active the auras of all survivors within the exit gates are revealed.
once per trial, after successfully hooking a survivor, the exit gates are blocked for all survivors for a total of 40/50/60 seconds. during this time the end game collapse timer is paused.
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Cruel limits:
After a generator is completed, windows and pallets within 24 metres are blocked for 20/25/30 seconds.
The auras of affected pallet and vault locations are revealed to the killer.
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Deathbound:
When a survivor heals another survivor further then 32 metres away from the killer, they will scream and reveal there location for 3/4/5 seconds.
when further then 4 metres from the healed survivor, they will be afflicted by the blindness and oblivious status effect for 40/50/60.
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Hex: Huntress lullaby
Survivors receive an additional 2/4/6% regression penalty when missing any skillcheck.
every time you hook a survivor, gain a token.
each token decreases skillcheck sound warning by 14% and increases the odds of getting a skillcheck.
after obtaining 3 or more tokens, every time a survivor misses a skillcheck there aura is revealed for 4 seconds.
5 tokens removes the skillcheck warning sound.
the effect persists as long as the hex is active.
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Hex: Noone escapes death
Once the exit gates are powered, your movement speed is increased by 3/4/5%.
Survivors that are NOT on death hook suffer from the exposed status effect.
the effects persist as long as the hex is active;.
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Hex: the third seal
each time you hit a survivor they suffer from the mangled, blindness and haemorrhage status effects.
this affect applies to the last 2/3/4 survivors hit.
the effects persists as long as the totem is active.
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Insidious:
after breaking a pallet while in chase, your red stain is removed and all sound effects (grunting, wheezing, breathing ect) made by the killer are reduced by 100%
this effect persists as long as you are in chase.
this effect can only be triggered every 80/70/60 seconds.
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Mindbreaker:
any survivor repairing a generator suffer from the exhausted status effect for 3/4/5 seconds.
any survivor that lets go of a generator above 80% will scream and reveal there location
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Monstrous shrine:
Survivors hooked in the basement only have 1 attempt escape and will instantly go to stage 2 if this attempt fails.
Survivors that are on the hook in the basement have an additional 5/10/15% entity sacrifice speed.
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Overcharge:
After kicking a generator, overcharge will be applied to it.
The affected generators will spark bright white sparks.
The next survivor that makes contact with the generator will suffer an extremely difficult skillcheck.
Failing the skillcheck will regress the generator by 5% and for the next 15 seconds any survivor on the generator suffer from a 5/10/15% generator slowdown speed for that particular generator.
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Predator:
Scratch marks can be tracked for 1/2/3 seconds longer then usual.
each survivor have different coloured scratch marks.
scratch makes are slightly/moderately/considerably closer together.
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Surge:
Downing a survivor causes all generators within a 32 metre radius to explode and instantly regress 8/10/12%
This effect can only be triggered every 50/40/30 seconds.
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Thanatophobia:
for each injured, dying or hooked survivor gain a stack
each stack decreases all survivors generator repair, totem cleansing, chest unlocking, healing, sabotaging, and exit gate opening by 2/3/4%
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Trail of torment:
after kicking a generator gain the undetectable status effect for 16 seconds. triggering this affect will create a global audio sound to all survivors while showing the generators aura to all survivors for 3 seconds.
this affect can only be trigered every 80/70/60 seconds.
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Killer balancing:
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Trapper:
Trapper sack is base kit.
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Wraith:
Windstorm - ,mud & Shadowdance - white are base kit
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Huntress:
like scott said, for each hatchet missing gain a 1% movement speed increase.
Having no hatchets would make her 4.6/ms
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Piggy:
Make combat straps base kit and make her ambush attack just a touch quieter.
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Spirit:
when she activates her phase, survivors within a couple metres of her can here her scream.
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The plague:
remove the ability for her to get stunned out of her ability. its just completely unnecessary to have that and if you really need it then just make it so it reduces her corrupt duration by 15 seconds or so.
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Demogorgon:
reduce his global audio sound from global to 40 metres of the portal he teleports in.
allow him to have more control over his portals by removing his old ones and placing new ones.
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Deathslinger:
4.4/ms when his gun is loaded but make him 4.6/ms when his gun is'nt loaded.
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anyway thats my personal opinion on how some things could be changed. here comes all the hate lmao
Comments
These changes are cranked up to 11. Dejavu seems kinda busted though.
This is too strong, you should probably add like a 10-15% speed penalty to repairing gens not highlighted by Deja Vu, even though lore wise there's not a good reason for a slowdown.
Why nerf this perk?
Mangled shouldn't be applied by survivor perks, how about you become broken the first time you recover from the dying state?
This is a cool idea.
Cooldown's too long still. Also aura reading doesn't match the usual fuzziness associated with premonitions.
I think that makes it around 50% chance to free yourself from hook without offerings. I like it.
Idk if this would work with Technician's intention to help new players learn skill checks. Maybe a small increase would suit it better.
Why should it deactivate after being healed? If your teammate tries to give you a quick heal after unhooking you you're just screwed? Also it should deactivate if the user starts unhooking someone.
This would be cool if luck affected chests and skill checks.
Great UB change here.
Sounds cool.
3x bloodpoint bonus? Kind of extreme.
That works.
Bloodlust tier 2 is super unlikely and 25 or so seconds of undetectable is not worth forcing it. Maybe change it to tier 1.
Good fix.
How about a 60m range? It can only activate 5 times at most anyhow.
Sounds cool.
Wow this would be torture against Doc. Looks fun.
That doesn't fit with the whole theme of no one escapes death, how about survivors who have already been hooked? They escaped the hook, therefore death, and you now channel the entity's fury towards them. Noed should also reveal the auras of all survivors for 15 seconds when you down a survivor, to help snowballing.
It could be broken status instead of mangled and still not be as good as devour. So do that please.
A chase perk is the exact opposite of what it was before, but I guess this works.
Make the exhaustion 30 seconds and this might be moderately useful.
That works.
Overcharge's problem was always that you could ignore it if you hit skill checks. The slowdown should apply whether you hit the skill check or not.
Very cool.
That works.
That works.
I don't think it should give any indication. Also 15 seconds is pitiful.
The killer buffs all look neat but I'm surprised Demo boy's Shred goes unchanged.
to be fair i didnt really put much effort into this, i only wrote it for fun.
i do have a reason for everything i wrote though. my intention was to actually give value to perks that as for now have zero use. this was from a 50/50 surv/killer perspective.
Yes I like what you were going for.