Perk ideas
Killer
Delayed Capacitor
Generators max progress will now be between 100-150% at random and will visually show slowed progress. Once a generator has reached 100%, its powering will be delayed for 10/15/20 seconds. If a survivor is still on the generator when it powers, they suffer a skill check to avoid screaming and suffering from oblivious for 15 seconds. Whether or not they succeed, the generator will still power on. When all generators are powered, the exit gates powering will be delayed for 20/25/30 seconds, and will not show their auras until then.
"They never expect it to suddenly blow up in their faces."
Notes: It triggers on last gen and not when gates are powered, thus, for those seconds, NOED will not activate until this perk ends. It also will not trigger on a kicked hatch. The delayed timing also allows other perks to damage it under 100%. or a simple kick if it didn't progress much over 100%
Hex: Mountain Fog
A hex rooting on loneliness, while this perk is active, an extremely thick fog will block survivors sight, reducing it to the size of your terror radius but never bellow 12 meters. The fog blocks all survivor aura reading except hooked survivors and totem auras. Whenever a generator is completed, the fog is lifted for 60/50/40 seconds.
You are unaffected by the fog.
"The beast stalks the fog. ready to snatch you up with no-one else even realizing you're gone."
Death's Door
Gain a token every time a survivor loses a hook state (including on their first hook). This perk activates once the exit gates are powered and will gain no more tokens.
12-10 tokens: Survivors who are opening the exit gates are oblivious whilst interacting with it and for 15/20/25 seconds after releasing it.
9-7: Survivors near or in the exit gate are oblivious.
6-4: Survivors near or in the exit gate are exposed
3-1: Each time a survivor escapes, all exits are blocked for 5/7.5/10 seconds.
"And it was suddenly there, ripping me away from freedom."
(Notes: the bonuses are in descending so the less hooks you have, the more benefit it gives.)
Survivor
Determined
You won't give up, no matter how hopeless the situation becomes. Once you reach your third hook stage (aka dying, not struggling) succeed a series of skill checks that quickly grow more difficult to keep fighting the entity back. Each skill check has a 0.2/0.4/0.6% chance to let you escape the hook which is unaffected by luck or other perks.
"I won't die here, I refuse to give up!"
Desperation
Even in your final moments you look for a way out. On your last hook and picked up by the killer, succeed a skill check to fill 15/20/25% of your wiggle bar. The killer will be alerted to this. If you are dropped by the killer, you will be dropped in the injured state without stunning the killer and will gain 10 seconds of endurance as well as a 15 second deep wound timer. This effect does not trigger if you wiggle free.
"Bleeding and weak, sometimes all you need is a little desperation."
Hat Trick
When you enter a locker, press the [Active ability] button to randomly teleport to another locker within16/24/32 meters, if available. Your aura will be exposed for 15 seconds after leaving the locker. This perk has a cooldown of 120/110/100 seconds.
Comments
what do you guys think?
The hex perk seems like it wouldn't do much against experienced survivors in chase. Most of them know the maps by heart. But it would work very well to catch them off guard.
The first killer perk you listed was confusing and I don't know what to say on it. Same with the third killer perk, I don't really understand what the conditions are.
The first survivor perks seems like it wouldn't do much since the killer could easily camp you on the hook if they know you have the perk.
The second survivor perk would be very situational. Hook spawns are incredibly close to one another so chances are that the killer would still be able to make it to a hook in time if they don't drop you.
And the last survivor perk is a very interesting idea actually. It could be used to easily end chases and confuse the killer. It might be a little too strong though.
Interesting ideas overall. I always like threads of people making their own perks lol.
I'm sorry but you need to understand, that you should be paying attention in the perks that we have now. Because just adding more perks difficults the balance of the other 60 bad and garbage perks we currently have. :(
Perks like Small hunt and Montrous shrine are been in the game 4 years, wihout any changes.
Delayed Capacitor is a bit of a cluster of mechanics. I like the idea but it should probably be simplified a bunch. I would personally reduce it to just make it so the gen just has to sit at fully repaired for 10/20/30 seconds before it actually turns on, giving you time to kick it, along with the Exit gates taking longer to power on.
Mountain Fog is a cool idea but would be destroyed by SWFs. Probably still a fine idea overall though.
Death's Door is a "lose less" perk, and I'm not sure killers would want to run something like that over a perk that can help stop them from losing in the first place. It's a neat idea though.
Determined is a cool perk. Would survivors be able to repeat this indefinitely or would a fourth hook instantly kill them regardless? Ideally you'd want to time it so that on average survivors can only stay on third hook "struggle" for about... 10-15 seconds? so that if they're going to be rescued it has to be extremely quickly. An alternative idea if a third-hook save idea is completely out of the question is to make it so that if you reach the end of the struggle phase on hook it activates instead, but I worry that might make it way too niche.
Also, the bit with "the killer could just camp the last few seconds" that's still pretty powerful because it wastes 10-15 seconds of the killer's time, enough to make some good gen progress, cleanse a totem, open a chest, etc.
Desperation is also cool, but as an FYI the endurance and deep wound would cancel each other out. Should just make it Endurance, so that they have to get hit to trigger the Wound.
Hat Trick is extremely gimmicky and I'm not sure how you as a killer would play against it. It's way too much time to waste to check every locker in an area, so in effect it might end up being a "get out of jail free" card in some survivor situations. It's a neat idea though.