New perk ideas pt 3 (possibly last for a while)

Killer perks

Trickster

Your evil tricks on the survivor cost them valuable time

If a chest is open there is a 30/40/50% chance that it will not have an item.

Faulty Defenses

You start the trial with 3 token.

Any survivor that vaults the same dropped pallet 5/4/3 times a token is consumed and the pallet is broken after the survivors vault it.

Malfunction

You become obsessed with one survivor.

Whenever you hook your obsession the last generator the obsession touch will automatically lose 10/20/30% of its progress

Survivor Perks

Justice

You'll get justice for those wronged

Once per trial after performing a safe unhook Justice activates and you are granted the ability to permanently break 1 hook.

Breaking a hook takes 3/2.5/2 seconds

Flash!

Completing a generator within 1 meter of the killer will blind and stun them for 1/2/3 seconds.

Flash! has a cooldown of 90 seconds

Hide away

You'll do anything to hide away from those who mean to harm you

When you are in a locker press the activate ability button to call apon the entity to block the locker your in for 10/15/20 seconds.

You can't leave the locker once its blocked.

Hide away have a cooldown of 30 seconds after exiting the locker.

How are these perks

(If you can't tell I'm having fun making these)

Comments

  • 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.

  • Trickster is effectively just going to lead to survivors never opening chests if you're running it. I can't really comment on if that's a good perk design or not, but that's going to be the end result. They'll know if you have it based on the slowdown.

    Faulty defenses is neat, might help in situations where you're dealing with a really safe pallet. Would probably need to make it give the survivor a little pop-up on the side when it happens, like perks that cause status effects do. Since it needs to scale by level, could give it 2/3/4 tokens, or alternatively could make it take 4/3/2 vaults.

    Malfunction is way too much gen progress, to the point where Obsessions would start outright not doing gens unless it was a very safe gen. 10/20/30 might be better, but could also be too weak compared to Pop? maybe if it also caused the Gen to start regressing normally when it activated and gave a Difficult skill check to any current repairing survivors like Oppression does?

    Justice: Breaking basement hooks is really pointless since there's 3 others, so I would just remove that aspect of the ability for simplicity. A neat ability otherwise, allows you to make an area substantially safer at the cost of a perk slot. Since you need some way for the perk to scale per level, could make it so breaking a hook takes 10/8/6 seconds or something like that.

    Hide Away is extremely niche. Since it obviously tells the killer you're in the locker, most killers will probably just use the time to do something else in the area (patrol a nearby gen, break pallets/walls, etc.) and then come and get you after.

  • @Masterninja said:

    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.

    Some times I revisit older perks to see if I could change them to be better but I had had ideas recently of new perks.