lesser used killer perk change ideas
just throwing these out there because i know i will forget them ether they can be used as updates to existing perks or possibly as new perks entirely
- beast of prey: Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. After chasing the survivors for 50/45/40 seconds press the alternate ability button to gain the undetectable status effect for 15 seconds
this would give a way for killers to play mind games with the survivors and allow them some control over the terroradius.
- Coup de Grâce: As the end nears, you go in for the kill. for each completed generator Coup de Grâce gains a stack each stack increases the killers lunge range and speed by 5%
the problem with the current Coup de Grâce is that it only increases the range and can only occur 5 times in a match it also feels clunky in that you could be in a chase and just before you go for a lunge easy lunge a gen pops and you waist one off your five stacks. this change will make Coup de Grâce actually threatening towards the end game and will force survivors to play safe around pallets.
- Cruel Limits: Your ties to the otherworldly manifest when your prey attempts to get away. Each time a generator is repaired all windows and vault locations within 24 meters your location and 32 meters of the completed generators location will be blocked for 20/25/30 seconds
the issue with current cruel limits is that on larger maps by the time the killer reaches the finished gens location the effect has already ended or the survivors had simply left the local this version will be more likely to benefit the killer as long as there near a survivor whilst still retaining core identity.
- 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 2/3/4 Tokens. Each Token decreases your Terror Radius by 4 metres while in a Chase. the case will continue an additional 10 seconds after losing or leaving the survivor. When a Survivor rescues the Obsession from a Hook, the rescuer becomes the Obsession. You lose all Tokens if the Obsession is sacrificed or killed.
by simply adding the 10 additional chase seconds it opens up furtive chase to a myriad of multiple options for the killer whilst keeping the premise of the original perk.
- Gearhead: You've got an ear for well-oiled gears. reveal the aura of survivors repairing generators within 16 meters, hitting a survivor will deactivate Gearhead for 40/35/30 seconds
this will give gearhead a unique identity and would be very beneficial on stealthy killers or killers with smaller terroradiuses like a certain cowboy or combo with perks that provide the undetectable status.
- Hex: blood favour: A Hex that gains the favour of The Entity when blood is spilt. When a Survivor is hit with a Basic Attack, the survivor is marked for 20 seconds. all pallets within 8 metres of the marked survivor are held in place by The Entity and cannot be pulled down by any Survivor. Hex:blood favour will go on cooldown for 30/25/20 seconds when the survivor loses the mark. (basically giving it a 50/45/40 second cooldown by adding the 20 second mark time)
i believe this would make blood favour work much better as most survivors you hit immediately hold w and make as much distance from you as they can so any blocked pallets near you won't matter.
- Knock Out: The trauma caused by your brutal attacks makes crying for help painfully difficult. All Survivors crawl 50% slower. Any survivor put into the Dying State by a basic attack will not scream or reveal their location to other Survivors and there aura will not be revealed to any survivors that are standing outside of a range of 32/24/16 metres.
this would solidifies knockouts identity as a slugging perk. i removed the blindness effect seeing as all survivors now crawl 50% slower no matter what put them on the ground.
- Overcharge: You are fuelled by your hate for progress. Overcharge a generator for 30/35/40 seconds by performing the Damage Generator action. overcharged generators will regress automatically whilst not being repaired Survivors interacting with that generator will face skill checks with a 30% smaller success zone with a 50% chance of them being reverse skill checks for the duration. only one gen can be overcharged at a time. (overcharged generators will have a electrical particle effect for the duration)
this might make overcharge worth running over pop for some.
- predator: you become obsessed with one survivor. scratch marks left by your obsession will be moderately brighter and will have a blue coloration when the obsession is healed by another survivor the healer become the obsession and there aura is revealed to you for 4/5/6 seconds
the current predator is interesting in that it actively makes finding survivors harder as there scratch marks won't appear on walls or objects but chasing them easier because the basically have a direct trail behind them so i don't know if my idea is worth replacing the current predator or making it a new perk.
Comments
This beast of prey is still going to be useless. First, 40 seconds in a single chase still use too much. When you are playing killer, you simply don't want to spend more than 30 seconds in a chase unless you are already in a really good position. Second, you can't make killer perks that use the Active Ability button, since so many killers have powers that use it and this would result in a conflict of commands.
About Overcharge, I think it's okay as it is. Is not a mainstream gen defence perk but is still neat in some way.
Other than that, I'm ok with the other perks
when i was talking about beast of prey i meant it charged like pebble meaning it would charge over multiple chases and you press the alternate ability button like dead hard not the active ability button my bad.
About the overcharge idea:
It doesn't matter what you do to it if this: (overcharged generators will have a electrical particle effect for the duration) becomes reality. This would make Overcharge basically useless. Survivors would know it's there and either avoid it, working another Gen, or work it knowing full well they are getting the Skillcheck so they've already prepared for it.