My thoughts on the new perks

KILLER PERKS

Star Struck:

"When carrying a Survivor, all other Survivors within your Terror Radius suffer from the Exposed status effect for a brief duration."

Star struck is a good idea but is to weak to be viable, if it was like noed where survivors didnt know until they are hit it might work. But by the time you pick up a survivor and put them on a hook, locate any survivor that might have been in the area there is little time to do anything. The moment a survivor gets into the terror radius and gets exposed they're already 32M away so good luck catching them.

Its tough to say how to balance this, but id say shorten the time and make it activate after the hook (20/25/30) seconds.


Hex Crowd Control:

"After a Survivor performs a rushed vault through a window, the Entity blocks that window for a short period of time. The Hex effects persist as long as the related Hex Totem is standing."

Another chase perk that should just be a perk, crowd control and blood favour do not have the risk/reward to make it worth it. Not with totems as they are, high rank players know all the spawns and are normally taken out within a minute so you might get one chase worth out of that and you might not even the hexs value in chase.

Both of these should just be perks with cool downs. Just not worth it


No Way Out:

"Whenever you hook a new Survivor, you gain a token. Once the final generator has been repaired, the Entity blocks both Exit Gate switches for a time based on the number of tokens in your possession."

Mostly useless and scenario based, most survivors will just wait it out and hide at a high level. You might get some meme build fun out of it but no competitive use.


SURVIVOR PERKS


Fast Track

"Each time another Survivor is hooked, you gain tokens that when consumed grant a progression bonus after successfully performing a great Skill Check on generators."

Not really sure what kind of impact this will have, it wont hurt but it could have huge potential to upset end game. 1 player using it might not do much but a gen rush team with all 4 having it could do serious damage.


Smash Hit

"After stunning the Killer with a pallet, break into a sprint to escape the area. Sprinting causes the Exhausted status effect, and the perk cannot be used again while Exhausted."

My favorite exhaustion perk, like head on you need skill and counter play on both sides, you dont just hit a button and instant benefit. You cant just camp a pallet, you have to loop and mind game to get consistent value. I love it


Self-Preservation

"Whenever a nearby Survivor gets hit by a basic or special attack Self-Preservation activates, hiding the Scratch Marks you leave behind for a short time."

This is my least favorite perk design because it doesn't benefit team play and benefits the claudette whose crouches around the map self caring and hiding.

It should hide the scratch marks of the survivor who just got hit to allow team mates to trick the killer into chasing them and protect a survivor who is getting tunneled. Killer hits a survivor with borrowed and loses their scratch marks

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