5 Killer Perks Need Some Love
@Lowbei: Salt Management Mod (SMM)
You take great care of your hooks which in turn, the Entity adores your lust for sacrificing! When further than 48/40/32 meters from the hooked survivor, gain a additional 5/10/15% faster Entity progression and the odds of unhooking yourself is reduced by 25%.
Reasoning: In Spoiler
Reasoning: In Spoiler
Reasoning: In Spoiler
Reasoning: In Spoiler
Reasoning: In Spoiler
MONSTROUS HOOKS:
(Was formally named "Monstrous Shrine")You take great care of your hooks which in turn, the Entity adores your lust for sacrificing! When further than 48/40/32 meters from the hooked survivor, gain a additional 5/10/15% faster Entity progression and the odds of unhooking yourself is reduced by 25%.
Reasoning: In Spoiler
Note: Each Monstrous Hook tier reduces the total sacrifice time by 6 seconds assuming that you was able to meet the activation requirements instantly. So at tier 3, you're taking away 24 seconds from the sacrifice timer if you can instantly meet the activation requirements.
Why is this a better option? First the perk effects every hook assuming you are meeting the activation requirements. Additionally the perk adds more pressure to the entire survivor team since you have to safe the survivor even faster. Overall I think this perk is better off this way without being too much.
Common Compliants:
"24 seconds is way too much!"
Remember that the killer needs to walk away to activate the perk which takes time and a survivor can be there ready for the save. Additionally, it doesn't encourage camping which is a big plus for every survivor alike.
Why is this a better option? First the perk effects every hook assuming you are meeting the activation requirements. Additionally the perk adds more pressure to the entire survivor team since you have to safe the survivor even faster. Overall I think this perk is better off this way without being too much.
Common Compliants:
"24 seconds is way too much!"
Remember that the killer needs to walk away to activate the perk which takes time and a survivor can be there ready for the save. Additionally, it doesn't encourage camping which is a big plus for every survivor alike.
SPIES FROM THE SHADOWS:
Crows in the trial arouse in interest for aiding your hunt. Crows in the trial will look in the direction of a survivor 25/50/75% of the time and give you a visual cue when disturbed 25/50/75% of the time within a unlimited range.Reasoning: In Spoiler
This perk was great in the beta days but it's now a myth. It needs to give more information to killer and make a survivor actually care when they disturb a crow since it now has a unlimited range. Additionally it indirectly buffs Calm Spirit and makes it more useful instead of using it for certain killers.
Common Complaints
"This perk is OP since a killer can just look at a crow and find you!"
This can backfire and it just tells the killer the general area on where you are at. By the time that the killer reaches your general area, you could be in a different area, use your God given brain and you will be fine!
Common Complaints
"This perk is OP since a killer can just look at a crow and find you!"
This can backfire and it just tells the killer the general area on where you are at. By the time that the killer reaches your general area, you could be in a different area, use your God given brain and you will be fine!
BEAST OF PREY:
Your lust for a kill is so intense that you momentarily lose connection with the Entity. Every time you injure a survivor, receive a token up to a maximum of 2/3/4 tokens. Every token will increase your lunge distance and lunge speed by 5%. You'll lose a token when a survivor is healed to the healthy state.Reasoning: In Spoiler
This perk is probably balanced since it's really difficult to get a lot of survivors injured and most survivors will prefer to be healthy. Not much to say here as that it doesn't rely on bloodlust no more which is a huge plus and it discourages tunneling since you need to spread the damage to gain it's benefits.
Common Complaint:
"This perk is OP if everyone isn't healthy!"
Yeah that's the point and that's on you for not healing yourself. It's extremely difficult to see every survivor not being healthy since SC is meta and I think the killer deserves to get rewarded for not tunneling!
Common Complaint:
"This perk is OP if everyone isn't healthy!"
Yeah that's the point and that's on you for not healing yourself. It's extremely difficult to see every survivor not being healthy since SC is meta and I think the killer deserves to get rewarded for not tunneling!
OVERWHELMING PRESENCE:
Your presence alone strikes fear! Survivors within your terror radius will recover from negative status effects 15/25/35% slower than normal and your terror radius is increased by 8 meters!Reasoning: In Spoiler
I changed the mechanics of the perk as a way to help other perks punish survivors much longer and the terror radius increase to help this perk be more valid without using Distressing to make it a better option. Additionally it can confuse survivors more often but I don't think it will be that much.
Common Complaints:
"Terror radius is OP with Distressing!"
"It's almost impossible to recover from a status effect!"
You just gotta be more careful when you do actions that can give you a negative status effect such as Make Your Choice and certain killer add-ons to avoid those types if situations. Remember, if all else fails, stealth it out and move away from the killer.
Common Complaints:
"Terror radius is OP with Distressing!"
"It's almost impossible to recover from a status effect!"
You just gotta be more careful when you do actions that can give you a negative status effect such as Make Your Choice and certain killer add-ons to avoid those types if situations. Remember, if all else fails, stealth it out and move away from the killer.
DISTRESSING:
You know how to stress your prey to a point where logic doesn't make sense! Your terror radius is increased by 4/6/8 meters and gain a 50% stackable bloodpoint bonus. Bonus bloodpoints are awarded post trial.Reasoning: In Spoiler
I feel that if the % of the terror radius was changed to a number, the perk will become more clear and another way for a killer to gain more bloodpoints is always better.
Common Complaints:
"Another farming perk?"
This doesn't effect balance so it doesn't matter in my opinion, please elaborate on why this is a problem?
Common Complaints:
"Another farming perk?"
This doesn't effect balance so it doesn't matter in my opinion, please elaborate on why this is a problem?
Comments
Monstrous Shrine should just deactivate ALL survivors perks for as long as they are in the basement.
SFTS should just get it's prenerf mechanics back. Crows just check for the alert if someone is close to them, no need for them to get disturbed (fly off).
I have mixed feelings about that since Calm Spirit will now be useless.
Spies from the shadows: Now this perk sounds interesting.. potentially very powerful if the killer knows how to use it and very weak if they don't. They need to pay attention to the crows without getting too distracted. Good change this is.
Beast of Prey: Hmm.. I don't know about this one personally. I like the idea of the current one for getting rid of the red stain. If it's buffed to a good point then it can be very good but this one? I don't know how much extra lunge distance is worth in a chase.
Overwhelming Presence: I'm having trouble thinking of how strong or weak this is. It has synergy with MYC and Haunted Grounds and a few add ons. Also hinders the broken effect from Deliverance even further. The increased terror radius is nice though and makes builds that need a larger terror radius even stronger then before.
Distressing: A flat number increase instead of a percentage is always better I think. I believe the current one increases it by around that anyway for a standard 32 metre terror radius. As for the points I assume this just means you get 50% more points after a match like half of what BBQ chilli does? If so then that's nice to have. This seems to be a nice QoL change.
Overall I'd say these perks are all balanced and stronger then their current in game versions (Though how much is that really saying) the only one I'm unsure about is Beast of Prey. I'd have to test it out to be sure about it.
Sorry, but... every time someone brings up the "but both sides should" routine, it goes against the killer.
"Both should have fun" usually ends up with, killer should not camp, killer should not tunnel, etc.
When have you ever seen someone bringing up the "both should have fun" argument with a survivor perk?
Perks are there to give the one choosing that perk an advantage.
Only killer perks have mechanics build in that benefits the survivor.
Sorry, but now you are losing credibility.
OoO is a troll perk, only used to bully killer.
SELF CARE? benefits the killer?
Wow... that meme is old.
If you still believe that SC is benefiting the killer, we have some serious issues here.
Even the rest of your mentioned perks doesn't make sense to "benefit the killer".
SC actual benefits the killer, the perk is used 100% of all survivor matches! Meaning that NC can destroy pesky survivors trying to heal, now with the incoming SC nerf... Survivors will take 32 seconds toto heal which gives you 32 seconds to find survivors with NC.
Sorry, at this point debating with you is useless.
Self Care is the most powerful perk in the game.
Nothing is hurting the balance of the game more than unlimited self sufficiency.
Self Care is the main component of gen rush.
Single hits are completely meaningless and the upcoming healing nerf is really minor.
Anybody who is saying "Self Care benefits the killer" is naiv, clueless, unable to calculate or hides his bias.
We can talk things thru, but this is like talking to a flat earther.
You core assumptions are wrong, so what should I tell you?
If you tell me 2+2=5 we do not need to argue about mathematics.