Killer perk changes
So I love changes they are doing in new patch, which tells me they are able to do some good changes. I didn't bother doing it even tho I like to do theory crafting a lot, because I didn't have any hope it would be used. I still don't have much, but at least a little chance is there now...
So first perks that I consider good enough:
Not all of them are really meta, but there are killers / tactics that benefit from those perks, or they just fun to use.
A Nurse's Calling, Bamboozle, Barbecue & Chilli, Bitter Murmur, Blood Warden, Corrupt Intervention, Dark Devotion, Deadlock, Deerstalker, Discordance, Enduring, Eruption, Fearmonger, Franklin's Demise, Hex: Blood Favour, Hex: Crowd Control, Hex: Devour Hope, Hex: Haunted Ground, Hex: Huntress Lullaby, Hex: No One Escapes Death, Hex: Plaything, Hex: Retribution, Hex: Ruin, Hex: The Third Seal, Hex: Undying, Hoarder, Hysteria, I'm All Ears, Infectious Fright, Iron Grasp, Iron Maiden, Knock Out, Lethal Pursuer, Lightborn, Mad Grit, Make Your Choice, Monitor & Abuse, Nemesis, No Way Out, Play with Your Food, Pop Goes the Weasel, Rancor, Save the Best for Last, Scourge Hook: Gift of Pain, Shadowborn, Sloppy Butcher, Spirit Fury, Starstruck, Thanatophobia, Thrilling Tremors, Tinkerer, Unnerving Presence, Whispers, Zanshin Tactics
Perks with minor changes:
Some perks are decent, but just don't have good enough numbers / effects to compete with other perks.
You also pick up survivors 10% faster.
It's not really bad perk, but it needs something more, I would give this same treatment as they tried for Fearmonger. I would nerf duration to 30 seconds, cool-down is fine, but also give all other survivors Oblivious.
Alternative is just let current effects work on each survivor, not just injured.
It's nice to use on some killers, but buff to number would be nice, maybe up to 30%.
This will not be fixed just by a number, it needs something more. Either give it also an effect of bigger TR, let's say + 10 meters, or let it work also on downed survivors for slugging builds. I would rather go TR way.
It's fun perk, but the way how you get tokens is not good. There is that problem that you often play without Lunge unless you want to waste it, which is huge downside. I would give it token for each hooked survivor. It would need some testing, we might want to make it for each non-sacrifice hook, so it promotes more friendly game-play.
It's really bad perk and need bigger buff than just numbers. Make it block also pallets, there is limited amount of uses, so we should make it worth it. It might be also fun to change location from gen to killer.
I would try to make it work just whenever you hook a survivor. That effect is not strong enough for it to be obsession only.
I like an idea, but there are ways to play around this perk. I would change it that whenever any survivor gets healed (even self-care) at least 32 meters away from you, that survivor will scream and get Oblivious for 40 seconds.
This would need some testing, because it might be too strong on some fast killers, because survivors just would not be able to recover. So there might be cool-down needed, maybe also 40 seconds.
It is kinda meme perk and I would just push it even more. Let's make it 50%. It would buff other perks that might need to get little better as Unnerving Presence for example. It would be just fun to have version of Lullaby on each killer, so it would be harder to predict that killer is going for you.
I would make it work kinda like Blast Mine, where you don't get cool-down, if noone touched that gen.
I am going to use it many times more, but I really like system of BBQ / No way out, just because it is more healthy for the game. I would change it that you get token for each unique hooked survivor. Rest stay same overall penalty for non-obsession and unhooking + healing penalty for obsession, but numbers would change into 6% per token.
I would like to see better numbers, but then it might be kinda broken with Brutal Strenght. What about remove breaking pallets effect and increase it to like 6%?
Change it from obsession to unique survivor again. Max stacks was 4 already, so rest can be same. It might be fun to use.
It could be interesting info perk, but it is just bad now. It might be interesting to change activation, so even special attacks work and you would see highlighted all gens with any progress for 10 seconds. Even gens with like 1%, where noone actually is.
What about kinda reversed BBQ? While carrying a survivor you will see all other Survivors' Auras when they are inside your TR. Cool-down 30 seconds.
Make it work on special attacks too. When it is free for all, it should actually work for all.
Cool-down is way too high, I would get it down to 40 seconds. It would still not be meta, but it would be interesting to use. You still need gen with progress to activate it, so it's not like you would be able to actually use it every 40 seconds, but I would like to have an option.
This is just bad compare to Eruption and even current Oppression. I would keep current effect and add faster passive regression, maybe like 200% (Ruin).
I would make it global, so it actually works on any item. Because let's be honest, only item that is affected now is Flashlight.
Otz had evil idea that whenever you are in TR, your item would be passively losing charges.
Add highlight of blood, like Victor has. It might be kinda noob-friendly perk that needs to help with tracking.
Just make it work on everybody. You can gain totems still just from Obsession, but it should apply to every survivor.
Just remove cool-down. I would also add effect, that you will not disturb crows.
Don't highlight gen, if it regressed to 0, that is really annoying. Highligh only if survivor stopped regression.
My problem with this perk is, that some maps have just bad basement that are hard to get into anyway, or they are in middle of the map, where is problem with that range.
I would make survivors that enter your basement also oblivious no matter your range from basement, so you have better chance to some value from it. I was thinking also about exposed instead, but that might too good for camping builds.
You will lose undetectable only if survivor actually starts working on that gen or you damage survivor.
Beyond saving perk reworks:
Some perks are just so bad, there is no way to save them with numbers, but I will always try to keep theme of the perk.
I would want to stay with Undetectable theme, but activation for Bloodllust is just super bad, so we need different Trigger. There are two options I can think of. Either whenever you lose a chase, or whenever you injure a survivor by any means. This would make it really good perk for Hit&Run tactic.
This perk is tournament only right now. Broken status kinda force you to tunnel first survivor even more, which is just bad. I would like too keep protective hit as trigger, but change effect. Again two options: 10% Hindered would be good, if you wanna protect, so you will go down for it. Alternative is 10% Healing and Repairing Action Speed penalty until he gets downed, but that again would make you commit and tunnel first survivor, so I think Hindered would be way better.
This is kinda bubba only perk for camping, which is just not fun, nor good. I think interesting idea is:
14 seconds Undetectable status effect on the start of the game and after each hook. That would allow some interesting perk synergies with Lethal Pursuer and BBQ.
We would definetly want to bring Scourge hook system for it, but I don't think Hook Progression is healthy for the game. So I would try several things for it. Mainly +2 extra hooks, if combined with other Scourge hook perks.
Then as for actual effect, I can see two options: Survivors are unable to self-unhook and unhooking speed is 30% slower, or make it same system as Gift of Pain -> survivor gets oblivious status effect, which is removed upon healing, but gets blidness until they are injured again.
This is just useless perk after nerf imo. I would want to keep it sound related, but change it on the sound of survivor's footsteps, so it might be easier to track survivors behind a wall. Not sure if good enough, but better than nothing. Maybe try both effects?
I would like to make it work like STBFL, but for missed basic attacks, so you would be able to get it into way higher numbers than current Unrelenting, maybe up to 60%, but you need to earn it. We can do it based on 6 stacks max.
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