Buffing underwhelming endgame perks

The endgame is a pretty tense time for both sides, but unfortunately there are a lot of endgame-related perks that are pretty underwhelming. I'd like to suggest buffs to some perks to hopefully bring more variety to this phase of the game.

Hope

The growing odds of a successful escape fill you with hope and give you wings.

As soon as the Exit Gates are powered, you gain a 5/6/7% Haste status effect.

A pretty simple change, ditching the timer would make this perk a lot more reliable. This perk is a bit too situational for my liking currently.

Left Behind

You will get the job done... no matter the cost.

If you are the last survivor remaining in the trial, you can see the aura of the Hatch within a 32 meter range.

If the Hatch is closed, you can open it without a key. This action takes 7/6/5 seconds.

Adding the newly reworked key mechanic to this perk would make it far better for escaping as the last survivor left. Since this perk is designed to do one thing, it should do it well. Currently, as it stands, this perk is pretty outclassed by Clairvoyance, which can detect the auras of the Hatch and more from 64 meters away. I don't think this change would make the perk overpowered, since it relys on the team losing in the first place.

No One Left Behind

It is inconceivable to leave someone behind.

Once the Exit Gates are powered, you gain the following effects:

  • 100% additional bloodpoints for healing and unhooking other survivors.
  • 50% bonus action speed when healing and unhooking other survivors.
  • The auras of all survivors are revealed to you.

This change only involves one word, but I believe it would make the perk leagues better. Making the perk activate when the gates are powered, not open, stops you from having to start the Endgame Collapse and risk Blood Warden just to use it.

Sole Survivor

As more of your friends fall to the Killer, you become shrouded in isolation and the Killer's Aura-reading abilities towards you are disrupted.

Each time a hook stage is taken on a survivor other than yourself, Sole Survivor gains 1 token, up to a maximum of 9 tokens.

For each token, your aura cannot be read by the Killer within a maximum range of 6/7/8 meters, up to a maximum of 54/63/72 meters.

Ah, Sole Survivor, a pretty good contender for the worst survivor perk in the game. This change aims to allow Sole Survivor to do what it does without having your teammates be sacrificed. I still don't think it would be a great perk with this change, but it would now reliably counter a lot of killer aura reading addons after a couple of hooks.

Wake Up!

Unlocks potential in your Aura-reading ability.

Once all the generators are completed, the Exit Gates are revealed to you within a 128 meter range. While opening the Exit Gates, reveal your aura to other survivors up to 128 meters.

While Wake Up! is active, you open the Exit Gates 90/95/100% faster.

Like Left Behind, this perk is designed to do one thing, so it should also do it well. Currently Wake Up's 15% effect can be applied to everything with Resilience and Spine Chill. Making Wake Up halve the time it takes to open the Exit Gates would make it actually pretty good.

Fire Up

The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

Each time a Generator is completed, Fire Up grows in power.

For each generator completed, gain a 4/5/6% stackable buff that grants a speed bonus to picking up, dropping, vaulting, damaging generators and breaking pallets for the remainder of the trial.

A very simple change, just buff the numbers on Fire Up to make it more noticable by itself.

Rembemer Me

You become obsessed with one survivor.

Each time you hit your obsession with a basic or special attack, you increase the opening time of the Exit Gates by 5 seconds up to a maximum of 20/25/30 seconds.

An unfortunate victim of Power Creep, Remember Me has been pretty underwhelming ever since the end game collapse was introduced, especially compared to No Way Out. This change reverts the nerf it recieved in Patch 2.7.0, while introducing the ability to gain stacks on special attacks, making it useable on pretty much every killer.

Comments

  • I like all of these changes except for Hope- I don't think survivors need any more incentive to linger in the trial for longer than necessary, letting them kite the killer all the way through the EGC is a recipe for massive frustration.

    The rest are definitely good- I especially like the idea for Left Behind, that's my pick for how to fix that perk. Let it be the Key equivalent of Saboteur for Toolboxes and Self-Care for Medkits, it won't even be particularly good but it'll make Bill's Adept a little less painful and it'll have some utility.

    Fire Up would have to be monitored for OP combinations with other perks, but honestly, I don't think there's that much of a concern there. Still, warrants mentioning.

  • @jesterkind said:

    I like all of these changes except for Hope- I don't think survivors need any more incentive to linger in the trial for longer than necessary, letting them kite the killer all the way through the EGC is a recipe for massive frustration.

    The rest are definitely good- I especially like the idea for Left Behind, that's my pick for how to fix that perk. Let it be the Key equivalent of Saboteur for Toolboxes and Self-Care for Medkits, it won't even be particularly good but it'll make Bill's Adept a little less painful and it'll have some utility.

    Fire Up would have to be monitored for OP combinations with other perks, but honestly, I don't think there's that much of a concern there. Still, warrants mentioning.

    I can see your concern with Hope, but I think the End Game collapse would push them out of the game anyway. People risking death just to go and loop the killer for 2 more minutes would probably end up playing in your favor. I just think that since you're a perk down for the entire rest of the game, the effect should be more significant.

    And yeah, Fire Up could produce some OP combos if the numbers are set too high, but I don't think 6% would be a concern. I'm sure it would be considered if the devs decided to buff it.

  • NOED killers should keep speed bonus after it's cleansed, or if all totems already is cleansed killer shoud at least get the speed bonus. Some complain about this perk but it's still a C tier and a huge gamble so a small buff should be fine.

  • @DBD78 said:

    NOED killers should keep speed bonus after it's cleansed, or if all totems already is cleansed killer shoud at least get the speed bonus. Some complain about this perk but it's still a C tier and a huge gamble so a small buff should be fine.

    NOED does not need buffs, it's one of the best killer perks in the game.