1 good change to each meta and some other cool perks for Killers

Here is part 2 fellow ppl in the fog:

Killer perks:

Ruin: Ruin regresses now at 300% speed but can only damage 40% of a gen over time. Once it reached the 40% it will just not regress anymore until a survivors touches and leaves the gen again, then it regresses another 40% if no one touches it.

The most frustrating thing about ruin is that a gen is basicly lost if a Killer stays near it, with this change you know that gen is not totally lost forever.

Pop: Increases the timer back to 60sec but reduce the damage from 25% to 20%.

This should make pop less oppressive on stronger Killers and also make this perk more accesible for weaker (slower) killers.

Tinkerer: Once you get your undetactable status effect the perk triggers a 60sec cooldown.

Its annoying if you can keep running back to each gen over and over, ez fix.

Thanatophobia: Revert the change back to reduce healing speed and back to 4%.

Having heal builds for boons is fine but anti heal builds are not okey? Dafuq?

Thrilling tremors: Has a cooldown of 30 sec now. Also all gens will get blocked now and if a survivor was repairing that gen at that moment they will scream and reveal their location.

I feel like thrilling should always do something like this.

Overcharge: Once a survivor touches the gen it will immidiatly explode and regress an extra 5%. The survivor will also scream and reveal their location.

This seems to me more of a "trap" as the perk description tries to say.

Blood echo: Removed cooldown.

I love blood echo but the cooldown is just stupid.

Oppression: Reduce cooldown to 30 sec.

simple as that.

Noed: You start the trial with 1 token. You gain 1 token each time you hook a survivor for the first time. After all gens are done a dull totem becomes a hex totem bound to this perk. Your basic m1 hits are exposed and once you down a survivor you lose 1 token. If you have no tokens anymore you lose your exposed effect.

With this change noed keeps roughly the same streangth but also requires for the Killer to work for it to make it more powerfull. They cannot rely on it anymore to just tunnel someone and get the team like this.

Unrelenting: Your basic lunge attack range is increased by 15%. A missed basic attack has a 30% shorter cooldown. Grants a bonus of 100% blood points in the brutality category at the end of the game.

Its simple but I think it can be interesting.

Reworked perks:

Predator: You see scratch marks through walls now and you can hear foot steps now 50% louder.

This would make this perk actually useful for Killers like Blight or Nurse.

Monstrous Shrine: You have both basements now on the map at the same time. If you hook a survivor in the basement all survivors scream and reveal their location to you. Grants a bonus of 100% blood points in the sacrifice category at the end of the game.

I think this is a interesting idea tbh, yes it may be annoying for survivors but dead hard is also annoying so ye.

Distressing: Your base TR is 8 meters bigger. If a survivor is on a hook every survivor hears a distant TR constantly. Grants a bonus of 100% blood points in the deviousness category at the end of the game.

Interesting perk idea that can be used for interesting builds.

Overwhelming presence: Your terror radius is pulsating which means survivors will hear every few sec either a very close, normal or far terror radius which switches up every few seconds. Also your terror radius is not directional anymore.

This can be a very fun and interesting perk, I bet many killers can have a lot of fun with that.

Thoughts?

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