Perks that can be buffed to be worth playing with.

Wake up: in addition, you heal completly when you open the exit gate and your aura can not be seen during endgame.

Corrective action: make it apply to anyone working on any generator. And also make it work with overcharge and oppression.

Territorial imperative: in addition, opening the chest in the basement applies the exposed status affect for 60 seconds.

Poised: change it to 15 seconds

Hangmans trick: survivors that Sabo a hook are exposed for 30 seconds- or just disable the ability to sabotage alltogether.

So what are your thoughts and feel free to add any more perk buffs.

Comments

  • I just wish corrective action had no token cap. it just shouldn't have one

  • The wake up buff sounds super cool, goddamn. I feel like the territorial buff still won't make it good enough though. Hangmans could increase the time it takes to sabo a hook by like 150 or 200%.

  • Wake Up: We already have adrenaline for the instaheal, but I like the aura-reading part.

    Corrective action: Sure, anyone on any gen. I don’t think it should work against perks like oppression though.

    Territorial: I mean sure? It’s still not gonna be good. Maybe they should scream as well when they open the chest.

    Poised: Should also hide blood. Upping it to 15 seconds and leaving it scratchmarks-only isn’t gonna save that perk.

    Hangman’s trick: I like the exposed idea but it might still be too situational. Idk.

  • my ideas for survivor' perks:

    1. Visionary: The Auras of Generators are revealed to you within 32 metres. Each time a Generator is completed, you see the Auras of all other Survivors for 8/9/10 seconds.
    2. No mither (rework): After being unhooked or unhooking yourself, gain Endurance Status Effect for 8/10/12 seconds.
    3. This is not happening (rework): When you are injured, others survivors can see your aura. Whenever another Survivor is put into the dying state by any means, your movement speed is increased by 5/6/7% for 8 seconds.
    4. Technician: Failing a Skill Check while repairing: Prevents the Generator Explosion. Applies the default Regression penalty. Reduce Regression penalty of 3/4/5 %. Technician reduces the audible range of your Generator-repairing noises by 8 metres.
    5. Tenacity: Your ferocious tenacity in dire situations allows you to crawl 30/40/50 % faster and also recover at the same time. While crawling, pools of Blood are suppressed and survivors can determine your recovery progress of dying Survivors by the intensity of your aura at a distance of up to 48 metres away.

    And for killers:

    1. Territorial Imperative (rework): After damaging a Generator, each survivor that was repairing has their aura is revealed to you for 3/4/5 seconds.
    2. Oppression: When damaging a Generator, up to 3 other random Generators also begin regressing. Trigger a difficult Skill Checks if a selected Generator is being repaired. Oppression has a cool-down of 40/35/30 seconds.
    3. Hangman's Trick: Your ingenious modifications to Hooks alert you of tampering. Gain a Loud Noise Notification when a Survivor begins sabotaging a Hook. Unlocks potential in one's Aura-reading abilities. While carrying a Survivor, see the Aura of any Survivor within 6/8/10 (or 8/10/12) metres of any Hook. Hooks destroyed by sacrifices repair automatically after 30 seconds.
    4. Overwhelming Presence: Your presence alone instils great fear. Survivors suffer from inefficiency and affected Survivors' Item Consumption rates are increased by 40/45/50%.  Survivors within your Terror Radius have their item Consumption rates doubled.
    5. Dying Light: You become obsessed with one Survivor. Each time you hook your Obsession, all survivors suffer from 20% (maybe 25% or 30%, but don't stacks with other penalty) penalty to repairing, healing, and Sabotaging speeds for 20/25/30 seconds. When a Survivor rescues the Obsession from the Hook, a random survivor will become the new Obsession.