The ULTIMATE Survivor Perk Overhaul
------------------------------------------------------------------------------------INTRODUCTION-------------------------------------------------------------------------------------------
This discussion is a full overhaul of every underused perk.
We have so many perks, yet so few of them feel usable. When you unlock perks through the blood-web, we all know which ones we want to avoid or basically never pick.
So why are there so many perks that feel unusable? The reason is; a bad design philosophy.
Perks like Decisive strike, Sprint Burt and Self Heal offer the player complete new abilities and things that they weren't able to do without the perk, where in the contrary you have perks like Bond, Alert, Dark Sense, Deja Vu, Kindred, Premonition, who combined wouldn't even offer the same utility SWF communication offers.
It is mainly these perks, that SWF's get for free, that need reworking and buffing, for them not to be a punishment to the players that pick them.
Before we go over the list of EVERY PERK, in the game and before you start commenting on why these would be "too strong", ask yourself these 2 Questions;
1. Are they equal when it comes to power in comparison with Sprint Burst, Selfcare, Adrenaline, Borrowed Time, etc.?
2. Are they given to SWF's for free?
All the reworks are supposed to be relatively easy implementations for the developers. Most of them aren't even supposed to be radical changes or to feel "new". They are simply to be adjusted so that they can better fight the fight against currently more stronger perks and make eccentric perk builds more fun to use.
------------------------------------------------------------------------------------OVERHAUL--------------------------------------------------------------------------------------------------
-Ace In The Hole
{
Gives 2 times a 100% chance to find a Very Rare or lower.
When you waste time on finding items or even multiple, then at least you should be guaranteed to get more then 1 weasly addon if you miss running sprint burst for this.
(Question 1)
}
-Adrenaline
-Alert:
{
When the killer performs a breaking action or a VAULT, their aura is revealed to you for 3/4/5 seconds.
This can actually help you against double vaults or a spirit/wraith faking a vault while in a chase.
(Question 2)
}
-Autodidact
{
For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.
Each Token grants you a +10 % bonus progression for a successful Skill Check while healing Survivors.
Remove the negative penalty. You might even have scenario's where you don't get to heal a lot, meaning that you might suffer from actually using this perk.
(Question 1)
}
-Balanced Landing
-Boil Over
{
You are a battler and do everything to escape a foe's grasp.
Your struggling effects on the Killer are increased by 25/50/75 %.
You obscure the Killer's ability to see Hook Auras.
This is a really funny perk this way. It requires the killer to know where the hooks are, which isn't that hard, especially when you know that someone is running boil over, but the first time you pick the up, it can be a shock.
(Question 1)
}
-Bond
{
Allies' Auras are constantly revealed to you when they are within 20/28/36 metres of range and your aura is revealed to them. During your Emotes(Pointing forward and gesturing to come), your aura is revealed to all your allies.
Bond is the type of perk you want to use while playing solo to communicate and teamwork with your team, but often this doesn't work out because your teammates do not know you want to do so. If they can see you as well, they'll understand better how they can play together and the infinite range Gestures help Solo's in the late game to group and work on a Gen together to reduce the chance of being caught.
(Question 2)
}
-Borrowed Time
-Botany Knowledge
-Calm Spirit
-Dance With Me
{
When performing a fast vault or leaving a Locker in a sprint, you leave no Scratch Marks for 3 seconds.
Dance With Me has a cool-down of 40/30/20 seconds.
Allows Lithe+Dance builds to have an extra opportunity to disappear. It is weird to think that both these perk should have an equal cooldown when 1 brings movement speed guaranteed to do something while the other might not even have any value as you might A still be visible or B the killer follows your bloodtrail anyways or by chance runs the direction you ran to.
(Question 1)
}
-Dark Sense
{
Each time you complete a Generator, the Killer's Aura is revealed to you for 5 seconds.
When the last Generator is powered, the Killer's Aura is revealed to when within 32/36/40 meters of range.
Now it's actually a perk you can use to save the guy hanging on the hook while the exits are open and the killer is likely guarding the hook with a NOED.
}
-Dead Hard
-Decisive strike
{
Needs a buff
(I'm just kidding)
}
-Deja Vu
{
The 3 generators closest to you are revealed to you.
}
-Deliverance
-Detective's Hunch
{
...revealed for 10 seconds.
Minor number tweak
(Question 1)
}
-Diversion
{
Standing within the Killer's Terror Radius while not in a Chase for 25 seconds activates the Perk.
This is a perk that the player can completely play around or ignore. Why it originally had a higher cooldown on reloading and a less easy to met condition for reloading in comparison with Sprint Burst is beyond me.
}
--Empathy
-Hope
{
As soon as the Exit Gates are powered or the Hatch is open, gain a 5/6/7 % Haste Status Effect for 120 seconds.
This means that the perk also has effect when you are the last survivor in a hatch game.
(Question 1)
}
-Kindred
{
While you're on the Hook, 1 random Survivor's/All Survivors'/All Survivors' and the Killer's (in an 20m radius around the Hook) Aura(s) are revealed to all other Survivors.
(Question 2)
}
-Leader
-Left Behind
{
If you are the last Survivor remaining in the trial, gain a 125% bonus to Repair speed.
If you even need this perk and literally refuse to use the hatch, then you deserve the 125% which will take 36 seconds to complete a generator with, maybe just enough to avoid the killer from patrolling it when timing things well.
(Question 1)
}
-Lightweight
{
Scratch Marks stay visible 1/2/3 seconds less than normal and your Walking speed is increased by 25%.
Crawling speed: 0.7 m/s
Crouching speed: 1.13
Walking speed: 2.26 >>> 2.825
Running Speed: 4.0
(Question 1)
}
-Lithe
-No Mither
-No One Left Behind
-Object Of Obsession
-Open Handed
{
Increases The RANGE of your and your allies abilities by by 4/6/8 metres.
This means that the following perks will also be affected by this:
Premonition, Prove Thyself, Small Game, Spine Chill, Streetwise, Vigil, Windows of Opportunity.
Allowing for some new builds/teambuilding fun and makes Open Handed an actually exciting perk.
(Question 1&2)
}
-Pharmacy
{
Pharmacy guarantees an Emergency Med-Kit with 2 random add-ons on your first completed Chest search.
}
Plunderers Instinct
{
Grants a slightly/moderately/considerably better chance at finding an Item of a higher Rarity from Chests.
(Minimally a Yellow)
}
-Premonition
{
Premonition has a cool-down of 60/40/20 seconds each time it activates.
}
-Prove Thyself
{
Receive an incremental speed bonus to repairing, healing, sabotaging, cleansing, opening Exit Gates and searching Chests when other Survivors are within 8 metres of range.
1 nearby Survivor grants 3/4/5 % increased speed.
2 nearby Survivor grant 5/8/10 % increased speed.
3 nearby Survivor grant 8/12/15 % increased speed.
You have to consider that a lot of Gens do not even offer a spot for 4 people to sit on 1 generator, let alone that they sit within 8 meters of range from one another. Be it that someone decides to sit there because a full team would run it, thus enjoying the 15%, then it would still not be worth it as 1 survivor wouldn't be doing Gens.
If survivors manage to Prove themselves to 3 other survivors then they damn well deserve a 15%, but since almost always 1 survivor will be occupied by a chase, don't even dare thinking about the 3 survivor bonus too much.
This perk will for the most part be proving yourself to 1 survivor and in rare cases to 2, and with this decent buff is probably still outside by leader.
(Question 1)
}
Quick and Quiet
{
You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers.
The vault and hide actions' noise detection and audio range is reduced by 100 %.
This effect will go on a cooldown of 60/50/40 seconds when it has been triggered twice within 20 seconds.
This allows you to both vault and hide in a locker without at the same time, which is often what you want.
(Question 1)
}
-Resilience
-Saboteur
-Self Care
-Slippery Meat
-Small Game
-Sole Survivor
-Spine Chill
{
Get notified when the Killer is looking directly in your direction and standing within 12/24/36 metres of range.
When Spine Chill is active, Skill Check trigger odds are increased by 20 % with success zones reduced by 20 % and your HEALING SPEED increased by 50%
Conceptually it makes a lot of sense that you would get a "Chill" when sabotaging and working on a generator, but gameplay wise, where you see this "chill" most intensely is when you are healing someone and the killer is coming your way, as this is the most spine chilling moment for the killer to arrive.
With this change, Spine chill is THE perk wherein you make a quick judgement call of whether you are capable of quickly finishing your last quarter of healing progress before the killer is there to crush the party.
(Question 1)
}
-Sprint Burst
-Stake Out
--Street Wise
-This Is Not Happening
{
You perform at your best when you are under extreme stress.
You increase the chance to trigger skill checks by 20/40/60%
Let's make it actually fit the description "extreme stress". A wounded state doesn't really match that.
And a perk (conditionally on being wounded) that A doesn't enable you to do something that you wouldn't have been able to do without the perk and B will most likely not even help the people who would have needed it is so useless that it might as well not have been in the game.
The overhaul of this perk gives it synergy with Autodidact, allows good players to hit more great skillchecks, may screw you over with Hex Ruin and can be seen as a Hard-Mode perk for Twitch streamers.
Now it actually has some identity and does an even better job at fitting the theme of "This is not happening".
(Question 1)
}
-Technician
{
You are apt at handling machinery with the greatest care and precision.
Generators last repaired by you cannot slowly regress.
Generators repaired by 95% or higher will automatically complete the remaining progression after 20 seconds of delay.
This transforms Technician from being a perk that even starters are hesitant about using into a perk that helps you in the late-game.
The regression-of-generators mechanic is a great thing for killers while fighting the hordes of survivors in the early-mmid game, however, once 1-2 survivors are dead, it's this mechanic that breaks the survivors' ability to make great and sneaky late-game plays.
By allowing survivors' to repair generators in such a way in which they cannot be regressed slowly, they are able to work on multiple generators and switch in between them. The delay in finishing the Gen allows a survivor to sneak away before the giant notification of a Gen being finished calls the killer to run there straight away.
If you have even 1 technician in your team, you will still have the chance to win your 2 survivor 5 gen games if you are sneaky enough!
It might not be a meta perk, but it's a great one for crazy late-game montages and killer 1v1/ 2v1 scenarios.
more details:
(Pop Goes The Weasel will still regress the gen, but will not be followed up by a slow regression.
When the killer kicks the Generator, no regression indicators will appear, WHICH IS CRUCIAL for the high demanding stealth game.
The Technician effect will only stop the regression if the survivor with Technician is the last out that touched a gen. If the Technician survivor and another survivor work on the same gen and the Technician leaves the Gen before the other survivor then the Gen will still be able to regress.)
(Question 1)
}
-Tenacity
-Up De Ante
{
All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you.
While you are alive, grant a 12 % bonus luck to all remaining Survivors.
Again one of those cases where the overhaul does a better job at fitting the description while buffing an underused perk.
Gives you incentives to stay alive more as you provide stats for the team.
(Question 1)
}
-Unbreakable
-Urban Evasion
-Vigil
-Wake Up
{
Once all Generators are powered, Exit Gates AND HEX TOTEMS are revealed to you when within 24/48/∞ metres of range.
While opening the Exit Gates, reveal your Aura to other Survivors within 24/48/∞ metres of range.
While Wake Up! is active, you open the Exit Gates 5/10/15 % faster.
Counter to NOED and helps with other unresolved hex totems such as Devour Hope.
Finally some real use for this perk.
(Question 1)
}
-We'll Make It
-We're Gonna Live Forever
-Windows Of Opportunity
{
Unlocks potential in one's Aura-reading ability.
Auras of Pallets and vaults are revealed to you when within a range of 20 metres.
Windows Of Opportunity has a cool-down of 60/40/20 seconds when vaulting or dropping a Pallet during a Chase.
This is one of those perks that are completely free to SWF communication and that do not offer you something you could've done without the perk.
It predominantly helps bad players who are trying to learn the map, so if they survive for 20 seconds after throwing their first pallets, let them have another go at it.
(Question 1&2)
}
-------------------------------------------------------------------------------------THE END-----------------------------------------------------------------------------------------------------
As intended, most of the reworks are deliberately simple as to make it an easy change for the developers to make while massively increasing the usability of normally dusted perks.
And if the developers are looking for a way to spice up the game in a safe way and want to solve certain survivor-perk related issue then i hope they get inspiration from the suggestions above.
Let me know what perks you agree on/disagree on.
My favourite suggestions among all those perks are: Open Handed, Spine Chill, Technician, Bond, This Is Not Happening, Left Behind and Ace In The Hole.
Thank you for reading ![]()
Comments
Give Wake Up! "While standing in the exit gates you reveal your aura" and ill be happy