Killer perks whose strength is increased by the number of totems (but aren't hexes)

One thing I haven't really seen tried so far is killer perks which aren't hexes but which have an effect whose strength is proportional to the number of hexes remaining on the map. So instead of being something which is an all of nothing Hex which has a big effect until its totem is destroyed and then it's gone forever, these would be perks that have a good effect out of the gate when all 5 totems are on the map but as totems get cleansed the perk becomes weaker until if all 5 totems are cleansed the effect is completely gone.

Some examples:

  • A perk that slows gen repair speeds by, say, 5% per totem on the map. So at the start of the match it's got a nice 25% slowdown, but very quickly as totems get cleansed it would drop to weaker levels. And if all totems are cleansed it has no effect at all.
  • A perk that grants the killer a +1% movement speed boost per totem on the map. Initially that's a 5% boost which is pretty decent (it's enough to make the difference in close chases). But as totems are cleansed the effect is weaker.
  • A perk that slows healing speeds by 10% per totem on the map
  • A perk that slows survivor movement speeds by 1% per totem and vault speeds by 3% per totem
  • A perk that show the killer the aura of the nearest survivor once every 45 seconds for a duration of 3 seconds per totem on the map.
  • A perk that increases Lunge attack distance by 15% per totem on the map
  • A perk that makes the killer Undetectable once every 60 seconds with a 5 second duration per totem on the map.

And so on. There's a ton of possibilities obviously.

The idea would be these effects start out not quite as strong as the hex perks, and survivors can weaken or eliminate them by cleansing totems, but they also aren't quite as swingy as hex perks since they're not "all or nothing". They'll be strong in the beginning and weaken as the match goes on but the killer will be very likely to have gotten decent value out of them before they get down to only 1 or no totems left on the map.

The other fun thing about this would be that it counts all totems on the map toward the effect, so Boon totems still help these perks. That means the survivors have a choice between placing a Boon for a nice effect but in doing so they are opting not to weaken one of these totem centered killer perks. Or of course they can cleanse the totems and weaken the killer perk, but then maybe lose out on a potential Boon site.

You could even hypothetically take a pass at some existing Hex perks and revamp them to work as above. For example, you could take Ruin and, instead of it being all or nothing, make its regression speed be 100% + 15% per totem on the map. So initially it runs at 175% speed (a little less than the current Ruin) but as totems are cleansed the regression speed slows until at 1 totem it's 115% normal, and then with no totems it's finally cancelled.

Or with Huntress Lullaby, it could start out right away reducing the sound cue time by 20% per totem on the map. So at the beginning of the match there are no sound cues, but as totems are cleansed the cues come back until at 1 totem they have 80% normal lead time and with no totems sound cues are back to normal.


Anyway it just seems like a design space in perks that hasn't really been tried out yet that might have some cool possible perks. ๐Ÿ™‚

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