New 3 Survivor perks Idea

Crushing Force

  • Passive: Reduce killer's Endurace againts your pallet stuns by 10%
  • Your next pallet that will stun killer will increase stun duration by 1,5 / 2 / 2,5 seconds
  • Causing Exhoustion for 60s / 50s / 40s

Feeling of Presence
* See killer's aura for 4 seconds when you enter in killer's terror radius
* Cooldown: 90s / 75s / 60s

Trap on Hangman
* All Hooks that you fully sabotage, will not destroy until killer will be in 10m / 8m / 6m range from hook
* You can set at the same time 1 / 2 / 3 maximum Hook traps

Comments

  • Nice touch making the pallet stun one exhaustion for the stronger effect. Good call

  • @Jack11803 said:
    Nice touch making the pallet stun one exhaustion for the stronger effect. Good call

    Thanks <3

  • The balance curve is bad for those. Ofc, compared to current perks

    1) it causes exhastion, but does it trigger with exhastion? looks like it does. Also, 40+2+4 is enough to reach next loop and increases time to win in chases.
    Basically win-more perk.

    2) true sight also has 4 seconds, but only when pallet is broken. See how of the curve it is?
    Won't work on freddy, since he's invisible. Breaks Wraith, since he's TR is exposed when lockers/gen/pallet.
    But, most importantly, breaks TR as his purpose is to cause fear by you NOT knowing direction of killer.
    The strength to break core mechanic comes without disadvantage. It's way too of the curve

    3) This one is closer to balance and play, still not very good for simple reason: there is no counter-play, it's essentially cheat, no downsides. Way of the curve..

    hope you're up for constructive criticizm :D

  • @Sarief

    BBQ also can break stealth and surprise. But yeah, it would be just a better premonition, with the small drawback of not working on a few killers.

  • @Jack11803 said:

    BBQ breaks "unknown location" to "possibly known location.
    Although it's cheat-like ability on some characters (and average on other killers, be honest) it still does have counter play, as cheezy as it sounds:
    1) be within 40 meters
    2) change direction
    3) go stealth
    4) not sure how lone survivor works on this, but hey, in theory it should work :)

    Plus it's other downside that you MUST leave hook to "search" (with possibilty to not find) next chase victim.

    It's high on the curve but not utterly unbalanced. It's counter perk is the one that let's all survs see each other and see killer near hook (forgot name).

    Not a case with first perk

  • @Sarief

    Honestly, is agree, but nurse and hillbilly make that perk WAY to strong. I’ve used billy with it, screw changing direction, I’m ALREADY ON THEIR ASS when the aura ends.

  • @Jack11803 said:
    @Sarief

    I’m ALREADY ON THEIR ASS when the aura ends.

    2 conditions: direct route and 40-46 meters, otherwise you need speed addons or you'll lose the guy or he can stealth. Or you just bump into smth and rip
    And nurse has such a big fatigue you can do squats under her nose, run away and hide and she won't find you for a minute...

    but let's discuss perks that are here

  • @Sarief said:

    @Jack11803 said:
    @Sarief

    I’m ALREADY ON THEIR ASS when the aura ends.

    2 conditions: direct route and 40-46 meters, otherwise you need speed addons or you'll lose the guy or he can stealth. Or you just bump into smth and rip
    And nurse has such a big fatigue you can do squats under her nose, run away and hide and she won't find you for a minute...

    but let's discuss perks that are here

    Ok, I think the perks here are generally not THAT strong, pallet one is niche. And I’m hoping for a killer perk that involves rage, getting tokens for stubs. That could be the killer version. Other ones aren’t really bad. As the detection one doesn’t work on stealth killers, wraith heartbeat is a big. And the third one is probably the one that shouldn’t get implemented

  • @Jack11803 How in the world the pallet perk is niche?
    want me to count for you? 2.1 seconds + 3 seconds * 1.2 (20% endurance reduction) = 6.12 seconds of stun. woops. Add breaking pallet, chasing surv to next loop + loop. His exhastion is recovered for sure.

    That's Sprint Burst on steroids and killer rage ingniter in one bottle. Enduring would be MUST on all killers (even on freaking nurse)

    FoP is... OP. Killer can't mind game you anymore and this means that after 4 seconds (17 meters) you run off with sprint burst into other direction. Over powered for no disadvantage. Like I said, breaks TR at core.

    third one is tricky, since you actually need item or perk to use it. Otherwise it's dead weight.
    That's why I said It's closer to balanced than others. It's "upgrade" perk, not standalone and I was missing those since starting game. The values do need correcting or appropriate "minus" has to be applied.
    You must remember that you still can do 99% hook destroy, which means you can use it to mind game killer into thinking you've set the trap, while you didn't.
    Killers already have anti-perk for this (hangman). So that's why I'm more inclined to say this one is more interesting than others.

  • @Sarief

    Yeah, but it’d be a perk slot that isn’t ds, sc, sb, bt, or another perk. And stuns don’t happen that often. Also, I stated if it was in I’d want a perk for killers too

  • @Jack11803
    That one is much more annoying, since it's a win-more perk. If you already won the chase (by palleting killer), you stun him for 4 more seconds, which is even bigger than sprint burst, while you run away (with double sprint burst speed), plus you lose killer.
    Sprint burst has downside of activating on run. This one activates only when used. It does not hinder you in other ways. Heck, it can be used together with Dead Hard.
    Sprint burst gains you 4.2 meters advantage in straight chase, or 6-10 seconds. This one gives you much more.

  • @Sarief said:
    @Jack11803
    That one is much more annoying, since it's a win-more perk. If you already won the chase (by palleting killer), you stun him for 4 more seconds, which is even bigger than sprint burst, while you run away (with double sprint burst speed), plus you lose killer.
    Sprint burst has downside of activating on run. This one activates only when used. It does not hinder you in other ways. Heck, it can be used together with Dead Hard.
    Sprint burst gains you 4.2 meters advantage in straight chase, or 6-10 seconds. This one gives you much more.

    What speed have to do with this? The perk doesn’t give you a sprint burst. It COSTS EXHAUSTION to do the stun.

  • @Jack11803
    You don't see?
    If you stun killer, you have 4+ seconds of stun with this perk. In that time you can runaway so far, and hide. After that he breaks pallet and there is no way for killer to find you. It's guaranteed escape. SB can't do that.

    the speed I'm refering to is distance gained, compared to killer. SB gives you 4.2 meters distance, when killer is chasing you. This perk... it automatically wins the chase.

  • @Sarief said:
    @Jack11803
    You don't see?
    If you stun killer, you have 4+ seconds of stun with this perk. In that time you can runaway so far, and hide. After that he breaks pallet and there is no way for killer to find you. It's guaranteed escape. SB can't do that.

    the speed I'm refering to is distance gained, compared to killer. SB gives you 4.2 meters distance, when killer is chasing you. This perk... it automatically wins the chase.

    Actually breaking chase is one of the hardest things in this game, I believe the time should maybe be a bit lower, but I still think it’s not that bad; with adjustments.

  • Thanks for feedback all! <3
    So here are my answers on something:

    Crushing Force is countred by Enduring, even with -20% (total 55% Reduction on Tier 3) and Enduring is meta perk so total stun duration with this perk would be 2,1s base + 3s = 6,12s without Enduring, 2,29s with Enduring (Tier 3). It still a lot of seconds, BUT Exhoustion perk is for a good reason. You can't use Sprint boost or any other boosting perks if you want to use this effectively. Also, that 40s cooldown is only if not in chase (not running). So cooldown in chase is much longer than 40s. Let's say every 60+s something killer will get longer stun, but with Enduring it's not that big deal.

    Feeling of Presence is supposed to be kind off Stealth perk. It's for me let's say better Promotion but with bigger cooldown. You can avoid killer with this perk, that's the idea about it, but you can't do it that much offten, because of that cooldown. Also, it's useless againts Freddy, kind off againts Huntress and low againts Myers and Wraith if not uncloaked.

    Trap on Hangman has counterplay, it's called "Hangman's Trick". Just drop Survivor for few seconds, then grap him back. You can also walk near hooks to try if they drop (you don't have to carry Survivor!) Also, this perk is kind off time waster, you need to set it up. You need to waste a lot of time for full usage and reward is potencial save(s). You can't progress on generators during that time, you need to find good hook positions, you need to use toolbox(s) / Sabotage perk. So it has some dowsides. The main desing of this perk is to create some interesting playstyle with sabotage. That's it.

  • I changed my mind, thanks to feedback ;)

    Balance Edit

    Crushing Force

    • Passive: Reduce killer's Endurace againts your pallet stuns by 10% (was 20%)
    • Your next pallet that will stun killer will increase stun duration by 1,5 / 2 / 2,5 seconds (was 3s)
    • Causing Exhoustion for 60s / 50s / 40s
  • @Buily09
    Your math is wrong, it's 75% recovery increase. 2.1 normal stun -> 1.2 stun -> 43% stun reduction.
    basically designer should have 1.2/2.1 but instead had 2.1/1.2 -> 1.75 -> 75% recovery increase....

    with 43% reduction it's more like 6.21 -> 3.54. DS has 4 seconds, which gives enough time to get away, and if there is pallet in between, you can see how broken this perk would be.

    But the most broken part is not that. It's the fact that it can be used together with dead hard. They're both manually triggerable, plus there is passive on this perk. It makes it OP for the small disadvantage it has.

    Yes, during chase the exhastion is higher, but with this much time to get away, you can go into crouch hide until killer close enough, effectively recovering exhasted state.
    Also, remember there is perk that takes 20% away from exhastion. Although not meta, you have to account for it.

    new values make it a little bit less, but still you have to account for all situations described above :)
    It's not that the values are not OK, they're actually more or less ok, it's that there is small downside to using perk that is so effective when used right.

    On the other note: not everyone has enduring, but, well, same can be said about this perk :)