(poorly formatted) Miscellaneous Perk Change ideas

Nerf: Make a token system where they need to reach a certain amount of tokens before the exit gates are powered to have No One Escapes Death apply. Something like this: Every down grants a token, for a max of 5. Killing a survivor by any means removes 2 tokens. nothing happens at 1 token, at 2 25 seconds of exposed on all survivors is granted once the exit gate is powered, 3 35 seconds, 4 45 seconds and 5 as long as NOED is active (until hex totem is cleansed). Tokens cannot be lost or gained after the exit gates are powered, you just get the effect relating to the amount of tokens you have at the time.

Buff: Add Dead Hard's ability to dash back, but make it 1/3 of the distance it used to be. Simple. I think it's worth it and would still kill the "gain distance" aspect while keeping the dodge-ability when it comes to ranged killers. Endurance effect is active after sprint for 0.5 seconds. Dead Hard causes the Exhausted Status Effect for 65/55/45 seconds.

Nerf: Make it so Lightborn is instead a resistance to flashlight, such that if you had 2 flashlights pointed at the killer it would burn ALMOST as fast as one flashlight without it equipped. But getting flashes with only one light would still be basically impossible unless the killer was letting it happen. I'm not sure if add-ons would effect this, the fastest best possible flashlight still should not be viable against this perk single handedly (but possible, although realistically only if the killer is not turning their head at all and is basically letting it happen) with 2 flashlights still being slightly slower than 1 flashlight without it. Necessitates 2 beamers working together. Leave aura reading ability unchanged.

Buff: Dead Man's Switch, Either increase it to 25/30/35 or make it so that Dead Man's Switch is active for 20/25/30 seconds, if a survivor gets off a gen that gen will be blocked for a separate 25 second timer. As in if someone works on a gen for 19/24/29 seconds after the hook and then gets off, it gets blocked for 25 seconds from then instead of just 1.

Buff: Mettle of Man needs a rework. I don't have a serious suggestion for this at this time but wanted to use this as an opportunity to put forth that opinion. It sucks, it should work differently. Maybe you gain endurance for the next 10/15/20 seconds after unhooking someone. That would be useful. Combined with the base Borrowed Time it would guarantee neither person gets hucked back on that hook at least.

Buff: Gearhead should also show the survivor's aura when they fail a skill check. Great skill checks happen infrequently. What happens the most is good skill checks but I don't think that would be fair. So give it aura reading on failed and great, the rarer outcomes. Would allow it to combine well with perks that make the skill checks harder.

Buff: Trail of Torment should have a shorter cooldown. Something like 70/60/50. Undetectable should persist for2/3/5 seconds after either the gen stops regressing or you damage a survivor by any means.

Buff: Change Deathbound's duration to 120 seconds (up from 60). Either that or make it so both survivors, the healer and healed are obvious when further than 16/12/8 meters away. Also reduce the distance need for this to work to 28m. To balance out these changes maybe make it so survivors are aware they are bound and can see each other's auras when within' range of each other to not be obvious.

Buff: Power struggle should be active immediately after reaching 45/35/25% recovery progress as well. Both recovery and wiggle progress separately contribute to enabling power struggle. Leave the wiggle progress requirement alone at 25/20/15%. Would synergize well with Flip Flop. (Also Flip Flop needs a buff, maybe it should provide 20% increase to recovery speed.)

Please let me know what you think!

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