Perk ideas that can balance the game for survivors and killers.
It seems we get an allotment of perks that are similar to other perks. What would you like to see added that is unique? I personally would like a killer perk that puts Killer Instinct on a Survivor that saves another from a hook. Of course only if they are a distance away. 25 meters or so.
Comments
Killer:
Survivor:
Killer perk:
After hooking all but one survivor, that survivor becomes the obsession and is (permanently) revealed to you. Once you hook that survivor, this effect transfers to the survivor who has been unhooked the longest time ago. This perk disabled when only 3/2/1 survivors are left alive
I'd rather have the game be balanced outside of perks, so that everyone benefits from it.
That being said, I like some of the ideas that have been suggested. =)
I feel balance should come from game mechanics, not perks. And while most killer perks are decent or useful, most survivor perks (beyond the 10 that make up the META) are pretty bad. I personally think BHVR should just stop releasing survivor perks at all. Even when they’re situational or subpar (Reassurance), they’re decried by killers as broken and subsequently nerfed (Iron Will, Mettle of Man) or become perks that generally benefit killers more than survivors (Self-care, Potential Energy). A good way to fix that is to stop releasing perks for survivors.
So every one of the killer perks also has a downside but none of your survivor perks have any downside and some have massive advantages (+30% gen speed up to +45% if a SWF all take this? 100% extra healing speed???) . Yeah, that's balanced.
scourge hook: flood of rage.
Dude, the downside for survivors is needing to run these perks in the first place. ######### I thought I'd be criticised for being too biased towards killer.
Also just make the gen speed buff non-stackable, it's not difficult. And you can counter it by not facecamping.
+100% healing for about 4 seconds when you have a killer running towards you, who can immediately down you again.
This is literally a topic for healthy perks and you're whining that my ideas don't let you camp tunnel and slug.
It's a thread to balance between survivors and killers, that does not mean "buff survivors & nerf killers" as that would imply that killers have an advantage at the moment.
The idea of balancing the game around perks is fundamentally wrong and terrible. That's why I would like to see a mode in the game where everyone would play without them.
Explain to me why iron will was a healthy perk
Killer:
Temporary speed increase when a survivor enters the shack while you are chasing them (Disabled if there’s a survivor hooked in the basement).
You get to keep one add-on (Chosen at random or 100% with one add-on), all non point related offerings are rejected and refunded.
Survivor:
If facecamped for an entire hook state gain 100% chance to unhook self, does not cause exhaustion.
All non point related offerings are rejected and refunded, the nearest generator and dull totem is revealed to you at the start of the match for 3 seconds