Perks for a new killer

I would like to suggest some new perks that could be used on a killer.


Perk 1: Deal with the Devil - Opening the gates as the killer or closing the hatch causes all survivors to suffer exposed and exhaustion for the duration of the match.

Perk 2: Patience and Persistance - Upon entering bloodlust 3 the killer's basic attack applies dying to survivors.

Perk 3: Hex absolution - A single dull totem will be destroyed by the entity at random based on a timer until none are left. Then boon totems. Then hex totems. This totem cannot be destroyed any other way. Totems destroyed this way are consumed by the entity and removed from the trial.

Comments

  • I don't blame you for forgetting that "Hoarder" is a perk that already exists.

  • @Seraphor said:

    I don't blame you for forgetting that "Hoarder" is a perk that already exists.

    who's it on? i have about 2/3rds of the killers. if it's just a name thing i can give it a different name. i was thinking it could be combo'd with cannibals perk that causes items to be dropped.


    *edit


    nvm. i found it. i don't own the twins and they released while i was busy with college graduation. how embarrassing. let me replace it with another perk.

  • I'd never use any of these.

    • Opening the gates is FAR too great a risk.
    • I've never reached bloodlust 3 ever in any of my games, so dont think this is worth using.
    • No real point to it, all you ever see that one healing boon and that one isn't too bad.

    How about this:

    Perk 1: Juggernaut

    While this perk is active, when you are hit by a pallet, that pallet instantly breaks and you are not stunned. After a pallet has been broken by Juggernaut, this perk deactivates for 120/100/80 seconds.

    Perk 2: Hex: Trip Wire

    You can light a totem with Hex: Trip Wire. Any survivor's within 16/20/24 meter range have their aura revealed until they have left the range of the totem. Only 1 Hex: Trip Wire can be active at a time.

    Perk 3: Energy Leech

    If a survivor is hit by a basic attack after having been hooked twice, they get an Energy Leech. The Energy Leech causes survivors to be exhausted until it is removed. The Energy Leech can be removed once the survivor is at full health. The Energy Leech is automatically removed once the survivor enters the dying state.

  • @Warlord1981NL said:

    I'd never use any of these.

    • Opening the gates is FAR too great a risk.
    • I've never reached bloodlust 3 ever in any of my games, so dont think this is worth using.
    • No real point to it, all you ever see that one healing boon and that one isn't too bad.

    How about this:

    Perk 1: Juggernaut

    While this perk is active, when you are hit by a pallet, that pallet instantly breaks and you are not stunned. After a pallet has been broken by Juggernaut, this perk deactivates for 120/100/80 seconds.

    Perk 2: Hex: Trip Wire

    You can light a totem with Hex: Trip Wire. Any survivor's within 16/20/24 meter range have their aura revealed until they have left the range of the totem. Only 1 Hex: Trip Wire can be active at a time.

    Perk 3: Energy Leech

    If a survivor is hit by a basic attack after having been hooked twice, they get an Energy Leech. The Energy Leech causes survivors to be exhausted until it is removed. The Energy Leech can be removed once the survivor is at full health. The Energy Leech is automatically removed once the survivor enters the dying state.

    i think there's a lot of fun to be had creating perks. even if you never use them someone else might. personally i think blood warden might be fun with devil's deal as a comeback combo.


    hex absolution would just be a way to remove totems. kinda a counter to those totem players just because. obviously better perks, but idk. seemed interesting being able to remove totems in a way other than cleansing a boon. plus there are some hex's with the new knight killer that seem interesting.


    as far as bloodlust 3 goes... i tend to go into it more often than i get 5 tokens on hex devour hope but it's all depending on play style. so i can respect not using something that conflicts with your playstyle.


    juggernaut is the same as the spirit fury perk. just better as it could technically always break a pallet

    tripwire is a weaker version of hex undying.

    energy leach is basically the same as most add-ons for m1 killers. fearmonger, blood echo, and septic touch all provide exhaustion in situations where it would be more beneficial since if you've already hit an opponent then they're probably not able to use dead hard or their sprint bursts anyway. and since adrenaline activates regardless of exhaustion it wouldn't matter at that point. but it's different enought to be useful for a specific build certainly. like legion.

  • Hex: Absolution seems quite broken, since it's unstoppable and uncounterable.

    How I'd change it:

    Scourge: Absolution:

    • Every time a Survivor is hooked on a Scourge Hook, one totem is chosen at random. If it's a Dull Totem, it is destroyed. If it targets a Boon, it Snuffs the boon instead. Every Survivor hooking, it picks a totem at random, it may not break the totem it just Snuffed.
    • Scourge: Absolution has a cooldown of 60/45/35 seconds.
    • Scourge: Absolution will not target Hexes. (Meaning those totems always exist to be Cleansed and Booned, and are untouchable UNTIL they are at least Cleansed)

    Now it has use as an anti-boon/totem perk but requires Killer input. It also can't be spammed if many Survivors are rapidly hooked.

  • @Stabby_Widdershins said:

    Hex: Absolution seems quite broken, since it's unstoppable and uncounterable.

    How I'd change it:

    Scourge: Absolution:

    • Every time a Survivor is hooked on a Scourge Hook, one totem is chosen at random. If it's a Dull Totem, it is destroyed. If it targets a Boon, it Snuffs the boon instead. Every Survivor hooking, it picks a totem at random, it may not break the totem it just Snuffed.
    • Scourge: Absolution has a cooldown of 60/45/35 seconds.
    • Scourge: Absolution will not target Hexes. (Meaning those totems always exist to be Cleansed and Booned, and are untouchable UNTIL they are at least Cleansed)

    Now it has use as an anti-boon/totem perk but requires Killer input. It also can't be spammed if many Survivors are rapidly hooked.

    the order of dull, boon, hex, was meant to eventually destroy the killer's own hexes as a balancing mechanic. it was meant to be a double edged sword. and counter itself in the case of things like hex noed and hexes that use dull totems.

    at least that was my thought process. your version is cool too. maybe both could exist lol.