Survivor perks ideas
Astral Alliance
- Press the Active Ability button while standing beside a blessed Totem to call upon the Entity to block it for 80/100/120 seconds, after which Astral Barrier deactivates.
- You bless Totems 30% faster.
The Killer is unable to interact with a blessed Totem blocked by Astral Alliance.
You can only use the Astral Alliance's block effect once per trial.
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BOON: Beacon
Soft chimes ring out within a radius of 24 metres.
- Whenever the Killer or a Survivor is inside the Boon Totem's range, their Aura is revealed to all Survivors within 48/56/64 metres.
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BOON: Silent Ground
Soft chimes ring out within a radius of 24 metres.
Survivors inside the Boon Totem's range benefit from the following effects:
- Reduces the Hearing range of noises related to Unlocking, Repairing and Healing by -8/-12/-16 metres.
- Suppresses the urge to scream from any cause at all times.
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Cautious Care
- Succeding a Great Skill Check while Healing yourself or another Survivor reveals the Killer's Aura to you for 8/9/10 seconds.
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Energy Sink
- Each time you complete repairing a Generator, your Aura is revealed to all Survivors for 8/9/10 seconds.
- Each time you lose a Health State by the Killer's actions(either basic attack or power), the Killer's Aura is revealed to all Survivors for 7 seconds.
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Escapist
Once you escape the Killer's grasp by any means, Escapist activates for the next 10 seconds:
- When you start running, break into a sprint at 150% of your normal Running Movement speed for 4 seconds.
Escapist causes the Exhausted Status Effect for 60/50/40 seconds.
Escapist cannot be used when Exhausted.
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Explosive Device
After repairing Generators for a total of 70/60/50 %, Explosive Device activates:
- Enter a Locker while empty-handed and press the Ability button to craft 2 Explosive Device Tokens.
- Grants the ability to see the Auras of all dropped but not yet destroyed Pallets in the environment.
While standing beside a dropped Pallet, press the Active Ability button to install a Trap, consuming 1 Explosive Device Token in the process.
- The Aura of Trapped Pallets are revealed to all Survivors.
- When the Killer breaks or vaults a Trapped Pallet, the Trap explodes, stunning them, blinding anyone nearby and Breaking the Pallet in the process.
- When a Survivor vaults a Trapped Pallet, the Trap explodes, stunning a nearby Killer, blinding anyone nearby and Breaking the Pallet in the process.
- If a Survivor resets a Trapped Pallet to its upright position, the Trap deactivates on that Pallet.
You can only hold 2 Explosive Device Tokens at a time.
You can only have 2 Explosive Device active at a time.
The Explosive Device is left behind when escaping the Trial.
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Heavy Hit
- Increases Pallet Stun and Locker Stun duration by 1.5 seconds.
Heavy Hit has a cool-down of 40/30/20 seconds.
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Magic Remnant
- Whenever the Killer snuffs out or destroys a Boon Totem, the Killer's Aura is revealed to you for 8/9/10 seconds.
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Mischievous
After you Sabotage a Hook within the Killer's terror radius, Mischievous activates for the next 10 seconds:
- When you start running, break into a sprint at 150% of your normal Running Movement speed for 4 seconds.
Mischievous causes the Exhausted Status Effect for 60/50/40 seconds.
Mischievous cannot be used when Exhausted.
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Pathfinder
Once the Endgame Collapse begins, Pathfinder activates:
- The Killer's Aura is revealed to you for 70/80/90 seconds.
- The Aura of the Hatch is revealed to you when you are within 12 metres.
- You can open the Hatch without using a Key.
- Reduces your Hatch Opening speed by 50%.
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Seer
- At the start of the Trial, the Killer's Aura is revealed to you for 6/7/8 seconds.
- Extends the duration of the Killer's Aura being revealed to you by +2 seconds.
Seer benefits from its own effect.
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Tourniquet
- Reduces the Bleeding frequency by 100%.
- Reduces the creation of Pools of Blood by 80%.
- Reduces the Bleeding-out speed while in the Dying State by 30/40/50%.
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Vital Sign Zero
- Your Pools of Blood are shown in light red and begin to fade 3/4/5 seconds sooner.
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Comments
Boon: Beacon would be so overpowered, it's not even funny. This is a power creeped version of Wiretap, this would be really nasty and unfair.
I really like Astral Alliance, Boon: Silent Ground, and Escapist. Actually, I'm shocked that Escapist isn't already a thing.
Got any good killer perk ideas?
i already know why escapist is not a perk. Its because it exclusively buffs decisive strike.
Astral alliance is interesting although I do not think it needs once per trial requirement. perhaps long cooldown such as 120 seconds.
Boon:Beacon is pretty strong when it works.
Tourniquet is not a perk because Lucky break used to be a perk dedicated towards removing blood marks but they have since weaken the perk from 180 seconds(?) to 60 seconds but given it the ability to surpress scratch marks. Same opinion when it comes to Vital Sign Zero.
Pathfinder is a direct power-creep perk to No One Left Behind.
Heavy hit has little reason to be perk because those two particular effects could easily be put into Smash hit for pallets and Head on for lockers. Those two exhaustion perks are not that good and could use a buff personally speaking.
Cautious Care could be a perk but I think the perk should increase healing skill-check chance by 5, 8, 10%. That would be a nice perk for Autodidact potentially.
Mischievous does not need to be exhaustion perk. Exhaustion status effect was originally created to prevent survivors from stacking multiple speed boosts in chase and just like background player does not deserve to be exhaustion perk, neither does this one. These two perks could easily be changed into 50% haste speed perks that last for 4 seconds. I think if you want to create sabotage perk, I would make the perk increase sabotage speed by 30/40/50% and make the survivor gain endurance status effect during a sabotage that lingers for 2 seconds.
Magic Remnant could be ok as filler perk. Perhaps the perk could show the near dull totem aura when a killer kicks a boon allowing to replace the boon in least amount of time. Perhaps the perk could also increase boon speed by 30-50%.
I want an offense perk that basically rewards you for doing a gen. You basically can craft a one time use blunt weapon like a bat to use as a portable pallet after doing %75 of a generator. High requirement but the utility is what makes it fun to use.
These are really interesting perks and not plagiarism that has been offered to us for many years now. We don’t need 5-20% to something. Survivors need really strong interesting perks like this list. Thank you for the post a friend at the end felt sad because this is not a dev update article.