Perk Rework Ideas

Survivor:

Perks that are too weak:

Dejá Vú: The first 1/2/3 generators you touch in the trial are shown to you and 0/0/1 other survivors. You can tell their progress by the intensity of their aura.

Hope: When the exit gates are powered, gain a 4/5/6% haste effect. During the trial, when a generator is completed, heal yourself from any status effect excluding exposed or broken.

No One Left Behind: For the whole trial, gain 5/10/15% bonus speed to altruistic action performed on other survivors. When the exit gates are open, this bonus jumps to 50%. Gain a 33% stackable blood point bonus for every other survivor that escapes the trial. (You need to stay until the match ends to receive this)

Pharmacy: When searching a chest, get the option of the regular item that was found or a  medkit of common/uncommon/rare rarity that has 1 add-on of an uncommon/rare/very rare rarity.

Prove Thyself: As long as you are alive, you and 1/2/3 other survivors gain 5/8/10% bigger good skill checks and 3/4/5% bigger great skill checks 

Saboteur: you sabotage with a toolbox at 10/20/30% more efficiency and speed. The first 0/1/2 items you sabotage will be broken permanently.

Up the Ante: for every survivor still alive, increase all survivors' luck by 2/3/4%. You have a 4% increase chance in escaping traps and hooks.

Perks that are too strong

Adrenaline: When the exit gates are open, cure yourself of all status effects and heal 1 health state

Decisive Strike: Once per game, when you wiggle to 75%, receive a difficult skill check. Hitting this skill check will stun the killer in place for 3.5/4/4.5 seconds. The obsession must only wiggle to 50%

Self Care: Everytime you rescue another survivor, gain a token, up to 2. Each token lets you heal yourself the equivalent of .50/.75/1 health state. There is no longer a healing time penalty.

Sprint Burst: After starting to sprint for .75 seconds, break into a sprint at 150% speed. Causes exaustion for 60/50/40 seconds

Killer

Perks that are too weak

Blood Warden:  When the exit gates are open, as long as a survivor is hooked, the entity will block the exit gates while the survivor is hooked and for 10/12/15 seconds after.

Fire Up: Each time a generator is completed, gain a token. Each token gives a 3/6/9% bonus to break, vault, pick up speed, a 3/4/5% speed bonus to attack cool down. Any survivor that was working on the last generator when it powered may be killed by your hand.

Monstrous Shrine: After hooking a survivor in the basement for the first time, gain 2% movement speed and 5/10/15% attack cooldown

Spies From the Shadows: When crows are disturbed, you will gain a notification if they were within 20/26/34m

Surveillance: You see the auras of any generator that is regressing. They also regress at 125/175/200% speed.

Thanatophobia:  For every injured, hooked, or dying survivor, all survivors suffer from 5/8/10% decreased action speed. When all survivors are injured, once per game you can kill 1 survivor by hand.

Unrelenting: Increase missed attack cooldown by 20/30/40%. Gain Bloodlust 5/10/15% faster.

*I don't really think any killer perks are too strong. The ones that may be too strong are hex perks, which can be disabled and need their own rework.*


Comments

  • *My apologies for the double post glitch
  • I dislike almost all of the above perk ideas for a multitude of reasons, but you're really on to something with these 2:

    No One Left Behind:

    The idea of this perk revolving around you wanting to survive with EVERYONE alive is something that hasn't really been seen before and it's a lot healthier when it comes to promoting good gameplay in comparison with We're Gonna Live Forever, so I highly invite you to keep building on that concept when thinking of a rework idea.

    Monstrous Shrine.
    I've been thinking about this one too, but none of my ideas was as beautiful as what your suggestion inspires which is making it a perk that gives you buffs based on the amount of times you have hooked someone in the basement.

    Keep building on that one too. That's an idea to be jealous off.

    Then again, keep refining these 2. They are really something we'd all be able to get behind, since you really hit the hammer on the nail with the concept of these 2.

    You also did a great job with picking the right perks to look at when it comes to the rest of them in this post.