3 Killer Perks and 3 Survivor Perks

Killer

1.) Hex: Bear the Burden: When a survivor becomes injured this hex activates. Whenever a healthy survivor heals an injured survivor to healthy without a Health Kit, Boon, or cooperative healing the healthy becomes injured. Injured survivors can see each other’s auras. If all survivors are injured they’re afflicted with 5% Hindered status while not in a chase. This perk deactivates when all survivors become healthy.

2.) Blind Rage: When you are blinded by a survivor gain a token, up to 2 tokens. Upon gaining 2 tokens Blind Rage activates. Recover 50% faster from being blinded, and the survivor who blinds you becomes the new obsession. While chasing the obsession gain 5% Haste for each token. If the obsession is downed by any means you lose all tokens.

3.) Scourge Hook: Utter Silence: 4 random hooks become scourge hooks. After hooking a survivor gain the Undetectable status for 15 seconds. Whenever the hooked survivor is unhooked gain the Undetectable status for 15 seconds.

Survivor

1.) You Can’t Catch Me: For every 15 seconds in a chase with a killer gain a token up to 3. For each token gain 5% Haste. If you lose a health state during chase you lose all tokens. If you are one hook state before death and are in the injured state the secondary ability is activated. Upon getting 3 stacks in a chase lose all tokens. You are shielded the next time you would be put into the dying state. If the secondary ability is used the perk deactivates for the remainder of the trial.

2.) Let there be Light: This perk can only be used while healthy, and not one hook away from instant death. While repairing a generator press the ability button. Instantly repair the generator. Using Let there be Light summons The Entity, instantly killing the survivor who used the ability.

3.) Deadman Walking: If you were to die from being downed instantly recover from the dying state instead. When you become healthy your aura is revealed to the killer for 4 seconds. The next time you are downed after becoming healthy you can be killed by the killer.

Comments

  • @WaveyTrey said:

    Killer

    1.) Hex: Bare the Burden: When a survivor becomes injured this hex activates. Whenever a healthy survivor heals an injured survivor to healthy without a Health Kit, Boon, or cooperative healing the healthy becomes injured. Injured survivors can see each other’s auras. If all survivors are injured they’re afflicted with 5% Hindered status while not in a chase. This perk deactivates when all survivors become healthy.

    2.) Blind Rage: When you are blinded by a survivor gain a token, up to 2 tokens. Upon gaining 2 tokens Blind Rage activates. When this perk activates the person who blinded you becomes the new obsession. While chasing the obsession gain 5% Haste for each token. If the obsession is downed by any means you lose all tokens.

    3.) Scourge Hook: Utter Silence: 4 random hooks become scourge hooks. After hooking a survivor gain the Undetectable status for 15 seconds. Whenever the hooked survivor is unhooked gain the Undetectable status for 15 seconds.

    Survivor

    1.) You Can’t Catch Me: For every 15 seconds in a chase with a killer gain a token up to 3. For each token gain 5% Haste. If you lose a health state during chase you lose all tokens. If you are one hook state before death and are in the injured state the secondary ability is activated. Upon getting 3 stacks in a chase lose all tokens. You are shielded the next time you would be put into the dying state. If the secondary ability is used the perk deactivates for the remainder of the trial.

    2.) Let there be Light: This perk can only be used while healthy, and not one hook away from instant death. While repairing a generator press the ability button. Instantly repair the generator. Using Let there be Light summons The Entity, instantly killing the survivor who used the ability.

    3.) Deadman Walking: If you were to die from being downed instantly recover from the dying state instead. When you become healthy your aura is revealed to the killer for 4 seconds. The next time you are downed after becoming healthy you can be killed by the killer.

    Blind Rage is like a worse PWYF. Scourge Hook: Utter Silence is pretty bad for a Scourge perk. Hex: Bare the Burden (Spelling correction: Bear, not Bare) is a relatively useless hex.

    You Can't Catch Me is just blatantly overpowered. After 45 Seconds, a Survivor would be equal to a 115% killer which means that you would never catch them. Let There Be Light is a self-sacrifice perk that would be useful in breaking three-gens, but would be absolutely useless and detrimental outside of that. Deadman Walking implies that your bleedout meter is basically empty which means that you'll die within a couple of seconds of being downed. Pretty bad perk tbh.

    Honest assessment of these perk ideas is that they're all bad.

  • Killer

    1 Worst thanatophobia that literally helps survivors that have injured builds.

    2 Worst lightborn in any case.

    3 Not strong but at least can be somewhat usefull and fun to use.

    Survivor

    1 Mate you are joking soo hard, 15% speed? Thats madness. Even 5 % just for dropping a pallet and do 1 loop is insane.

    2 Dafuc?

    3 So just when exposed or chainsawed?


    The only one i see reasonable but weak is the scourge hook.

  • @WaveyTrey said:

    Killer

    1.) Hex: Bare the Burden: When a survivor becomes injured this hex activates. Whenever a healthy survivor heals an injured survivor to healthy without a Health Kit, Boon, or cooperative healing the healthy becomes injured. Injured survivors can see each other’s auras. If all survivors are injured they’re afflicted with 5% Hindered status while not in a chase. This perk deactivates when all survivors become healthy.

    2.) Blind Rage: When you are blinded by a survivor gain a token, up to 2 tokens. Upon gaining 2 tokens Blind Rage activates. When this perk activates the person who blinded you becomes the new obsession. While chasing the obsession gain 5% Haste for each token. If the obsession is downed by any means you lose all tokens.

    3.) Scourge Hook: Utter Silence: 4 random hooks become scourge hooks. After hooking a survivor gain the Undetectable status for 15 seconds. Whenever the hooked survivor is unhooked gain the Undetectable status for 15 seconds.

    Survivor

    1.) You Can’t Catch Me: For every 15 seconds in a chase with a killer gain a token up to 3. For each token gain 5% Haste. If you lose a health state during chase you lose all tokens. If you are one hook state before death and are in the injured state the secondary ability is activated. Upon getting 3 stacks in a chase lose all tokens. You are shielded the next time you would be put into the dying state. If the secondary ability is used the perk deactivates for the remainder of the trial.

    2.) Let there be Light: This perk can only be used while healthy, and not one hook away from instant death. While repairing a generator press the ability button. Instantly repair the generator. Using Let there be Light summons The Entity, instantly killing the survivor who used the ability.

    3.) Deadman Walking: If you were to die from being downed instantly recover from the dying state instead. When you become healthy your aura is revealed to the killer for 4 seconds. The next time you are downed after becoming healthy you can be killed by the killer.

    Hex: Bear the Burden - Conceptually something that causes an injury trade is not a bad idea, but this is too powerful or too weak completely dependent on whether the other team brought self-care/medkits.

    Blind Rage - Again, conceptually, something that gains the killer power after a number of blinds is not a bad idea, but don't think the execution works. I would like there to be something other than lightborn to potentially punish flashlights instead of just ignoring them.

    Scourge Hook: Utter Silence - Not sure on the times, but generally a fine idea.

    You Can’t Catch Me - No, you don't want perks that take a strong looper and make them even more powerful. This perk would be useless to someone new to the game, and make a good looper unstoppable. Looping the killer well is its on reward, it doesn't need more.

    Let there be Light - So the idea of the survivor giving up something to gain something is not a bad idea, but its likely impossible to balance, and this definitely isn't it. Basically this would be run by 4 person SWFs to finish the last generator in a 3 gen to get a 3e. Though the meme squads who would have everyone kill themselves at the start of the game would be hilarious for first day this perk existed (and after the first day, extremely annoying).

    Deadman Walking - No, way too powerful and confusing. Instead you probably want something that gives a benefit to a survivor after they are unhooked on their second hook state, but also applies some type of weakness. Giving the ability for a killer to kill the survivor is totally useless if the killer brought a Mori.