Perk changes that I would love to see and think would be overall healthy for the game.
No Mither
Sounds made by grunts of pain are reduced by 100% (Was 75%)
Seriously why is this not how it is already? It's a challenge perk you're basically exposed the entire game the least it can do is hide you better.
Call of Brine
Generators regress at 135% normal regression speed (Was 125%)
Made for This
Healing Speed while injured increased by 25%
When you finish healing another Survivor gain the Endurance Status effect for 12 seconds (Works while exhausted, was 10 seconds)
remove the movement speed effect entirely.
Prove Thyself
Survivors within 8 meters have their repair speed increased by 10% (Was 15%)
Deadlock
When a generator is completed block the generator with the most progress for 15 seconds (Was 30)
Add "the Generator then begins to regress at 85% the normal speed"
Sprint Burst/Lithe need a 10 second longer Exhaustion CD
Adrenaline
No longer picks you up if downed
No One Escapes Death
Remove the movespeed increase
I know it's not even that strong honestly but it's just unfun and that is enough to warrant a nerf in my eyes.
Bloodhound
Injured Survivors that leave your Terror Radius have their aura shown to you for 5 seconds. This effect has a 30 second cooldown.
Situational Awareness
Remove the aura reading when a survivor is downed and replace it with "You see the aura of all other Survivors while repairing a Generator, this effect lingers for 6 seconds after you are no longer repairing a generator"
Visionary
Remove the "Whenever a generator is completed Visionary is disabled for 16 seconds"
Calm Spirit
You can cleanse and bless totems silently but at 15% reduced speed (Was 30%)
Plunderer's Instinct
Add "You open chests 20% faster"
No One Left Behind
Add "Your movement speed is increased by 5% for 7 seconds when you unhook a Survivor" this obviously only works when the exit gates are powered just like the rest of the perk
Spies From the Shadows
Remove the Cooldown
Hangman's Trick
See the aura of any survivor within 8 meters of a hook (was 6 meters)
In my eyes, this would help make a lot of perks more interesting and worth taking. More importantly it might help a bit with Survivor perk variety, which right now is severely lacking. Every single game is the same handful of perks every time and it's seriously starting to get tiring.
Comments
Tbh as no mither is a challenge perk I feel like it should give some sort of reward for taking it, like 100% extra boldness or survival score events
With no one left behind, all that would make the perk great for me to take is for the altruism points to persist the entire game, it has no affect on gameplay anyway so I don't see why Not
But no, instead of making some perks more enticing to use for the BP, we're completely gutting prove thyself, I mean don't get me wrong I'm not really bothered about its numbered change, heck it could give a -15% penalty for all I care, what mattered to me was the BP removal which was completely uncalled for, and I think BHVR knows that, they're just trying to get usage rates down just for the sake of it because the BP had no affect on gameplay whatsoever
You could argue that it was because they don't want perks to affect BP, yet killers have a whole plethora of underused perks that give bonus BP but are deemed "worthless" by the community thankfully
If they must go through with the prove thyself gut though, They should at LEAST double the amount for coop actions at basekit, otherwise we are getting absolutely nothing in return when survivor BP is already pitiful as is
Sorry for the rant, TLDR there should be more BP perks not less
Edit: I just noyiced that you yourself removed the BP bonus for PT too in your idea...... why?
No Mither - I would take this a step further and have you healthy, but while healthy you are exposed. This would also help prevent you being a liability for your teammates against Oni. It also doesn't just throw the game for your teammates if you go against Blight/Nurse. To show it was a No Mither Exposed down, you could still be broken while in the Dying state.
Call of Brine - As long as SM can 3 gen, neither CoB nor OC should return to their former 'glory'. I do think original 200% CoB was fine, it is just the abuse cases like 3 genning that makes it overbearing.
MfT - Honestly going the opposite way with this one. The speed should be the only facet of this perk. Fearmonger and Blood Echo counter this effectively enough already. I would even put all of the Endurance effects onto Buckle Up (on top of the PTB proposed change). The idea you would be stronger when helping downed allies fits thematically with that perk so much better.
Prove Thyself - Honestly this perk shouldn't be changed, and the PTB changes shouldn't go live. It saves 7s per duo'd gen, at the cost of grouping people up. This is just a Killer perk in disguise, similar to Self-Care. The only good facet (the increased BP for co-op actions) is also being needlessly removed, so it will be even harder to reach BP caps.
Deadlock - I think the current version, if a bit too camper happy, is good. Waiting 15s isn't enough to discourage players enough to find another gen, so you won't even get value of it regressing.
Exhaustion up to 50s - Ehh 40s is fine. The best use is forcing a Sprint Burst away from a solid target, then faking leaving so they waste it, then continuing the chase. That means you get value then and there. Adding more time onto the CD won't do anything more than being annoying, not useful.
Adrenaline - Disagree, as annoying as it is to see 3-4 Adrenaline's pop, this doesn't punish the main pain point of it, and Terminus is such a solid counter for it. The only time this proposed change is really affecting anything is slugging for the 4k, losing the person, then they stand when you kick hatch. If you had to slug them long enough to lose them, they deserve an extra chance to get out of the gates.
Noed - I would be crazy enough to suggest basekitting it, but only if no one is dead yet, and making it spawn the furthest totem away from the Killer in the basekit version. Maybe the perk would give it a basekit respawn if no one is dead, and allow it to still spawn if someone is dead. I personally like comeback mechanics, and this would also need a Survivor comeback mechanic as well.
Bloodhound - Very neat and nice change. My idea was kinda boring in comparison (show auras while people are standing in blood and not being healed, such as crouching in corners, doing gens while injured.)
Situational Awareness - Interesting change, but kinda hard-countered by Fearmonger (by the time the 1s remains they barely fade in before disappearing). I don't exactly have a problem with perks hard-countering one another, just something to note.
Visionary - Yeah that's fair, especially with current Deja Vu being a general perk and being near exclusively better.
Calm Spirit - How about hard removing the slowdown that has no right to nerf a perk that was mediocre at best. I would even silence all forms of Killer interactions (silent puking with Plague/Nemesis infections, silent crows when swarmed by Artist, etc.).
Plunderer's - Yeah seems not half bad.
Spies - Maybe a CD of 1s, knowing BHVR level bugs and programming, if there was no CD, the same crow would spam you like a cheater spamming screams.
Hangman's - I would even say once someone is 'tagged' by going near hook, their aura remains until 2/3s after you are no longer carrying a Survivor. The problem with size increases, is I'm not sure what the average hook to gen distance in most jungle gyms is, and if we would want to buff it to that point, or if it would be taking over BBQ's purpose.