survivor perks rework!

I really like perk diversity so i am suggesting some perk reworks. I don´t know how to balance values so i'll just put an X which would be an acceptable/balanced amount. Some are complete reworks and the others are just buffs. So here we go:

Prove thyself: (rework) When standing X seconds (maybe 30-45) close to another survivor, the next action you do will trigger a hard skillcheck, if you succeed, you gain a token to a maximum of 5. For every token gain X% bonus speed in repairing, healing, sabotaging, cleansing, opening Exit Gates and searching Chests for the rest of the game. I think this perk fits the name perfectly because you are doing something hard in front of your teamates and getting a reward for it.

Up the ante: (rework) for each survivor alive, you and your teammates have a 5% chance of freeing themselves from the hook. Each additional up the ante perks give an extra 2%. This might seem a bit overpowered but think about it: 4 survivors with up the ante have a 26% (basically 1 in 4 )chance of unhooking themselves if no one is dead. You have 3 tries and a 1 in 4 chance so its not guaranteed that everyone will unhook themselves and the killer might get some free hooks because of failed attempts.

Detective's Hunch: (balancing) reduce the range to around 40 meters but the auras stay revealed for 30 seconds to you and your teammates that were working on the generator with you.

Quick and quiet:(bonus effect) If you enter a locker while running you can also leave without making noise so you dont have to wait for the 20 seconds. This will allow you to hop in and out of a locker really fast in the middle of a chase.

Boil over: (bonus effect) increases the penalty of the killer's missed and successful attacks by X% while carrying survivors. You don't wiggle faster but if someone bodyblocks for you, the killer will stand still longer allowing you to have more time to wiggle.

I have a few more, so if you like it i'll make another one ;)
stay alive

Comments

  • Prove Thyself - i feel like a cooldown instead of charging would make a bit more sense. But other than that this looks cool
    Up The Ante - So each additional Up the Ante doesn't like stack all alive survivors? Also whose Up The Ante would take priority? (i'm not 100% sure but doesn't current up the ante/open handed dissapear after the person using those die?)
    Detective's Hunch - I have a feeling current 64(?) meters could stay with the increase to seconds (so it stays for like 10/15 seconds)
    Quick & Quiet - <- This? This i like. But when you do jump in the locker would CD already start or would it not start until you quickly leave the locker?
    Boil Over - So basically reversed Mad Grit? (not exactly the same but still)

    @ThGameIsHardButSoAmI

  • Initially, each bonus up the ante would count as a survivor, but then i thought that 35% chance would be op but maybe it´s not? it doesnt matter wich one would take priority because because it's a global buff, everyone would have the same chance. The only thing that matters is the number of perks active.

    About quick and quiet: my ideia was, when you enter the locker the cd would trigger but you would be able to exit without makng noise.

    Yeah, basically a reverse mad grit.

    Thanks for the feedback :)

  • Yeah i see what you mean with prove thyself. You would find a survivor, start a gen/healing wathever, skillcheck pops up, you gain a permanent bonus if you hit it, and the perk goes on a cd.