Buffing perks to have more diversity

Combine Bloodhound + Deerstalker. Thematically they fit together :)

Beast of prey (new version): after being in a chase for 15s without using your killer power, your terror radius and red stain disappear, but you can't gain Bloodlust anymore. Deactivates when the chase ends.

Predator (new version): scratchmarks left by survivors outside a 24m radius from you spawn 50% more spread out and inside it spawn 50% closer together.

Unnerving presence: extra skillcheck triggering chance from 10% to 15% and now it also reduces the great skillcheck zones by 60%.

Distressing: now increases the terror radius by 10m instead of +24%.

Unrelenting: reduction from 30% to 60% and now increases basic attacks lunge speed by 3%.

Spies from the shadows: cooldown from 5s to 3s.

Iron grasp: now also increases pick-up survivors speed by 15% and dropping by 50%.

Knock out: now it can also be activated by special attacks. Range within survivors can see downed teammates aura from 16m to 24m.

Blood echo (new version): when hooking a survivor, all healthy survivors scream and suffer exhaustion for 40s while injured ones suffer laceration and haemorrhage until they heal. (60s cooldown)

Dark devotion: duration from 30s to 45s.

Bitter murmur: duration from the first 4 repaired gens from 5s to 10s.

Huntress lullaby: no longer a hex.

Mad grit: now it also grants +100% hooking speed. Missed attacks cooldown recovery from 100% to 75%.

Merciless storm: activates at 85% instead of 90%.

Fire up: when a gen is repaired you gain a stack-able 5% action speed bonus to picking-up survivors, vaulting and kicking pallets/breakable walls/gens. And a stack-able 15% action speed bonus to recovering from missed attacks, hooking and dropping survivors.

Ruin: regression from 100% to 125%.

Deathbound: activation range from 32m to 24m, now affected survivors also suffers the blindness effect.

Retribution: now after cleansing or blessing a dull totem, the survivor aura is revealed for 6s and is Oblivious for 30s.

Whispers: reduce the radius from 32m to 28m and whenever activates you receive an audio warning.

Franklin demise (new version): basic and special attacks make survivors drop their items and lose 33% of their charges.

Jolt: now it also activates with special attacks. Reduce the radius from 32m to 28m.

Save the best for last: reduce the maximum amount of tokens from 8 to 6 and now hitting the obssesion with a basic or special attacks only makes you lose 1 token.

Insidious: now also grants Undetectable for 17s at the start of the match.

Surveillance: increase repairing noises additional radius from 8m to 12m. Now when survivors touch regressing generators, they trigger a loud noise notification.

Batteries included: range from 12m to 16m and duration outside from 5s to 10s.

Alien instinct (new version): when vaulting a window or pallet gain Undetectable for 12s (30s cooldown). Note = fits more as a Xenomorph perk than the current one

Discordance: gens being repaired by 3 survivors are highlighted in orange and in yellow if there are 2 survs repairing.

Forced hesitation: range from 16m to 20m and duration from 10s to 13s.

Furtive chase: now is a Scourge hook perk. Remove the Obsession requirement.

Face the darkness (new version): normal hex totem at the start of the match. When injuring a survivor, all other survivors within 36m from you scream. When downing someone all survivors on the map scream revealing their location.

The third seal: now the hex also removes the survivors HUD.

Two can play: times you have to be stunned/blind to activate it from 2 to 1.

Machine learning: now the perk effects start to apply to the first gen you kick, not the second one.

Game afoot (new version): kicking gens and breakable walls grants you 10% Haste for 10s.

Unbound: Haste from 5% to 7%.

Undone: tokens gained for failed skillcheck from 3 to 5.

Cruel limits: duration from 30s to 40s.

Dying light: the Obsession no longer gains a +33% altruistic action bonus.

Gear head (new version): every time a survivor hits a great skillchecks they trigger a loud noise notification (only for the killer), the same happens with good skillchecks but only every 30s.

Hysteria: now also applies to healthy survivors.

Floods of rage: duration from 7s to 10s.

Hangsman trick: now you also get one extra scourge hook.

Shattered hope: now you also see the auras of dull totems which you can break too, giving you 5% Haste for 30s. You can only break dull totems every 60s.

Stridor: breathing noises increase from 25% to 100%.

_

This is not happening: now also works while being healthy. Bonus from 30% to 20%.

Technician: if you are alone in a gen the repairing noises are completely silent. Prevents explosion when failing skillchecks and the gen loses 7% instead of 10%.

Corrective action (new version): when repairing/healing with teammates, their failed skillchecks become good ones. Each time you hit a great skillcheck gain a token, lose tokens to turn teammate good skillchecks into great ones. Teammates are notified of this perk.

Stake out: time to gain tokens from 15s to 12s. Extra bonus for healing skillchecks is now 4%.

Camaraderie (new version): if you are hooked and there is no teammates within 40m, the hook timer pauses for 25s. They are notified of this perk. Activates in both hook phases.

Deliverance: notifies teammates when having it active.

Breakdown: duration from 3 min to 4 min.

Reassurance: activation range from 6m to 12m.

Power struggle: stun from 3s to 5s, but now can only be used once.

Wake up: now it also gives +3s extra duration to any aura reading perks equipped.

Left behind: now you can open hatch without a key.

Sole survivor: stackable range from 24m to 30m and now you also gain +2% Haste with each token.

No one left behind: healing and unhooking bonus speed from 50% to 100%. Now all survivors also see your aura.

Fast track: bonus for each token from 1% to 2%.

Red herring (new version): while repairing press the ability button to activate it. Now at anytime, press the same button to make a loud noise notification at the gen and create fake repairing noises for 10s. (60s cooldown)

Self-preservation: range from 16m to 20m and duration from 10s to 15s. Now also activates when teammates are hooked within range.

Dance with me: now also hides pools of blood for the duration.

Poised: now also makes your footsteps and fast vaults completely silent. The effect is triggered when you start running and being more than 36m away from the killer when triggers makes it last 10s more.

Light-footed: remove cooldown.

Cut loose: duration from 6s to 10s.

Calm spirit (new version): you don't scream nor scare crows and gain +25% cleansing, blessing, unlocking, opening exit gates and unhooking speed while inside the terror radius.

Small game: now see totems aura in a 12m radius and you cleanse them silently. Gain a token everytime a totem on the map is cleansed.

Plunderer's instinct: now you also unlock chests silently.

Pharmacy: now the item is a Ranger medkit. Now the perk also increases the efficiency of medkits found in chests by 75%.

Appraisal: bonus from 80% to 100%. Broken key, green map and brown toolbox won't appear when rummaging.

Ace in the hole: when picking up items from chests, they have attach 3 addons between green and yellow rarity. You get to keep them when escaping.

Counterforce: increases cleansing and blessing speed by +33% (no longer stacks for each totem cleansed), increase the totem aura reveal from 4s to 8s.

Specialist: max tokens from 6 to 4, but now also gain tokens by cleansing or blessing totems.

Overzealous: now you loose the effect by getting hooked.

Built to last: time spend in lockers from 12s to 12s/9s/6s.

Streetwise: now affects all teammates on the map who don't have streetwise equipped.

Residual manifest: duration from 30s to 45s.

Leader: radius from 8m to 16m. Now also affects blessing.

Any means necessary: pick up pallet time from 4s to 2,5s but now has a 30s cooldown.

Repressed alliance: now the generator blocks the moment the killer tries to kick it.

Potential energy: time to activate it from 8s to 1s. Now cancelling the action of storing energy will allow you to repair the gen normally again and keep the tokens. No longer lose tokens when loosing a healthstate.

Premonition: range from 36m to 30m and cooldown from 30s to 25s.

Spine chill: radius from 36m to 32m and remove the 0,5s delay.

Inner focus (new version): now is a boon. While being inside, whenever the killer takes away a survivor health state, gets stunned by any means or enters the boon radius, it's aura is revealed for 10s.

Object of obsession (new version): now all the effects from the perk function no matter if you aren't the obssession or there's more than one Object of obsession in the match.

Wiretap: duration from 120s to 40s and percentage to activate from 40% to 30%. Now works with "Open handed".

Chemical trap: Hindered from 50% to 25% but no longer disappears after 60s, now stays forever.

Mirrored illusion: now you can also use it while running or walking, making a copy of yourself move in the direction you were going for 6s. Percentage to activate it from 20% to 40%.

Background player: duration now is 7s, exhaustion 20s and Haste 25%. Note = it's only use for pallets and flashlights saves, a less annoying way to use it would be to quickly travel the map to reach a teammate in need

Blood rush (new version): after being hooked twice and while exhausted (healthy or injured), press the ability button to recover from the exhaustion instantly (no Broken effect).

Urban evasion: now also increases slow vault speed (windows, pallets and lockers) by 20%, but extra crouching speed goes from 100% to 80%.

Better together: now the teammates aura reveal effect activates at any time, not only when repairing a gen.

Visionary: radius from 32m to 46m. Remove the cooldown.

Windows of opportunity: range from 32m to 28m.

Detective hunch: duration from 10s to 14s.

Illumination: now also reveals the aura of teammates and scourge hooks.

Invocation weaving spiders: now the Broken effect only lasts 120s.

Dark theory: Haste from 2% to 3% and duration from 4s to 8s.

Teammwork power of two (new version): when taking a protection hit all survivors within 16m gain 25% Haste for 5s.

Hope (new version): each time a gen is repaired this perk activates, gain Haste for 30s when you start running. First gen = 1% Haste / Second = 2% / Third = 3% / Fourth = 4% / Fifth = 5% and +30s. Note = so it's less situational, cause after 5 gens you can be either dead or not in danger

Made for this (new version): when getting injured you gain 2% Haste for 60s. Doesn't work while exhausted.

Better than new: bonus from 16% to 33%.

Blood pact (new version): you and the obssesion see each other aura all the time. If one is healing the other and the action gets completed or stopped, both gain a 7% Haste for 20s. Note = now can be used in solo queue

Bite the bullet: now it also gives immunity to Haemorrhage and +20% chance of triggering skillchecks while healing yourself or others.

Self-care (new version): you can heal yourself in 24s. This perk activates by performing a safe unhook or healing a teammate. Once healed, self-care deactivates.

Desperate measures: unhooking (not healing) speed for each ... survivor in the trial from 14% to 20%. Total bonus = 80% unhooking speed.

Comments

  • I totally agree!! Survivors need buffs to feel fun and fair again. The game is too rough and too boring with all the absurd nerfs survivor got

  • I was thinking of making a killer perk post similar to this, actually. Lemme read through yours.

    • Technician: Seems like a fair change.
    • Corrective Action: Honestly I don't think it needs a big change, but yours is a decent one.
    • Hyperfocus: Reducing the speed of rotation is a bad idea, as someone who runs this perk religiously. When I hit all my stacks and get great skill checks constantly, I can tear through a gen insanely fast as is. The rotation speed helps mitigate that.
    • Stake Out: Does not need changed. It's incredibly strong with Hyperfocus as well.
    • Boil Over: Actually, I like this change. Good idea.
    • Camaraderie: I'm not too keen on this change. I don't think any perk should increase hook times without another survivor's help. I'd be willing to accept if IF it was only on stage 2 though.
    • Deliverance: Absolutely agreed.
    • Babysitter: Agreed.
    • Breakdown: Kind of on the fence with this one, considering all 4 survivors could run it and have every hook in a corner broken for way too long. That said, limiting how many can be broken is a good idea, but with the previous scenario in mind even 1 per survivor is a problem.
    • Borrowed Time: I approve, but maybe deactivate the haste at endgame? I'm not entirely sure.
    • Reassurance: I'm fine with the range increase, but the time increase would need to be tested.
    • Breakout: Cool idea, good tradeoff.
    • Power Struggle: Interesting tradeoff, but I will do you one better: Same as you said, 1 token max, and tokens replenish everytime you're unhooked or every time you stun the killer with another pallet, either way.
    • Decisive Strike: I'm still worried about it being back to 5 seconds personally, but as long as it can't be weaponized by survivors intentionally bodyblocking with it I'm cool.
    • Wake Up: Is the blindness immunity at endgame only? Blindness is already kinda weak as far as debuffs go.
    • Vigil: I'm not a fan of it being mapwide.
    • Left Behind: Great change!
    • Sole Survivor: Keep in mind of smaller maps like Midwich.
    • No One Left Behind: Just the aura read would be strong enough, increasing the unhook speed would kinda make it insane with other unhook speed perks.
    • Fast Track: Sounds fine.
    • Red Herring: Interesting change, I'd like to see that tested out in real time.
    • Diversion: I like it.
    • Deception: Good change, though I feel the blood pools are a good counter to it since the perk can be used while healthy too.
    • Self-Preservation: Interesting changes, can't really think if it's too strong or not.
    • Dance With Me: I think if it hides blood pools then the cooldown should stay the same. I also have the same problem as Deception where it can be used while healthy so being injured is the counterplay to it. Possible increase the time it hides your marks by 2 seconds instead?
    • Poised: Not a fan of it staying active longer when you're away from the killer, due to a secondary effect of knowing if the killer is near you (stealth killers or undetectable perks) but the rest sounds reasonable.
    • Parental Guidance: I agree on this one.
    • Light-Footed: Agreed.
    • Cut Loose: Agreed.
    • Calm Spirit: Interesting change. I don't think it should apply to repair and healing though, that's far too busted for genrush builds. Keep it for cleansing and opening chests though.
    • Small Game: Decent change.
    • Plunderer's Instinct: Decent change.
    • Pharmacy: Decent change.
    • Appraisal: I don't think this perk needs that big of a change, personally.
    • Ace In The Hole: Doesn't need the extra chest spawn. That's why coin offerings exist.
    • Counterforce: I think it's fine the way it is, it's a good anti-hex perk right now.
    • Streetwise: DEFINITELY DOES NOT NEED BUFFED.
    • Residual Manifest: No thanks, I think it's fine the way it is.
    • Leader: Again, fine the way it is.
    • Any Means Necessary: Doesn't need a change.
    • Repressed Alliance: Is this after the damage is dealt? Wouldn't that make it a killer perk? I think it's fine the way it is, pair it with Wiretap and it's guaranteed aura read for the duration of both.
    • Potential Energy: I don't agree on a few things here. First, it should allow you to do it immediately if the generator has more than 10 charges, and getting hit removing tokens is a good tradeoff but if I were to throw a bone here maybe keep 1/4th of your stacks? Cancelling the token gains is a good idea though.
    • Quick Gambit: God no.
    • Premonition: I would need to think this one over a bit more.
    • Spine Chill: Maybe too much of a bonus but good idea.
    • Inner Focus: Too much aura read in my opinion. If it activates for each of those actions, it should be 1-2 seconds. Also, remove it aura reading if the killer enters the boon radius.
    • Object of Obsession: I don't like these changes because, well, it's Object of Obsession.
    • Scene Partner: Nah, it's strong enough as is. I use it with Blood Amber keys, Alert and Lithe and it's kinda crazy.
    • Fogwise: Doesn't need change because of Hyperfocus, Stake Out and Deadline, as well as toolboxes giving more skillchecks.
    • Dark Sense: Sure, why not.
    • Wiretap: Sounds reasonable.
    • Blast Mine: Doesn't need this change.
    • Chemical Trap: I like it, but there should be a limit to how many pallets you can place one on. Think if 4 survivors run it.
    • Flashbang: Doesn't need this change.
    • Rookie Spirit: Doesn't need this change, but blocked gens sounds good.
    • Background Player: Sounds reasonable. Would need to see it tested.
    • Blood Rush: I don't think this is the right way to go with it, personally.
    • Tenacity: Doesn't really need that change either.
    • Urban Evasion: Unsure how I feel about this change.
    • Buckle Up: VERY interesting change. Make it where you drop the survivor when damaged as well, I wanna see this!
    • Better Together: Doesn't need this change.
    • Visionary: I feel it needs more because it's outclassed by every other gen aura revealing perk, especially Deja Vu.
    • Windows of Opportunity: Sure.
    • Detective's Hunch: Good.
    • Illumination: I dunno if it needs the range increased but seeing teammates is a good bonus.
    • Exponential: No thanks, that's why Tenacity exists.
    • Dark Theory: I'd rather avoid any more haste increases after the MFT debacle.
    • Mettle of Man: Still not a fan of haste increases like this but I think it could be done right if the numbers are adjusted correctly.
    • Hope: No. Doesn't need this change.
    • Power of Two: No haste increases please.
    • Made For This: Absolutely NOT.
    • Better Than New: No haste increases!
    • Blood Pact: Fine the way it is.
    • Empathetic Connection: Doesn't need the killer aura reading.
    • Bite The Bullet: Fine the way it is, personally speaking.
    • Autodidact: Fine the way it is right now.
    • Solidarity: Just add the other survivor knowing you have it.
    • Self Care: Decent idea.
    • Desperate Measures: Does not need changed.
  • That's a big list...

    • Disagree but wouldn't mind it working if someone is injured, not just yourself.
    • Agree with the silent repair, disagree on gen loss reduction
    • ...the only thing different we can see is the notification, which we can agree with.
    • Disagree, it's fine as is
    • Same as above
    • Would be willing to atleast test this
    • Agree with the notification and both hook phases
    • Agree
    • Ok
    • Disagree. Each survivor can run this remember.
    • Disagree with the numbers, but otherwise willing to test
    • Ok with the increased duration, not ok with 10 meters. Maybe 8? Don't want people to run outside shack to hit basement
    • Disagree
    • ... would want to test this but leaning towards no
    • Ok with 5 seconds, not the rest
    • Ok with seeing how far the gate progress is, not a fan of simply tacking on blindness immunity. It probably wouldn't hurt, but personal dislike.
    • ...no
    • ...also no. wouldn't mind making it more likely to get a key from box but probably shouldn't be a free unlock
    • No haste, but otherwise ok
    • Would need tested, but thinking the 100 bonus is Abit too much.
    • Ok
    • No to the 20 seconds of continuous noise and would keep the current need to charge up, but the rest seems fine.
    • Mmmm would test it. Seems fine though.
    • Seems fine
    • No to the first one, sure to the second. Currently version is pretty generous as is.
    • Ok with the cd reduction, probably shouldn't also hide blood.
    • Ok with adding the silence, iffy on the second but don't see much harm.
    • Disagree
    • We want to agree but think it's not a good idea to remove the cd.
    • Ok.
    • No.
    • No to the silent breaking. Maybe reduce the aura reading.
    • Ok.
    • Disagree
    • We're ok with the extra token, extra rummage, and seeing opened chests. We still think that RNG should still be a factor for chests and so disagree on never finding those things when rummaging.
    • Ok with the possible green additional add on, but not making it a certainty. Woulda added the extra box to plunderer's.
    • Disagree, it's fine as is.
    • Disagree.
    • Don't see this changing much.
    • Disagree.
    • Disagree.
    • Disagree on the free flashlight out of the gate. Would like to test the increased time.
    • Maybe a little lower radius. Ok with increasing blessings.
    • Disagree.
    • Do you mean kick animation or as it gets kaboomed? We'd like the first one, but would probably need to test it regardless.
    • You can already cancel and store tokens (pretty sure anyway). Disagree on never being able to lose tokens (maybe make it on hook?)
    • ...nope
    • Willing to test
    • Disagree
    • Willing to test, iffy on 10 seconds regardless
    • FK this perk. No. Nope. Hate object. Regardless of personal hate, would still disagree.
    • Disagree.
    • Tentative ok.
    • Ok
    • Disagree
    • Disagree
    • Disagree with reducing it to 40 and the hindered effect to 25. Flat no to traps never disappearing. Ok with being able to place it on any pallet.
    • Disagree
    • Keep the skill check requirements but ok with the rest.
    • ... disagree but wouldn't mind testing how this goes
    • This one we're a little cautious to mess with as removing exhaustion at the press of the button is strong. Currently in our eyes this is only weak due to the strict restrictions. We're going to hold our tongue on this.
    • Disagree
    • Ok.
    • ... would love to see this XD balance be damned. To be fair, For the people is strong, but has a ton of risk on its own. The other perks reduce those risks to near nil when combined.
    • Ok
    • Ok with removing the cd or increasing range. Not both. But again these are personal opinions.
    • Ok? Don't see it affecting much.
    • Ok
    • Don't increase the range but ok with the rest
    • Disagree
    • We're ok with one or the other, not both.
    • Maybe test? We think it's fine as is.
    • Personally think it's fine as is but this one is ok to (aside from time) but kinda makes it a variation of poised no?
    • No
    • Not touching that one, but personally disagree, atleast if your goal is veriety.
    • No haste and numbers toned down but otherwise ok
    • Ok with seeing auras, not the second part about having it stopped gives haste anyway.
    • Disagree
    • Ok with the extra skill checks (not the percentage though) and no to straight up immunity to hemorrhage.
    • Disagree
    • Ok
    • Disagree
    • Mmmm we're kinda iffy but say test it