Easy perk buffs, please take a look devs
Most of the perk buffs could just be put into the game without being too strong while making them a lot better and some get a bit better.
Please devs take some of these ideas 💡into the game.
Those with „new“ behind would just get an additional effect.
Those with a ✔️ could just be implemented and be balanced.
Survivor:
- Parental Guidance: 15s of no scratch marks/no blood pools/no grunts of pain (was 7s) ✔️
- Technician: Makes gens silent (reduced their sound by 8m) ✔️
- Balance landing: Reduces the time you can‘t move after falling while exhausted (new)
- Breakout: 7m range (was 5m) ✔️
- Autodidact: Increases the chance for skill checks while healing by 10% (new)
- Bite the bullet applies it’s effect to everyone getting healed and healing in a range of 12m and it let‘s 3 survivors heal at the same time (new) ✔️
- Botany knowledge no longer reduces item efficiency (change) ✔️
- Calm spirit no longer gives a speed debuff for cleansing and blessing totems ✔️
- Invocation weaving spiders no longer applies broken instead removes one hook state (change)
- Inner strength heals in 6s (was 8s) ✔️
- Head on show’s teammates the aura of the locker you are in when activated (new) ✔️
- Leader buffed to 35% (was 25%) ✔️
- Lucky break only expires when you are running and it recharges 3s per 1s of healing (was 1s for 1s) ✔️
- No mither Reduces grunts of pain by 100% (was 75%), you recover 50% faster from the dying state (was 25%) ✔️
- Overcome does not apply exhaustion (was 40s) ✔️
- Adrenaline activates on hook again ✔️
- Any means necessary: Lifting up a pallet takes 3s (was 4s) ✔️
- Blood rush activates on every hook state (only activated on death hook)
- Camaraderie increases the time for each hook state by 32s (needed to get activated) ✔️
- Chemical trap/wire tab/mirroredillusion require 33% (was 50%) to get one stack up to 2, you can have multiple traps active and they don‘t deactivate automatically and stay active until the killer damages them.
- Flashbang requires only 33% (was 50%) to get a stack up to 3 and you can carry 3 flashbangs or one flashbang item got 3 charges
- Dance with me: Duration increases to 5s (was 3s)
and the cooldown gets reduced to 20s (was 40s)(already done by behavior)✔️ - Deception increases hidden scratch marks to 5s (was 3s) ✔️
- Empathic connection shows healthy teammates your aura (change) ✔️
- Light footed works while being injured (change) ✔️
- MFT gives 2% haste while not exhausted (change) ✔️
- Self care heals at a speed of 45%
50%(was 35%) - Strength in shadows heals at a speed of 90%
100%(was 70%) - Quick gambit: Shows the aura of affected gens (new) and increase repair speed by 20% (was 7%) ✔️
- Repressed alliance requires 33% of gen progress (was 45%) and gets a stack for every 33% up to 2 (new) ✔️
- Spine chill once again increases vault speed
- Teamwork perks activate when being in a range of 12m for 12s (new)
- Tenacity makes you 100% silent on the ground (was 75%) ✔️
- Boons are a lot quieter and have a range of 32m (was 24m) ✔️
- COH gets self care back at 45%, but killers get shattered hope basekit (was +100% altruististic healing)
- Dark theory applies 2% hindered to the killer and 5% vault speed to survivors in its range (new) ✔️
- Exponential gives 50% faster crawling speed and shows the hook auras in range of the boon (new) ✔️
- Shadow step silences your footsteps (new) ✔️
- Lightweight: If this helps Reduces the Spawn chance of patches of Scratch Marks by -70% (was 60%) ✔️
- Poised hides your scratch marks around completed gens, the effect linger for 10s (new) ✔️
- Reactive healing heals 60-70% of your current missing healing progress (was 50%)
- Reassurance can be used multiple times on the same hook state on the same survivor and increases its range to 18m (change, was 6m) ✔️
- Residual manifest gives the killer 30s blindness by shining with the flashlight on him or through blinds ✔️
- Saboteur only goes on cooldown after you complete a sabo and it sabos at a speed of 2s (was 2,3s). It could also increase the sabo speed of toolboxes by …% ✔️
- Second wind only requires 50% of a health sate to activate (was 100%) ✔️
- Self preservation activates while being near a slugged person in a range of 32m (change), supresses footsteps (new) and gives it‘s effect to others like kindred (new)✔️
- This is not happening/deadline works while healthy (was injured) ✔️
- Appraisal allows you to search an opened chest two times (change) ✔️
- Blood pact chooses the last survivor you healed or that healed you and whenever you are in a range of 16m with that survivor, it grants 7%haste (change)
Killer:
- Ruin: 150% regression (was 100%) ✔️
- Call of brine 180-200% regression speed (was 125%)
- Dissolution activates upon hit (was 3s after the hit)
- Batteries included gives haste depending on the generators progress up to 5% (change) ✔️
- Beast of prey removes the read stain (new) ✔️
- Bloodhound shows pools of blood through walls in a 16m range (new) ✔️
- Darkness revealed increased aura reading to 10-12m around lockers (was 8m) ✔️
- Deathbound applies oblivious for 80s (was 60s) to both persons, this means the person healing and the person that has been healed (change)✔️
- Fire up gives 5% to all its effects (was 4%) ✔️
- Hexes: The killer sees the aura of all totems at the beginning of the match for 45s and can choose which totem he wants to be his hex. After 45s the hex spawns randomly ✔️
- Haunted ground has three totems (was 2) that give exposed by getting distroyed, but they don‘t unlight after the first two got distroyed (change) ✔️
- Thrill of the hunt and Retribution don‘t spawn a hex and just apply their effect to help out hexes (change) ✔️
- Two can play blinds survivors after stuns/blinds for 4s (was 1,5s) ✔️
- Undying either shows the aura of survivors around all totems (wasn‘t around hexes) and transfers one hex with its stacks to another dull totem (undying was already on the map and cleansable from the start) or Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6seconds.When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing any Tokens in the process (change) ✔️
- Insidious extends undetectable status effects by 6s ✔️
- Monitor &Abuse decrease/increse your terror radius by an additional m for every first hook (new) ✔️
- Overcharge changes normal skill checks to difficult skill checks during its duration (new) ✔️
- Overwhelming presence: You see the aura of affected survivors when they are using their item in your terror radius (new) ✔️
- Pop change from current progress to total progress ✔️
- Predator shows scratch marks through walls in a 16m range (new) ✔️
- Save the best for last doesn‘t loose stacks by special attacks (change) ✔️
- Gift of pain applies permanent haemorrhage and mangled until fully healed (change) ✔️
- Hangman’s trick is longer a scourge hook perk and works on scorch hooks and normal hook (change) ✔️
- Septic touch applies it‘s effect while healing
in the terror radius(new) and lingers for 20s (was 10s) ✔️ - Shattered hope you can kick/distroy totems that you find, which shows you the aura of all survivors for 6s (change). Doesn‘t work with pentimento. ✔️
- Territorial imperative doesn‘t require you to be 24m away from basement anymore ✔️
- Thanaphobia for each injured, dying or hooked Survivor, all Survivors receive a penalty of 4,5% to their Repair and Sabotage speed (change) ✔️
- Thrilling tremors got no cooldown anymore (was 60s) ✔️
- Tinkerer can be activated multiple times per gen ✔️
- UW works in your terror radius again or a 24m range around a killer (change) ✔️
- Undone gets 2 stacks by survivor hitting skill checks and gets 4 stacks for survivors missing skill checks (was only missed skill checks) ✔️
- Unnerving presence increases the speed of skill checks by 20% (new) ✔️
- Unrelenting gives 15% cooldown reduction to successful basic attacks (new) ✔️
- Trail of torment gives 30s oblivious when getting deactivated by survivors (new) ✔️
- Genetic limits shows the aura after a heal for 6s, but this new part deactivates after an unhook for 30s ✔️
One I want, but that will probably not happen is changing dead hard back to its old fast jump forward version.
What do you all think? 🤔 💭
Comments
a lot of issues here but something I want to bring up as a whole is a kinda nostalgic idea
There is a reason balance landing doesn’t work while exhausted, there is a reason self care was removed from CoH
a lot of these changes are reverts which is fine sometimes, but there is definitely a reason why they were nerfed in the first place
Yes shure, but a lot of the perk nerfs were questionable done and they overnerfed them instead of nerfing them properly. COH only needed a basekit way to counter it, but instead they made it trash.
Overall I think most changes would just make those perks better without making them meta or too strong. The ones with a ✔️ are balanced in my opinion while the others might be strong but still fine if done correctly.
What things do you think are wrong, because I really tried to not make them op?
After having a bug today, which gave healthy survivors bloody footsteps.. They could give bloodhound also the effect of: when survivors run through pools of blood, they leave bloody foot prints, which could then also be seen through walls in a 16m range.
I generally agree with him.
Well, there are certainly some parks that have become too weak, but they still have a not bad pick rate.
COH, Self Care, Botany, Leader, Shadow Step; for killer stuff, Ruin, STBFL, Haunted Ground , Pop, Gift of Pain etc. are still powerful and highly used. There is no need to buff these at all.If there were, it would only be a trade-off adjustment.
Besides, some of the proposed effects could be dangerous.
Thrilling tremors' cool time prevents them from being triggered repeatedly by being carried down.
Tinkerer can be very oppressive to nurses and other killers.
The old Unrelenting and Undying is clearly OP.
Basically, an old effect is at least what was deemed OP at the time, so reverting requires a reason why it cannot be OP today.
Of course there are interesting and reasonable adjustments.
Undone is good if you adjust the amount of effect.The balance should be about 0.5% (second) of skill check good.
Monitor & Abuse is also interesting.
Blood rush is also reasonable.
Being able to position the hexes yourself seems a bit tempting, but it would require a lot of changes and might be cumbersome for a killer without mobility.
Thx for the comment.
I honestly see nobody play those perks you mentioned and not having a terrible pick rate does not mean they are fine.
For Pop, Botany (Medkits got nerfed very hard, it‘s stupid to have the negative still), Gift of pain, STBFL (not useable on many killers) it would only be a Quality of live buff.
COH does most of the time nothing, you waste much more time running there and setting it up than it actually helps. It only needed some nerfs, but not be gutted completely outside of comp swf teams. Making the healing speed lower and making shattered hope basekit would have been enough of a nerf.
Ruin with 100% does far too little. 150% would be fair for a perk, that can be removed.
Self care is by far too long. Maybe I made it 5% too fast like with COH, but this perk ruins matches when someone plays it.
Buffing Leader by 10% would not hurt anyone and would not change its pick rate.
Haunted ground: There you have to tell me why this is bad?
Shadow step is okey currently (besides that boons are just bad). The effect would make it a bit more fun to use and it fits while not making it much stronger.
Trilling tremors: While I did not think about that, someone can only be picked up four times, which would limit it and survivors often already touched a gen. But maybe you are right.
It‘s not old unrelenting: Old unrelenting was 22%. I supposed 15%, maybe 10% would be better. Currently this perk has nothing to go for and 15% is not really much and with save the best for last also being reduced it is not even a problem in a combo, because stbfl was completely fine before its nerf. I searched for relatively simple ways to make perks better and some of my numbers need a bit of adjustedment.
How exactly can undying be OP when we have no good hex perks? The ones that are good don’t work or make no sense with old undying (Devour, plaything,Huntress lullaby). Back in the day it was mainly used with ruin, which was 200% and pentimento. I really like the concept it had back then. This perk would slow down gens and give side quest, that many people want. The meta of this perk was one of the healthiest in the game in my opinion. In the end like most perks it got nerfed, because of its pick rate. Maybe a reasonable nerf would have been, that it only transfers to hexes 3 times, which I don‘t think is needed.
Tinkerer: I don‘t think it would be a problem, but at the very least they should test it in a ptb.
I don‘t understand what you mean with Undone is good if you adjust the amount of effect.The balance should be about 0.5% (second) of skill check good.
I agree that it needs a bit of tuning, but the general idea is fine.