Some low pick rate killer perk buffs

It is a rework idea for a park that is very underpowered and underused, or that is not a very good kind of strength.

  • Knock Out
    • Change: Replacement of some effects
      • Remove the effect of restricting the visibility of the aura of the slugged survivors.
      • Instead, set the self-recovery limits to 75/70/65%. This limit is not valid if the survivor is able to recover to the injured state.
    • Reason
      • While the effect of the invisibility of the aura of the slugged survivors is not very effective for the swf survivors, it is very hard for the soloQ survivors.
      • This further widens the gap between swf and soloQ, and is not a good perk.
  • Lightborn
    • Change: Replacement of some effects
      • Removes complete immunity to light.
      • Instead, the time it takes to blind killer with light is increased by 10/15/20%.
      • Sets the aura duration of the survivor who attempts to blind killer this to 15 seconds, during which the killer gains 5% Haste.
    • Reason
      • Complete immunity to light renders flashlights and flash grenades completely useless, which is powerful, but also extremely boring.
  • Shadowborn
    • Change: Completely rework
      • Standing in place for 5/4/3 seconds will reveal the auras of survivors within a 4m radius.
      • This range increases the longer you stand, capping out at 20m after 8 seconds.
    • Reason
      • The subtle effects have been integrated into Lightborn and completely reworked.
      • These effects are just a few examples, but they match the concept of Wraith and are easy to use for beginners.
  • Beast of Prey
    • Change: Completely rewok
      • At level 3 Bloodlust, Survivors in a chase will suffer from Exposed.
      • Bloodlust's speed buff is reduced by 70/60/50%.
    • Reason
      • Contrary to the name, the effect is too modest!
      • Since the third stage of bloodlust is rarely reached, this is just right.
  • Territorial Imperative
    • Change: Completely rework
      • When a generator is kicked, it will be highlighted in the killer's view and the perk will activate after 25/20/15 seconds.
      • Any survivors within 16m of the highlighted generator will scream, revealing their location.
      • Inducing the scream will deactivate the perk.
    • Reason
      • This perk is somewhere between Dragon's Grip and Nowhere to Hide.
      • There is a time lag, but it will definitely find survivors.
      • I think it's a detection perk that is easy to use even for beginners.
  • Scourge Hook: Hangman's Trick
    • Change: Completely rework
      • When you hang a Survivor who has never been hooked before, you will receive 1 token.
      • When you hang a Survivor on a normal hook, consume a token to turn the hook into a Scourge Hook.
      • When carrying a survivor, you can see the auras of survivors within 12/14/16m of all Scourge hooks.
    • Reason
      • The effect of modifying the hook is truly worthy of its name.
      • It also improves your detection ability, so it's well worth using it alongside the other Scourge hook perks.
  • Septic Touch
    • Change: Relaxation of activation conditions
      • Remove the requirement of being inside the terror radius.
      • Also, as a small change, the perk icon will now glow when there is a survivor healing it.
    • Reason
      • Although the conditions are strict, what they do is the same as Mindbreaker, so this is fine.
      • When the perk icon is lit up, you can see that someone is healing, so it may be a little plain but little useful.
  • Genetic Limits
    • Change: Completely rework
      • Survivors who run continuously for 10 seconds will suffer from Exhaustion for 1/1.5/2 seconds.
      • Survivors who run continuously for 16 seconds or more will suffer from Hindered for 7%.
    • Reason
      • The original effect wasn't that weak, but it was uninteresting and has been effectively merged into Septic Touch, so I'd like to propose a new effect that matches the name.
      • Exhaustion is short at 2 seconds, but it can be applied when moving between pallets, which I think is quite interesting.
      • I don't think there are many situations where you'll be running continuously for more than 16 seconds, but it has the potential to be useful when chasing survivors heading towards a gate.
  • Shattered Hope
    • Change: Completely rework
      • When you hang a Survivor who has never been hooked before, you will receive 1 token.
      • By interacting with a powerless totem, you can consume one token and destroy the totem completely (not available for Pentimento).
      • When a powerless totem is destroyed or becomes Boon, all survivors except who did it scream and their aura becomes visible for 1/2/3 seconds.
    • Reason
      • We adjusted the perk so that it has some effect even when the Survivor does not have Boon, and is a sufficient counter to Boon.
      • You will need to find the totem yourself, but you will be able to find the location of all survivors at any time at least four times.

That's all the reworks I could come up with.
Thanks for reading!
Please leave a comment!

Comments

  • I like lightborn, but it should take longer to blind the killer like an extra 100%.

    Septic touch is okey.

    Hangman‘s trick should be no scorch hook perk and show the aura around normal hooks and scorch hooks. Maybe they could add one more effect to it tho (like your idea)

    Shattered hope: I got almost the the same idea with auras and without tokens in my perk changes post.

    Genetic limits would make all exhaustion perks useless. This is far too strong.

    Territorial is fine in what it does currently, they only need to remove the 24m away requirement/cooldown, make that it shows the aura of survivors in the basement as long as they are in basement and maybe add something more interesting basement related to it.

    Beast of prey: The exposed is too much and rewards playing bad, which is bad. Adding to its current effect that you reach the bloodlust tiers faster would be good, but 50% is too high.

    Knockout is fine and I don‘t know about shadow born, but it definitely needs a new effect.

  • @Langweilig said:

    I like lightborn, but it should take longer to blind the killer like an extra 100%.

    Septic touch is okey.

    Hangman‘s trick should be no scorch hook perk and show the aura around normal hooks and scorch hooks. Maybe they could add one more effect to it tho (like your idea)

    Shattered hope: I got almost the the same idea with auras and without tokens in my perk changes post.

    Genetic limits would make all exhaustion perks useless. This is far too strong.

    Territorial is fine in what it does currently, they only need to remove the 24m away requirement/cooldown, make that it shows the aura of survivors in the basement as long as they are in basement and maybe add something more interesting basement related to it.

    Beast of prey: The exposed is too much and rewards playing bad, which is bad. Adding to its current effect that you reach the bloodlust tiers faster would be good, but 50% is too high.

    Knockout is fine and I don‘t know about shadow born, but it definitely needs a new effect.

    I certainly think that's true for lightborn, but if it's too long, light saving becomes impossible, so it seems like they need to find the right balance.

    I think it makes sense to make Territorial an effect that's tied to the basement!

    I'll admit that Genetic Limit is a rough concept.
    But there aren't many situations where you'll just keep running for 10 seconds.
    You can reset the timer by walking a little.
    There are usually pallets or windows within a 40m range, and the 2-second exhaustion can be easily removed by walking a little during the loop.
    Also, Languid Touch is a much more powerful fatigue perk during a chase.
    The purpose of this perk is to penalize keeping running, allowing you to close the distance a little when moving chase positions.

    As for Beast of Prey... sorry, I wrote it poorly. To be precise, it is a debuff against killers that reduces the speed increase of blood lust by 50%.
    At the third stage of blood lust, the speed usually increases by 0.6m/s, but we'll make it 0.3m/s.
    Well, even with that in mind, Exposed may be excessive.

    Thanks for your comment!

  • Shadowborn would be terrible, there should be no perk that has a killer that stands still. You can’t afford to do that and the aura read is not worth it. Insidious is garbage for the same reason. Beast of Prey wouldn’t be good either as less than 5% of all killers ever get to Bloodlust 3. The rest of the perks seem decent tho.

    I think Territorial Imperative should give you 10% haste anytime a survivor is within 8 meters of shack or 24 meters of basement.

    Bloodhound should allow you to see pools of blood through walls up to 32 meters

  • @HexHuntressThighs said:

    Shadowborn would be terrible, there should be no perk that has a killer that stands still. You can’t afford to do that and the aura read is not worth it. Insidious is garbage for the same reason. Beast of Prey wouldn’t be good either as less than 5% of all killers ever get to Bloodlust 3. The rest of the perks seem decent tho.

    I think Territorial Imperative should give you 10% haste anytime a survivor is within 8 meters of shack or 24 meters of basement.

    Bloodhound should allow you to see pools of blood through walls up to 32 meters

    Mmmm, yes.There is no time to stop at killer.
    However, Insidious does have its uses in certain applications. The build is quite interesting when combined with Dragon's grip, or even with Twins and Myers for a surprise strategy.
    Shadow born is designed for that specific use, but it may be a bit plain.

    As for the Beast of prey, I think there is no problem regarding the conditions of occurrence.
    Since the three stages of Blood lust are rarely reached in a normal fight, but it can be intentionally caused in order to shorten the chase time by Exposed.
    It is not a very powerful perk, but it can be used in combination with a perk like Play with Your Food, or simply as one of the many perks to shorten the chase.

    As for Territorial Imperative...I think it is interesting, but 10% may be too fast.
    It is going to be almost impossible to make the chase in Basement.

    As for Blood Hound, I completely agree with you.I think it is very interesting and fits the concept!

    Thank you for your comment!

  • If you want you can check my list of perk buffs and please tell me what you like and not.

    @Langweilig said:

    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 flashback item got 3 charges
    • Dance with me: Duration increases to 5s (was 3s) and the cooldown gets reduced to 20s (was 40s) ✔️
    • 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 50% (was 35%)
    • Strength in shadows heals at a speed of 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 30% up to 2 (new) ✔️
    • Self preservation activates while being near a slugged person in a range of 32m (change) and supresses footsteps ✔️
    • 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 around a slugged person and gives it‘s effect to others like kindred (was for 16s after someone got downed) ✔️
    • 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) ✔️
    • 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 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) 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 its duration is increased to 20s (was) ✔️
    • 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 (change) ✔️
    • 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 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? 🤔 💭