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.
- Change: Replacement of some effects
- 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.
- Change: Replacement of some effects
- 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.
- The subtle effects have been integrated into Lightborn and completely reworked.
- Change: Completely rework
- 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%.
- At level 3 Bloodlust, Survivors in a chase will suffer from Exposed.
- Reason
- Contrary to the name, the effect is too modest!
- Since the third stage of bloodlust is rarely reached, this is just right.
- Change: Completely rewok
- 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.
- When a generator is kicked, it will be highlighted in the killer's view and the perk will activate after 25/20/15 seconds.
- 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.
- Change: Completely rework
- 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.
- The effect of modifying the hook is truly worthy of its name.
- Change: Completely rework
- 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.
- Remove the requirement of being inside the terror radius.
- 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.
- Change: Relaxation of activation conditions
- 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%.
- Survivors who run continuously for 10 seconds will suffer from Exhaustion for 1/1.5/2 seconds.
- 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.
- Change: Completely rework
- 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.
- Change: Completely rework
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.
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
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.