perks feedback
Fast track is awfully designed, they get massive benefit for what? letting others die? thats an awful design, it should be completly reworked into something different that is not gen related, also i have a problem with a survivor gameplay, it feels to automatic without any real skill don"t get me wrong there is still skill, but the perks are the main reason why they feel automatic, for example fast track, sprint burst, lithe, botany knowledge, stake out, kindred, resurgence, vigil, windows of oppurtunity, etc. while killers for most of their perks they have a condition before activating (not all of them), sprint burst: needs a condition before activating, lithe: the same thing as sprint burst, ballance landing: also the same thing as sprint burst, vigil: should not have anything to do with the status effects timer decreasing, it should be something else, resurgence, needs a condition for it to activate, windows of oppurtunity: activation condition and for a certain amout of time, stake out: needs a complete rework into somehting that is not gen related and more interactive.I will also mention other perks that could have changes, well make it: the effect will only work on the unhooked survivor from only the unhooker and whenever the hooked survivor is healed, the perk deactivates and needs to unhook again plus it should not stack, unbreakeble: condition to activate, one, two, three, four: decrease the size of the skill checks, there is no reason that they should be massive, kindred: need to do something before activating, ghost notes: needs a complete rework because lightweight exists, deja vu: rework cause visionary exists, built to last: should only work on each item once, corrective action: should not start with 3 tokens but instead earning them, conviction: should not work with plot twist, botany knowledge: needs a rework with some sort of activation. Those are changes for survivor perks and now for killer perks: bloodhound: needs another effect, dark arrogance: 40% vault speed but 25% longer blind and stun duration, fire up: for each amount of hooked survivors you get a token instead of completed generators, franklin"s demise, after a minute or two the item completly vanishes from the match, game afoot: 10% for 15 seconds, haywire: rework, help wanted: 40% of shorter attack cooldowns but not being able to stack with save the best for last, almost all hex perks should only ignite whenever they are activated and not spawned right at the start of the match example devour hope: once you get first token the totem lights up, blood favor: once you injure a survivor and so on, hoarder: spawn 2 more chests and whenever one of them is opened, there will be no item, the killer will be notified and after amount of time it will close it self or something like that, human greed: add something else to it, knock out: rework, lightborn: give it a downside or completly rework it, no quarter: increase the duration of broken status, septic touch: rework, hangman"s trick: rework, shadowborn: rework, shatter hope: add another effect to it so that it can be used whenever want, spirit fury: when getting stunned by a pallet while activated it breaks and there is no stun just like an old freddy"s dream pallets, stridor: needs a rework, territorial imperative: Complete rework, undone: REWORK, unrelenting: rework, wandering eye: increase the duration and slightly the distance.
Comments
please structure your post with paragraphs i can't read this
thank you for the feedback next time i"ll try to make it better