Buffing / Reworking Killer Skill check perks
Skill checks are a fundamentally awkward thing for killers to build around as skill checks are effectively RNG based with survivors being more likely to fail at lower MMRs. This makes killer skill check perks noob stompy and very inconsistent by nature and thus hard to balance (If you balance around skill check fails almost never happening then these perks will dominate against new players where it is common, while if you balance for frequent skill check fails this will make make them garbage at higher play.) My buffs / reworks are done to make the perks stronger in ways that affect higher MMR more than lower MMR. For killer skill check perks I did not include, it is because I think they need number buffs or buffs to their synergy perks, not mechanical buffs, additional effects, or reworks.
Buffs/Reworks
- Huntress Lulliby (buff): Only becomes a hex after the first time a survivor is hooked.
- Unnerving Presence (added): (for healing and repairing survivors in your terror radius) Replaces the great skill check zone with a good skill check zone.
- Gearhead (added): (while gear head is active) Reduce the progress bonus of great basic repair skill checks by -1%.
- Undone: (Added): Gain 2 tokens whenever a healthy survivor enters the injured state. (Rebalance): From basic skill check fail = +3 tokens -> Any repair or heal skill check fail = +2 tokens. (Buff): The cooldown is removed.
- Merciless Storm (Rework): The first time each generator reaches 85% Repair Progress, each survivor repairing it is faced with a continuous stream of 11 skill checks, the generator cannot be completed during these skill checks, and survivors cannot join the repair. If all repairing survivors interrupt the action by any means, that generator is blocked for 10/15/20 seconds. (QoL buff): The generator will be blocked if a survivor stops repairing once the merciless storm skill check sound is played. (Merciless storm causes a skill check aprox every 0.9s so for a single survivor at default repair speed, Old Merciless caused 11 skill checks. New Merciless is designed to counter gen speed boosts while replacing its synergy with repair speed reductions with anti-synergy.)
- No Quarter (Rework): Whenever a Survivor is healed to 75% Healing Progress, No Quarter triggers its effect: Each healing survivor is faced with a continuous stream of 4 Skills checks, the heal cannot be completed during these skill checks, and survivors cannot join the heal. If all the healing survivors interrupt the action by any means, the survivor being healed suffers from the Broken Status Effect for 6/8/10 seconds. (The 4 skill checks would take ~3.6 seconds to complete and going from 75->100% takes 4 seconds at default speed.)
- Hang-man’s Trick (Full Rework): When a survivor starts sabotaging a hook, triggers a Loud Noise Notification at the location of that Hook and that survivor is faced with a difficult skill check. When a survivor is unhooked, the unhooker will face a difficult skill check the next time they start repairing or healing. If a survivor fails any skill check from Hang Man’s trick they suffer from the incapacitated and exhausted status effects for 6/8/10 seconds (and these skill checks also cause normal failed skill check heal/repair regression).
- Distressing: (added): Survivors in your terror radius recover from the Exhausted status effect 20/25/30% slower. (Consistency): Terror radius increase is now 30% at all tiers. (QoL Buff): Distressing now increases the terror radius transferred to non-killer objects. (Put Distressing buff in a skill check post since two important skill check perks are terror radius based.)
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