Chorus of sin perks

During dec stream they really haven't touched the issue of this chapter perks being pretty bad for both sides. Perks below…

Vigilance

Every 30s, if the Obsession is at least 36/34/32m away from you, you see their Aura for 5s.

→ This perk is simply extremely weak and would fit in some obsession swap if the range requirement isn't there at all. For example if you run Friends Till The End With Furtive Chase, This Perk would fit that build which also offers a new build (possible meta shake up a bit)

Hex: Under Your Thumb

The first time a Survivor gains Haste, a Dull Totem ignites.

Survivors cannot gain more than 35/30/25% Haste at a time.

→ Same as Vigilance the perk is quite weak and it's hex too. It may negate any form of haste and still be not truly popular. I understand it can't be this as it would also negate unhook protection, but on the other hand it's hex and we haven't got a good hex perk since blood favor (hive mind is close to be good)

Lay Waste

A perk that increases regression on near-complete Generators.
Whenever you damage a Generator, for each Charge it had, it regresses 1% faster. Cooldown: 140/130/120s.

→ This reminds me of Place For Us/Bite The Bullet scenario where they create perk that does almost the same but worse. We know Call of Brine, which will also get buffed soon, so even worse.

Fruits of Your Labor

A Token perk that gives incremental Haste and healing.

Whenever a generator is completed, gain 1 token. Then for each Token:

  • You gain 5% Haste for 2s.
  • You gain 10/15/20% healing progress.

→ This one is probably the strongest from all the perks. Final gen instantly heals you and give you 25 % haste for 2s but… we have adrenaline and up to 4th token the perk won't be that valuable also count with hemmorage status effect. It's basically weaker Adrenaline with a tiny mid game work. But why would you take it over Adrenaline itself when the perks do pretty much the same?

Salvation's Cry

A perk shares Auras when the Killer starts a chase.

Whenever the Killer starts chasing you, for 10s, other Survivors:

  • See your Aura.
  • See the Killer's Aura.

→ This perk I don't really know why is even a thing. You won't benefit it and tbh it's somewhat useless info for other players too. There can be few tweaks to make the perk somewhat okish… let's say when starting chase after 10s your and killer's aura will be revealed to all other players. After getting injured the perk goes on 40s cooldown. Let me see my pro-loopers teammates who resist in chase for exactly 5s. 10s start time would not make the perk weak against killers such as legion or ghoul.

Boon: Steadfast

While next to a totem, use "E" to bless it, creating a unique Boon Totem that combines all your Boons.

Survivors repairing the closest generator within the Boon's Range:

  • Whenever they succeed a basic great skill check, the generator gains 1% permanent progress.
  • They repair that generator 60/65/50% slower.

→ So many things wrong with this perk. Firstly skillcheck rng, you can have no skillcheck for half the generator. Permanent progress is alway a hot topic. 0.5 charges repair sped would cause gen to take 180s to complete, meaning a survivor boon perk that gives killer free pentimento + fully stacked thanatophobia. Can you imagine going against plague with thana and pentimento? You would not being able to pair a generator because you would repair at 0.000001 charge/s. I don't even know how BHVR come up with this perk

Option:

  • Whenever you succeed a basic great skillcheck, the generator gain 1 % permanent progress.
  • When you hit a basic good skillcheck the generator loses 2 % progress.
  • Increase skillcheck odds by 20 %.

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