Suggestion for changing some Perk values
This is a big list of many Survivor and Killer Perks and how I would change their numbers, based on more than 1.8k hours of experience on both sides of the Campfire.
Originally (back in 2016), most Perks had very low values, making their effects barely noticeably and many Perks retained those low values. Currently, we seem to move to Perks with much greater effects that are also much more noticeable. That is the philosophy I applied in all suggestions:
Survivor Perks
- Alert, Plunderer's Instinct, Spine Chill: buff the ranges to 24/32/40 metres, the base ranges are too low.
- Boil Over: buff the ranges to 16/20/24 metres, for the current numbers, it's rare that the Killer needs the aura-reading of Hooks in the first places.
- Bond/Premonition: buff the ranges to 20/28/36.
- Botany Knowledge: buff the percentages by 10 %.
- Calm Spirit: with the upcoming buff, reduce the percentages to 50/75/100 %, especially in comparison to my suggestion for Spies From The Shadows.
- Hope: reduce the numbers to 3/4/5 % and remove the cool-down timer.
- Leader/Streetwise/Prove Thyself/Vigil: give them a lingering effect of a couple of seconds.
- No Mither: make the Survivor start off as healthy, then apply the No Mither effect upon the first hit, has no effect on Thanatophobia
- Open Handed: buff the numbers to 8/10/12 metres.
- Resilience: buff the numbers to 5/10/15 %.
- Small Game: make it light up the Aura of the tracked object for 1 second. Often times, it's not clear where exactly the object is located if it's in an area with a lot of line of sight blocking props. Alternative suggestion: make it have a metal detector effect, with a beeping noise that gets gradually louder the closer you are to the object
- Spine Chill: buff the repair/heal/sabotage percentage to 3/6/9 %.
- Technician: buff the reduced hearing ranges to 4/8/12 metres and add a new modifier for when repairing it with other Survivors and leave those at the current 0/4/8 metres, change the explosion prevention chance to 40/50/60 %.
- Up The Ante: buff the numbers to 2/3/4 %.
- Windows Of Opportunity: remove the cool-down or reduce it to the same values as Quick & Quiet.
Killer Perks
- Bamboozle: buff the numbers by 4 seconds to block down long loops (Badham School building and Lampkin Lane houses).
- Beast Of Prey: remove the cool-down, there's no good reason for having one.
- Blood Warden: QoL: add an on-icon timer
- Brutal Strength: buff the numbers by 5 % to re-instate its former speed.
- Deerstalker: buff the ranges to 20/28/36.
- Distressing: QoL: change it from percentages to numbers (6/7/8 metres), makes it easier in usability and has the same effect on all Killers, no matter their default Terror Radius.
- Fire Up: buff the numbers by 6 %, so that the maximum is 16/18/20% on 4 Tokens.
- Insidious: reduce the numbers to 2/1/0 seconds, to counteract the TR now fading away and effectively making it take longer for the Perk to reach its full effect.
- Iron Grasp: buff the numbers to 5/10/15 %.
- Make Your Choice: make the icon light up when out of the specified range, like Devour Hope
- Monstrous Shrine: make the Perk affect all Hooks with the current values and buff them for the basement hooks.
- No One Outruns Death (formerly NOED): You are animated by an unseen force when the Survivors are on the verge of escaping. Once at least one Exit Gates are powered, cool-downs on successful and missed attacks are decreased by 10/15/20 % and your movement speed is increased by 6/9/12 %.
- Pop Goes The Weasel: increase the timer to 60 seconds.
- Spies From The Shadows: increase the values to 50/75/100 % and 24/32/40 metres, with how lethargic crows are these days, that shouldn't be too severe a buff.
- Stridor: increase the values to 25/50/75 % and 0/25/50%.
- Surveillance: Remove the timer. It's nigh impossible to damage 3 gens within 16 seconds and there's not really a good reason for it to have one in the first place, it's the weakest Killer Perk, the Killer's Déjà Vu.
- Territorial Imperative: Remove the cool-down timer and increase the range to 40 metres as a trade-off.
- Thanatophobia: make it take into account dead Survivors.
- Unrelenting: buff the numbers by 10 %.
EDIT: Changed the numbers on Up The Ante, added alternative suggestion for Small Game and changed No Mither.
EDIT2: Changed the ranges of Bond and Premonition, to not make the max tier larger, but buffing the lower tiers.
EDIT3: Added Deerstalker.
EDIT4: Added NOED
EDIT5: Added Blood Warden
Comments
The likelihood is that that's going to lead to a hook which is leading you one step closer to death.
If you want a buff it having it not apply thanatophobia unless you all downed hooked or with your buff to it dead also taking away the annoying injured music would be another good thing.
Great job on the changes, well done! However Up The Ante will become the new Decisive Strike with those numbers, I'll explain with math. So your version of Up The Ante with 3 tokens will give every survivor including yourself a 18% chance to all RNG actions, not bad but let's look at specifically the "Attempt escape" action when your on the hook. It's a 4% currently on 2.0, so your new kobe % will be 22%, holy moly! 100%-22%=78% to not kobe for one attempt, now let's cube that number, 78%^3=47.4552% to NOT kobe in 3 attempts. Let's use slippery meat to spice it up
Yes, it's the same thread, this one being the "copy" for the devs in the Balance Feedback.
Nice changes! I don't really think Bond needs a buff (it's IMHO the best survivor perk ever), I would like Distressing to change terror radius to a flat 40m regardless of the killer, that would make "terror radius builds" more viable on Myers and Hag, for example. It will also be neat on Freddy - you don't hear the terror radius, you don't see him, yet you have to deal with Coulrophobia and such.
It's not though. You sacrifice your entire first stage for a chance to get away without assistance. DS prevents you from lowering your hook stages period, basically giving you an extra life.
I don't doubt that the stars can align and it will be powerful. I have had times where I successfully kobe'd into a hatch. But there are also times when I had three luck offerings and Slippery Meat and I failed to kobe. I've also had plenty of times when I kobe'd and the killer came back and killed me in less than 20 seconds, or the killer is just standing there to catch me.
Also, you're incorrect: the killer doesn't have to camp you for 2 minutes. The killer only needs to camp you for 1 minute. First hook stage is when you are allowed to Attempt Escape and it only lasts 1 minute, not 2.
The problem is not only whether you fail, the problem is when you succeed and the killer downs you again. Realistically, smart players won't attempt Kobes until 15-30 seconds pass for killers to leave or chase someone else, at which point you're already halfway done with 1st stage.
Again, it doesn't matter if DS resets your hook stages or prevents you from moving to the next stage. It will be meaningless I'd you get one hooked after using it and DS can't save you then. The point I'm trying to make is the hook is something you can't really escape from and DS can't help you with escaping. It basically delays the process from you moving on to the next stage of sacrifice.
I meant to say two minutes because most killers won't be so paranoid about someone kobe-ing, it's a 4%. If the killer is going to camp you, 9/10 times they will camp you through the first and second stage of sacrifice which is two minutes, not just the first. Actually I never seen a killer camp a survivor for the first phase of sacrifice because again it's a 4%, mostly every killer won't worry about a 4% unless they seen 2-4 salty lips on the offering screen.
@Visionmaker You have a point with saying the kobe combo is inconsistent. It's RNG, the killer may camp you, and you may not be able to escape. However kobe-ing is just so fun!