Some Killers as Survivors: What their Perks would be like
This is just a fun little idea I came up with, that I'm sure many have done before. I tried to design a few Killers as if they were Survivors, and what their Perks would do.
The Plague
-Dark Devotion
Your extraordinary alertness unveils even the most silent hunters. Whenever the Killer's Terror Radius is reduced to 0, you still hear it at a range of 12/16/20 meters.
-Corrupt Intervention
The Entity is impressed by your ability to survive, and has granted you a slight boon. At the start of the trial, 3 random generators, indicated by a gild of gold around the lightpost on top, can be repaired by you 10% faster than normal and the Killer cannot break them. This effect lasts for 90/135/180 seconds.
-Infectious Fright
You are able to coordinate a team to assist those in need. When within a 20/28/32 meter radius of a dying Survivor, the auras of all other Survivors within that radius are revealed to you. They also see your aura.
The Legion
-Discordance
Your ability to work as a member of a team is remarkable. When working on a generator with other Survivors, skill checks failed by you do not cause a generator explosion, and the other Survivors have a 20/25/30% chance of preventing an explosion when failing a skill check.
-Mad Grit
You are filled with unexpected energy when risking your life for others in dire moments. When taking a hit for another Survivor, the Killer's successful attack cooldown is increased by 15/20/25%. If they are carrying a Survivor, their cooldown is increased by 25%.
-Iron Maiden
You are an expert at hiding. When inside of a locker and injured, you are rendered completely silent. If you are pulled out of a locker by the Killer, start with 10/15/20% of your wiggle bar already filled.
The Clown
-Bamboozle
During a chase, you can vault a window 4 times before it becomes blocked and the block timer is reduced by 10/20/30%.
-Coulrophobia
You are filled with adrenaline when leaving yourself vulnerable near the Killer. While in the Killer's Terror Radius, healing speed is increased by 20/25/30% and good skill checks are considered great skill checks.
-Pop Goes the Weasel
You are an apt technician and can rapidly undo the damage caused to machinery by tampering. Whenever a broken generator has lost more than 15% of its progress bar, repairing it faces you with a considerably difficult skill check. Succeeding this skill check immediately resets 30/40/50% of the generator regression.
The Spirit
-Spirit Fury
Each pallet the Killer breaks causes your adrenaline levels to spike as you lose your defenses. For every pallet the Killer breaks, dropping a pallet on them increases their stun time by 1/1.5/2%.
-Haunted Ground
Increasing your odds of survival gives you large boosts of hope. After cleansing a dull totem, gain a 5% Haste status effect for 20/25/30 seconds. The duration of this effect is doubled if it is a Hex totem.
-Rancor
Your chaotic nature affects your survival skills in the trial. Every time a generator is completed, both you and the Killer see the auras of all other Survivors for a certain period of time: 3/4/5 seconds for you, and 5/4/3 seconds for the Killer. Neither of you see the Obsession's aura.
When the exit gates are powered, you cannot be put into the dying state straight from the healthy state and will instead go into the injured state.
Increases your chances of becoming the Obsession.
Comments
Okay, i'll try...
THE Wraith
The hag
Third Seal: Your knowledge of ancient mysticism has given you and your allies and edge. While all living survivors are healthy, all survivors see each survivors auras up to 32/64/Infinite meters away. If a survivor is injured, hooked or dying, this effect stops and you suffer the Blindness effect.
Devour Hope: The fall of your allies can mean your own survival. Every time another survivor is hooked, gain a token. At 3 tokens, the Hatch appears on the map if it is not there already. At 6 tokens the hatch opens for 10/20/30 seconds. Lose all tokens when you are hooked.
Ruin: You revel in the downfall of those around you. Whenever you or another survivor fails a repair skill check, receive a token up to 4/6/8 maximum tokens. While repairing, press a secondary button to trigger a Tremendously/Tremendously/Considerably hard skill check. If you succeed, increase repair progress by 5%.
I know they're unbalanced, don't @ me
Da Pig
Hangman's Trick:
Your knowledge of the hooks' build quality allows you to find weak spots and increase odds of escapes. Each attempt at escaping the hook increases the chances of a successful escape by X%/Y%/Z% for the next Survivor to be hooked on that Hook. Auras of Hooks affected by Hangman's Trick are revealed to Survivors within an 8 meter radius in white.
When you reach the second hook stage, if you attempted at least *insert however many attempts needed to force the second stage* escapes, you automatically escape from the Hook.
(This means you can guarantee an escape if you force yourself to the second stage, but it means the next Hook will kill you.)
Make Your Choice:
You've played this game before; the right choice is never the easy one. The first time another Survivor is hooked, your generator repair speed is increased by X%/Y%/Z% until that person is either unhooked or sacrified. If you unhook that Survivor, you and that Survivor instantly recover one health state, but your generator repair speed is reduced by X%/Y%/Z% for N (75?) seconds.
Surveillance:
You're always one step ahead, making sure that your hunter has a hard time getting the jump on you. The last incomplete Generator you have repaired reveals the aura of the Killer as long as they are within X/Y/Z meters of that Generator.
Not sure if any of these ideas are any good; I just tried to capture the "flavor" of them as best I could.
I`ll try aswell
THE DOCTOR