Perk Affinity For Teachable Perks

What do you all think of the idea of each playable character (killer and survivors) having one of their teachable perks having a special bonus if they use it? I'll go through each playable character and give an example.



The Trapper - Agitation: Increases your movement speed while transporting bodies by 6/12/18 %. While transporting a body, your Terror Radius is increased by 12 meters. Trapper only: The terror radius is increased by 32 meters instead.

The Wraith - Bloodhound: Fresh Blood Stains are considerably more discernible than normal and can be tracked for 2/3/4 seconds longer than normal. Wraith only: bloodstains can be seen through objects up to 12 meters away.

The Hillbilly - Tinkerer: When a Generator is repaired at 85 %, you receive a noise notification and your Terror Radius is reduced to 0 meters for 8/10/12 seconds. The Hillbilly only: receive the notification and terror radius reduction when a generator is repaired to 70%

The Nurse - Thanataphobia: For each Injured, Dying or hooked Survivor, all Survivors receive an action speed penalty of 3/3.5/4 % to a maximum of 12/14/16 %. Nurse only: the penalty also applies to survivors that are dead, sacrificed, or disconnected.

The Shape - Play With Your Food: You become obsessed with one Survivor. Every time you chase your Obsession and let them escape, you receive a Token up to a maximum of 3 Tokens.

Each Token increases your movement speed by 3/4/5 %. Each offensive action spends one Token. The Shape only: only lose tokens on successful attacks

The Hag - Hex: The Third Seal: A Hex that hinders one's Aura-reading ability. Hitting a Survivor while the Hex Totem is active applies the Blindness Status Effect. This effect applies to the last 2/3/4 Survivors hit. The Hex effects persist as long as the related Hex Totem is standing. The Hag only: survivors effected from blindness by this perk will continue being blinded for 180 seconds after the Hex Totem is destroyed.

The Doctor - Overwhelming Presence: Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency. Affected Survivors' Item consumption rates are increased by 80/90/100 %. The Doctor only: survivors that leave your terror radius continue to be effected by Overwhelming Presence for an additional 45 seconds.

The Huntress: Hex: Huntress's Lullaby: A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors receive a 2/4/6 % regression penalty when missing any Skill Check. Each time a Survivor is hooked, Huntress Lullaby grows in power:

  • 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
  • 5 Tokens: No Skill Check warning.

The Hex effects persist as long as the related Hex Totem is standing. The Huntress only: The effect of this perk will persist for 180 seconds after the totem is destroyed. New tokens can not be acquired after the totem is destroyed though.

The Cannibal - Knockout: Dying Survivors' Auras are not revealed to other Survivors when they are standing outside of 32/24/16 meters of range. The Cannibal only: You can see the aura of survivors within 6 meters of a dying survivor.

The Nightmare - Remember Me: You become obsessed with one Survivor. Each time you hit your Obsession, you increase the opening time of the Exit Gates by 4 seconds up to a maximum of 8 additional/12 additional/16 additional seconds. The Obsession is not affected by Remember Me. The Killer can only be obsessed with one Survivor at a time. The Nightmare only: once the exit gates are powered, your terror radius is reduced to 0.

The Pig - Hangman's Trick: Your ingenious modifications to Hooks prevent tampering and permanent damage. Hooks destroyed by sabotage or sacrifices repair automatically after 30/20/10 seconds. Gain a notification when someone starts sabotaging the Hooks. The automatic repair timer of sabotaged Bear Traps is reduced by 60 seconds. The Pig only: survivors that are sacrificed while wearing a reverse bear trap will return a reverse bear trap to your inventory.

The Clown - Bamboozle: Your vault speed is 5/10/15 % faster. Performing a vault action calls upon The Entity to block that vault location for 8/12/16 seconds. Only 1 vault location may be blocked in this way at any given time. The vault location is blocked only for Survivors. The Clown only: vault locations are blocked indefinitely, but only one location can be blocked at a time.

The Spirit - Hex: Haunted Ground: Two trapped Hex Totems will spawn in the Trial. When one of the two trapped Hex Totems is cleansed by a Survivor, all Survivors suffer from the Exposed Status Effect for 40/50/60 seconds. The remaining trapped Hex Totem immediately becomes a Dull Totem. The Spirit only: when one of the trapped hex totems is destroyed, see the aura of all survivors for 5 seconds.

The Legion - Mad Grit: While carrying a Survivor, you suffer no cool-down on missed attacks and successfully hitting another Survivor will pause the carried Survivor's wiggle timer for 2/3/4 seconds. The Legion only: Survivors have exposed while you are carrying a survivor.

The Plague - Corrupt Intervention: 3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds at the start of the Trial. Survivors cannot repair the Generators for the duration Corrupt Intervention is active. The Plague only: after the generators stop being blocked, the corruption spreads to 3 random hooks. Corrupted hooks can not be sabotaged and survivors hooked on corrupted hooks are sacrificed 10% faster.

Dwight - Leader: Increases the other Survivors' Healing, Sabotage, Unhooking, Cleansing, Opening Exit Gates, and Chest Search speeds by 15/20/25 % when they are within 8 meters of range from you. Survivors can only be affected by one Leader effect at a time. This effect persists on other Survivors for 15 seconds after leaving the Leader's effective Perk range. Dwight only: other survivors within 8 meters of you will move 5% faster. This effect only lasts 5 seconds and survivors are immune to this bonus for 35 seconds after receiving it.

Meg - Quick & Quiet: You do not make as much noise as others when quickly vaulting over obstacles or hiding in Lockers. The vault and hide actions' noise detection and audio range is reduced by 100 %. This effect can only be triggered once every 30/25/20 seconds. Meg only: other survivors within 16 meters of you also receive the benefits of this perk.

Claudette - Botony Knowledge: Healing Speed and Healing Item Efficiency is increased by 11/22/33 %. Claudette only: survivors healed to full health by you do not leave scratch marks for 7 seconds

Jake - Saboteur: Unlocks the ability to sabotage without a Toolbox at 50 % the normal Sabotage speed.Hooks and Bear Traps you sabotage stay broken for an extra 10/20/30 seconds. Jake only: Hooks you break respawn with 50% progress toward being sabotaged.

Nea - Streetwise: Reduce the consumption rate of Item charges by 10/12/15 % for you and Allies within 8 meters of range. Nea only: Range is increased by 10000 meters.

Laurie - Sole Survivor: Your Aura cannot be read by the Killer within a maximum range of 20/22/24 meters for each killed or sacrificed Survivor. Increases your chances of being the Obsession. Laurie only: when you are the only survivor alive you do not leave scratch marks.

Ace- Ace in the Hole: When retrieving an Item from a Chest, there is a 100 % chance that an Add-on of Very Rare Rarity or lower will be attached to it. 10/25/50 % chance to find a second Add-on of Uncommon Rarity or lower. Ace only: whenever you open a chest, there are 2 items inside.

Bill- Left Behind: If you are the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75 % bonus to Repair speed. Bill only: If you are the last survivor remaining and the killer closes the hatch, you can open exit gates 75% faster.

Feng Min- Technician: The noises caused by your Repairs and their hearing distance are reduced by 8 meters. On a failed Repair Skill Check, there is a 30/40/50 % chance that the Generator explosion will be prevented. Feng Min only: There is an additional 40% chance that generator explosions will be prevented. Other survivors working on the same generator as you also benefit from this perk.

David- No Mither: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

  • You don't leave pools of Blood.
  • Grunts of pain caused by injuries are reduced by 0/25/50 % at any time.
  • Grants the ability to fully recover from the Dying State.

David only: You are not affected by the broken status for the duration of the trial. Whenever you are injured, you gain the broken status for 120 seconds. You are injured at the beginning of the trial.

Quentin- Vigil: You and your Allies within 8 meters of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster. Once out of range, this effect persists for 15 seconds. Quentin only: The range increases by 10000 meters.

Tapp- Detective's Hunch: When completing a Generator, the Auras of Generators, Chests and Totems within 32/48/64 meters are revealed to you for 5 seconds. If you are holding a Map that can track Objectives, Generators revealed by Detective's Hunch are added to the Map. Tapp only: the auras remain visible for an additional 25 seconds.

Kate- Boil Over: Your struggling effects on the Killer are increased by 25/50/75 %. You obscure the Killer's ability to see Hook Auras within 10/12/14 meters. Kate only: hooks auras are obscured by an additional 10 meters.

Adam- Autodidact: You start the Trial with a -25 % progression penalty for Skill Checks to heal Survivors. For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens. Each Token grants you a +15 % bonus progression for a successful Skill Check while healing Survivors. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit to heal. Adam only: begin the trial with 2 tokens.

Jeff- Distortion: You start the Trial with 3 Tokens. When your Aura would be shown to the Killer, the Perk activates and a Token is consumed. For the next 6/8/10 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer. Distortion does not activate when you are in the Dying State or affected by Traps. Jeff only: begin the trial with an extra token.

Jane- Solidarity: Sharing painful experiences has the power to heal. While injured, healing a Survivor without using a Med-Kit also heals you at a 40/45/50 % conversion rate. Jane only: While injured you can see the aura of the nearest other injured survivor.

Ash- Buckle Up: Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 meters. When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds. Ash only: When you heal a survivor from the dying state to injured, both the healed survivor and yourself don't leave scratch marks for 6 seconds.



I'll work on survivor examples later. Bear in mind all of these are just examples. If you think something wouldn't be balanced then speak up or if you think you have a better idea then I'd like to hear those too.

Comments

  • I like it but killer mains will complain about Claudettes getting a buff to self care.

    You know?

  • @CallMeSpidey said:

    I like it but killer mains will complain about Claudettes getting a buff to self care.

    You know?

    @CallMeSpidey I wouldn't make Claudette get a buff to self care. This is the bonus I'd give Claudette - Botony Knowledge: Healing Speed and Healing Item Efficiency is increased by 11/22/33 %. Claudette only: survivors healed to full health by you do not leave scratch marks for 7 seconds

  • Just a few notes:

    • Myers/PWYF: PWYF only losing stacks on successful attacks should be base for the perk itself. PWYF is really trash because (outside of Wraith) gaining stacks is difficult and losing them is easy.
    • Huntress/Huntress' Lullaby: Instead of completely reworking it for Huntress, just make it have a passive regression penalty, or the effect you suggested, even if the totem is broken.
    • Freddy/Remember Me: Why would map-wide TR be good for Freddy? It should be the exact opposite if you wish to keep the same idea. 0m TR once exit gates are powered. Though, this route has little to do with the whole concept of Remember Me.

    The rest (so far) seem good.

  • So each survivor and killer can only have bonus on 1 unique perk?

  • @Pennosuke said:

    So each survivor and killer can only have bonus on 1 unique perk?

    @Pennosuke That's the idea. I think you might run into some potential balance issues if players have access to more than one "super perk".

  • @PigNRun said:

    Just a few notes:

    • Myers/PWYF: PWYF only losing stacks on successful attacks should be base for the perk itself. PWYF is really trash because (outside of Wraith) gaining stacks is difficult and losing them is easy.
    • Huntress/Huntress' Lullaby: Instead of completely reworking it for Huntress, just make it have a passive regression penalty, or the effect you suggested, even if the totem is broken.
    • Freddy/Remember Me: Why would map-wide TR be good for Freddy? It should be the exact opposite if you wish to keep the same idea. 0m TR once exit gates are powered. Though, this route has little to do with the whole concept of Remember Me.

    The rest (so far) seem good.

    @PigNRun Good points. I actually did think of the Nightmare's bonus before you posted this. I was coming up with ideas fast and furious. I figured I'd leave it in for a while though to see if anyone would call me out on it. I agree with you on the Huntress's bonus. That is a better way to handle it. I initially thought up this idea while responding to another thread about Huntress's Lullaby.

    As far as PWYF goes, I agree wholeheartedly. If I'm going to be honest here, a number of the perk ideas are frankly things that I think should just be improved. It's a subtle way to seed the idea. Anyway, thanks for actually really reading my post and giving thoughtful insight.

  • Jake - Saboteur: Unlocks the ability to sabotage without a Toolbox at 50 % the normal Sabotage speed. Hooks and Bear Traps you sabotage stay broken for an extra 10/20/30 seconds. Jake only: Hooks you break respawn with 50% progress toward being sabotaged.

    Nea - Streetwise: Reduce the consumption rate of Item charges by 10/12/15 % for you and Allies within 8 meters of range. Nea only: Range is increased by 10000 meters.

    Laurie - Sole Survivor: Your Aura cannot be read by the Killer within a maximum range of 20/22/24 meters for each killed or sacrificed Survivor. Increases your chances of being the Obsession. Laurie only: when you are the only survivor alive you do not leave scratch marks.

    Updated.

  • I thought about something like this before I hope to see this get implemented sometime

  • I like the idea, I think it may be better then what I had thought up.

    Though my idea would mostly be empowering for perks instead of just a single perk affinity.

  • This is a good idea.

  • @28_stab_wounds said:

    Sounds good to me

    @28_stab_wounds Thanks for your support. Anything specific you'd like to see?

  • Ace- Ace in the Hole: When retrieving an Item from a Chest, there is a 100 % chance that an Add-on of Very Rare Rarity or lower will be attached to it. 10/25/50 % chance to find a second Add-on of Uncommon Rarity or lower. Ace only: whenever you open a chest, there are 2 items inside.

    Bill- Left Behind: If you are the last Survivor remaining in the Trial, for each Generator that needs to be completed, gain a 55/65/75 % bonus to Repair speed. Bill only: If you are the last survivor remaining and the killer closes the hatch, you can open exit gates 75% faster.

    Feng Min- Technician: The noises caused by your Repairs and their hearing distance are reduced by 8 meters. On a failed Repair Skill Check, there is a 30/40/50 % chance that the Generator explosion will be prevented. Feng Min only: There is an additional 40% chance that generator explosions will be prevented. Other survivors working on the same generator as you also benefit from this perk.

    Updated.

  • @[Deleted User] said:

    I stopped reading after Thanatophobia. 

    Players keep misunderstanding what this perk is for, PLUS your suggestion would only encourage hook camping. 

    Thanatophobia isn’t about inflicting as much action speed penalty as possible, it’s about getting survivors into sense of urgency to always be healing (wasting time, and not be on a gen) or never leaving a teammate hooked for long (2 survivors minimum also now not repairing a gen)

    Thanatophobia is a perfect example of how almost ALL perks have “truer” purposes BEYOND their surface level description.

    @DudeDelicious As I mentioned several times, all of these are just ideas. The point of this thread isn't really about any one specific perk. It's about the notion that each playable character should have a specialty when it comes to their own teachable perks. Other people might learn from me, but I'm still the master of [insert perk].

    This is also a way to encourage more specialization and diversity. Especially when it comes to survivors. After all, when you have all the teachable perks unlocked, what is different from one survivor from another beyond their appearances? The answer is nothing. They all play the same. But this would provide a little incentive to play one character over another based on which play style you prefer. If you like sabotaging hooks then Jake is your guy for instance.

    So if you don't like my idea for Thanatophobia, that's fine. But which perk from the nurse would you have the nurse specialize in and what bonus would the perk get? I stayed away from Nurse's Calling because it is already a meta pick on her and it is difficult to think of a way to enhance it beyond extended range which I think would be particularly unhealthy for nurse. Stridor is an option. I couldn't really think of anything though. So what would you suggest?

  • David- No Mither: You are affected by the Broken Status Effect for the duration of the Trial. Your thick blood coagulates practically instantly.

    • You don't leave pools of Blood.
    • Grunts of pain caused by injuries are reduced by 0/25/50 % at any time.
    • Grants the ability to fully recover from the Dying State.

    David only: You are not affected by the broken status for the duration of the trial. Whenever you are injured, you gain the broken status for 120 seconds. You are injured at the beginning of the trial.

    Quentin- Vigil: You and your Allies within 8 meters of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 10/15/20 % faster. Once out of range, this effect persists for 15 seconds. Quentin only: The range increases by 10000 meters.

    Updated.

  • Tapp- Detective's Hunch: When completing a Generator, the Auras of Generators, Chests and Totems within 32/48/64 meters are revealed to you for 5 seconds. If you are holding a Map that can track Objectives, Generators revealed by Detective's Hunch are added to the Map. Tapp only: the auras remain visible for an additional 25 seconds.

    Kate- Boil Over: Your struggling effects on the Killer are increased by 25/50/75 %. You obscure the Killer's ability to see Hook Auras within 10/12/14 meters. Kate only: hooks auras are obscured by an additional 10 meters.

    Adam- Autodidact: You start the Trial with a -25 % progression penalty for Skill Checks to heal Survivors. For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens. Each Token grants you a +15 % bonus progression for a successful Skill Check while healing Survivors. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit to heal. Adam only: begin the trial with 2 tokens.

    Updated.

  • Jeff- Distortion: You start the Trial with 3 Tokens. When your Aura would be shown to the Killer, the Perk activates and a Token is consumed. For the next 6/8/10 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer. Distortion does not activate when you are in the Dying State or affected by Traps. Jeff only: begin the trial with an extra token.

    Jane- Solidarity: Sharing painful experiences has the power to heal. While injured, healing a Survivor without using a Med-Kit also heals you at a 40/45/50 % conversion rate. Jane only: While injured you can see the aura of the nearest other injured survivor.

    Ash- Buckle Up: Unlocks potential in one's Aura-reading ability. The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 meters. When you heal a Survivor from the Dying State to Injured, both the healed Survivor and yourself see the Killer's Aura for a duration of 4/5/6 seconds. Ash only: When you heal a survivor from the dying state to injured, both the healed survivor and yourself don't leave scratch marks for 6 seconds.

    Updated.

  • What if you just make it simple for everyone.

    A character using their own teachable perks get a 10%/4m buff to whatever it is.

    So then Nurse's Calling on Nurse would work at 32m. Thana with 4 stacks would give a 26% debuff. And Stridor would increase survivors sounds by another 10%.

    Perk specific things would be cool too, but I feel it would be difficult to actually get it all into the game. That's a LOT of work for the devs.

  • @thesuicidefox said:

    What if you just make it simple for everyone.

    A character using their own teachable perks get a 10%/4m buff to whatever it is.

    So then Nurse's Calling on Nurse would work at 32m. Thana with 4 stacks would give a 26% debuff. And Stridor would increase survivors sounds by another 10%.

    Perk specific things would be cool too, but I feel it would be difficult to actually get it all into the game. That's a LOT of work for the devs.

    @thesuicidefox Some things don't fall that easily into a 10% or 4 meter category. How about Hex: Third Seal? It doesn't really help the killer very much to blind 5 or 6 survivors. On top of which, a flat 10% bonus doesn't affect all percentage based perks evenly. To use your example with Thana going from 16% to 26% is a 62.5% increase in power whereas say Iron Will going from 100% to 110% would be a 10% increase in power and be rather nonsensical.

  • I don't want them to have a benefit from using their own perk. Instead, I would rather them have a less impactful, but still nice, passive. Something like "5% increased heal speed while healing injured teammates" for claudette, or David could have something like "3% increased repair speed while injured" The numbers I gave are entirely arbitrary and could be tested for the best value. The idea is to give a character something passive that could draw people to different characters for a certain playstyle or build. But, it would also not force someone to play only a handful of characters. Ideally you would want to help benefit some non-meta builds with some cool passives that would make each survivor unique and could empower some builds that people could find fun.

  • Great! I love it. If every survivor were more than a simple figurine, the game would gain in aesthetic and tactical variety, because there would finally be a good reason to abandon the usual Claudette-Meg-Nea stereotype...

  • @Elegant said:

    I don't want them to have a benefit from using their own perk. Instead, I would rather them have a less impactful, but still nice, passive. Something like "5% increased heal speed while healing injured teammates" for claudette, or David could have something like "3% increased repair speed while injured" The numbers I gave are entirely arbitrary and could be tested for the best value. The idea is to give a character something passive that could draw people to different characters for a certain playstyle or build. But, it would also not force someone to play only a handful of characters. Ideally you would want to help benefit some non-meta builds with some cool passives that would make each survivor unique and could empower some builds that people could find fun.

    @Elegant I hear what you are saying. But the problem (imho) with this concept is that you fall into one of 2 traps. Either the benefits are so meaningless that they don't matter or one of the benefits by far outshines the others and players are handicapping themselves if they don't pick that one character. This has the unfortunate side effect of lowering diversity.

    Now you could try and make the same argument about what I'm suggesting, but it isn't the same for a simple reason. I went out of my way to pick non-meta perks. None of the changes I suggested would be so overpowered that they could become meta. But hopefully most of them are good enough to see some play. It's a fine line to walk, I know. I think it is worth the effort though.

  • I dont want to play a certain character just because their perks are stronger for it. We already have a meta, we dont need to have a further reinforced meta by forcing killers and survivor's to play certain character's.

    If i want to play daddy David, i want to play daddy David. I do not want to play Bill, although he's cool, just for a better Borrowed Time.

  • @Mat_Sella said:

    I dont want to play a certain character just because their perks are stronger for it. We already have a meta, we dont need to have a further reinforced meta by forcing killers and survivor's to play certain character's.

    If i want to play daddy David, i want to play daddy David. I do not want to play Bill, although he's cool, just for a better Borrowed Time.

    @Mat_Sella I hear what you are saying, but I feel like you didn't actually read my post. I recommended making one teachable perk per playable character boosted. I also recommended making those perk non-meta perks. So no better borrowed times, self cares, sprint bursts, adrenaline, mettle of man (for the moment), decisive strike, etc.

    In fact, you would have to give up one of those meta perks to use one of the reworked perks. None of which are so powerful as to rewrite the game meta. Maybe spend a couple minutes actually reading some of the suggestions and perhaps you'll understand what I'm hoping to achieve.