Attempting to turn bad Perks into good ones.
There are a lot of Perks that are bad, only good for a specific build, or both. Today I’m going to try to turn some of these Perks into something viable or even strong. Hope you enjoy.
SURVIVOR PERKS
Autodidact
You start the trial with a 50% penalty to healing speed. For every successful skill check performed while healing another Survivor without a medkit, gain a token up to a maximum of 4 tokens. Each token increases your healing speed by 15/20/25%.
Great skill checks cannot be performed while using Autodidact.
Boil Over
Increases your effects of struggling on the Killer by 25/50/75 and your wiggle speed is increased by 15%.
Calm Spirit
Reduces the chances of alerting crows by 80/90/100%.
You do not scream from madness, intoxication, being hit by the Killer, the Killer’s Perks, or falling. When landing after a long fall, you do not make any grunting sounds.
Detective’s Hunch
Each time you complete a generator, the auras of chests, totems, unrepaired generators, and Survivors are revealed to you within a 64 meter range for 3/4/5 seconds.
Head On
After standing in a locker for 3 seconds, the Perk activates.
Press the active ability button to jump out of the locker and stun the Killer if they are in front of it.
Causes Exhaustion for 60/50/40 seconds.
Left Behind
If you are the last Survivor remaining in the trial, the aura of the hatch is revealed to you for 3/4/5 seconds when it opens.
If the End Game Collapse is initiated, you leave no scratch marks for 30 seconds.
Lightweight
Scratch Marks stay visible 1/2/3 seconds less than normal.
The sounds caused by your footsteps and their hearing distances are reduced by 50%.
No Mither
You are affected by the Exposed status effect for the duration of the trial.
Any Perks you have that are activated by being injured are also activated while healthy.
While injured or dying, you leave no pools of blood and grunts of pain are reduced by 50% at any time.
Grants the ability to fully recover from the dying state and recovery speed is increased by 15%.
After the trial, for every 5 Emblem points you earn, gain 5/10/15 Iridescent Shards.
No One Left Behind
When the exit gates are powered, gain 100% bonus bloodpoints for actions in the altruism category and perform them 12% quicker, or 24% quicker if the End Game Collapse has been initiated.
For every Survivor that escapes before you do, gain a token. Each token increases your total bloodpoint gains by 30/40/50%.
The bonus bloodpoints are only awarded post-trial.
Open-Handed
Grants immunity to the blindness status effect.
The aura-reading ranges of you and your team are increased by 8/12/16 meters.
Sole Survivor
For every dead Survivor, gain a token.
Each token grants the following bonuses:
-Action speed increased by 1/2/3%.
-While injured, grunts of pain are reduced by 10% and you bleed 10% less frequently than normal.
-When the End Game Collapse timer ends, you are granted an extra 5 seconds of time.
Solidarity
If you heal another Survivor into the healthy state while injured, this Perk activates 35/30/25 seconds later and you become healed. The timer pauses if you are in a chase and this Perk deactivates if you are put into the dying state.
Vigil
Survivors within an 8 meter range of you recover from the blindness, hemorrhage, exhausted, mangled, and hindered status effects 10/15/20% faster and are granted immunity to the Exposed status effect.
KILLER PERKS
Beast of Prey
When entering a chase, your red stain gradually dims down to nothing over the course of 15 seconds. Your lunge speed is increased by 8/9/10%.
Brutal Strength
Break dropped pallets and damage generators 25% faster. Damaged generator regression speed is increased by 50/75/100%.
Dark Devotion
You become obsessed with one Survivor.
Hitting your obsession with your basic attack causes them to emit a 32 meter Terror Radius for 30 seconds. During this time, your Terror Radius is reduced to 0.
When the timer is up, your Terror Radius gradually returns over the course of 5/10/15 seconds.
Dying Light
You become obsessed with one Survivor. Your obsession’s altruistic action speed is increased by 50%.
The action speeds of all Survivors suffer a penalty based on the status of the obsession.
If the obsession is injured, the penalty is 10%.
If the obsession is dying, the penalty is 15%.
If the obsession is hooked, the penalty is 20%.
If the obsession has been killed or sacrificed, the penalty is 21/23/25%.
Fire Up
For every completed generator gain a token.
Each of the first 4 tokens grants the following bonuses:
-5% increase to action speed.
-2% increased lunge range.
-5% faster bloodlust gain.
-3% reduced cooldowns on missed and successful attacks.
At 5 tokens, your movement speed is increased by 1/2/3%.
Hex: Huntress Lullaby
(Removed the hex totem)
The penalty of failed skill checks is increased by 2/4/6%.
Every time you hook a Survivor, gain a token. Each token reduces the amount of time between a skill check warning and its respective skill check by 20%.
Once you have earned 3 tokens, any time a Survivor performs a great skill check, you lose 1 token.
I’m All Ears
Whenever a Survivor performs a quiet action outside of your Terror Radius, it is considered a rushed action and you are notified of their location.
This Perk has a cooldown of 30/20/15 seconds each time it activates.
Iron Maiden
You open lockers 30/40/50% faster.
Survivors who exit a locker reveal their location to you for 3 seconds and suffer from the Exposed status effect for 15 seconds. This duration is doubled if they performed a rushed locker exit.
Injured Survivors do not receive a noise reduction when hiding inside of a locker.
Mad Grit
While carrying a Survivor, hitting another Survivor will pause the carried Survivor’s wiggle timer for 4 seconds.
Unlocks the ability to vault and break pallets while carrying a Survivor at 25/50/75% the normal speeds.
Monstrous Shrine
If a Survivor is hooked in the basement, the second phase of the sacrifice sequence begins at 55/60/65% health instead of 50% health. When a Survivor is rescued from the basement, the rescuer suffers from the Exposed status effect for 15 seconds.
Overwhelming Presence
Survivors in your Terror Radius receive a 100% inefficiency status effect when using items.
Failing skill checks within your Terror Radius will cause the Survivor to drop their item and lose 5/10/15% of its base amount of charges, regardless of whether they were using it or not.
Play With Your Food
You become obsessed with one Survivor. When you injure your obsession in a chase and let them escape, your movement speed is increased by 3/4/5%. This lasts until the obsession leaves the injured state.
Remember Me
You become obsessed with one Survivor.
Hitting your obsession grants you a token, up to a maximum of 2/3/4 tokens. Each token increases the exit gate opening time by 5 seconds for everyone except your obsession.
When the End Game Collapse has been initiated, any time an exit gate is in the process of being opened, the timer drains 50% faster.
Territorial Imperative
At any time a Survivor enters the basement, their aura is revealed to you when you are outside of a 48/40/32 meter range.
Thanatophobia
For every injured, dying, or hooked Survivor, gain a token.
1 token: Repair, heal and sabotage speeds decreased by 8%.
2 tokens: Repair, heal, and sabotage speeds decreased by 16%.
3 tokens: Great Skill Checks are considered Good Skill Checks.
4 tokens: Skill check success zones are 20% smaller and the penalty of failed skill checks is doubled.
Comments
If you don't remember me, I'm Nickenzie! :)
Autodidact
Sure, do you think it would be possible to remove the med-kit and the removal of great skill checks without the perk being OP? If it's not possible, then I'm okay with your suggestion.
Boil Over
I don't like increased wiggle speed IMO.
What about removing the killer's ability to see hooks while carrying you? No, there won't be a range limitation like the current version.
Calm Spirit
Sure! :)
Detective’s Hunch
Sure... again! :)
Head On
So, there's no way to miss the stun? That's fine by me since this perk is an exhaustion perk.
Left Behind
Instead of no scratch marks for 30 seconds, make it permanent and we will have something special here.
Lightweight
Sure! ;)
No Mither
I remember us talking about having an iridescent shard perk. If we do give survivors a way to earn them, what about killers? This could cause queues to skyrocket for survivors. Other than that, this is a great idea! :)
No One Left Behind
Perk is trash anyways, I agree with this buff. Through survivors are getting a lot of BP and iridescent shard perks, which could cause survivors queues to go crazy. :)
Open-Handed
Seems fair to me, and blindness needs a rework anyways.
Sole Survivor
I don't like the budget Iron Will in this perk because Iron Will would be kinda useless if this perk already has it. Sure it's not as strong and it has conditions, but I still don't like it.
I'd like Sole Survivor to make you completely invisible to the killer when you're further than 64 meters to the killer. Each sacrificed, killed, or disconnected survivor will make this effect 16 meters stronger.
What do you think?
Solidarity
Solid idea ;)
Vigil
What if damage from exposed effects are delayed by 15 seconds? Thoughts?
I'm experiencing a ton of input lag for some reason. Consequently, I'll update this comment later for the killer perks.
Perhaps I am overthinking it, but my worry with the Exposed immunity in Vigil is that it could mislead people into incorrectly assuming that they are immune to the chainsaw.
Apologies for the double post (damn forum issues preventing me from editing posts), but come to think of it, that would kinda serve as a hard counter to Myers and Ghostface in the same way that Toolboxes dunk on Bear Traps and Adrenaline dunks on current Freddy. Not sure I really like that.
Beyond that, most of these perks I would be fine with. The only ones that really concern me outside of what I already mentioned are Boil Over's Wiggle Speed increase, No Mither granting Iridescent Shards, and I'm All Ears seemingly appearing weaker than the current I'm All Ears?
Hex: Devour Hope idea #1
Hex: Devour Hope Idea #2
Personally prefer #2, but i hate that useless ability staring in my face, so i wouldn't mind #1.
Gonna add one of my own but a Survivor perk, love all of the ideas, for the most part.
Distortion:
You start the trial with two tokens.
When your aura would be shown to the killer, this perk activates and a token is consumed.
For the next 6/8/10 seconds, your aura and scratch marks will not be shown to the Killer.
Gain a token every 80/70/60 seconds after one token has been used.
Autodidact just needs a 20% higher chance of triggering an healing skill check, tbh
Head on needs to be its own cool down and not exhaustion then I think it would be better.