Changes/Reworks for the base perks for survivor and killer
So me and 2 of my friends decided that it was fun to rework/change the base perks for killer and survivor.
I'm a rank 1 killer main but I also am a rank 4 survivor and my friends usually play survivor and are at red ranks as well.
NOTE: All bolded words are the changes that we made (ex. numbers). The completely reworked perks are clearly noticeable.
Survivor
Kindred, Hope, Plunderer's Instinct and Spine Chill stay exactly the same.
We'll Make It only has its tooltip updated.
Helping others heightens your morale.
After resquing a survivor from the hook, gain 100 % speed increase to healing up others for 30/60/90 seconds.
"I'm confident we can all escape in one piece if we help each other."
Dark Sense
Unlocks potential in one's Aura-reading abilities. When you sense danger, you instantly adapt and become almost invisible.
Each time a Generator is completed, for 5 seconds, the Killer's Aura is revealed to you, you don't make noise when doing a rushed action and reduces the grunt's of pain noise by 100%.
When the last Generator is powered, the effects are extended to 5/7/10 seconds.
"Take it from an old-timer: Slow down, don't rush and try not to worry so much! The best way to beat him is to know how he thinks." — Murf, The Lost Tapes
Déjà Vu
When faced with fear, your mind starts to play some tricks on you...and on the beast.
For every 5/4/3 pallets you drop and the killer breaks, one of them is restored at random. This effect can activate twice a match.
"I feel like I've done this before..."
Lightweight
Your running is light and soft, making your tracks harder to follow.
Scratch Marks stay visible 1/2/3 seconds less than normal and your footsteps make 25%/50%/75% less noise while running.
"Take it slow, he knows where you've been... just like I've always said: 'live slow and die old'" — Dylan, The Lost Tapes
No One Left Behind
It is inconceivable to leave someone behind.
Once the Exit Gates are powered, gain 50/75/100 % more bloodpoints for actions in the Altruism Category and perform them 50%/75%/100% quicker.
"... yeah, no #########. But I believe we can outsmart and overthrow him if we work together. Don't be predictable and selfish!" — Clyde, The Lost Tapes
Premonition
You have the undeniable capability to sense danger.
Get an auditory warning when looking in the direction of the Killer in a 30° cone within a range of 36 metres and reveals the killer's aura for 2 seconds.
Premonition has a cool-down of 60/45/30 seconds each time it activates.
Premonition trumps any of the Killer's stealth abilities.
"I have a bad feeling about this!"
Resilience (Gets fused with this is not happening and will require a new perk to fill the missing perk)
You perform at your best when you are under extreme stress and are motivated in dire situations.
While you are injured, you gain the following bonuses:
-Your action speeds are increased by 4%/7%/10% and great skillchecks' success zones when repairing, healing and sabotaging get 10%/20%/30%% bigger.
"Focus, even in these desperate times."
Slippery Meat
You have developed an efficient way to get out of Traps and Hooks.
Grants up to 2 extra escape attempts on the Hook and increases the chance of unhooking yourself to 6%/8%/10%. If you unhook yourself, this perk deactivates, losing ALL it's effects.
You have a 100% chance to untrap yourself from a Bear Trap but it takes 100%/75%/50% longer.
You are guaranteed to remove a reverse bear trap on the second Jigsaw box.
"It was ALMOST a near death experience."
Small Game
You have the undeniable capability to sense danger.
Get an auditory warning when looking in the direction of Killer Traps and Totems and reveal it's aura for 1/2/3 seconds in a 30° cone within a range of 8/10/12 metres.
Small Game has a cool-down of 15/12/10 seconds each time it activates.
Only works on Traps that are set by Killers.
"Nope." — Andy, The Lost Tapes
Killers
Deerstalker, Distressing, Sloppy Butcher and Whispers remain exactly the same.
Hex: No One Escapes Death
A Hex rooting its power on hope. You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.
Once the exit gates are powered, if there is a Dull Totem remaining on the Map, this Hex is applied to it and notifies the survivors about it.
While this Hex is active, Survivors suffer from the Exposed Status Effect and your Movement Speed is increased by 3/4/5 %.
The Hex effects persist as long as the related Hex Totem is standing.
"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."
Hex: Thrill Of The Hunt
A Hex rooting its power on hope. The false hope of survivors fills you with excitement and strengthens your totems.
For each Dull Totem and Hex Totem remaining on the Map gain a Token.
-Gain more bloodpoints for actions in the Hunting Category for each Token.
-Survivors' cleansing speed is reduced by 3/4/5 % for each Token.
-Gain a notification when someone starts working on a Hex Totem and the totem's aura is highlited in yellow for 6/5/4 seconds.
The Hex effects persist as long as the related Hex Totem is standing.
"Ah! What a sweet survivor hunt!"
Insidious
The increased pressure of losing your preys shrouds you in isolation and you start to lose your connection with the entity.
For each completed generator, gain a token.
Each token reduces your terror radius by 8%/10%/12%. When all generators are completed, you also lose your red stain.
"Not even the entity could take the beast's will"
Iron Grasp
Your powerful hold onto the Survivors causes escapes to be nearly impossible.
Effects of Survivor struggling are reduced by 75 %.
Time to struggle out of your grasp is increased by 15%/17%/20%.
"I won't let this one slip, even if rains bear traps!"
Monstrous Shrine
Your fervent care of the Hooks found in the basement has aroused The Entity's interest and brings doom to survivors.
Survivors that are unhooked or unhook themselves from a basement hook become affected by the Broken Status Effect for 40/50/60 seconds. If you are 24 or more meters away they also become oblivious for 10/12/15 seconds.
"Then you will know that there is no escape. When hanging in the depths, you face the dark one."
Spies From The Shadows
The Crows found in the world can comunicate directly with you.
Cawing Crows give you a visual cue and trigger killer instinct when you are within a range of 28/36/42 metres.
Spies from the Shadows has a cool-down of 5 seconds.
"In the shadows they torment, scarring our minds with each scream."
Unrelenting
You recuperate faster from attacks made with your main weapon.
Your missed attacks have 30/40/50% reduced cooldown, successful hits get a 5/10/15% reduced cooldown.
"All of these years mastering killing come down to this."
Tell me your thoughts about these changes and new ideas are welcome.
Comments
I think there are some nice ideas here. Some might be a bit too much, but still.
The one perk rework I disagree with is Deja Vu. Having pallets repair themselves is too strong in my opinion, especially at the current state of the game with many maps having so many safe pallets. If every survivor is running that perk, that's like up to 8 pallets that repair themselves.
I also wouldn't want a perk like Monstrous Shrine, which makes the already really strong basement even stronger. It needs a rework in my opinion. And survivors footsteps are already really hard to hear so I don't know how I personally feel about the buff to Lightweight.
The other ideas are all fine though as far as I can tell in my opinion. Especially the idea for Premonition.
Repaired pallets are chosen at random and you need to drop 3 pallets to make 1 regenerate. If all people use deja vu, then it will be a pallet eater party for enduring/spirit fury killers and a pallet dropping party for survivors which means that there will be a few pallets on the map to use. I would just propose that it only triggers once per match and reduce the numbers from 5/4/3 to 4/3/2.
How would you change monstrous shrine?
I think that footsteps are really easy to hear, especially when you are on a different layer from the survivor running. Also they still make 25% noise at rank 3 which can be heard from a little bit far away.
Thanks for the feedback!
On the survivor side, Deja Vu sounds really strong. Lightweight reducing footstep sounds could be tuned down (maybe 50% at max).
With Slippery Meat, I wouldn't want this perk to fall into the same category as Calm Spirit where it completely counters a killer. Trappers already have a hard time. The self unhook aspect could also become annoying for the killer. The chance becomes pretty good if taken with Ante Up.
I think Slippery Meat should just do something else than affect self unhook chance or bear traps.
About slippery meat. When you unhook yourself the perk deactivates completely, meaning that the bear traps and reverse bear traps effect is also removed.
Also, if you bring up the ante that is 2 perk slots for a single effect: unhooking yourself. It only can happen once at max in a game.
Compare it to deliverance. If you want to be certain to unhook yourself, then you need to safely unhook someone and then get broken for 60 seconds. With slippery meat you have a chance, it's a coin flip perk which can be fun to use.