niche perk rework idea
Hello.
I feel like we should have some perk balance changes. I listened some of my ideas below.
My ideas consider niche perks, with low usage for both roles.
Survivior:
- Spine Chill - revert the nerf. We don't see that perk anymore.
- Iron Will - give it 100% but doesn't work while exhausted or leave it be 75% but exhaust status doesn't affect it.
- Lucky Break - let healing other increase the duration on a higher rate, 1 sec of healing = 1.5 or 2 sec of perk duration to be increased
- Pharmacy - rework the perk so it gives medkits from rummage, not the chest itself.
- Bite the bullet - reduces the noise when you heal but also when you are getting healed by others.
- Blood Rush - let the perk be used 2-3 times in a match, based on tokens which player is granted at the beginning of the trial
- Botany Knowledge - let's get rid of reduction healing efficiency of medkits, we can't get 1 heal of a MK while using the perks without addons.
- Calm Spirit - get rid of speed reduction.
- Clairvoyance - we could use it while holding an item.
- Distortion - recharges only while in a chase.
- Empathy Connection - increase healing speed bonus.
- Light-footed - decrease or get rid of it's cooldown after rush vault actions
- Low Profile - let it work after the unhook for 30 seconds. That would give surviviors a way to hide after being unhooked, possibly preventing being tunneled by the killer
- Poised - on top of hiding scratch marks it would show auras of generators for 6/8/10 seconds
- Scavenger - reduction of repair speed would last 25/20/15 second
- Self-care - let's make it 40/45/50% healing speed. That would make self-healing take 36 sec
- This is Not Happening - we don't need to be injured anymore, works while fully healed
Killer:
- Blood Echo - decrease cooldown to 40/35/30 seconds
- Bloow Warden - adding feature: exit gates close for 5/10/15 seconds after opening the gate
- Dissolution - actives 1 sec after injuring the survivior, instead of 3
- Fire up - each token grants 4/4.5/5% to action speeds.
- Hex: Ruin - buffing regress rate to 100/125/150%
- Oppression - decrease cooldown to 100/80/60 seconds
- Overcharge - make th regression to start from 100%
- Save the best for last - revert the changes. Perk was not that opressive while unhooks, surviviors still could trade even with 8 stacks
- Septic Touch - make effects linger for 10/15/20 seconds
- Surge - Increase regression to 8/9/10%
- Thwack - would activate whenever you break the pallet, without getting a hook, but the range would be 5/10/15 meters
- Trilling Tremors - change cooldown to 80/60/40 seconds
- Undone - surviviors don't really miss skillchecks. let's grant 3/5 tokens for every successful hit on a survivior.
What you guys think?
Comments
Overall fine, blood rush 3 tokens might be a bit much... Would this not be kind of a blood warden nerf? Because it let's players know that the perk is in play?
I don't know about dissolution, does this not lead to basically breaking the pallet you got hit on while or shortly before vaulting? If that stuff is excluded I am fine with it.
Yikes. It was a bit too much to take in as fast as I read it but here is my opinion:
I mainly "rated" the survivor perks since thats the side I play more. The rest is either fine or doesn't need too much of a change.
These are very good, easy to implement ideas.
blood warden would get an addition to main 60 seconds after the hook
There are a couple perks on this list that are already very strong and don't need to be buffed.
On the survivor side, I'm looking at Lucky Break, Botany Knowledge, and Light-Footed. These perks are already very good, and definitely don't need buffs. It was already insane that LB was buffed in 6.1.0, lol
Additionally on the survivor side, I don't think reverting Spine Chill is a good idea. That perk was honestly kind of a lot, I'd sooner see it buffed for its new purpose; I made a post about this a while ago, but if we shrunk the number of things it applied to, and gave it a way higher number, it'd be a useful perk for finishing important actions in the killer's face.
I do like your idea for Low Profile. That'd be an interesting direction to take it, as another anti-tunnel perk that would actually meaningfully synergise with existing ones.
On the killer side, I don't see any perks that flat out shouldn't be here, but I do think that a few changes might be misguided. Reverting STBFL doesn't seem like it'd be on the table even if I do kind of agree, so I'd rather push to make it so only damaging Special Attacks remove tokens. That'd bring the perk back in line enough, imo.
I'd also maybe push back against your Blood Echo change, and instead suggest the following: Make it a Scourge Hook perk that applies Exhaustion to everyone, injured or not.
I'd love to see Oppression's cooldown lowered. I like that perk, but it's so hard to justify running it…
Yes but since bloodwarden can only come into play once the gates are opened they immediately know it is in play... So if you don't immediately get downs then, of which you can only hook 1 person max, if even in time before the gates open again.. They are no warned and will just leave or hide until potential blood warden runs out.
most of these are fine but
spine chill-vault speed should stay gone
lucky break-doesnt need a buff
pharmacy-im guessing u mean at any time instead of only while injured? since otherwise this seems like a bit of a nerf
blood rush-idk this perk is dangerous, maybe make the broken duration longer and/or only recover from exhaustion at the end of the timer
botany-it should only affect self heals then
ruin-doesnt need a buff
save the best for last-definitely doesnt need to be reverted
undone-should really be on downs if its gonna be that many tokens
People use distortion, it already gives info on blood warden
If you have 1 or 2 very specific perks, but not in general... Not 100% of people run a perk that tells you... I am sure there are other things that could be buffed about it without basically nerfing it by giving a huge billboard that tells the survivors the perk is in play.
I would have really great use, look:
How often do you find yourself as a killer, 3-4 people running into the gates after the unhook. Most of them are already injured and the gate is 99, that gives you another chance to get a kill or two if you are able to block the gate. Freddy has it on one of the addons, so it's in game already - comes in clutch.
If the people or not already injured 15 seconds will not make it so you can down a person and get them to the hook to activate bloodwarden, wipe weapon cooldown, pickup animation walking to hook and all... And the survs won't stay because they now know for sure you have bloodwarden... It will just lead to more people doing the more effective thing anyway, open the door before the unhook so you can just walk out and don't need to open the door before being able to... Maybe it will lead to one additional kill, best case... However it will take away the unsure knowledge of whether or not bloodwarden is in play, and I don't think that is a worth trade off...