New Killer Perk Ideas Focusing on Status Effects
Perk1:
The nearest exhausted, non-oblivious, survivor within 32 meters of you gains the oblivious status effect. The effect lasts for as long as the survivor remains exhausted. This perk goes on cooldown for 15 seconds.
Perk 2:
The nearest Oblivious, non-blind, survivor within 32 meters of you gains Blindness. The effect lasts for as long as the survivor remains Oblivious. This effect does not apply to hooked survivors. This perk goes on cooldown for 15 seconds.
Perk 3:
Upon reaching Bloodlust 1 this perk activates; this perk deactivates upon losing Bloodlust. While this perk is active, all survivors in chase gain Oblivious, Exhausted, and Blindness. When reaching Bloodlust 2, survivors also gain mangled and hemorrhage. These effects last for 30 seconds after leaving the chase. When reaching Bloodlust 3, survivors gain 15% Hindered For 15 seconds flat.
Perk 4:
You reach Bloodlust Tier 1 2 seconds sooner and it takes 2 seconds longer to lose chase with survivors.
Perk Rework: Overwhelming Presence
The nearest Blind survivor within 32 meters of you gains 10% Hindered for 3 seconds. When the nearest survivor within 32 meters gains any status effect, reveal their aura for 2 seconds per status effect. This perk goes on cooldown for 30 seconds.
Perk 5:
If a survivor is affected by 5 or more different status effects at the same time, they scream and become Exposed for 20 seconds. This perk goes on cooldown for 60 seconds.
Comments
Perk 1: If the survivor knows what they are doing, when they become oblivious, they know the killer is 32 m away, defeating the point of being oblivious.
Perk 2: I don't know if we need to stack blindness on top of oblivious. This seems either useless or broken against soloq depending on how frequently oblivious can be put in. Blindness is already a troublesome stat given the vast difference between SWFs and soloq on how much it hurts.
Perk 3: Tier 1 is fine, but I don't really like the idea of helping out bloodlust. Tier 2 seems meaningless. Tier 3, no, that's just silly.
Perk 4: I don't think we should mess around with how fast bloodlust is gained.
Perk Rework: So they are blind and hindered? What are they supposed to do?
Perk 5: Again, this seems to be either useless or broken depending on what killers/perks come out in the future. Also a killer would likely heavily invest into their build to pull it off, and if the survivors have Vigil they are in a lot of trouble.
Bloodlust as a mechanic is a failsafe against safe loops. I like perk variety, but I'm not sure we should be looking for perks that encourage killers to play into it, as it's already a last resort.
Haste, Boons, Hexes, and elusive all count as status effects. Some killer powers and addons also count. If you combine perks 1,2,5, and the reworked Overwhelming Presence; you could punish survivors with exhaustion perks. Even if they don't bring exhaustion perks, most killers have some sort of exhaustion addon. The only reason the perk rework applies hindered to blinded survivors is so that survivors reach the 5 status effects required to activate perk #5. With this build, if a survivor uses an exhaustion perk within 32 meters, they will gain haste, exhausted, oblivious, blindness, hindered, exposed, and their aura will be revealed for 12 seconds.
It's a similar idea behind perks 3 and 4. You are sacrificing your power in exchange for status effects and a potential insta down. Just remember that perk #3 can apply to multiple different survivors as long as the perk is active.
The most fun part of these perks is the potential to spread 6 different status effects to multiple survivors. I am aware that vigil might counter these perks, but vigil is gonna be strong regardless. Vigil needing a nerf is a whole other topic. They really need to split Vigil into 4 separate perks.
Wow, ok so they did end up gutting vigil… Hopefully this means they'll add more fun status effect perks/powers!