theshadowofthesidhe3
theshadowofthesidhe3
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Hey
Thank you so much for the feedback! I really appreciate the detailed and constructive criticism. You've hit on some points that I hadn't fully considered, and you're right, the original concepts for some of the perks would be pretty unbalanced in a real match. This is exactly why I wanted to post this and get your thoughts!
Based on your suggestions, I've gone back and reworked a few things to hopefully make the Killer and Survivor more balanced and fun to play with and against.
Cian's Perks (Reworked)
I agree that the original Spirit of the Grove was too strong with constant aura reading. You're right, a more active perk would be better.
* Spirit of the Grove (Reworked): The new version would tie the power to an action. After cleansing or blessing a totem, you and all other survivors receive a 3/4/5% Haste status effect for 5 seconds. Additionally, the Killer's aura is revealed to you for 6/8/10 seconds.
* This makes it a tactical choice: do you give up a totem to get a speed burst and information? It still fits the spiritual theme but feels much more balanced.
And you're absolutely correct that Protective Talisman was a bit too close to other perks. I've re-conceptualized it to be more of a team-oriented support perk.
* Protective Talisman (Reworked): This would now activate when an ally goes down. After repairing a generator for a total of 60/50/40 seconds, you create a Talisman. When a survivor is downed within 16/24/32 meters of you, the Talisman is consumed, and all other survivors within that range gain the Endurance status effect for 2/3/4 seconds. This perk has a cooldown of 120/110/100 seconds.
* I think this version is much better, as it rewards survivors for staying together and offers a defensive counter to tunneling.
The Banshee's Power & Perks (Reworked)
Great point on the need for a counter to the Agony power. It's important to give survivors a chance to fight back.
* Agony Counter: I'd suggest that performing a Loud Noise Action (e.g., fast vaulting a window, running into a locker, or dropping a pallet) would temporarily muffle the ringing for 3 seconds. This would add a risk-reward element to the chase, allowing survivors to briefly regain their senses.
And your feedback on Harbinger's Omen and Wail of Sorrow was spot-on. I definitely don't want to create broken or frustrating perks.
* Harbinger’s Omen (Reworked): Rather than auto-breaking a pallet, what if it created a trap? When a survivor drops a pallet within your Terror Radius, it becomes haunted. For 5/6/7 seconds, any survivor who fast vaults this pallet will scream and be inflicted with the Broken status effect for 30 seconds.
* This rewards a savvy Killer and punishes careless survivors, making it a much more skill-based perk.
* Wail of Sorrow (Reworked): And yes, we don't want to encourage slugging. I'd change this to a reward for successful play. After hooking a survivor, you gain the Undetectable status effect for 10/12/14 seconds. This effect is lost upon performing a basic attack.
* This gives the Killer a powerful ability to sneak up on other survivors after a successful hook, rewarding them for playing the game's objective.
Thanks again for all the great feedback! I think these changes make the chapter concept much stronger, and I’m excited to hear what you all think of the new versions