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Community Challenge, be creative - Design your own Perk

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  • OBXOBX Member Posts: 854

    Perk name: greed


    releasing an exit gate that is powered over 85% causes the exposed status effect for the entire team for 20 seconds.


    the amount of seconds can be determined.

    this could help the 99 issue

  • CheeseAntonCheeseAnton Member Posts: 274

    Thanks for the feedback and suggestions. I want to give some insight on my design ideas (if you don't care, you don't have to read what's in the spoiler) and then my changes for them.

    The goal with Third Time's was not to be better than Desperate, but to be more reliable. Like, what if there were 12 downs but a person is dead. But now I realized that 9% was way too low a number, so I feel like buffing the numbers would make it more useful than DM.

    Sightjack comes from a game where you see over Shibito, and one of the best ways it scared players was by showing a shibito gathering other shibito and then seeing them form around to gang up on you. Wanted something like that in game against stealth killers. Note, I said players, not survivors. But the range does seem too low so I feel another numbers buff is good.

    Shadow World is a song about a special someone and finding truth. I wanted both, and the obsession was meant to be "a soul, who's got the same burning need" (0:48 of the song). The other survivors was added just because I didn't want it to be like Blood Pact (useless if the obsession, or the obsession dies). But yeah, the 24 meters was way too much. Another main thing is that truth can be shared with others, so I wanted it to be a 2 way relationship, person A tells person B knowledge they didn't know, and then person B tells person A knowledge they didn't know. But I do understand your reasoning.

    Third Time's the Charm:

    Every collective 3rd survivor down gives you a token. Each token (up to a max of 2/3/4) increases altruistic actions (healing and unhooking) by 15%.

    Sightjack:

    Works for 15/18/21 seconds and then gets reset each time a gen gets completed. By crouching and holding the active ability button, your screen becomes pitch black. By toggling (imagine spectating while dead/escaped, that's how you toggle) between players you can see the auras of what other people see and auras about their surroundings (you can see each pallet and window the person you're sightjacking sees, even if they don't have Windows or Zashin Tactics). Has no range. Auras stay visible 3/4/5 seconds longer. If you are hit, you are knocked out of sightjack mode. Note, you see the auras from where you are, your camera doesn't shift to where your sightjacked is.

    Shadow World:

    Spawns an obsession. Slightly increases your chances of becoming it. If you aren't the obsession, you and the obsession can see each others auras and what each other see within 8/10/12 meters, with the auras y'all see within 48 meters (so no Empathy cross map info). If you are the obsession, you can see each other survivors auras within 6/7/8 meters, and see the auras of what each other see within 32 meters.


    Third Time's:

    I liked my idea of the original, but you're right it was way too weak. Now this surpasses DM's, but has to have time first. It's more late game than early game.

    Vanquisher of Evil:

    You said it was cool with no downside, so hey, epic. Didn't need to change it.

    Sightjack:

    Now works slightly more like it did in the game, focusing on one person rather than everyone. Also, having no limited range. This is compensated for it's lower time of use.

    Shadow World:

    I liked my idea of the obsession being the special someone, but I don't want it to compensate for the perk. So I decided to basically give it 2 functions depending on what it i. If you aren't the obsession, you and the obsession can see better. If you are, you can share with multiple but not as good. Sorry if it wasn't what you were hoping for, but I just liked the back and forth dynamic, like 2 people sharing their ideas and thoughts and the fog.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174

    Third Time's:

    • Eh, now Third Time is a duplicate perk, I mean, yeah, it's different in terms of how you activate it. That's it. Nothing else is different.

    Shadow World:

    • Your idea of the special someone so far seems to be that the Obsession is less special than a person using this perk that is not the obsession. You want this perk to be a 'dialogue' between people but are appending an Obsession requirement where the goal isn't to be the Obsession? I mean at this point just make Sightjack into this: While within 4m of another Survivor, share each others Aura Reading effects. Outside of this range the effect persists for 6s.


  • SpasticLlamaSpasticLlama Member Posts: 60
    edited September 2020

    lol i feel ya there. No one rly takes the time to actually comment about your ideas most of the time. There are some people who do though which is nice. I see that you are using the website I have been using. Good idea to grab attention.

    Third Times the Charm

    -Interesting concept. However, usually if on the third down, survivors are on their last hook and therefore the bonus to unhooking may not be as useful cause they be dead lol.


    Vanquisher of evil

    -Do you get Tokens from a TOTAL of 60/50/40 seconds of chase or is it all in one? If its all in one, it would be very hard to use the perk cause chases dont last that long. Maybe lose Tokens when you get Hooked instead of stunning the Killer so that value of the perk can last longer.


    Sightjack

    -I had an idea of a perk similar to this! Im probably going to make that soon. Dont worry Im not copying you lol. Its an interesting idea but maybe the meter range should be longer since the perk only activates when a gen is done and you only have 30 seconds to get use out of it. Most of the time survivors would run away from you by then.


    Shadow World

    -The wording is a bit confusing. However, the perk idea is indeed an interesting one. Im not a dev so Im not a pro at balancing perks and such but the perk has potential to be too strong. Im not saying it is cause Im not sure but if the ranges were increased it would greatly help survivors communicate with one another and allow them to see where everybody is frequently.


    Overall, interesting ideas! :3


    Check out on my perk ideas on my account. The one I posted in the discussion has changed a lot. Go check them out if you want and comment on what you think of them! :3

  • SpasticLlamaSpasticLlama Member Posts: 60

    Interesting ideas!

    Tantrum is a cool idea, however imagine people running DS and jump into locker. They can either DS, or use this perk ti basically instantly escape. Or just in general jump in locker anything during chase to get free escape if hooks are not close by. May need to be tone down a bit.


    Verge of Danger

    -Nice idea! The perk however on rly good loopers may be kinda strong. Imagine a rank 1 looper getting faster and faster so you basically HAVE to give up. Im not saying the perk is like OP or anything but has potential to be an issue in the right hands.


    A Handyman's Job

    -Cool concept! But more of a gimmick perk which is totally fine. But then again, it can be strong if survive with friends all have it and use all the pallets in one area but build them back up lol.

  • CheeseAntonCheeseAnton Member Posts: 274
    edited September 2020

    Fair point about Third Time's, I just don't know what to do to make it different. But then again there gotta be some perks that are too similar, newest survivor Felix literally gave us Deja Vu 2.0.

    Shadow World: I understand the concern and stuff. Admittedly it's one of the perks I made up straight on the spot, and I honestly don't care about it anymore. Literally made it in 3 minutes (not the other ones, I just added it there to give the post more attention). So, yeah I honestly decided I'm not going to care about it anymore. Thanks for the criticism you gave me, as these were the first perks I've made I'll try using these as a stepping stone to make better perk concepts.

    Third Time's: Understandable, "usually if on the third down, survivors are on their last hook and therefore the bonus to unhooking may not be as useful cause they be dead lol." I can't believe I honestly didn't factor that in.

    Vanquisher of Evil: Don't quite know what you're asking but I'll give more context. 1 token = 60/50/40 seconds. You don't have to have all 3 tokens to use this perk, you only need 1. It loses all tokens when stunning the killer because that's what the tokens go to, more stun time for the killer. Oh, and if you don't have a token but stun the killer, the time doesn't reset. Think maybe Stake Out, you don't lose all progress if you get a good skill check if you don't have a token but have some seconds on it, you just lose a token when you hit a good skill check.

    Sightjack: I understand completely, which is why I reworked the perk (down bellow)

    Reworked Idea: Works for 15/18/21 seconds and then gets reset each time a gen gets completed. By crouching and holding the active ability button, your screen becomes pitch black. By toggling (imagine spectating while dead/escaped, that's how you toggle) between players you can see the auras of what other people see and auras about their surroundings (you can see each pallet and window the person you're sightjacking sees, even if they don't have Windows or Zashin Tactics). Has infinite range. Auras stay visible 3/4/5 seconds longer. If you are hit, you are knocked out of sightjack mode. Note, you see the auras from where you are, your camera doesn't shift to where your sightjacked is.

    Shadow World: Yeah, that was mainly a filler perk to grab more attention to my post. I have no idea how to balance it, and I kinda gave up. Maybe I'll look at it again, but if so it's going to be basically an entirely different perk.


    Thank you for commenting, and saying they were interesting. I will check them out when I get the time (which is probably soon, I have too much time rn).

    Post edited by CheeseAnton on
  • lukiepuwulukiepuwu Member Posts: 7

    I thought about the whole thing with being able to escape the killers grasp with DS and gaining the haste status, maybe it could work in the sense that if you use DS to escape, you don’t gain the haste boost.


    For Verge of Danger, I wanted to make something that would help against bloodlust. I could see people pairing it with dead hard and being virtually impossible to be caught. Maybe having a drawback to it would balance it out more, like making you exhausted each time you gain a token, the amount of time you are exhausted is extended each time you gain a token.

    A Handyman’s Job took a lot of inspiration from Any Means Necessary, pretty much meant to be a meme perk, but would good if you get into an early chase and throw a god pallet down.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174

    Survivor: Roguish

    While not in a chase, if the Killer is within 6/7/8m of you, you do not leave Scratch Marks.

  • BlazelskiBlazelski Member Posts: 198

    As a survivor who dies to too many 99% gates, I love this. Would have to have a clause that it doesn't trigger if the killer is within a certain range of the survivor on the gate, otherwise it's just a free down.

  • BlazelskiBlazelski Member Posts: 198

    Too annoying while at the same time too niche. It makes "grab survivor" challenges even more brutal, would be stackable with DS, and punishes stealth killers for playing well which is already hard.

  • Tzeff_NL_YOUTUBE_0Tzeff_NL_YOUTUBE_0 Member Posts: 25
    edited September 2020

    Killer Perks

    Short-Sighted!

    Survivors usually spot the Killer's Red Stain from very far away, giving them the upper hand! This perk gives them a handicap: Survivors don't see the Red Stain when further away than 40/36/32 meters from the killer.

    Killer's Advantage: Survivors can not detemine the killer's position...untill the Killer is really close!


    I See You!

    Every 60/50/40 seconds, the Killer sees the aura of all Survivors for 5 seconds. Doesn't work on Survivors that have anti-aura Tokens/Perks!


    HEX: Dark Speed

    For every hooked Survivor, the Killer gets a 1% movement speed gain with a maximum of 4% for 40/50/60 seconds!

    ------------------------------------------------------------------------------------------------------------------------------------------------------------

    Survivor Perks

    Let's Do This!

    After repairing a Generator, the Survivor gets a 5% Haste status effect for 20/25/30 seconds. This means 5% additional speed increase for repairing, healing, vaulting, sabotaging, unhooking, totem cleansing, opening the gates, etc. 

  • Tzeff_NL_YOUTUBE_0Tzeff_NL_YOUTUBE_0 Member Posts: 25
    edited September 2020

    Killer Perks


    Short-Sighted!

    Survivors usually spot the Killer's Red Stain from very far away, giving them the upper hand! This perk gives them a handicap: Survivors don't see the Red Stain when further away than 40/36/32 meters from the killer.

    Killer's Advantage: Survivors can not detemine the killer's position. 


    I See You!

    Every 60/50/40 seconds, the Killer sees the aura of all Survivors for 5 seconds. Doesn't work on Survivors that have anti-aura Tokens/Perks!


    HEX: Dark Speed

    For every hooked Survivor, the Killer gets a 1% movement speed gain with a maximum of 4% for 40/50/60 seconds!

    NOTE: Unhooking a Survivor doesn't change anything!

    ------------------------------------------------------------------------------------------------------------

    Survivor Perks


    Let's Do This!

    After repairing a Generator, the Survivor gets a 5% Haste status effect for 20/25/30 seconds. This means 5% additional speed increase for repairing, healing, vaulting, sabotaging, unhooking, totem cleansing, opening the gates, etc. 

  • OBXOBX Member Posts: 854
    edited September 2020

    The details could be ironed out by the devs, but I feel it could make for more interesting endgame as the EGC could be more of a factor. Also getting more use from some niche perks like remember me, blood warden, leader, and wake up could spice things up.

    circumventing an entire mechanic “EGC” is just laughable as it is atm

  • Ninja4952Ninja4952 Member Posts: 16

    Killer Perks: The Game is Afoot: The Hunt gives you purpose and increases your stride. Receive a 5% increase in movement speed when not in a chase (helps killers with no way to increase their base speed get across large maps).

    Single-Minded Focus: The survivors' focus will be their downfall. All survivors working on generators for 15/10/5 seconds suffer from the Oblivious status effect and be deafened to all but the sounds of the generator.


    Survivor: Stamina: You've learned to push yourself but also how to make the most of your energy. Your movement speed is increased by 3/4/5%. However, you permanently suffer from the exhausted status effect.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174

    Survivor: Obscura

    After exiting a Locker, your Aura and Scratch Marks are hidden for 6/7/8s.

    Killer: Forbidden Knowledge

    You see the Aura of Dull Totems within 16m. You can Crush a Dull Totem to reveal the Aura of all Survivors for 6/8/10s.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174

    Killer: Unseen Hand

    When you hook a Survivor, you become Undetectable for 8/12/16s.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174
    edited September 2020

    Killer: Illusory Reprieve

    When you break a pallet, a Phantom Pallet is placed where the previous pallet once stood (Looks like a regular Pallet). This has a cooldown of 60/50/40s. (Freddy's Fake Pallet as a Perk).

    Post edited by SurpriseSurprise on
  • DemonDaddyDemonDaddy Member Posts: 2,168

    Murder of crows

    Disturbing a crow will causes them to follow and peck for a short time. For 8/12/15s the survivor must deal with any crows disturbed and succeed skill checks to evade pecks causing them to scream in pain. Additional crows cause increased frequency of skill checks up to a maximum of 3.

  • Shymare_11Shymare_11 Member Posts: 417
    edited September 2020

    I feel that vigil is kinda situational and weak so I made this, feel free to provide criticism:

    Everything Comes to an End- Your life has taught you nothing lasts forever. Even the most excruciating and disheartening times will eventually pass by.

    When afflicted by a negative status effect without a timer of removal, this perk will activate. The effect will be replaced by one given a timer of 90/70/50 seconds. When given a negative status effect with a timer (besides given by this perk), you recover 10% faster. Any permanent effect given by a hex totem or killer ability will be reapplied after 20/25/30 seconds upon removal, unless cleansed.

    “What happens now is just temporary. Only if I believe it wasn’t, would it hold me back.”

    Perk Trivia:

    -This perk will basically counter sloppy butcher, sorta NOED, and third seal.

    -It synergizes well with vigil but honestly is more useful and definitely more powerful.

    -To explain the hex totem/ killer ability part: If a killer uses noed or they’re someone like Michael and the survivor is afflicted with the exposed status effect, they will have to survive the effect for at most 90 seconds or at the least 50 to have a 20-30 second period without it, unless the source of the effect deactivates (ie. Cleanses or leaves tier 3).

    -The perk will effect doctor’s madness, and they will not be subject to the reapplication of madness since it can be easily reapplied.

    The perk will not work against deep wound or sleeping, but will work on sickness (the broken status effect will be removable).

    -The perk’s 10% will work for ghostface’s exposed effect timer.

    -The perks rarities will be rare, very rare, and very rare.

    -I see this perk belonging to a survivor with a life of extreme misfortune or abuse, likely domestic.

    -I think the 10% recovery speed for effects will not apply for exhaustion but idk.

  • Shymare_11Shymare_11 Member Posts: 417

    I just thought of two more:

    Recovery: You are used to be battered and bruised from your past. You can move past the pain.

    Standing still or performing a non-moble action while being injured, will allow you to slow heal passively up to 50/60/70% at a rate of 1.5% (standing still) or 1% (performing a non-mobile action) per second. This perk will not activate while in the dying health state or within the killer’s terror radius.

    ”This only the smallest faction of what I can take.”

    Perk Trivia:

    -Basically vaulting is the only option that action that is non-mobile.

    -This perk will not work if the survivor has crows.

    Well-Prepared: You ready yourself for action, allowing to take more injuries than average person.

    Unlocks the ability to heal yourself past the healthy health state. When you are able to heal yourself (self-care or a medkit), you gain the option to heal yourself while healthy. This healing will be 100/75/50% longer than normal to complete. After, you will require 2 melee attacks to be placed into the injured health state or, if exposed, be placed into the injured health state instead of the dying health state.

    ”Take some per cautions and I might survive a little longer.”

    Perk Trivia:

    -The extra health state cannot be given or received by other survivors, only self heals count.

    -After receiving a melee attack from the killer, you’ll still probably still bleed or something despite not being in the injured health state.

    -Will not synergize well with no mither since you need to be healthy for it to work.

  • Shymare_11Shymare_11 Member Posts: 417

    Since I haven’t really shown some killer love in a bit, here’s one:

    Hex: Lockdown- Force their hand to escape, for their negligence will be your greatest delight.

    This hex will be applied to a dull totem but be hidden and shown as a dull totem until the exit gates are powered. After hooking a survivor, this perk gains a token, to a maximum of 6/5/4 tokens. If you reach 4 tokens and the exit gates are powered, the switch to open the exit gates will be blocked by the entity and the end game collapses will activate, however will be give 10 minutes instead of the original 2 (?). The switches of the exit gates will remain blocked either til the associated hex totem is cleansed or there 60 seconds left of the end game collapse.

    ”Their ignorance will be their downfall.”

    Perk Trivia:

    -I don’t actually remember how long the normal end game collapsed is so that what the question mark means. [I’ll look it up later]

    -The totem that has this perk attached to it will look like a dull totem but the killer will see its aura like any other hex totem. The perk will also be lit and show its stacks while it’s still active.

    -This perk in conjunction with NOED would probably be amazing, Idk tho. Could be the worse pairing to go against for survivors. (Maybe going with blood warden too and slugging could easily give you a 4K.)

    -The 10 minute extension is to give survivors a chance to find and cleanse the revealed hex totem. [If it’s too long, 8 minutes should be the lowest time. But I like 10 so that’s what being shown]

    -The deactivation during the last 60 seconds is to prevent an easy 4K from the killer camping the totem.

    -The totem for the perk can be cleansed before the exit gates are powered they just don’t know what totem is it since it won’t be revealed until the gates are powered. So inner strength users are your new enemy.

    -Trapping or camping the totem before it activates would probably give away what you’re using and even after it activates, the perk doesn’t always guarantee a kill.

  • _ColeZ__ColeZ_ Member Posts: 46

    Lime Light

    When you exit a chase, for 15/30/60 seconds your lunge lasts 1 second longer

    "So you got his attention...now what?"


    Kinda want a perk that get's experimental.

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174

    Killer: Death Knell

    All survivors within 8m of a Generator when it’s completed become Exposed for 10/20/30s

  • SurpriseSurpriseSurpriseSurprise Member Posts: 2,174
    edited September 2020

    My take on the Destroy a Completed Gen:

    Killer: Dark Bargain

    Once per Trial you may Kick a Completed Generator (Before Exit gate are powered). The Generator is regressed to 0% and for the next 60 seconds all Generators are blocked by The Entity, and you see the Aura of all uninjured Survivors.

    Once used, each Survivor gains a 100% bonus to repair speed until they repair for a total of 50% of a Generator.

    Post edited by SurpriseSurprise on
  • ArthurDentArthurDent Member Posts: 44
    edited September 2020

    I would like a killer perk If you are within 10 metres of a survivor you can drop a pallet. Let the killer pallet a survivor for once have it count as a regular hit.

    You could give it say 3 tokens or a hex totem so killer doesn’t just drop all the pallets.

    Perk: hex: revenge

    Post edited by ArthurDent on
  • naitsirhCnaitsirhC Member Posts: 52

    Killer Perk:


  • naitsirhCnaitsirhC Member Posts: 52
  • MoundshroudMoundshroud Member Posts: 3,623

    Agreed. If I were to revisit it... I would change it to 3/4/5.....

  • LuluTheLion14LuluTheLion14 Member Posts: 207

    Hex: Skilled Illusion

    Fake skill checks will appear on the screen for survivors working on a generator, missing these fake skill checks will result in a 2/1.5/1% progression but succeeding these fake skill checks will result in a 1/1.5/2% regression. Fake skill checks have a slightly different noise notification before appearing on screen.

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