Crocodile Tears: Remove skill checks for other players that attempt to heal you. Additionally be healed 15%/30%/50% faster (Does not work with self healing perks/items) "Those are just crocodile tears, you'll be fine!"
Salt the Wound: After hitting a survivor, start a 10 second timer, at the end of the timer force a difficult skill check that if failed will cause the survivor to scream. 60/50/40 second cooldown. "Strip the flesh, salt the wound."
On a less serious note.
You Dirty Ape!: In the event you are grabbed mid vault/jump, escape and stun the killer for 3/4/5 seconds once per game. "Take your stinking paws off me, you damn dirty ape!"
Honk if you're hooked: Every time you hook a survivor gain 1 token. Use 1 token to pull out a small clown horn and honk it, twice. This pleases the entity greatly.
Killer: Frenzied Followup - Upon landing a Successful Basic Attack, you can Lunge during your Basic Attack cooldown. This Lunge will Injure Healthy Survivors, afflict Deep Wounds on Injured Survivors, and put Survivors with Deep Wounds into the Dying state.
+The power of the waning day fuels this hex. A shroud of mist and darkness falls upon the land causing deceit and misdirection. For as long as this hex remains only 2 generators can be repaired at once. If this limit is exceeded, all generators are blocked by the entity for 40 seconds and lose 20% progress. If cleansed, all generators naturally regress 150/175/200% faster than normal, this effect stacks.
-“Splitting up in this place will only leave you vulnerable. Come by nightfall and unsee the lucidity of reality.”
•Perception: You can increase the range of your senses to track your prey.
+Moderately/Considerably/Significantly (+8m/+12m/+16m) increases the range of your aura reading abilities
•Unencumbered: You can reach further for more decisive blows.
+You lunge 10/15/20% further. Considerably (+2 meters) increased the range to perform a grab.
Talk about an OP perk. Man, you might aswell just ask the devs to instantly kill survivors at the start of a match.
Surv perk: Telekinesic: Press active button to see with the eyes of a random surv for 5 secs. It has a cooldown of 60 secs.
Another surv perk: Hex survivor: While there's an hex totem uncleased you can see the aura of every survivor and you heal/unhook 5% faster
Hex silent: While the hex totem is active survs can't hear noises 5m from them.
Hex alone: While the hex totem is active you see the aura of survivors that are together in a 5 meters radio. It has a cooldown of 60 secs.
Hex: Desiccation (A Hex version of Sloppy Butcher)
While this Hex is active: Your Basic Attacks inflict Deep Wounds, and cause the Hemorrhage status effect.
When this Hex is broken, the Survivor that cleansed the Totem is Injured if not already, and all Injured Survivors are inflicted with Deep Wounds.
Your Blood Pools are erratically placed around you. Your Scratch Marks last twice as long and are (N/A)/slightly/moderately more spaced out.
Hero: the thought of doing the right thing pushes you to prevail
When in a chase near another survivor you gain a 10/15/20% speed increase and once per trial after going down by taking a protection hit you will be able to immediately break free from the killers grasp
(Hex) first strike: the first strike always sets the tempo
Once per trial The first hit on a healthy survivor will immediately put them in the dying state
2 trapped hex totems will spawn in the trial
Once one of the totems are destroyed generators, windows, pallets in a 12/24/36 meters radius will be blocked by the Entity for 15/20/30 seconds
The remaining Hex totem in the trial will become a dull totem
The killer becomes obsessed with one survivor
When the killer pick up a dying survivor press the active button to pull the survivor out of the killers grasp
Killer will be stun for 3/4/5 seconds
The following effects on you will be: become broken, become the obsession, you will granted haste for 5 seconds at 50% faster than your regular speed this will also effect to the survivor you saved
If you are the obsession this perk will be deactivated
Decrease chonce of being the obsession
"Fight back -You don't even know how long you've been here but you've gotten tired of it and you're ready to fight back" works similar to Adam Francis' Diversion perk except it stuns the killer like a pallet does. Now of course it couldn't be like a small pebble it should be like some sand or dirt.
"Into the Labyrinth"
Gain a 1% movement speed increase for every 5 seconds you move. (Stacks) You must turn (without strafing) at some point during the movement between each check. This resets if you stop moving or fail to meet the turning requirement.
allows you to fast vault much easier and quicker over windows and pallets
able to fast vault windows when coming from a 50 /60 /70 degree angle, instead of straight-on, and performs a 10/ 25/ 40 percent increased fast vault if performing a Straight-on vault
when an obsession change occurs, the new obsession's scratch marks are narrowed and remain visible for 1/ 2/ 3 seconds longer then normal for 45/ 60/ 75 seconds. the old obsession with receive the exposed status for 30/ 45/ 60 seconds, or until the next obsession change
•Impaled: The effects of an unsanitary hook does more to the body than one would think.
+After being rescued from a hook, the unhooked survivor receives the mangled status effect that makes healing both themselves and others 20/25/30% slower.
-“The rusty really makes the blood curdle.”
•Torn: The injuries made by a hook are quite long-lasting.
+After a survivor is unhooked, they are unable to repair or sabotage until healed. It takes 10/14/18% longer to full heal.
-“A hole is much harder to patch than a scratch.”
•Scorched: Your hits burn like fire.
+Your basic attacks inflicted the burning status effect. While burning, a survivor has 30 seconds to put themselves out before they are put into the dying health state. Any survivor that attempts to put out a burning survivor but fails begin burning as well. Survivors still burn while in chase.
-“A magmatic touch that seers all that it rests upon.”
Fake it till you make it: Press E to fake being injured (changing your Icon to injured as well If there is no one injured in the party). If you are already injured you can pretend getting hit (timing and invulnerability same way as dead heard, but without any dash. The hit connects, but you are still only injured faking on the ground). Pressing E again makes you start walking again and you have exhaustion. There is no exhaustion, but a cooldown of 25s for faking being injured. Different tiers of the perk change both exhaustion as dead hard and cooldown time.
My idea for killer and it’s cool.
“It’s time for blood to spill.”
Hex: Gorefest: Every 40/35/30 seconds your next basic attack will apply Deep Wound if they are healthy or if they would be downed by there hit they can’t recover while in the dying state.
This is a fear driven perk. If a team is not careful around the killer a swing could cause time to waste or even leave him or herself helpless while the killer begins it’s bloodbath. This counters all survivor dying state perks. This perk seems a bit strong so I made it have a bit of a Cooldown and it’s a hex. Thoughts?
Hex: Threatening Truth
When a survivor gets within a 12 meter radius from another survivor, the survivors will scream and will show their aura for 4 seconds. The survivors will get injured by one health state for 20 seconds, after the timer runs out the survivors will get into his normal health state.
The survivors won’t be able to interact with pallets or windows during that time and their speed will be reduced by 2%.
~ No matter how much you try, she will always find a way to make you scream… ~ ???
Whine of Luck:
If you start a chase with the killer, the first window you vault won't be able to block and will remain unblocked for 40 seconds.
During that time your vault speed will be 3% faster. However, if the time tuns out, the window will be blocked for all your teammates and you for 60 seconds.
You'll be able to activate the perk again when the blocker timer runs out.
~ I’ve always been a lucky girl, can't say the same about others. ~ ???
Don't know if this has been done before, but here is mine:
Obsessive love: Though it may be some dark, perverted and twisted form, You are deeply in love and anyone who dares impede your love will face harsh judgement. You become obsessed with a survivor. Anytime that survivor is being healed, you see their and the healers aura. When the healer finishes a heal on the obsession, they become exposed and oblivious for 30/50/70 seconds.
I feel this perk would make teammates discouraged from touching the obsession lest they face the consequences.
The thrill of hunting your prey fills you with determination. See the Aura of All Survivors for 3/5/7 seconds at the beginning of the trial.
Merry Chrismas: Everytime someone starts opening a chest you get undetectable status and the person gets exposed for 10s after opening (not interacting and not oblivious status for a single surv), but you give a moderate percentage of better items for every chest in the map, that stacks with other offerings and perks. Levels of the perk change the amount of time for exposed effect 2s/5s/10s.
Hex: Vruuuuum (car noise)
After get bloodlust 3/2/1 you next attack put a survivor immediately in the dying state.
Hex Vruuuuum have a X sec cool down
I LOVE THIS GAME :
After a unsafe unhook , you can block u'r mate a hook it :D
like a dumbbell meeting it's match
re-picking up the survivor will regress struggle time to:
You know a thing or two about deceiving people.
All generators you damage regress slight/moderately/considerably faster and will emit no sparks while regressing.
This was a concept I had for an original character a while ago. (link to character concept: https://docs.google.com/document/d/1I4NL6cqxvoOwYzCu9G_kJYIQOt19PSboErDEDtkJK0Y/edit?usp=sharing) I recommend reading at least some of the backstory, since the perks figure into it a little bit with their title/quotes at the end.
The perks I've made so far:
Careful training has allowed you to channel your light and renew your and others’ vigour.
While you are performing a Healing, Sabotage, Unhooking, Vaulting, Cleansing, Gate Opening, or Chest Searching action, press the Active Ability button to activate Light Within. While Light Within is active, you perform your action 30% faster. Once you stop performing that action or once you have spent 30 seconds with Light Within active, you are given the Exhausted status effect for 100%/90%/80% of the action’s original duration and the Blindness status effect for 55%/50%/45% of the action’s original duration.
Light Within cannot be used while Exhausted. You do not recover from Exhaustion when running.
“In the presence of the Sacred Flame, all are renewed, just as Mithral was when she emerged from its first seeds and created the Second World.” -The Sacred Book, Halamina 3:12
Helping others brings out your inner light in force.
After Healing another Survivor for one Health State, Beacon activates. Once Beacon is active, press the Active Ability button while standing still to begin emitting an aura of bright light for the next 40/45/50 seconds. This light affects the light level around you. If the killer looks directly at you while this perk is active from under 4/5/6 meters away, they will be blinded as if blinded by a flashlight. If they are blinded in this way, you will become the Obsession. While Beacon is active, you suffer from the Blindness status effect for its duration and the Broken status effect for half its duration.
Beacon has a 60/50/40 second cooldown.
Reduces the odds of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
“Once more, the Light of Aethar will shine forth, blinding the unworthy and scorching the infidels.” -The Sacred Book, Aethar 5:22
You’ve learned to passively channel light to help others.
While standing under 6/8/10 meters away from other Survivors, you passively heal them at 45%/50%/55% of normal healing speed. Once you heal a Survivor one health state, you suffer from the Hindered and Exhausted status effects for 30/20/15 seconds.
Aethar’s Aura is paused while Exhausted. You do not recover from Exhaustion while running.
“Hark! The announcement of Aethar’s return heals the worthy and brings humanity together to help all, even the Misguided Ones who still do not believe.” -The Sacred Book, Aethar II 10:19
I haven't done the Killer perks yet, suggestions are welcome :)
•Counter Balance: You shift the scale to balance things towards your favor.
+Each time a survivor successfully heals by one health state outside your terror radius, Counter Balance gains a token; to a maximum of 10/15/20 tokens. For each token, your attack cool down is decreased by 2%.
•Outstretched: An opening can be your opportunity.
+If a grab action is interrupted, the survivor that was to be grabbed is exposed for 7/9/11 seconds. This perk has a 80 second cool down.
•Hex: Sloth: This hex roots its power in the desire to rest and give up, compelling its victims to abandon their hope.
+While injured, all survivors are unable to perform rushed actions. When at least 3/2/1 survivor(s) are/is injured, all survivors are revealed repairing, sabotaging, and cleansing. This hex’s effects persist as long as its related totem stands.
Easy does it - Your assistance is reassuring and calms others, even those in pain. Unhooking a survivor does not alert the killer until 3/4/5 seconds after the action.
Tri-Athlet: years of healthy eating and physical routine have molded a strong resilient body tuned to perfection. You permanently gain a 3% speed increase to all actions and movement speed, and recover from afflictions 3% quicker.
Your resilience to being cought drastically increases chance of killers obsession, and bloodlust accumulates 25% faster when being chased.
Effects everything but searching chests, cleansing totems, healing, or repairing generators.
Playing with your food
You find hunting down your prey to be too easy and so you find a sickening delight in toying with them as they scurry around. 25% increase to all bloodpoint earned throughout the match.
If a survivor recovers from the dying state more than 60/45/30 meters away gain a token to a maximum of 3 tokens. (This could also instead be, start a match with 3 tokens).
If you're holding a survivor and the survivor would break free (either due to a pallet stun, flashlight blindness, decisive strike, or by wiggling), they don't and their wiggle progress recedes 5%. Lose a token.
Can't Touch This
Start the match with 3 tokens. When at full health and the killer would hit you, the attack does not put you into the injured state (you do not get the speed boost you'd get if you were hit; for the killer it'd be like missing an attack). Lose a token. Cooldown for the ability is 180/150/120 seconds.