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Massive List of Killer Perk Changes
These are many changes to killer perks that I believe would make them much more viable than they currently are. Note that this does NOT mean survivor perks do not need changes. There are many, many survivor perks that desperately need changes as well. This will simply be a separate post coming later for those and this one will be for the killer perks. I will also be editing this post as we go. In light of that, if you disagree with certain perks please include you reasoning as to why so that we can discuss. Thanks and let's keep this civil.
I am basing these changes on playing both sides at rank 1 on every reset with 3k+ hours of play time.
For starters, let's look at all the TR perks like Coulrophobia for example but there are many others as well.
The issue with these TR perks is that you don't reliably keep survivors in your TR long enough for it to matter. Like only an idiot is gonna sit there and heal through Coulrophobia and it only takes a second to step out.
What those perks need is the exact same treatment that the survivor radius perks received. They need to persist for like 15 seconds after leaving the killers TR. This change would make them much more reliable and improve their consistency which is what they are lacking.
Infectious Fright - needs to show auras, not just a location ping. A ping isn't worth much in almost all scenarios. Essentially a lot of perks need to be made less situational or VERY strong when those situations do arise. Most the situational perks we have are just OKAY when they work which shouldn't be the case if they are indeed that situational.
Dark Devotion - needs to last at least 10 seconds longer and shouldn't even have a cooldown. It only works on obsession hits and you are giving up all you pressure by letting the obsession go to HOPE you happen to find someone else. Even with these changes it still wouldn't be ran that much but at least then it might fit into a few builds.
Hex: Lullaby - The perk will work similar to Hex: Haunted Ground in that it's a trap perk. One totem will be lit at the start of the round for Hex: Lullaby but the perk will not activate unless the totem is cleansed. Upon being cleansed the perk will now be permanently active for the rest of the round and will start gaining tokens on each hook. Note that hooks prior to it being activated do not count. Starts at 1 token upon activation.
Blood Warden - Now that we have the EGC this should block the exit gate switches instead of the gate itself. It should also refresh in its duration by 30 seconds for any additional hooks. Since this is before the gates are powered the EGC timer wouldn't have started yet so the survivors aren't on the clock. This is another one of those HIGHLY situation perks that is currently just OKAY when it even happens to work. This change is to make it actually very strong when it does work while keeping it quite situational.
Hex: The Third Seal - On top of its current affect, also make it hide ALL progress bars and item charges remaining. This would include things like gen progress bars, healing, totem cleanse, mending, snap out of it, how many charges are left on medkits and toolboxes etc etc. So for an example they may be able to tell how close the gen is to finishing based on its sounds and visuals, but just not actually see the bar itself.
Iron Maiden - should show aura, not location ping for 4 seconds and Exposed for 60 seconds. As soon as they get in a locker even 1 time they are never using them again after they see the debuff, much less the rarity that people actually use lockers to even begin with. This makes the perk highly situational and very easily countered which means it should be extremely strong when it does activate.
Mad Grit - should 1 hit down while carrying a survivor. This perk is currently highly situational and extremely minimal payoff. Not to mention as soon as you down even 1 survivor with this they are never doing it again that game which makes it still weaker than a lot of other perks we currently have so this should be fine.
Pop Goes The Weasel - Just remove the timer
Lightborn - along with its current effect should blind the survivor if they hit you with it well enough that it would've blinded a killer not using Lightborn. Makes it kind of a surprise throw back at them.
Spies from the Shadows - effect should be map wide. Its current radius isn't worth using over any other finding perks.
Beast of Prey - Get rid of the whole gimmicky bloodlust effect. After being in a chase for 10 seconds your red stain is invisible until you leave chase. The red stain removal will persist for 5 seconds after ending a chase and restarting a chase during that 5 second window will refresh it. This is to counter the buggy end chase/start chase we can have happen during looping. The time before activation may need to be a little longer but you get the idea.
Shadowborn - is currently just overshadowed by MnA. I''d like to add an effect that makes it slightly quiet your killer sounds. This includes the killer breathing, footsteps and just idle sounds many of them make. Just slightly to make you better at mind games.
Thanataphobia - needs to include dead, sacrificed and dc'd survivors. Larger numbers as well, but not affect healing.
Corrupt Intervention - looks good on paper but doesn't pan out how it looks. Good survivors just wait out the duration without doing anything and essentially just delay the games start by 2 minutes. The new effect would be 10%/15%/20% repair penalty for the first 2 minutes of the trial and while blocking the furthest progressed generator for 60 seconds, upon hooking a survivor.
Fire Up - simply needs its numbers increased.
Stridor - used to be great but has never quite got back to where it used to be after the games sound changes. Increase its effectiveness to how it used to be.
Predator - should also make walking and running footsteps slightly louder.
Overwhelming Presence - along with the TR perk changes I mentioned at the beginning of this post it should also make survivor items within the killers TR just passively and slowly lose charges even when not being used. Note this will be MUCH slower than the high charge loss given whille using the item in the killers TR.
Unnerving Presence - needs its increased skill check chance increased.
Hex: Haunted Ground - just needs the second lit totem to not be deactivated after the first one gets broken. This makes cleansing totems a little more dangerous. Just 1 charge where you can't control when or even if its broken is a little too situational. This will just give it 2 charges to be activated, IF the survivors even choose to do so.
Monstrous Shrine - Remove its current effect as it's even sometimes a negative. Make it so hooking someone in the basement causes 3 random gens to become blocked off for 30 seconds by the entity and begin regressing as if they'd been kicked. The auras of the blocked gens will be shown to the killer for the duration.
Remember Me - needs to have each hit on the obsession increase gate opening time by 8 seconds up to a maximum of 32 increased seconds. This is a highly situational perk that very rarely pays off and should be very strong when it does come into play. You are giving up an entire perk slot already all game AND you have to actually happen to hit your obsession multiple times. Note that this will not take affect during EGC when there is only 1 survivor left alive.
NOED - A highly controversial perk. First things first, I do not think this perk is OP at all as it is very easily countered. My point in changing it is because I think it's unhealthy for the game and rewards killers not for playing good but rewards them just because the survivors got lazy. I want it to reward skilled play. My change is that if the gates are powered and not all totems were cleansed that 3 random gens will reactivate. Basically making the survivors do just 1 more gen. This gives the killer more time to make SKILLED plays but yet not just free downs. Will only trigger if 3 or more survivors are still alive when the gates are powered.
Tinkerer - Make it activate at 75% and last 20 seconds.
Territorial Imperative - Remove the cooldown and make it reduce the killers TR to 0 for 20 seconds.
Hangman's Trick - Instead of a notification ping make it show auras of survivors that are sabo'ing hooks,sabo'ing bear traps, disarming traps and opening chests.
Hex:Thrill of the Hunt - Don't make it a hex perk. Just keep the effect of it weakening for the more totems you cleanse. This will encourage survivors to cleanse other totems first if the killer is guarding his Hex.
Dying Light - I'd like this to debuff the survivors for 60 seconds after the obsession is taken off the hook. Note that if the obsession is put back on the hook before the 60 debuff has finished, it will end the debuff immediately. This makes it a more reliable slow down perk, while promoting "fun" game play.
Brutal Strength - Kicked gens will regress 50% faster
Unrelenting - Along with maintaining the reduced cooldown on missed hits, it would also heavily reduce the move speed penalty during recovery for missed AND landed hits ( The survivor would still be getting the speed boost ). This is to essentially just lesson the distance gained by the survivor after missing or landing a hit.