@tt_ivi_99 I added a few more perk changes at the bottom if you'd like to look
You: Very good perk ideas
Devs: Buff perks to actually not be garbage? No way bro.
What would Corrupt Intervention's Tier 1 and 2 be?
Also your unrelenting perk idea is both niche and wouldn't work as stated since hitting injured players does not injure them a second time.
More importantly it makes the perk useful in literally only 2 situations. Even if both of those situations are to counter a perk it still isn't very helpful.
I propose that unrelenting has the following effect:
"Your successful attacks on injured survivor have a 40/50/60% reduced cooldown"
You can't have the machine gun build since it doesn't work on healthy survivors. Instead it would be more for things like slug builds and anti-heal builds where you would be hitting other survivors immediately after downing the first one. This would make you more effective in situations where a lot of Survivors are in the same place such as with basement rescues.
However note that if you hit a Survivor who has MoM or BT active on them this perk would activate. After all they were in fact injured when you hit them, the perk says nothing about downing them.
From a Survivor Main perspective:
Basically all of them seem good to me except-
Spies from the Shadow just needs range increased, not whole map, goodness that would basically mean you would have entire map control. At least maybe 64 meters?
Thanatopia including Dead and Sacrificed might be a little strong, maybe 2% per fully dead survivors? Because a full 16% would really hurt the final survivor. (Unless there is hatch)
Mad Grit with exposed status on body blockers would just be too powerful, would prevent survivors from fully even trying to save by taking hits. Should be buffed somehow, I do agree.
NOED: Not sure if additional generator would match its name No One Escapes Death. Sounds like it could be for another perk.
Hangman's Trick NOT CHESTS. Everything else is good though.
Not sure if 20 seconds is too long for Tinkerer and Territorial Imperative, these are neutral for me. Would really like to see most of these in effect though :D
I think Brutal Strenght should make the gen regress 50% faster or something like that. Your idea is basically Overcharge.
Hex: Lullaby : hahahah no its powerful
Fire Up:no or else we are seen alot of myers become sonic
Thanataphobia:its fine right now ppl use it alot
Infectious Fright: no youre version its way powerful this with nurse she will become a god or doctor
Hex: Haunted Ground :its fine right now if you cant catch a survivor with this equipped then youre fault
Pop Goes The Weasel:no huge buff on killers making them gods
Territorial Imperative:why why no cooldown with LF he will be a monster with it
Monstrous Shrine: 20s its ok 30s its way to much
NOED: devs already said that they wont touch it its fine
Mad Grit: nice make ds infinite use then xd and SC must be insta heal by clicking space
Spies from the Shadows: its fine
Remember Me: it needs to be the old 1 and buff wake up
Hex:Thrill of the Hunt: why you want more buff on killer you do realise what a hex mean right? and the answer its no
Unnerving Presence: no reason doc with hes perk that kicks combine with the perk that increase hes TR its way to difficult if you want this its fine right now
Corrupt Intervention its fine look around and you must hear the breath of the survivor thats it
Brutal Strength: no they increase a bit in all killer base kit and you want this more buff on kicking? no
Iron Maiden: 60s wow oof sooo powerful no
Hex: The Third Seal: i like this 1
Blood Warden:no reason you see the aura of the survivor that are near the gate but also you can see how much time its to finish the perk but no i dont like the idea it makes way to powerful
Unrelenting:machine gun incoming (arnold saying hasta la vista baby xd) no
Overwhelming Presence: no
I like that, I'll make the change
"Also your unrelenting perk idea is both niche"
Niche is better than not being used whatsoever which is what we currently have.
"and wouldn't work as stated since hitting injured players does not injure them a second time."
You're arguing semantics with the specific words I used. The whole point is to make it ignore hit blocking effects which you understood, so saying it wouldn't work just because of the exact words I used doesn't really make sense. Words can be changed, the point is what it does.
"More importantly it makes the perk useful in literally only 2 situations. Even if both of those situations are to counter a perk it still isn't very helpful."
It could still probably use more, but even this change would get it used more than it currently is and that's an improvement. Also, even though it requires someone using those two perk, they are both EXTREMELY popular right now, especially BT. The likelyhood of at least a couple of them not being ran is quite low.
""Your successful attacks on injured survivor have a 40/50/60% reduced cooldown""
If you want to add that onto the effect I already listed then sure. However, this effect in itself is EXTREMELY niche. Like you think it countering those 2 perks is niche and this is way more niche than that. No one would almost ever care about a reduced swing cooldown on hitting an injured survivor, much less take a perk for it.
"After all they were in fact injured when you hit them, the perk says nothing about downing them."
This is again nit picking the wording I used. You know exactly what I meant for the perks effect so let's focus on the idea of what the perk does and not trivialities. I'm giving idea for the perk changes, not the LITERAL wording that will be copy pasted onto the final product.
That's a tough one. Maybe one less gen blocked per tier. Not the most ideal, however I don't think ever balancing around the lower tier versions should be that heavily of a weighted consideration.
I like the idea of them persisting after you're not in the killer's terror radius. However, it should match the survivors persistent time, which is 15 seconds, not 10 seconds.
Yes, I agree, it should show the survivor's aura for 3/4/5 seconds.
I wouldn't mind an extra 10 seconds imo, but what if Dark Devotion also hides your red stain while it's activated on the Obsession? Thoughts?
Hmm, I like your idea since it promotes fun gameplay, but what if it was like Haunted Grounds where it's deactivated until cleansed? If you don't like my idea, that's okay because your is great imo.
Sorry, but this wouldn't be a good idea because once a survivor sees an exit switch being blocked, they won't stick around when the gates are opened. Therefore, my solution is to keep it like is but if you hook someone while it's blocking the gates, the timer will gain an additional 15 seconds. Thoughts?
Hex: The Third Seal
I don't like this either because it furthers the SWF and solo survivors gap. Therefore, my solution is to make blindness hide notifications. This means survivors won't know if they are exposed, mangled, cursed, hemorrhaged, blinded, and etc. While we're at it, blindness should also hide progress bars, but not their associated skill checks. Survivors won't know if they are about to finish healing, sabotaging, searching, cleansing, mending, removing a trap, opening a gate, and etc.
I agree with a aura instead of a location ping. Also, I like the extended exposed duration and how the locker becomes blocked after use. Great thinking.
I feel like this perk already does its job by preventing survivors from blocking you. Furthermore, 1-shots will alert the entire survivor team while the current Mad Grip only alerts the carried survivor because only they can see its effects. Sadly, I have to disagree with this change, sorry.
Pop Goes The Weasel
Honestly, what if there was no time limit to the perk? This would technically allow you to wisely use the perk instead hastily using it on the closest generator. I feel like tokens would be too overwhelming because generators could go from 99% to 0% extremely fast (+80 more seconds of generator simulator is so fun, UGH). However, it wouldn't hurt to test this on the PTB before jumping straight to conclusions.
Hmm, instead of blinding survivors which would completely useless imo, I think it would be cool if Lightborn made survivors more discernible like Bloodhound. This would allow you to find survivors easier if they are slightly out of position. Also, the reason why I don't think blinding the survivor would work is because they won't bother doing it again after the first time.
Spies from the Shadows
Honestly, if crows need to be evenly distributed across the map then this perk would be good. I seen maps where all of the crows are on the edge of the map, which means survivors hiding in the center of the map are rendering your perk useless. Also, remove the description of it causing a 5 second cool-down because it's unnecessary information imo. Who cares about a 5 second cool-down? It's just there to prevent spam when a survivor runs into 5 crows simultaneously.
Beast of Prey
I don't like how unstable the chase mechanics are so how about this: After breaking a pallet, the perk will hide your red stain and increase your lunge speed after 10 seconds. This effect will persist for 10/15/20 seconds. Also, increased lunge speed does not mean increased lunge distance. You'll still travel the same lunge distance but at a faster rate.
Honestly, this perk is hard to buff, but I can certainly say that your idea won't be enough imo. Hmm, I don't have any ideas right now.
I agree, it should consider DC'd, killed, or sacrificed survivors. Not bad imo.
What if it blocked the most progressed generator for 60 seconds whenever you hook a survivor? You can regress the generator but survivors cannot work on them. Thoughts?
I agree, maybe 5% would help.
I agree, BHVR needs to fix the sounds. It's not the perk, it's the game itself imo.
Not a bad idea to test on the PTB, great thinking!
This would be too much imo because every killer is getting a free doctor's powers with it. However, what if it slowly drained the survivor's item's charges over time while not causing the survivor's item to go below 1 charge?
Not a bad idea, I agree with this!
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 -
I know the perk name won't make sense with what it does, but it should effect every hook whenever you further than 32 meters. I think the generator blocking would be to complicated for developers tbh, no offense to them.
I like your idea, but it should be reverted back to its original state imo. Also, it should subtract the stacks from the EGC timer for the last survivor. For example, if you build up 30 seconds with 6 stacks, the EGC timer will be 1 minute and 30 seconds instead of 2 minutes. This will prevent the last survivor from suiciding themselves when they try to open the exit gates. Thoughts?
It's basically the same as the previous NOED. Survivors will just get lazy and do 6 generators instead 5, I can see this being even worse than the previous NOED. It should help the killer as the generators are being completed such as this.
Progression infuriates you, which causes you to release your true potential. Whenever a generator is completed, receive a token up to a maximum of 1/2/3 tokens. Whenever you have at least one token, gain a 15% haste effect and a 40% successful attack cool-downs. Upon a successful offensive action, consume a token. Thoughts?
This is not bad, I'll like to see how this plays out on the PTB.
That's really neat, would it also show the aura because it would be cool to sneak up on the basement survivor.
This is like the survivors equivalent of Alert. This would be cool to have as the killer imo.
Hex: Thrill of the Hunt
I agree, it shouldn't be a Hex.
It should apply the debuff after the Obsession is unhooked for 60 seconds and if the Obsession is hooked while the penalty is in effect, the penalty will be removed. Basically your idea but more "fun" gameplay.
This is neat, I like this and would like to see how this plays out on the PTB.
What if it made you move faster while recovering from a missed or successful attack? This would prevent the survivor from getting a lot of distance after hitting them. Thoughts?
"Spies from the Shadow just needs range increased, not whole map, goodness that would basically mean you would have entire map control. At least maybe 64 meters?"
That's a fair point, it might be a little much. 64 sounds more reasonable. I'll update.
"Thanatopia including Dead and Sacrificed might be a little strong, maybe 2% per fully dead survivors? Because a full 16% would really hurt the final survivor. (Unless there is hatch)"
It could be a reduced amount for dead survivors. However, how would the full 16% ever really be hurting the last survivor? He would have hatch and gates, so he wouldn't be doing any gens. Even down to the last 2 survivors and assuming they're both injured as well, 16% is good, but not that extreme. Remember I also removed it from affecting healing as well, so now it would be easier for them to heal.
"Mad Grit with exposed status on body blockers would just be too powerful, would prevent survivors from fully even trying to save by taking hits. Should be buffed somehow, I do agree."
Well look at it this way. At the BEST case scenario the killer gets 1 surprise down from this. After that 1 down no one is ever bodyblocking again, so that killer is getting zero use out of the perk the rest the match. Is 1 down in a very niche scenario that might not even happen for taking an entire perk slot that good? I wouldn't say so.
You could argue that it also protects the killer from body blocking, but the amount of times a killer actually loses a survivor off his back from bodyblocking is EXTREMELY low. Most of the time the survivors are making a bad play, wasting their time and taking a free injured state for nothing. Even with this change survivors would still try and body block because very few killers would run this perk after this change because of how niche it is, so it wouldn't be expected. Some niche builds would be better than zero people running it which is what we currently have.
"NOED: Not sure if additional generator would match its name No One Escapes Death. Sounds like it could be for another perk."
I can see what you're saying. However, I see No One Escapes Death as when you think you are getting to leave, you aren't. In that context it makes sense to me because you aren't getting to leave when you thought you would ie another gen.
"Hangman's Trick NOT CHESTS. Everything else is good though."
Let's be honest here, even with it including chests almost NO ONE would still run this, so why would we cut the chests out? That's like the only not insanely niche thing giving it a tiny bit of use to the general killer roster. I actually wanted to give the perk even more on top of what I did but couldn't really think of anything that fit. What's broken about a chest vision perk? In probably 90% of the cases the killer uses this perk the most he ever would get out of it is seeing 2 people opening chests for the entire game..that's it. That's also hoping he happens to be close enough to capitalize and hoping that they even open chests at all in the first place.
"Not sure if 20 seconds is too long for Tinkerer and Territorial Imperative, these are neutral for me. Would really like to see most of these in effect though :D"
I was thinking about that as well. TI might need to be like 12 seconds. Tinkerer is already at 12 currently and just the activation bump from 85 to 75 would still have zero people running it so I figured it probably needed more.
Thanks for the feedback
I disagree completely with almost all of these. I'd go into detail but you literally didn't post much reasoning behind any of your opinions except "no".
You also seem to think a lot of these perks are already decently strong in their current form which is just absolutely incorrect. If they were strong we'd see people running them..we don't. Most those perks you think are decent are actually quite garbage.
For the reimagined BW, I was thinking legitimately until the totem is cleansed - just like every other hex perk.
Frankly, I'm not sure what would work there. If it's a timer, survivors just hide or do nothing until it runs out. If it's not a timer, then your best bet is to camp your totem which wouldn't be fun to play against.
Also I really like the suggestion for third seal above. Hiding progress bars on top of blindness would be strong, but survivors could still see a generators progress by the amount of pistons moving.
Agreed, will update my post.
I thought about this change but we already have another perk that removes the red stain so I was trying to not make it redundant and rather improve the red stain removing component on that other perk.
Hmm, another trap perk basically? Would once activated it start fresh or begin based on how many tokens you had acquired so far? Would it keep acquiring tokens after being activated?
Theoretically you'd be activating it before either switch had been powered so they wouldn't even have the option to just leave if they wanted. Maybe make it auto activate once the last gen is completed?
If we did your time refreshing on additional hooks it would need to add at least 30 seconds. 15 seconds would barely even cover the time to walk to the gate and would seem quite insignificant.
I like your idea. That said, most of these things show you have their effect in game so not having the icon is a little irrelevant. Also, most the progress bars also have giveaways like seeing how close the gen is to completion based on its sound and turbines pumping. Overall it's a buff so I like it, but I just think even with this change no one would run it still. It doesn't look good enough yet.
The SWF issue on my idea is a very good point. Not sure how I'd get around that. SWF is a heavily limiting factor on a lot of perks design though. SWF already counters the effects of many other perks we currently have.
It does its intended job already but yet no one runs it because its way, way too situational with very, very little payoff. If we don't want to buff it, it will still be ran by literally no one. This means it needs something. I'd also argue the SWF issue since you brought that about for another perk. Once one survivor feels the Mad Grit effect he will tell everyone just like the 1 shot did so idk if just 1 survivor knowing is really much of a plus.
How about a cleave effect? Your hits while carrying will also hit any other survivors within 10m of the hit target. I still think even with the cleave effect no one would run this perk as it's too situational, but at least then we might see it in some niche builds.
No time limit could work. I like the idea.
I don't see how this would be useless. If the survivor is blinded and the killer isn't, then he's probably getting a free hit on the survivor that tried to blind him. That sounds great. Yeah he wouldn't do it again, but there are still other survivors and now he doesn't have to be concerned with flashlights at all for the rest the match which is its intended effect anyway.
Your idea does sound interesting though. I think they wanted to get away from that however when they had something similar on old Shadowborn.
Love the idea.
I like this. However it does get away from the original intended purpose of the perk which is slowing down that early rush.
I like this idea, will update original post.
Monstrous Shrine -
That could very well be the case lol
Making it less punishing for the last survivor during EGC is a fine compromise. That said, just reverting it to its previous state isn't enough imo. The time it added in its previous state was not enough to get people to use it. Not to mention you might not even get that many hits on the obsession which is its risk factor.
This could very well be the case in how it ends up working. However, is having 1 extra gen thrown in at the end that much of an issue? I don't think so. The games are already too fast for killers.
I like this idea but it's a little repetitive with STBFL. This could be quite good though as long as they didn't stack. I'd like it thrown on the PTB to try out.
I love the change. It would be much more "fun". I'll update my original post.
Hmm so faster missed recovery and move much faster during that recovery? I like it. Will update original post.
I liked it as well, but would it really be strong enough that people would run it? I wouldn't. That's my only concern.
More edits have been made to the original post. Will update more when changes are made.
IF is quite good as it is just not useful for every killer. If you would make it like you recommend it would be way to strong on killers like Nurse, Myers and Spirit. N
I disagree. On spirit she can't see auras during phasing so that wouldn't even make sense. Myers it's barely even okay, there are much better perks for him. Nurse is the only real strong use of the perk and that's an issue with Nurse, not the perk. We shouldn't be limiting perk design because of one killer.
That's understandable, whatever you're cool with, I'm cool with here.
Basically, once the hex is destroyed, you can start building tokens on it. Therefore, if it gets destroyed towards the end of the trial, the perk is basically wasted.
30 seconds would be risky, I say test it on the PTB first because we're entering dangerous territory!
I understand that generators tell its progress visually, but that's the only thing that does that.
Alright, blindness will hide all progress bars, it will also hide your item's HUD, and it will disable your perks. This means you won't know when you're about to complete something and when you're about to consume all of your item's charges. Furthermore, if you're blinded, you're basically not running any perks because they are all disabled until you remove the blindness effect.
Actually, I seen someone suggest this before. Whenever you're 12 meters away from a hook, the carried survivor will suffer a 40%/45%/50% wiggle speed penalty. This means you can reach more hooks AND survivors won't body block you.
I think my idea would be great since it will be useful in more situations, rather when the survivors use flashlights/firecrackers. However, now that I think about it, I wouldn't mind it being situational since you can see when to use the perk by checking the survivors in the lobby. Perhaps, your idea might satisfy, I'll go with your idea on this.
What if this perk caused a 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. This should keep the perk from losing its intended purpose.
We can add even more time to my version since it doesn't affect the last survivor anymore. What numbers do you have in mind?
It depends on the survivors tbh, some survivors barely get the generators done and punishing them by adding an additional generator because they didn't have time to cleanse totems is a bit much imo.
Honestly, I wouldn't mind if they didn't stack but then again, I kinda wished they did because both perks have a condition to get their benefits. However, I agree with what you said, we should test it on the PTB.
Yes, faster missed recovery and faster movement speed while you recover. However, the faster movement speed during recovery will apply for BOTH successful and unsuccessful attacks. This will be cool to try out on the PTB.
This seems fair, but with this change would we get tokens from letting people make free saves or would the tokens still be on hooks?
I only say 30 because at 15 I don't think it would be good enough that anyone would actually run it. I know I wouldn't.
We can test the 30 on PTB tho.
Woah, disable ALL of the survivor perks while it's up? That might be too strong lol
If we added the hiding of duration on items to everything else that might just be enough, I like that.
The problem is if we made that change were basically just running Iron Grasp in a sense. They start to be overlapping in doing almost the same thing.
Now THIS I like. I'll update my original post.
Well my original change was 8 seconds per obsession hit with a max of 32 seconds added. That may seem like a lot added, but remember it has a high requirement of getting lots of hits on the obsession which might not even happen and it's a completely dead perk all game. So you're running a 3 perk game to get a boost at end game.
That's understandable. More of an issue for how it will affect low ranks.
I like that. Would it still also have the effect of ignoring hit blocker effects like BT or MoM?
I feel like free unhooks would cause the perk to be too weak since it already has the possibility of being useless. I say you get tokens upon hooking survivors since the perk already has a crippling possibility.
PTB testing will be the only answer to see whether or not 30 seconds is fair. We just have to be careful, or else the perk will be trap survivors for too long. I wouldn't want to be the unlucky survivor who deals with this in almost every game imo.
Maybe I was a bit harsh on that suggestion, but definitely having items hidden while having blindness will be great! :)
Yes, I understand that but they play completely differently. Iron Grasp gives you more control generally while Mad Grit gives you more control around hook, but minus the struggle reduction from Iron Grasp. In fact, if the player had some skill, you could make it to the basement by taking a path that passes many hooks on the way.
32 seconds isn't that bad, and if you're the last survivor, the EGC will be 1 minute and 28 seconds. I like your idea imho!
No, but you won't lose as much distance since you're not suffering a harsh speed penalty during the recovery animation.
Sounds good to me, I'll update my post
Yeah I think the little extra addition of the item hiding was just the right amount more it would need. Will update my post.
I feel like one would just overshadow the other. It's w/e though
Seems good, post updated.
Another update: Changes were made to a few perks.
Some perks entire ideas were altered after community feedback
When an exit gate is opened, upon hooking a survivor, this perk calls upon the Entity to block the exit gates for 40/50/60 seconds. Hooking survivors while Blood Warden is activate will cause the Entity to block the exit gates for an additional 30 seconds.
Hopefully you're right about this Blueberry because I just got a game and this happened...
You missed this part of the new perk.
"Now that we have the EGC this should block the exit gate switches instead of the gate itself."
So the EGC kill would never actually happen.
Also, that situation in the video is HIGHLY situational and is VERY rarely happening. The majority of the matches the perk won't even end up activating or it will simply be waited out while they just hide with its current iteration.
Coulrophobia should be map-wide unconditionally, having effect only in TR renders perk useless and dull, also it should affect only healing, self-healing and mending. Also numbers tweaked to 11/22/33% on tiers.
Thanatophobia should not affect healing (should affect repairs, cleasing, snapping out, chest searching, sabotaging) and have 30% at max effectiveness and be dynamically applied, i.e. 7.5% per injured when 4 ppl alive, 10% per injured when 3 alive, etc.
Fire Up - basically now you have maximum effectiveness when you already have no need in it. All gens done, helping in last chase is not that good.
Tokens should be gained by hooks as well, so you can reach maximum faster during trial. 3 gens done and 2 hooks? You are Fired Up.
Predator should show walking scratch marks.
Hearing footsteps should be implemented in Stridor.
Shadowborn - lessen fog effects for killer on top of FoV increase. T3 removes fog completely no matter how much bottles were used as offering. Also works in Dream World for Freddy.
Beast of Prey - Prey should hear heartbeat during chase as if Killer behind their back on top of red stain changes in TS post.
Mad Grit - 1 hit is not too good, totally removes ability to gain points for protection, etc. Since its Legion perk originally - Mad Grit should apply DW on hit on top of all its other properties.
Edit: some spellings.
That would be completely and utterly broken.
That's basically the changes I was making.
Fire Up -
I could see including hooks for tokens.
That would be completely broken as well.
That would be a nice change. Although I'd rather have the breathing be louder than adding footsteps since it would equate to the same thing but still fit the perk thematically.
I like the idea.
Beast of Prey
That might be too much
Protection hits aren't realistically happening that much to begin with and even if it did block them you are losing an entire perk slot for it. Applying Deep Wounds would be trash. Deep Wounds in its current iteration is a meaningless effect. No one would use this perk if that was its change.
You don't need to keep necroing this post because nobody's commenting on it.
I'm not even sure if that's allowed, not sure about that on these forums but on others I've been on its not.