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The Terror Radius perk buffs.

So it is widely known that almost all Terror radius based perks are bad as HFIL. Coulrophobia, Unnerving and Overwhelming prescence. Mostly either of a lackluster effect, or a effect that assists instead of harms the survivors' chance of escaping. The biggest issue is that it's less effective/useless on Killers with a naturally small/non-existent TR. But the fix I have can fix that, while also buffing Unnerving Prescence to become viable in High rank play... Possibly.


1. All the perks mentioned above do not work with the terror radius, instead it works independently. Such as it effects survivors within "28/32/36" meters. Numbers will probably change for balancing.

2. Unnerving Prescence no longer gives out Great Skill checks. This is to prevent helping High ranks by giving them free boosts to progress on whatever. It's a small, but decent buff to an otherwise useless perk.

If these changes are "somehow" implemented, It may open up more possibilities to the meta in some way, or give more options on what to choose. People have practically ignored these kinds of perks, focusing on the current meta or more noticable weaker things like the now worst killer: Leatherface. These perks fell into the shadows, I want them to surface back up. If you have any ideas to buff these 3 perks, post below. I want to start to see them have a reason to use for serious gameplay instead of memeing. 


  • BossBoss Member, Trusted Posts: 10,193


  • ToxicboiiToxicboii Member Posts: 334

    I'd very much like not to offend people here, or curse.

  • BossBoss Member, Trusted Posts: 10,193
  • gantesgantes Member Posts: 1,611

    The problem is that it would indirectly nerf stealth killers by "warning" survivors they're nearby. That's why they work the way they work in the first place.

  • ToxicboiiToxicboii Member Posts: 334
    edited August 2019

    People who are religious, mate.

    True, I can see what you're getting at here, but you could use it as indirectly stalling the game, with Unnerving, a Newbie would hide in anticipation or fear, or a Pro would look around and be aware. True, counter-intuitive, but still: the increased level of awareness from the pro Survivor will still eventually lead them to hiding early to avoid being caught, or run away early for a headstart.

    With Coulrophobia a Newbie would dumbly power through the slowdown, or again: hide out of anticipation. While a Pro would just reposition, which takes time.

    With Overwhelming, Newbies does... Well that again, and Pros would avoid using items to conserve charges, which slows down gen repair, healing, maybe even flashlight saves.

    Yes, to Survivors, this perk does indeed tell you that the Killer is in the area, but not where, and how close. So the odds are still slightly in the Killers' favour maybe. Just a tiny bit less perhaps.

  • DudeDeliciousDudeDelicious Member Posts: 7,772

    Coulrophobia is nowhere near as bad as the other two.

    Coulrophobia has 2 uses. I STILL get cocky survivors doing micro-heals during chases (can you believe it?!?!), Coulrophobia ensures there’s not a chance in hell I don’t get that 2nd hit in unless the survivor reaches a time wasting loop I need to abandon.

    Secondly i’ve found that you can actually use Coulrophobia as an area control perk in conjunction with Thanatophobia (if survivors are successfully tricked into feeling that Thanatophobia is a nuisance for them). If you need “breathing room” you injure as many as possible in an attempt to shoo away survivors from gens you’re trying to control before singling someone one out (the goal/intent being that survivors are hopefully encouraged to move out of your TR to waste time healing far away from you). You can even take the risk of doing an entire build around this strategy by adding in Distressing & Sloppy Butcher. Absolutely NO ONE attempts heals in your TR with this build and you can get injured survivors that you couldn’t successfully down wasting LOTS of time constantly moving away from the gens you’ve decided to patrol. I’ve had quite a bit of moderate success with this build.

    Is it amazing? No.

    It wont always work as intended but it is surprising how frequent you can infact encourage survivors doing this to your great advantage.

  • DudeDeliciousDudeDelicious Member Posts: 7,772

    I agree with the change to Unnerving Presence. There should be no Great SC zones. At all!!

    I’d love to see Overwhelming Presence buffed to 200% consumption rate (triple consumption rate), and disable insta-heal add ons in your TR (to remove those insta-revives after downing someone). Franklins isn’t always practical when you see all 4 survivors with items in the lobby (especially 4 toolboxes) It could probably then also be used as an area control perk like Coulrophobia, with survivors paranoid about losing their purple toolboxes too quickly leaving gens in your TR or using the regular repair function. Perhaps even reduce flashlights in chases to 1 or 2 uses before consumed.

  • DudeDeliciousDudeDelicious Member Posts: 7,772
    edited August 2019

    Actually... What if Overwhelming Presence were changed so that it didn’t increase item consumption rate, but instead revealed survivors location that are using items within your TR by giving off a noise notification? Similar to Rancor or Infectious Fright (but without the survivor screaming)?

  • ToxicboiiToxicboii Member Posts: 334

    Ok, I didn't make this post to be asked about my methods of not cursing, it's made to discuss one of the weakest group of perks in this game. If you're not gonna take this seriously, then leave.

  • DecarcassorDecarcassor Member Posts: 418

    One thing that bother me about Unnerving Presence is that it does not feel like it belong to Trapper. Disarming and escaping from trap does not trigger skillchecks. Also yeah, great skillchecks should be disabled by the perk.

    One thing that bother me about Overwhelming Presence is that it does nothing to survior that are not using items. Also, all you have to do to counter the perk is not use your items in the killer TR, wich you always know the killer is using because the game give you a big red notification. The only thing this perk is good for is against flashlights who have naturally short use time and must be used in the killer TR.

    And laslty Coulrophobia. It makes healing slower in the killer TR wich is allready a dangerous place to heal. It does not do anything against insta heals however. I also don't think it affect dying survivor's recovery speed, wich it should.

  • BossBoss Member, Trusted Posts: 10,193

    I can take it serious, I'm simply curious as to why you felt the need too abbreviate [REDACTED] while not wanting to offend certain people.

    As if you try a method that lets you get away with it.

    As for the idea, you're in luck, you'll get the opinion from a pure Wraith main.

    And here's my thoughts: No.

    I already dislike Terror Radius Perks on him for obvious reasons, but this will completely destroy the stealth he has, since Survivors will now immediately know I run a previously-TR-based Perk.

    I'd actually prefer it to stay this way, cause right now I could make a build with those Perks and "The Beast" - Soot.

  • ToxicboiiToxicboii Member Posts: 334
    edited August 2019

    If you hate using tr perks on Wraith then... Don't use them. I dunno why you're complaining on something easily avoided.

    1. Thank you for agreeing.

    2. Perhaps Overwhelming Prescence can also slow down Repair, Sabotage, Exit gate opening and Healing interactions. Before you say it: Coulrophobia can have a larger radius than the other Tr perks and have the Healing penalties be more harsher, along with the ability to see survivors who recover from any state under the effects from this perk.

  • SnakeSound222SnakeSound222 Member Posts: 2,870

    I think Unnerving Presence should also have a random chance to make the skill check pointer go counter-clockwise to help throw Survivors off. They'll have to guess which direction it'll go in each time.

  • BossBoss Member, Trusted Posts: 10,193

    Because you opened a thread?

    And threads are for opinions?

  • DudeDeliciousDudeDelicious Member Posts: 7,772
    edited August 2019

    It does make sense on Trapper. The idea, in theory, is that during the period you’re carrying a survivor to a hook(preferably the basement) and Agitation is active, enlarging your TR, that Unnerving Presence helps indirectly pressure survivors on nearby gens whilst Trapper is busy.

    But of course now very few survivors have trouble with the Unnerving Presence skill checks.

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