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- I love writeups like this. I'm gonna reply to every one. Putting it in a pastebin because it's so long.
- Ace in The Hole - Like this, though I think it kinda makes it strictly better than Plunderer's.
- Aftercare - Seems good, though the sabotage buff seems very useless.
- Alert - This perk is already pretty good, this seems a bit pointless, but I'm also not entirely against it.
- Any Means Necessary - This perk is already barely used. It needs buffs if anything.
- Appraisal - The luck bonus seems kind of tacked on? but the rest is good.
- Autodidact - A good step, but this perk needs further buffs.
- Babysitter - This is a crazy buff, it would essentially invalidate We'll Make It entirely. It's a neat design but needs to be reigned in a bit.
- Better Together - This is kinda a bunch of different aura reading effects slapped together ineffectively. Maybe just the first part of it?
- Blood Pact - The fact this perk does nothing if you get unlucky is stupid, so this is nice.
- Boil Over - Will still be niche but is better.
- Bond - This perk doesn't need buffed.
- Borrowed Time - Not sure how I feel about decoupling this from terror radius. It's a significant buff to an already extremely good perk in some edge cases, and removes counterplay from killers. It's a nerf to the perk against specific killers, but still.
- Botany Knowledge - This buff barely actually changes anything in regards to the numbers.
- Breakdown - Another random luck buff for no reason. The rest is fine.
- Breakout - This perk is awful, I'd like to see some kind of buff for it.
- Buckle Up - This is better.
- Built to Last - This is a little too powerful, but I like the idea.
- Calm Spirit - Maybe?
- Camaraderie - This is meant to be a teamwork perk to waste the killer's time. This is a total design shift.
- Dance With Me - Yeah this one just needs a numbers buff, though this might be a little too powerful. This + Quick and Quiet + Iron Will = vanish in the middle of chases reliably.
- Dark Sense - More good numbers buffs.
- Deception - Yeah
- DS - Agree on everything but the "it goes away when a survivor is downed".
- Deja Vu - Agree on the first part.
- Detective's Hunch - This one also just needs numbers buffs.
- Distortion - Very good change.
- Diversion - A better design for the perk, but I still feel like it's really weak. Hm.
- Flip-Flop - Yeah.
- Hope - This seems unnecessarily complicated and is likely to actually just be a nerf overall.
- Leader - Yeah
- Left Behind - This might as well be "upon becoming the last survivor you teleport to the hatch". It needs a design shift.
- Lightweight - This is incredibly powerful, but the current perk is totally useless. My suggestion: Revert back to 3s, but it also reduces footstep volume by 50%.
- Lithe - Nice
- Lucky Break - Yeah
- Mettle of Man - this perk needs a total design shift, I saw another post with a good one.
- No Mither - This would completely replace Iron Will.
- No One Left Behind - This is absurdly powerful. The current perk is useless but, this is insane.
- Off The Record - This is too powerful, but I like the design. only 20s maybe?
- Open Handed - Yes except for the random luck boost again.
- Pharmacy - This is too powerful, I would only do the first chest effect.
- Plunderer's - Needs some kind of buff due to Ace in The Hole buff. Perhaps make it increase chest opening speed?
- Poised - This could get disgusting in a SWF. absurdly fast genrushing.
- Power Struggle - Yeah.
- Premonition - This is a much better design.
- Quick and Quiet - Yeah.
- Red Herring - Nice
- Repressed Alliance - What do you mean by removing 5s from the timer? Otherwise good.
- Sabo - Yeah this just needs to happen. It's a QoL buff.
- Second Wind - I have no input on this.
- Self-Preservation - Same.
- Small Game - Small clarification, I assume this also reveals trap auras? A bit of a better design.
- Sole Survivor - This is at least a more interesting design.
- Solidarity - Yeah.
- Stake Out - This is eh? it still sucks.
- Streetwise - A better design.
- Technician - Seems a bit janky with fully disabling gen sounds, and the failed skill check thing still makes the perk worthless because if you go up against an impossible skillcheck build you actively become a liability.
- This Is Not Happening - Neat. Might be a little weak?
- Up The Ante - Yeah.
- Vigil - Interesting and good.
- Visionary - Good.
- Wake Up - This effectively translates to "if a gen gets completed mid-chase you instantly escape the killer". Could be disgusting in SWFs.
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