Buff's and Nerf's for every Perk

These are my changes to every single Perk in the game currently live. (Sep 16, 2023)

These changes include potential buffs, nerfs, new mechanics, or complete reworks of existing perks to make them more fun. Some perks will stay the same as they were if I feel they are in a healthy spot.

# Killer Perks

## A Nurse's Calling

### Current Effect

* The Auras of Survivors, who are healing or being healed, are revealed to you when they are within a range of **20**/**24**/**28** **meters**.

## Agitation

### Current Effect

* When carrying a Survivor, you benefit from the following effects: **Increases** your Movement speed by **6**/**12**/**18** **%**. **Increases** your Terror Radius by **+12 meters**.

## Alien Instinct

### Current Effect

* Whenever you hook a Survivor, *Alien Instinct* activates: The Aura of the farthest injured Survivor is revealed to you for **5 seconds**. That Survivor suffers from the ***Oblivious*** **Status Effect** for **16**/**18**/**20** **seconds**.

### Change

* Whenever you hook a Survivor, *Alien Instinct* activates: The Aura of the farthest injured Survivor is revealed to you for **5 seconds**. That Survivor suffers from the ***Oblivious*** **Status Effect** for **26**/**28**/**30** **seconds**.

### Reason

*Alien Instinct is seen as a weaker version of BBQ, but the addition of the Oblivious effect could make it good at sneaking up on unaware survivors. But the only problem is that you see the aura of the person from far away, but the Oblivious will most likely end before you reach them. So with the increased Obliviousness, you get a change to sneak up to them more frequently.*

## Awakened Awareness

### Current Effect

* While carrying a Survivor, the Auras of all other Survivors are revealed to you when they are within **16**/**18**/**20** **meters** of your location.

### Change

* While carrying a Survivor, the Auras of all other Survivors are revealed to you when they are within **16**/**18**/**20** **meters** of your location. Their aura's linger for **2/3/4 seconds** after they exit your terror radius or you hook a survivor.

### Reason

*If you didn't know, The lingering effect of Awakened Awareness was a feature of the perk on Wesker's ptb. However, the effect was then removed due to how insanely strong it was when combining it with Starstruck on The Nurse. Now with the effect removed, it feels like you do not get enough information with it after hooking a survivor. And with Nurse being nerfed, now I feel this effect should return to give more information to the killer to help them find hiding survivors.*

## Bamboozle

### Current Effect

* After vaulting a Window, *Bamboozle* calls upon The Entity to block that Window for the next **8**/**12**/**16** **seconds**.
* **Increases** your general Vaulting speed by **5**/**10**/**15** **%**.

## Barbecue & Chilli

### Current Effect

* After hooking a Survivor, all Survivors who are at least **60**/**50**/**40** **meters** away from that Hook have their Aura revealed to you for **5 seconds**.

## Batteries Included

### Current Effect

* Whenever you are within **12 meters** of a completed Generator, you are granted a **+5 %** ***Haste*** **Status Effect**. The effect lingers for **1**/**3**/**5** **seconds** after leaving the Generator's range.

## Beast of Prey

### Current Effect

* Upon gaining the ***Bloodlust*** **Status Effect**, *Beast of Prey* activates: Grants the ***Undetectable*** **Status Effect** for as long as ***Bloodlust*** is active.
* *Beast of Prey* grants **30**/**40**/**50** **%** bonus Bloodpoints for actions in the Hunter Category.

### Rework

* Is now a **Hex Perk**
* While *Hex: Beast of Prey* is standing the follow effects happen: You lose your *Red Stain* entirely. You're *Terror Radius* is reduced by **16 meters** while in a Chase. Upon losing a Chase, you become ***Undetectable*** for **10/14/18 seconds.**

### Reason

*Beast of Prey is a perk that is supposed to make you a threat by not being seen. The problem is that if you are chasing someone, the only benefit of being Undetectable is that you loose your red stain and can't be seen by aura reading perks, and this only activates once you gain Bloodlust specifically. If you run this perk with Rapid Brutality, you essentially have only 3 perks in game. The idea of the perks in its own description; "Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable." or the quote "Where did she go?" should be taken into consideration. So the added benefit of gaining Undetectable after losing a chase is to keep you on edge that is you lost them, or are they taking a new route to cut you off.*

## Bitter Murmur

### Current Effect

* Each time a Generator is completed, the Auras of all Survivors within **16 meters** of that Generator are revealed to you for **5 seconds**.
* Once the last Generator is completed, the Auras of all Survivors are revealed to you for **5**/**7**/**10** **seconds**.

## Blood Echo

### Current Effect

* When hooking a Survivor, all other Injured Survivors suffer from the ***Haemorrhage*** and ***Exhausted*** **Status Effects** for **45 seconds**.
* *Blood Echo* can only be triggered once every **80**/**70**/**60** **seconds**.

## Blood Warden

### Current Effect

* As soon as one Exit Gate is opened, *Blood Warden* activates: The Auras of Survivors standing within the Exit-Gate area are revealed to you.
* Once per Trial, hooking a Survivor while *Blood Warden* is active calls upon The Entity to block the exits for all Survivors for **30**/**40**/**60** **seconds**.

### Change

* As soon as one Exit Gate is opened, *Blood Warden* activates. The Exit-Gates are blocked for all injured survivors for **10/15/20 seconds**. This effect can only be triggered once per survivor.
* Once per Trial, hooking a Survivor while *Blood Warden* is active calls upon The Entity to block the exits for all Survivors for **30**/**40**/**60** **seconds**.

### Reason

*Blood Warden has always been a "If I get someone, the team is screwed" perk. However, players tend to leave when the gates are opened, especially if they are injured. The added feature of Blood Warden is to be in the scenario a survivor opens the gates right in your face and you hit them. It would then mean that you have lost, however, the added benefit of adding the early blocker allows you to try and get the survivor so you can then add the secondary effect more frequently. The Aura mechanic was intended to help you get info for you to make sure you know people are in the gates, however in reality, the aura reading is pretty useless.*

## Bloodhound

### Current Effect

* Pools of Blood are shown in **bright red** and can be tracked for **2**/**3**/**4** **seconds** longer than normal.

### Rework

* You see the aura of Pools of Blood within **6/7/8 meters** of you.
* The intensity of the aura is determined by how fresh the blood is.

### Reason

*Bloodhound is specifically designed to be a perk to help track survivors via blood pools. However, the brightness of the blood pool do not really help since scratch marks exist. So the ability to see blood pools via auras allow you to track survivors behind walls as well, to help Killers track survivors using any perk to rid themselves of scratch marks more easy than just following brighter blood pools.*

## Brutal Strength

### Current Effect

* **Increases** the Action speed of breaking Pallets and Breakable Walls, and damaging Generators by **10**/**15**/**20** **%**.

## Call of Brine

### Current Effect

* After performing the *Damage Generator* Action on a Generator, *Call of Brine* activates for **60 seconds:** The damaged Generator regresses at **115**/**120**/**125** **%** of the normal Regression speed and its Aura is highlighted to you in **yellow**.
* Receive a *Loud Noise Notification* each time a Survivor hits a Good Skill Check on the affected Generator.

### Change

* After performing the *Damage Generator* Action on a Generator, *Call of Brine* activates for **60 seconds**. The damaged Generator regresses at **110**/**130**/**150%** of the normal Regression speed and its Aura is highlighted to you in **yellow**.
* Receive a *Loud Noise Notification* each time a Survivor hits a Good Skill Check on the affected Generator.

### Reason

*After the nerf to its regressing speeds, Call of Brine was swiftly forgotten. From a 200% Regression speed to a 125% regression speed was the biggest reason why the perk failed after its nerf. That's why in for the change, it's Tier III effect is now the same as it was on its release as its Tier I effect. Possibly with the increased regression speed, this perk will be used more than it is now.*

## Corrupt Intervention

### Current Effect

* At the start of the Trial, the **3 Generators** located farthest from you are blocked by The Entity for **80**/**100**/**120** **seconds**.
* *Corrupt Intervention* deactivates prematurely once the first Survivor is put into the Dying State.

### Change

* At the start of the Trial, the **3 Generators** located farthest from you are blocked by The Entity for **80**/**100**/**120** **seconds**.
* *Corrupt Intervention* deactivates prematurely once the first Survivor is put into the Dying State.
* Extends the time the Entity will block objects such as Pallets, Generators, or Windows by **10/12/14 seconds.**

### Reason

*Make no mistake, Corrupt is a VERY great perk. However, after you get a down, you are essentially playing with 3 perks. So just like how Lethal Pursuer has a secondary feature to see aura's for longer, I feel that Corrupt should get the same treatment having the Entity block things for longer.*

## Coulrophobia

### Current Effect

* For all Survivors within your Terror Radius, the following effects apply: **Reduces** their Healing speed by **30**/**40**/**50** **%**. **Increases** the Rotation speed of Healing Skill Checks by **+50 %**.

### Change

* For all Survivors within your Terror Radius, the following effects apply: **Reduces** their Healing speed by **30**/**40**/**50** **%**. **Increases** the Rotation speed of Healing Skill Checks by **+20%.**

### Reason

*Coulrophobia is a good anti healing perk, however, certain killers can take advantage of that and send themselves to small maps to make healing almost impossible. The healing speed penalty I feel is really good, however, The skill check speed is a bit overkill, making it more annoying than anything. So a reduction to the skill check speed might make it less annoying to go against.*

## Coup de Grâce

### Current Effect

* Whenever a Generator is completed, *Coup de Grâce* gains **2 Tokens**, up to a maximum of **10 Tokens**: **Increases** the distance of your next *Lunge Attack* by **70**/**75**/**80** **%**, while consuming **1 Token**.
* *Coup de Grâce* can only hold a maximum of **5 Tokens** at a time.

## Cruel Limits

### Current Effect

* Whenever a Generator is completed, *Claustrophobia* activates: **Blocks** every Vault location in the environment to every Survivor for the next **20**/**25**/**30** **seconds**.
* The Auras of the blocked Vault locations are highlighted to you in **yellow**.

## Dark Devotion

### Current Effect

* You become ***obsessed*** with one Survivor.
* Whenever the ***Obsession*** loses a Health State by any means and thus enters the Inju set to **32 meters**. Grants the ***Undetectable*** **Status Effect** for the same duration.
* The ***Obsession*** with your transferred Terror Radius is also considered to be 'inside the Terror Radius' for other purposes.
* *You can only be **obsessed** with one Survivor at a time.*

## Darkness Revealed

### Current Effect

* When you search a Locker, the Auras of all Survivors within **8 meters** of any Locker are revealed to you for **3**/**4**/**5** **seconds**.
* *Darkness Revealed* has a cool-down of **30 seconds**.

### Change

* When you search a Locker, the Auras of all Survivors within **10 meters** of any Locker are revealed to you for **3**/**4**/**5** **seconds**.
* *Darkness Revealed* has a cool-down of **40 seconds**.

### Reason

*Darkness Revealed is a good perk, however the miniscule range might prove a bit underwhelming, so a 2 meter increase might reveal survivors more frequently. And to counteract this effect a 10 second longer cooldown might hit the sweet spot for balancing.*

## Dead Man's Switch

### Current Effect

* After hooking a Survivor, *Dead Man's Switch* activates for the next **20'*/****25**/**30seconds**: While activated, any Survivor that stops repairing a Generator before it is fully repaired causes The Entity to block the Generator until*** **Dead Man's Switch**s effect ends.
* Affected Generators are highlighted by a **white** Aura.

## Deadlock

### Current Effect

* Whenever a Generator is completed, The Entity blocks the Generator with the most progression for **20**/**25**/**30** **seconds**.
* The Aura of the blocked Generator is revealed to you in **white** during this time.

## Deathbound

### Current Effect

* Whenever a Survivor heals another Survivor for the equivalent of **1** Health State at least **32 meters** away from you, *Deathbound* activates: Causes the Survivor to scream and trigger a *Loud Noise Notification*.
* For the next **60 seconds**, the Survivor suffers from the ***Oblivious*** **Status Effect** whenever they are farther than **16**/**12**/**8** **meters** from the healed Survivor.

### Rework

* Whenever a Survivor heals another Survivor for the equivalent of **1** Health State at least **32 meters** away from you, *Deathbound* activates: The survivor who completed the Healing Action suffers from the ***Oblivious*** **Status Effect** while they are within **10/14/18 meters** of the survivor they have Healed.
* The Effect lingers for **30 seconds** after the survivor leaves the range of the other survivor.

### Reason

*Deathbound is supposed to harm survivors for splitting up by inflicting Obliviousness, however when they scream, they know you are running Deathbound and will stick by each other until the duration ends. So the rework was designed with the first quote of the perk in mind, "Those whose lives are intertwined in darkness are destined to suffer together." So the idea that the healed survivor is causing that survivor to become Oblivious makes it so that you can make sure you could get a hit on that survivor because they are unaware. And the removal of the scream mechanic can make it so that the Healed survivor has no idea you are running Deathbound, and if they follow the survivor, the will stay oblivious until they leave or get hooked due to you sneaking up on them.*

## Deerstalker

### Current Effect

* The Auras of all Survivors in the Dying State within **20**/**28**/**36** **meters** of your location are revealed to you.

## Discordance

### Current Effect

* Any Generator within a range of **64**/**96**/**128** **meters** that is being repaired by **2 or more Survivors** is marked by a **yellow** Aura.
* When the Generator is first highlighted, *Discordance* triggers a *Loud Noise Notification* on the Generator.
* After the Generator is no longer within range or is being repaired by just **1 Survivor**, the highlighted Aura will linger for another **4 seconds**.

## Dissolution

### Current Effect

* **3 seconds** after injuring a Survivor by any means, *Dissolution* activates for **12**/**16**/**20** **seconds**: While *Dissolution* is active, if a Survivor fast vaults over a Pallet while they are inside your Terror Radius, The Entity will break the Pallet at the end of the vault, deactivating *Dissolution*.

### Change

* **3 seconds** after injuring a Survivor by any means, *Dissolution* activates for **12**/**16**/**20** **seconds**: While *Dissolution* is active, if a Survivor fast vaults over a Pallet while they are **10 meters** close to you, The Entity will break the Pallet at the end of the vault, deactivating *Dissolution*.

### Reason

*One of Dissolution's biggest weakness is that Killers who use Undetectable or Obliviousness in their power will not get any value out of Dissolution due for the need of a Terror Radius. So the new effect of instead of it being you're entire terror radius, and is instead 10 meters near you will help killers who couldn't use the perk in the first place.*

## Distressing

### Current Effect

* **Increases** your Terror Radius by **22**/**24**/**26** **%**
* Grants **100 %** bonus Bloodpoints for all actions in the Deviousness Category.

## Dragon's Grip

### Current Effect

* Performing the *Damage Generator* Action on a Generator activates *Dragon's Grip* for the next **30 seconds**: The first Survivor interacting with the damaged Generator will scream, revealing their location for **4 seconds**, and suffer from the ***Exposed*** **Status Effect** for **60 seconds**.
* *Dragon's Grip* has a cool-down of **120**/**100**/**80** **seconds**.

## Dying Light

### Current Effect

* You become ***obsessed*** with one Survivor.
* Each time you hook a Survivor other than your ***Obsession***, you gain **1 Token**: For as long as the ***Obsession*** is alive, all other Survivors suffer from a stack-able **2**/**2.5**/**3%** penalty to Repairing, Healing, and Sabotaging speeds per Token, up to a maximum of **22**/**27.5**/**33** **%** or **11 Tokens**.
* The ***Obsession*** is unaffected by this penalty and instead granted a permanent **33 %** Action Speed bonus to Unhooking and Healing other Survivors.
* *You can only be **obsessed** with one Survivor at a time.*

## Enduring

### Current Effect

* **Reduces** *Pallet Stun* duration by **40**/**45**/**50** **%**.

## Eruption

### Current Effect

* Performing the *Damage Generator* Action on a Generator applies *Eruption*: All affected Generators are highlighted to you in **yellow**. The next time any Survivor enters the Dying State by any means, all affected Generators explode and immediately start regressing, which removes the highlighted Aura. **Instantly regresses** the Generator by **-10 %** of its maximum possible Progression. Causes all Survivors repairing the afflicted Generators to scream and reveal their Aura to you for **8**/**10**/**12** **seconds**.
* *Eruption* has a cool-down of **30 seconds**.

## Fire Up

### Current Effect

* Each time a Generator is completed, *Fire Up* grows in power and gains **1 Token**, up to a maximum of **5 Tokens**.
* Each Token applies a stack-able buff of **3**/**3.5**/**4** **%** per Token, up to a maximum of **15**/**17.5**/**20** **%**, to the following Action speeds: Picking up and dropping Survivors. Breaking Breakable Walls and Pallets, and damaging Generators. Vaulting Windows.

### Change

* Each time a Generator is completed, *Fire Up* grows in power and gains **1 Token**, up to a maximum of **5 Tokens**.
* Each Token applies a stack-able buff of **3**/**3.5**/**4** **%** per Token, up to a maximum of **15**/**17.5**/**20** **%**, to the following Action speeds: Picking up and dropping Survivors. Breaking Breakable Walls and Pallets, and damaging Generators. Vaulting Windows.
* For each token *Fire Up* has accumulated, damaging a generator will instantly lose **4%** of progress that stacks with each token up to a maximum of **16%** of progress lost.

### Reason

*Fire Up's whole purpose is you grow stronger the more gens get done, however the rewards are not that great. So I played into the idea that you want to keep survivors in longer so the added benefit of losing more progress might have Fire Up see more use.*

## Forced Hesitation

### Current Effect

* Whenever a Survivor is put into the Dying State by any means, all other Survivors within **16 meters** of them suffer from a **-20 %** ***Hindered*** **Status Effect** for **10 seconds**.
* *Forced Hesitation* has a cool-down of **40**/**35**/**30** **seconds**.

## Forced Penance

### Current Effect

* Survivors who take a *Protection Hit* suffer from the ***Broken*** **Status Effect** for the next **60**/**70**/**80** **seconds**.

### Change

* Survivors who take a *Protection Hit* suffer from the ***Broken*** **Status Effect** for the next **60**/**70**/**80** **seconds**.
* The survivor who triggered *Forced Penance* will gain a **30/45/60%** penalty to being Healed for **30 seconds** after losing the Broken effect.

### Reason

*The idea is to deal with survivors who are altruistic by body blocking and such. However I feel that a Broken effect is not enough, so the added penalty to being healed might turn them down from being healed again. This also allows you to more value out of the perk, either get one shot, or take a long time and be healed. This added effect works especially well if a survivor brought Vigil.*

## Franklin's Demise

### Current Effect

* Your vicious *Basic Attacks* make Survivors drop their Items on impact.
* If not recovered within **150**/**120**/**90** **seconds**, the lost Items will have their Charges depleted by The Entity.
* The Auras of lost Items are revealed to you within **32 meters** and slowly fade from **white** to **red** as the timer elapses.

## Friends 'til the End

### Current Effect

* When you hook any Survivors that is not the ***Obsession***, the following effects apply to the ***Obsession***: Their Aura is revealed for **6**/**8**/**10** **seconds**. They suffer from the ***Exposed*** **Status Effect** for **20 seconds**.
* When you hook the ***Obsession***, the following effects apply to a random Survivor: Causes the Survivor to scream and reveal their location to the Killer. They become the new ***Obsession***.

## Furtive Chase

### Current Effect

* Each time you hook your ***Obsession***, you benefit from the following effects for **14**/**16**/**18** **seconds**: Grants the ***Undetectable*** **Status Effect**. Grants a **+5 %** ***Haste*** **Status Effect**.
* Whenever the ***Obsession*** is rescued from a Hook, their rescuer will become the new ***Obsession***.

## Game Afoot

### Current Effect

* Whenever you hit the Survivor with the highest cumulative Chase time, with a *Basic Attack*, they become the ***Obsession***.
* While you are chasing your ***Obsession***, *Game Afoot* activates its secondary effect: Grants a **5 %** ***Haste*** **Status Effect** for **8**/**9**/**10** **seconds** after damaging a Generator or breaking a Breakable Wall or Pallet.
* *You can only be **obsessed** with one Survivor at a time.*

## Gearhead

### Current Effect

* After a Survivor loses a Health State, *Gearhead* activates for **30 seconds**: While *Gearhead* is active, a Survivor succeeding a Good Skill Check while repairing reveals their Aura to you for **6**/**7**/**8** **seconds**.

## Genetic Limits

### Current Effect

* Whenever a Survivor finishes a Healing action, they suffer from the ***Exhausted*** **Status Effect** for **24**/**28**/**32** **seconds**.

## Grim Embrace

### Current Effect

* Each time a Survivor is hooked for the first time, *Grim Embrace* gains **1 Token**.
* Upon reaching **4 Tokens**, *Grim Embrace* activates: **Blocks** all Generators for **30**/**35**/**40** **seconds**. The Aura of the ***Obsession*** is revealed to you for **6 seconds**.

### Change

* Each time a Survivor is hooked for the first time, *Grim Embrace* gains **1 Token**.
* Upon reaching **4 Tokens**, *Grim Embrace* activates: **Blocks** all Generators for **50**/**55**/**60** **seconds**. The Aura of the ***Obsession*** is revealed to you for **6 seconds**.

### Reason

*Grim Embrace has the possibility to be a very devastating perk, however 40 seconds means almost nothing if you chase a survivor for to long. So the 20 second increase could give the Killer much needed breathing room to try and find survivors before the time runs out and the gens no longer get blocked.*

## Hex: Blood Favour

### Current Effect

* Whenever a Survivor loses a Health State by any means and thus enters the Injured State or the Dying State, *Hex: Blood Favour* calls upon The Entity to block all Pallets within **24**/**28**/**32** **metres** of that Survivor's location from being pulled down for the next **15 seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: Crowd Control

### Current Effect

* Whenever a Survivor performs a *Rush Vault action*, *Hex: Crowd Control* triggers its effect: **Blocks** the vaulted Window to every Survivor for the next **40**/**50**/**60** **seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: Devour Hope

### Current Effect

* Each time a Survivor is rescued from a Hook while you are at least **24 meters** away, *Hex: Devour Hope* receives **1 Token**, up to a maximum of **5 Tokens**: **2 Tokens**: **10 seconds** after hooking a Survivor, gain a **3**/**4**/**5** **%** ***Haste*** **Status Effect** for the next **10 seconds**. **3 Tokens**: all Survivors suffer from a permanent ***Exposed*** **Status Effect**. **5 Tokens**: grants the ability to kill all Survivors by your own hand.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Change

* Each time a Survivor is rescued from a Hook while you are at least **24 meters** away, *Hex: Devour Hope* receives **1 Token**, up to a maximum of **5 Tokens**: **2 Tokens**: **10 seconds** after hooking a Survivor, gain a **3**/**4**/**5** **%** ***Haste*** **Status Effect** for the next **10 seconds**. **3 Tokens**: all Survivors suffer from a permanent ***Exposed*** **Status Effect**. **5 Tokens**: grants the ability to kill all Survivors by your own hand.
* Once *Hex: Devour Hope* reaches **5 tokens**, whenever you kill a survivor, all survivors see the aura of *Hex: Devour Hope* for **3 seconds** while they are **32 meters** close to it.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Reason

*Hex: Devour Hope is a fantastic perk, however to uncoordinated teams, the perk can shred through survivors. So the effect of seeing its aura is to help survivors deal with Devour Hope without running around the map blindly. But to make sure that the perk isn't always destroyed, the aura is only revealed while close to it.*

## Hex: Face the Darkness

### Current Effect

* Once you injure a Survivor by any means, if there is still a Dull Totem remaining on the Map, *Hex: Face the Darkness* activates and lights it, cursing that Survivor: All other Survivors will scream every **35**/**30**/**25** **seconds** if they are outside of the Killer's Terror Radius, revealing their Auras for **2 seconds** each time.
* *Hex: Face the Darkness* deactivates when the Cursed Survivor either enters the Dying State or becomes Healthy, extinguishing its Totem.
* *Hex: Face the Darkness* is disabled for the remainder of the Trial if Survivors manage to cleanse its Hex Totem.

## Hex: Haunted Ground

### Current Effect

* Two trapped Hex Totems will spawn in the Trial Grounds.
* When either Hex Totem is cleansed or blessed, all Survivors suffer from the ***Exposed*** **Status Effect** for **40**/**50**/**60** **seconds**. The second Hex Totem will immediately turn into a Dull Totem.

## Hex: Huntress Lullaby

### Current Effect

* Survivors failing a Repair Skill Check instantly **regress** the Generator by **2**/**4**/**6** **%** of its maximum possible Progression in addition to the default Progression penalty. Survivors failing a Healing Skill Check **instantly regress** the Healing Action by **2**/**4**/**6** **%** of its maximum possible Progression in addition to the default Progression penalty.
* Each time a Survivor is hooked, *Hex: Huntress Lullaby* grows in power and gains **1 Token**, up to a maximum of **5 Tokens**. Each Token **reduces** the timer between the Skill Check Warning cue and the Skill Check appearing for both Repair and Healing Skill Checks: **1 Token**: reduction of **-14 %**. **2 Tokens**: reduction of **-28 %**. **3 Tokens**: reduction of **-42 %**. **4 Tokens**: reduction of **-56 %**. **5 Tokens**: complete suppression of the Warning cue.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Rework

* When a survivor repairs a generator, they suffer from the **Oblivious** and **Deafened Status effect**. This effect lingers for **30 seconds** after they leave the generator.
* Each time a Survivor is hooked, *Hex: Huntress Lullaby* grows in power and gains **1 Token**, up to a maximum of **4 Tokens.** Each **token** you accumulate will increase the duration of *Hex: Huntress Lullaby's* secondary effect.
* When you damage a generator, you see the aura of all survivors suffering from *Hex: Huntress Lullaby* for **5/6/7 seconds**. Each **token** will increase the duration by **2/3/4 seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Reason

*The worst Hex perk in the game, Lullaby does really nothing. Even at its strongest, removing the skill check noise doesn't help you in the slightest, especially you get the notification so early when you get a skill check. The idea of the perk is to lower the survivors sense and they have a hard time discerning sounds, so adding Obliviousness is good, but adding Deafened gives you a whole new kind of fear, not being able to hear footsteps or the terror radius will keep survivors on edge while giving you needed information by reading the aura of all survivors curse by Hex: Huntress Lullaby.*

## Hex: No One Escapes Death

### Current Effect

* Once the Exit Gates are powered, if there is still a Dull Totem remaining on the Map, *Hex: No One Escapes Death* activates and lights it: **Increases** your Movement speed by **2**/**3**/**4** **%**. Survivors suffer from a permanent ***Exposed*** **Status Effect**.
* *Hex: No One Escapes Death* remains inactive if no Dull Totems are available.
* Once the **Status Effect** is revealed to Survivors, *Hex: No One Escapes Death* reveals the Aura of its **Hex Totem** to all Survivors within **4 metres** and gradually expands that range to **24 metres** over the course of **30 seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Change

* Once the Exit Gates are powered, if there is still a Dull Totem remaining on the Map, *Hex: No One Escapes Death* activates and lights it: **Increases** your Movement speed by **5**/**6**/**7%**. A survivor unhooks another survivor, all survivors suffer from the **Exposed Status Effect** for **60 seconds**.
* *Hex: No One Escapes Death* remains inactive if no Dull Totems are available.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Reason

*There has not been a more controversial perk in the game amongst players than NOED. NOED essentially stopping survivors from helping each other by making it so that if they even hear your terror radius they run and not help. So the idea of when a survivor helps another survivor, it gives survivors a chance to help each other but it comes at a cost for your team.*

## Hex: Pentimento

### Current Effect

* You see the Auras of cleansed Totems.
* You can perform a ritual on a cleansed Totem to resurrect it as a *Rekindled Totem*. For each *Rekindled Totem* active at the same time, *Hex: Pentimento* gains an additional effect: **1 Totem**: **reduces** all Survivors' Repair speed by **20**/**25**/**30** **%**. **2 Totems**: **reduces** all Survivors' Healing speed by **20**/**25**/**30** **%**. **3 Totems**: **reduces** all Survivors' Recovery speed from being downed by **20**/**25**/**30** **%**. **4 Totems**: **reduces** all Survivors' Exit Gate Opening speed by **20**/**25**/**30** **%**. **5 Totems**: all Totems are permanently blocked by The Entity.
* When a *Rekindled Totem* is cleansed, its remains are consumed by The Entity and it cannot be rekindled.

## Hex: Plaything

### Current Effect

* If there is at least one Dull Totem remaining in the Trial Grounds, *Hex: Plaything* activates on a random Totem each time a Survivor is hooked for the first time: The hooked Survivor suffers from the ***Cursed*** and ***Oblivious*** **Status Effects' *until* Hex: Plaything *is cleansed. For the first*** *90 seconds**, only the*** Cursed ***Survivor is able to cleanse the Hex Totem. The Aura of* Hex: Plaything**s Hex Totem is revealed to the Cursed Survivor within **24**/**20**/**16** **metres**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: Retribution

### Current Effect

* Survivors cleansing or blessing any Totem suffer from the ***Oblivious*** **Status Effect** for **35**/**40**/**45** **seconds**.
* After cleansing or blessing a Hex Totem, the Auras of all Survivors are revealed to you for **15 seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: Ruin

### Current Effect

* Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at **50**/**75**/**100** **%** of the normal Regression speed.
* Once any Survivor is killed by any means, *Hex: Ruin* deactivates and reverts its Hex Totem into a Dull Totem.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: The Third Seal

### Current Effect

* The last **2**/**3**/**4** **Survivors** hit with either your *Basic Attack* or *Special Attack* suffer from the ***Blindness*** **Status Effect**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

### Change

* **Survivors** hit with either your *Basic Attack* or *Special Attack* suffer from the ***Blindness*** **Status Effect** for **80/90/100 seconds**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*
* When a survivor no longer suffers from ***Blindness***, you see their aura for **3/4/5 seconds**.

### Reason

*Hex: The Third Seal is a perk that can be very annoying, so to add a bit of spice to Third Seal it shows you the aura of survivors who regain their abilities to see aura's so you can find them more frequently. And to make the perk less annoying, Survivors are Blinded for a limited time, but long enough so its not worthless.*

## Hex: Thrill of the Hunt

### Current Effect

* For each Totem remaining in the environment, *Hex: Thrill of the Hunt* is granted **1 Token**. For each Token, all Survivors suffer from a stack-able **8**/**9**/**10** **%** Action Speed penalty to Cleansing and Blessing Totems, up to a maximum of **40**/**45**/**50** **%**.
* Grants a stack-able **10 %** bonus Bloodpoints for actions in the Hunter Category per Token, up to a maximum of **50 %**.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hex: Two Can Play

### Current Effect

* Anytime you are stunned or blinded by any Survivor a total of **4**/**3**/**2** **times**, and if there is not yet a Hex Totem already associated with *Hex: Two Can Play* and there is at least one Dull Totem remaining in the Trial Grounds, *Hex: Two Can Play* activates on a random Totem: **Blinds** all Survivors who stun or blind you for **1.5 seconds**. This does not affect carried Survivors.

## Hex: Undying

### Current Effect

* The Auras of Survivors within **2**/**3**/**4** **metres** of any Dull Totem are revealed to you.
* When another Perk's Hex Totem is cleansed or blessed, its Hex is transferred to the *Hex: Undying* Totem, including any accumulated Tokens, disabling *Hex: Undying* instead.
* *All effects of the **Hex Perk** persist until its Hex Totem is cleansed or blessed.*

## Hoarder

### Current Effect

* *Hoarder* triggers a *Loud Noise Notification* for **4 seconds**, whenever a Survivor performs any of the following actions within **32**/**48**/**64** **metres** of your location: Unlocks a Chest. Picks up any Item.
* *Hoarder* spawns **2 additional Chests** in the Trial.

### Change

* *Hoarder* triggers a *Loud Noise Notification* for **4 seconds**, whenever a Survivor performs any of the following actions within **32**/**48**/**64** **metres** of your location: Unlocks a Chest. Picks up any Item. Depletes the charges of an Item.
* *Hoarder* **reduces** the amount of charges of an Item found in the chest by half.
* When a survivor triggers *Hoarder*, they suffer from the **Exposed Status Effect** for **20/35/50 seconds**.

### Reason

*Hoarder is a very weak perk as it does nothing really unless survivors grab an item. The addition of the Exposed Effect will cause more panic amongst survivors as their position was revealed, and the added effect of halfling the survivors charges will get survivors to get away from chest.*

## Hubris

### Current Effect

* Whenever you are stunned by a Survivor, that Survivor suffers from the ***Exposed*** **Status Effect** for **10**/**15**/**20** **seconds**.
* *Hubris* has a cool-down of **20 seconds**.

## Hysteria

### Current Effect

* Whenever you put a healthy Survivor into the Injured State, all injured Survivors suffer from the ***Oblivious*** **Status Effect** for **20**/**25**/**30** **seconds**.
* *Hysteria* has a cool-down of **30 seconds**.

## I'm All Ears

### Current Effect

* Any Survivor performing a *Rush Vault action* within **48 metres** of your location has their Aura revealed to you for **6 seconds**.
* *I'm All Ears* can only be triggered once every **60**/**50**/**40** **seconds**.

### Change

* Any Survivor performing a *Rush Vault action* within **48 metres** of your location has their Aura revealed to you for **6 seconds**.
* *I'm All Ears* can only be triggered once every **50**/**40**/**30** **seconds**.

### Reason

*I'm All Ears has a great effect, however I feel the cooldown is a bit to long, so just toning it down a bit seems right.*

## Infectious Fright

### Current Effect

* Whenever a Survivor is put into the Dying State by any means, all other Survivors within your Terror Radius will scream and reveal their current location to you for **4**/**5**/**6** **seconds**.

### Change

* Whenever a Survivor is put into the Dying State by any means, all other Survivors within **32 meters** of their position will scream and reveal their current location to you for **4**/**5**/**6** **seconds**.

### Reason

*As the same as Dissolution, this is to benefit killers who have no Terror Radius in their power.*

## Insidious

### Current Effect

* Grants the ***Undetectable*** **Status Effect** after standing still for **4**/**3**/**2** **seconds**. This effect lasts until you start moving again.

### Rework

* You gain the ***Undetectable* Status Effect** for **10/25/40 seconds** when you do the following actions: Kicking a Generator. Hooking a Survivor. Snuffing a Totem.
* When you are ***Undetectable*** by any means, Insidious' secondary effect triggers: You gain a **5/6/7% *Haste* Effect**.
* Upon losing the ***Undetectable*** **status effect**, Insidious goes on a **50/40/30 second** cooldown.

### Reason

*Insidious is only know to be ran by Bubba's who like the basement a little to much. So the idea is to make you even more dangerous by moving faster while Undetectable.*

## Iron Grasp

### Current Effect

* Whenever you are carrying a Survivor, the following effects apply: **Reduces** the strength of the Wiggle effects, causing involuntary strafing, by **75 %**. **Increases** the maximum Wiggle duration by **4**/**8**/**12%**.

## Iron Maiden

### Current Effect

* *Iron Maiden* **increases** your Locker Search speed by **30**/**40**/**50** **%**.
* Survivors who exit a Locker suffer from the following afflictions: Scream and reveal their location to you for **4 seconds**. Suffer from the ***Exposed*** **Status Effect** for **30 seconds**.

## Knock Out

### Current Effect

* Putting a Survivor into the Dying State with your *Basic Attack* blocks their Aura from being revealed to any Survivor, who is farther than **32**/**24**/**16** **metres** away from them.
* For the next **15 seconds**, the following effects apply to the dying Survivor: **Reduces** their *Field of View* and causes them to be deafened. Suffers from the ***Blindness*** **Status Effect**. **Reduces** the Crawling speed by **-50 %**. **Reduces** the Recovery speed by **-25 %**.

## Lethal Pursuer

### Current Effect

* At the start of the Trial, the Auras of all Survivors are revealed to you for **7**/**8**/**9** **seconds**.
* **Extends** the duration of a Survivor's Aura being revealed to you by **+2 seconds**.

## Leverage

### Current Effect

* Each time you hook a Survivor, *Leverage* activates and gains **1 Token**, up to a maximum of **10 Tokens**: For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able **3**/**4**/**5** **%** for the next **30 seconds**, up to a maximum of **30**/**40**/**50** **%**.

### Change

* Each time you hook a Survivor, *Leverage* activates and gains **1 Token**, up to a maximum of **10 Tokens**: For each Token, the Altruistic and Personal Healing speeds of Survivors are reduced by a stack-able **5**/**6**/**7%** for the next **40 seconds**, up to a maximum of **50**/**60**/**70%**.

### Reason

*Leverage is an Underrated perk in the community, so I feel a more punishing idea for this perk is to increase the heal penalty by 2% in order to make it stronger, and have the duration last longer would be used more.*

## Lightborn

### Current Effect

* The Auras of Survivors attempting to blind you by any means are revealed to you for **6**/**8**/**10** **seconds**.
* Grants immunity from being blinded from Flashlights, Firecrackers, Flashbangs, and Blast Mines.

## Machine Learning

### Current Effect

* Performing the *Damage Generator* Action on a Generator activates *Machine Learning*: While *Machine Learning* is active, the next Generator you damage becomes **compromised**, highlighting its Aura to you in **yellow**, until it is completed.
* Upon its completion, you are granted the following effects for **20**/**25**/**30** **seconds**, after which *Machine Learning* deactivates: ***Undetectable*** **Status Effect**. **+10 %** ***Haste*** **Status Effect**.
* Damaging another Generator while one is already **compromised** transfers the state to the most recently damaged Generator.

### Change

* Performing the *Damage Generator* Action on a Generator activates *Machine Learning*: While *Machine Learning* is active, the Generator you damage becomes **compromised**, highlighting its Aura to you in **yellow**, until it is completed.
* Upon its completion, you are granted the following effects for **30**/**35**/**40** **seconds**, after which *Machine Learning* deactivates: ***Undetectable*** **Status Effect**. **+10 %** ***Haste*** **Status Effect**.
* Damaging another Generator while one is already **compromised** transfers the state to the most recently damaged Generator.

### Reason

*Machine Learning has the potential to being a great perk, however the need to damage a generator twice makes it more tedious than it needs to be. And the increased time makes it so that you are able to get more value about it.*

## Mad Grit

### Current Effect

* Whenever you are carrying a Survivor, *Mad Grit* activates: **Removes** the Cool-down of missed *Basic Attacks*. **Pauses** the *Wiggle Progression* of the carried Survivor for **2**/**3**/**4** **seconds** each time you successfully hit another Survivor.

## Make Your Choice

### Current Effect

* Each time a Survivor is rescued from a Hook when you are at least **32 metres** away, *Make Your Choice* activates: The Rescuer screams and suffers from the ***Exposed*** **Status Effect** for the next **40**/**50**/**60** **seconds**.
* *Make Your Choice* has a cooldown of **40**/**50**/**60** **seconds**.

## Merciless Storm

### Current Effect

* Whenever a Generator is repaired to **90 %**, Survivors repairing it are faced with continuous Skill Checks.
* If they miss one or stop repairing, the Generator becomes blocked for **16**/**18**/**20** **seconds**.
* *Merciless Storm* can only trigger once per Generator per Trial.

## Mindbreaker

### Current Effect

* All Survivors repairing a Generator suffer from the following afflictions: **Incurs** the ***Blindness*** and ***Exhausted*** **Status Effects** for the duration of the Repair action.
* If a Survivor was already suffering from ***Exhausted*** prior to *Fearmonger* affecting them, the **Status Effect's** timer will be paused and not recover for the duration of the Repair action.
* Both **Status Effects** linger for another **3**/**4**/**5** **seconds** after a Survivor stops repairing.

## Monitor & Abuse

### Current Effect

* **Increases** the radius of your default Terror Radius by **+8 metres** for the entire Trial.
* Whenever you are not in a Chase with a Survivor, the following effects apply: **Reduces** your Terror Radius by **-16 metres**. **Increases** your *Field of View* by **3**/**5**/**10** **°**.

## Nemesis

### Current Effect

* Any Survivor who blinds you or stuns you using a Pallet or a Locker becomes the ***Obsession***.
* Anytime your ***Obsession*** switches to another Survivor by any means, that Survivor then suffers from the ***Oblivious*** **Status Effect** for **40**/**50**/**60** **seconds** and their Aura is revealed to you for **4 seconds**.

## No Way Out

### Current Effect

* For each Survivor you hook for the first time, *No Way Out* gains **1 Token**.
* Once the Exit Gates have been powered, *No Way Out* activates: When a Survivor interacts with an Exit Gate Switch, you receive a *Loud Noise Notification* and The Entity blocks both Exit Gate Switches for **12 seconds** and an additional **6**/**9**/**12** **seconds** per Token in your possession, up to a combined maximum of **36**/**48**/**60** **seconds**.

## Nowhere to Hide

### Current Effect

* Performing the *Damage Generator* Action on a Generator triggers *Nowhere to Hide*: The Auras of all Survivors within **24 metres** of your position are revealed to you for **3**/**4**/**5** **seconds**.

## Oppression

### Current Effect

* Performing the *Damage Generator* Action on a Generator activates *Oppression*: Causes up to **3 additional Generators** to also start regressing. Triggers a difficult Skill Check on all Survivors currently repairing one of those Generators.
* *Oppression* has a cool-down of **120**/**100**/**80** **seconds**.

### Change

* Performing the *Damage Generator* Action on a Generator activates *Oppression*: Causes up to **3 additional Generators** to also start regressing at **150%** of the normal regression speed. Triggers a difficult Skill Check on all Survivors currently repairing one of those Generators.
* *Oppression* has a cool-down of **120**/**100**/**80** **seconds**.

### Reason

*Oppression is a very nice perk, however I feel it can be even better if it was granted a regression ability on the other generators, making it so you deplete more progress in the trial and force survivors to hold onto their generators and not to leave at the cost of losing progress fast.*

## Overcharge

### Current Effect

* Performing the *Damage Generator* Action on a Generator applies *Overcharge*: The next Survivor interacting with that Generator is faced with a difficult Skill Check. Failing that Skill Check **instantly regresses** the Generator by **2**/**3**/**4** **%** of its maximum possible Progression in addition to the default Progression penalty.
* After *Overcharge* is applied to a Generator, the following effect also applies: **Increases** the Regression speed from **85 %** to **130 %** over the next **30 seconds**.

## Overwhelming Presence

### Current Effect

* Survivors within your Terror Radius suffer from inefficiency: When using an Item, its Depletion rate is increased by **80**/**90**/**100** **%**.

### Change

* Survivors within your Terror Radius suffer from inefficiency: When using an Item, its Depletion rate is increased by **80**/**90**/**100%**.
* After hitting a survivor with a basic attack while they are carrying an Item, *Overwhelming Presence* will automatically deplete **3/4/5** charges on their item.

### Reason

*Overwhelming Presence is Overwhelmingly mid. It can get the job done, but I feel does not effect survivors well enough, especially if they are carrying a med kit or toolbox, so the added bonus ability to remove charges on a hit makes it so you are able to deal with survivors with items other than flashlights.*

## Play with Your Food

### Current Effect

* Each time you chase your ***Obsession*** and let them escape, *Play with Your Food* receives **1 Token**, up to a maximum of **3 Tokens**: Each Token applies a stack-able **3**/**4**/**5** **%** ***Haste*** **Status Effect**, up to a maximum of **9**/**12**/**15** **%**. Performing *Basic Attacks*, or *Special Attacks* that can damage Survivors, consumes **1 Token**.
* *Play with Your Food* has a cool-down of **10 seconds** on Token-accumulation.

### Change

* Each time you chase your ***Obsession*** and let them escape, *Play with Your Food* receives **1 Token**, up to a maximum of **3 Tokens**: Each Token applies a stack-able **3**/**4**/**5** **%** ***Haste*** **Status Effect**, up to a maximum of **9**/**12**/**15** **%**. Performing a successful *Basic Attack*, or *Special Attack* consumes **1 Token**.
* *Play with Your Food* has a cool-down of **10 seconds** on Token-accumulation.

### Reason

*When you use PWYF, you tend to lose your tokens very fast even if it wasn't necessary by using say a Blight Rush. So now you do not lose tokens until you hit a survivor with a basic attack or special attack.*

## Pop Goes the Weasel

### Current Effect

* After hooking a Survivor, *Pop Goes the Weasel* activates for the next **35**/**40**/**45** **seconds**: Performing the *Damage Generator* Action on a Generator **instantly regresses** it by **-30 %** of its current Progression Normal Generator Regression applies afterwards.
* *Pop Goes the Weasel* deactivates after damaging a Generator or when its timer elapses.

## Predator

### Current Effect

* The Scratch Marks left by Survivors spawn **slightly**/**moderately**/**considerably** closer together.

### Rework

* The color of Scratch Marks intensify the closer you are to the survivor who caused them.
* After a survivor escapes a chase, you see their aura for **2/3/4 seconds**.
* Upon Predator's secondary function triggers, it cannot be triggered again every 30 seconds.

### Reason

*Predator was a perk that was only ever good on spirit, the effect tended to hinder your ability to follow survivors even more than normal. So the idea of the color getting more red you are to them, and the feeling of knowing the location of a survivor plays into the idea of being a tracker.*

## Rancor

### Current Effect

* Each time a Generator is completed, the following effects apply: Reveals your Aura to the ***Obsession*** for **5**/**4**/**3** **seconds**. All Survivors' locations are revealed to you for **3 seconds**.
* Once the Exit Gates are powered, the following effects apply: You are granted the ability to kill the ***Obsession*** by your own hand. The ***Obsession*** suffers from a permanent ***Exposed*** **Status Effect**.

## Rapid Brutality

### Current Effect

* You no longer gain ***Bloodlust*** **Status Effect**.
* Successfully hitting a Survivor with a *Basic Attack* grants you a **+5 %** ***Haste*** **Status Effect** for **8**/**9**/**10** **seconds**.

## Remember Me

### Current Effect

* Whenever the ***Obsession*** loses a Health State, *Remember Me* gains **1 Token**: **Increases** the Gate Opening time by **6 seconds** per accumulated Token, up to a maximum of **12**/**18**/**24** **additional seconds**, affecting both Exit Gates.
* The ***Obsession*** does not suffer from this penalty.

## Save the Best for Last

### Current Effect

* Each time you hit a Survivor other than your ***Obsession*** with a *Basic Attack*, *Save the Best for Last* gains **1 Token**, up to a maximum of **8 Tokens**: Gain a stack-able **-5 %** Cool-down reduction on successful *Basic Attacks* per Token, up to a maximum of **-40 %**.
* Each time you hit your ***Obsession*** with a *Basic Attack*, *Save the Best for Last* loses **4**/**3**/**2** **Tokens**. When the ***Obsession*** is sacrificed or killed, *Save the Best for Last* freezes its current Token count.

### Change

* Each time you hit a Survivor other than your ***Obsession*** with a *Basic Attack*, *Save the Best for Last* gains **1 Token**, up to a maximum of **8 Tokens**: Gain a stack-able **-5 %** Cool-down reduction on successful *Basic Attacks* per Token, up to a maximum of **-40 %**. Each time you hit your ***Obsession*** with a *Basic Attack* or place them in the dying state with a *Special Attack*, *Save the Best for Last* loses **4**/**3**/**2** **Tokens**. When the ***Obsession*** is sacrificed or killed, *Save the Best for Last* freezes its current Token count.

### Reason

*STBFL is a perk that is very op on certain killers such as Demo or Xeno, so the nerf of losing a token if the obsession was to be downed seems a way to have the perk be more balanced on the side of survivors.*

## Scourge Hook: Floods of Rage

### Current Effect

* At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Each time a Survivor is unhooked from a **Scourge Hook**, the following effects apply: The Auras of all other Survivors are revealed for **5**/**6**/**7** **seconds**.

## Scourge Hook: Gift of Pain

### Current Effect

* At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Each time a Survivor is unhooked from a **Scourge Hook**, the following effects apply: The Survivor suffers from the ***Haemorrhage*** and ***Mangled*** **Status Effects** until healed. Upon being healed, the Survivor suffers from a **10**/**13**/**16** **%** Action Speed penalty to Healing and Repairing until they are injured again.

## Scourge Hook: Hangman's Trick

### Current Effect

* At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Receive a *Loud Noise Notification*, whenever a Survivor starts sabotaging a Hook.
* While carrying a Survivor, the Auras of all Survivors within **8**/**9**/**10** **metres** of a **Scourge Hook** are revealed to you.

### Change

* At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Receive a *Loud Noise Notification*, whenever a Survivor starts sabotaging a Hook.
* Survivors sabotage **Scourge Hooks** **15%** slower.
* While carrying a Survivor, the Auras of all Survivors within **10**/**11**/**12** **metres** of a **Scourge Hook** are revealed to you.

### Reason

*Unlike its old version, the new version of Hangman's Trick is way better. I feel though it should have an increased range due to the aura reading effect is only toward scourge hooks, and with the limited amount of them, it should be a little bit longer. As for the increases time it takes to sabo a Scourge Hook makes sense as they are your eyes to keep an eye out for survivors.*

## Scourge Hook: Monstrous Shrine

### Current Effect

* At the start of the Trial, **4 random Hooks** and the four **Basement Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Each time a Survivor is hooked onto a **Scourge Hook**, the following effect applies whenever you are farther than **24 metres** from the hooked Survivor: **Accelerates** the Sacrifice Process by **10**/**15**/**20** **%**.

## Scourge Hook: Pain Resonance

### Current Effect

* At the start of the Trial, **4 random Hooks** are changed into **Scourge Hooks**: The Auras of **Scourge Hooks** are revealed to you in **white**.
* Start the Trial with **4 Tokens**.
* Each time a Survivor is hooked on a **Scourge Hook** for the first time, **1 Token** is consumed and the following effects apply: The Generator with the most Progression explodes and **instantly regresses** by **15**/**20**/**25** **%** of its maximum possible Progression. Normal Generator Regression applies afterwards. All Survivors repairing that Generator will scream, but not reveal their location.
* *Scourge Hook: Pain Resonance* is disabled for the remainder of the Trial once all Tokens are consumed.

## Septic Touch

### Current Effect

* Whenever a Survivor performs a Healing action while they are inside your Terror Radius, that Survivor suffers from the ***Blindness*** and ***Exhausted*** **Status Effects**
* These effects linger for **6**/**8**/**10** **seconds** after the Healing action is interrupted by any means.

### Rework

* When a survivor enters your Terror Radius, for the next **25/30/35 seconds**, if they were to perform a Healing action they suffers from the ***Blindness*** and ***Exhausted*** **Status Effects.**
* These effects linger for **10**/**20**/**30** **seconds** after the Healing action is interrupted by any means.

### Reason

*Out of every Anti-Healing Perk in the game, none is as bad a Septic Touch. As its effects are very miniscule and are only triggered while inside of the terror radius. So my idea was to have the perk essentially mark the survivor for a time so that if they want to avoid getting the debuff's they need to not heal anyone for a limited time.*

## Shadowborn

### Current Effect

* **Increases** your *Field of View* by **9**/**12**/**15** **°**.

## Shattered Hope

### Current Effect

* Instead of snuffing Boon Totems you destroy them.
* Destroying a *Boon Totem* this way reveals the Auras of all Survivors that were within its range at that moment for **6**/**7**/**8** **seconds**.

### Change

* Instead of snuffing Boon Totems you destroy them.
* Destroying a *Boon Totem* this way reveals the Auras of the Survivor who placed that boon and all other Survivors that were within its range at that moment for **6**/**7**/**8** **seconds**.

### Reason

*Shattered Hope is supposed to be a perk that benefits you for snuffing boons, but almost as rare as people bringing boons are, the actual chance you get the benefit of its effect is very rare. So by seeing the location of the person who boon'd the totem in the first place no matter their position is more rewarding.*

## Sloppy Butcher

### Current Effect

* Wounds inflicted by *Basic Attacks* cause Survivors to suffer from the ***Haemorrhage*** and ***Mangled*** **Status Effects**.
* **Increases** the Bleeding frequency of injured Survivors by **50**/**75**/**100** **%**.
* **Increases** the Regression rate at which partial Healing Progression is lost because of ***Haemorrhage*** by **15**/**20**/**25** **%**. Both **Status Effects** are removed once the Survivor is fully healed.

## Spies from the Shadows

### Current Effect

* Whenever you are within **20**/**28**/**36** **metres** of a Crow, who was startled by a nearby Survivor, you are alerted by a *Loud Noise Notification*.
* *Spies from the Shadows* has a cool-down of **5 seconds** between alerts.

### Rework

* Whenever you are within **16**/**24**/**32** **metres** of a Crow, who was startled by a nearby Survivor, you are alerted by a *Loud Noise Notification* and see the aura of that survivor for **4/5/6 seconds**.
* *Spies from the Shadows* has a cool-down of **15 seconds** between alerts.

### Reason

Spies is a very bad perk. The info you get is very niche and not very helpful. So having it so you get a notification AND aura reveals would make this perk way better. And the increased cooldown is to balance the aura ability.

## Spirit Fury

### Current Effect

* After breaking **4**/**3**/**2** **Pallets**, *Spirit Fury* activates: The next time you are stunned by a Pallet, The Entity instantly breaks it. The normal Stun penalty still applies.
* *Spirit Fury* deactivates after applying its effect.

## Starstruck

### Current Effect

* When carrying a Survivor, *Starstruck* activates: Survivors suffer from the ***Exposed*** **Status Effect** while in your Terror Radius. The **Status Effect** lingers for **26**/**28**/**30** **seconds** after leaving your Terror Radius.
* After hooking or dropping the carried Survivor, *Starstruck* deactivates: The **Status Effect** persists for **26**/**28**/**30** **seconds** for any Survivor inside your Terror Radius at that moment.
* *Starstruck* has a cool-down of **60 seconds** once the Survivor is no longer being carried.

## Stridor

### Current Effect

* **Increases** the volume of Survivors' *Grunts of Pain* by **25**/**50**/**50** **%**.
* **Increases** the volume of Survivors' regular breathing by **0**/**0**/**25** **%**.

### Change

* **Increases** the volume of Survivors' *Grunts of Pain* by **25**/**50**/**75** **%**.
* **Increases** the volume of Survivors' regular breathing by **15**/**25**/**35** **%**.

### Reason

*After its nerf, Stridor was a perk that no-one uses except for spirits. So the actual change by having a better time hear survivors breathing in general might make it better.*

## Superior Anatomy

### Current Effect

* When a Survivor performs a *Rush Vault action* within **8 metres** of you, *Superior Anatomy* activates: **Increases** your Vaulting speed by **30**/**35**/**40** **%** the next time you vault a Window.
* *Superior Anatomy* deactivates after vaulting.
* *Superior Anatomy* has a cool-down of **30 seconds**.

## Surge

### Current Effect

* Whenever you put a Survivor into the Dying State with a *Basic Attack*, all Generators within **32 metres** of your location instantly explode and start regressing.
* **Instantly regresses** affected Generators by **6**/**7**/**8** **%**.

### Change

* Whenever you put a Survivor into the Dying State with a *Basic Attack* or *Special Attack*, all Generators within **32 metres** of your location instantly explode and start regressing.
* **Instantly regresses** affected Generators by **6**/**7**/**8** **%**.

### Reason

*Just a simple change to apply Surge's ability to be used more frequently on Killers who use their special attacks more frequently.*

## Surveillance

### Current Effect

* The Auras of regressing Generators are highlighted in **white**.
* If the Regression progress is interrupted on a Generator, its Aura will be highlighted in **yellow** for **8**/**12**/**16** **seconds**.
* *Surveillance* increases the audible range of Survivors' Generator-repairing noises by **8 metres**.

## THWACK!

### Current Effect

* After hooking a Survivor, *THWACK!* activates: The next time you break a Breakable Wall or a Pallet, all Survivors within **28**/**30**/**32** **metres** of your location will scream and reveal their Aura for **4 seconds**.

## Terminus

### Current Effect

* Once the Exit Gates are powered, *Terminus* activates: All Survivors, who are either injured, dying, or hooked, suffer from the ***Broken*** **Status Effect** until the Exit Gates are opened. This effect lingers for an additional **20**/**25**/**30** **seconds** after the Exit Gates are open.

## Territorial Imperative

### Current Effect

* Whenever you are farther than **24 metres** from the Basement while a Survivor enters it, *Territorial Imperative* activates: The Aura of that Survivor is revealed to you for **4**/**5**/**6** **seconds**.
* *Territorial Imperative* has a cool-down of **45 seconds**.

### Rework

* Adds 1 Additional Chest in the Basement.
* Chest's within the Basement guarantee a Very Rare Item with an Ultra Rare Add-on.
* Survivors who enter the Basement have their aura's revealed to you for **4/5/6 seconds** and they suffer from the **Exposed Status effect** for as long as they are within the basement.
* When a survivor leaves the Basement, they gain a **8% Hindered Effect** and the **Exposed** **effect** lingers for **10/16/22 seconds**.

### Reason

*High Risk, High Reward was an Idea when reworking this perk, as it is fundamentally bad. Seeing the aura isn't a bad thing, but its ONLY when you are 24 meters away. So the aura reading regardless of distance is nice as well as implementing exposed works wonderfully. But it can also temp survivors for if they know the benefits of Territorial Imperative, they could risk it for the biscuit and get a purple med kit with a syringe.*

## Thanatophobia

### Current Effect

* Each injured, dying, or hooked Survivor afflicts Survivors with a stack-able **1**/**1.5**/**2** **%** Action Speed penalty to Repairing, Sabotaging, and Cleansing, up to a maximum of **4**/**6**/**8** **%**.
* **Increases** the Action Speed penalty by a further **12 %**, if there are **4 Survivors**, who are either injured, dying, or hooked at the same time.

## Thrilling Tremors

### Current Effect

* After picking up a Survivor, all Generators not currently being repaired by Survivors are blocked by The Entity for the next **16 seconds**. The Auras of blocked Generators are highlighted to you in **white**.
* *Thrilling Tremors* has a cool-down of **100**/**80**/**60** **seconds**.

## Tinkerer

### Current Effect

* Whenever a Generator is repaired to **70 %**, you benefit from the following effects: Triggers a *Loud Noise Notification* for that Generator, revealing its location. Grants the ***Undetectable*** **Status Effect** for the next **12**/**14**/**16** **seconds**.
* *Tinkerer* can only trigger once per Generator per Trial.

## Trail of Torment

### Current Effect

* Performing the *Damage Generator* Action on a Generator activates *Trail of Torment*: **Grants** the ***Undetectable*** **Status Effect** until the Generator stops regressing. The Aura of the damaged Generator is revealed to all Survivors in **yellow**.
* *Trail of Torment* has a cool-down of **80**/**70**/**60** **seconds**.

## Ultimate Weapon

### Current Effect

* Whenever you open a Locker, *Ultimate Weapon* activates for **30 seconds**: Survivors entering your Terror Radius scream and reveal their location to you. Those Survivors suffer from the ***Blindness*** **Status Effect** for **30 seconds**.
* *Ultimate Weapon* has a cool-down of **40**/**35**/**30** **seconds**.

### Change

* Whenever you open a Locker, *Ultimate Weapon* activates for **30 seconds**: Survivors entering your Terror Radius scream and reveal their location to you. Those Survivors suffer from the ***Blindness*** **Status Effect** for **30 seconds**.
* *Ultimate Weapon* has a cool-down of **50**/**45**/**40** **seconds**.

### Reason

*Ultimate Weapon is a very amazing tracking perk, however I feel the cooldown is way to short. So to give survivors more of a chance, I just gave its cooldown a 10 additional seconds.*

## Unnerving Presence

### Current Effect

* Survivors repairing or healing within your Terror Radius suffer from the following effects: **Increases** the Trigger odds of Skill Check by **10 %**. **Decreases** the Success zone of Skill Checks by **40**/**50**/**60** **%**.

## Unrelenting

### Current Effect

* **Reduces** the Cool-down of missed *Basic Attacks* by **20**/**25**/**30** **%**.

### Change

* **Reduces** the Cool-down of missed *Basic Attacks* by **25**/**30**/**35%**.
* You're *basic attack* recovers **10%** faster after a successful hit.

### Reason

*Unrelenting only works if you know you are going to be missing a whole lot, so the added bonus of a simple 10% basic attack recovery at base make it so thay this perk gives you more than a small little upside.*

## Whispers

### Current Effect

* Whenever at least one Survivor is within **48**/**40**/**32** **metres** of your location, you hear the sporadic whispers of the Entity.

## Zanshin Tactics

### Current Effect

* The Auras of Breakable Walls, Pallets, and Windows are revealed to you within **24**/**28**/**32** **metres**.

### Change

* The Auras of Breakable Walls, Pallets, and Windows are revealed to you within **24**/**28**/**32** **metres**.
* When a survivor vaults a Window or Pallet, its aura is turned Orange for **8 seconds**.

### Reason

*I feel it might be nice to have a little bit of tracking in an information perk. Seeing survivors options of escape are great, but if you are trying to find someone who is vaulting windows quietly while you're near you can find them.*