5th perk slot would be great as random gameplay things. Like a couple of chests on the map are mimic chests, or there's a random zombie walking around doing his thing, or some of the generators are covered in thorns that can damage/deep wound on failed skill checks, but those generators are easier to complete and can't be kicked by the killer.
Regarding Bloodhound, an interesting buff might be to have it make survivors continue leaving Blood Pools for a while after they are fully healed from being injured, basically giving you an extra way to track healthy survivors that you’ve previously hit. Another kind of thematic option could be to allow you to see the auras of nearby blood pools through walls and obstacles, the idea being you are “smelling” the blood near you. Or alternatively have a compass direction at the edges of the screen pointing to the nearest blood pool to you within a reasonable distance, sort of like how Ghost Face gets compass directions toward someone trying to break him out of stealth. Both these options would give another way to find injured survivors you might not otherwise be able to see because they’re behind a wall, for instance.
On first thought you would think its solid but this would allow some killers to still bring extra regression or slowdown like clown for pop, artist for pain res, or plague for corrupt. I think having some perks getting a "support" tag would be helpful then allow those perks to be picked.
I swear i literally spoke on that yesterday same exact thought. For survivors ex. 5th perks would be simple things like urban evasion, window's, spin chill, iron will, fixated etc...
Hey Red I just wanted to let you know of a build I’ve been using with Doctor I call it UNFORESEEN ABUSE. It basically consists of Unforseen,Merciless Storm,Monitor and Abuse and Pop. I also use Double Calm Add Ons (specifically the Purple and Yellow) which in total reduces your terror radius to 10 meters. I found this build pretty fun it’s very sneaky and always catches survivors off guard 😂
I’ve always thought dedicated fifth perk for survivors would be their exhaustion option, and for killers it would be a haste criteria option, rapid brutality, batteries included, or the devour post hook speed, separate from having devour and worrying about it being cleansed. Otherwise I think perks that have an odd spot in builds could use the 5th slot, saboteur, windows, urban evasion
If 5th perk for killer is allowed, then I wish it to be their teachable perks, and to even things out the 5th perk should be optional and the moment they put it on it shows survivors in the lobby what perk the killer chose.
Can't be a teachable as it breaks the original point. If it was a teachable you would have some killers just running 5 slowdown perks such as artist, clown, hag, nemesis, etc. I recommend having a tag for some perks like "support" that could be slotted into that said spot.
Pretty simple and but fun build for trapper I dont have a cool name for it but my friends call it the BLOODSPILL TRAPPER Perks: Thanatophobia Dying Light Surge Sloppy Butcher Addons: Trapper Sack Honing stone Offering: Any mori of your choice Or Murky Reagant Or Any of the oaks
(Sorry for the multiple edits my tablet keeps crashing eating messages I type) It’s my opinion that the devs should be forced to play 20 games (10 as killer 10 as survivor) in open lobby none of the internal testing where the devs will go easy on each other also a game dosnt count if there is more than 1 dev on the map. My reason for this is the Korean permablind flashlight incident where he was bullied so badly they changed how flashlights worked almost the next day, this shows they don’t know how the game is really played when it’s not just devs playing each other, I’ve found over the years that devs tend to be quite unimaginative about how their systems work and how broken some stuff can be, it’s not really their fault they get an idea in their heads when they build a new thing and they get stuck on how they made it to be used without thinking how it can be misused, a great example of this is a game I played of D&D I’m a sorcerer/Rouge and I’m out of spells I only have the useless level 0 stuff left and we’re fighting a dragon so I’m like “”ok here is what I want to do I’m going to use the spell summon light and I’m going to basically pin it to the dragons face, it’s not an attack so I shouldn’t need to pass any test it’s just there to distract it and to make it harder to see and kill us”” luckily the GM was like ok and it actually saved our life’s as it lowered its chance to hit any of us, the guy who wrote that cantrip never in his wildest dreams thought it could be used like I just used it but it works and it shows what players can do with a skill when it hits the wild outside the devs mind.
Nice idea about a 5th perk. But, you would not be able to restrict the 5th perk as you suggest. Let's say that for the killers, the 5th perk can't be a slow down perk as you mentioned. No problem, as killers would just use the slow down perks on the other 4 slots that are not restricted and then use what they are "allowed" to use for the 5th one. It literally can't be done unless you restrict all slow down perks from being used.
@@brucemoraes9834 Problem would be just that, the natural perks that belong to each killer are so variable. Some killers like Wraith have basically no useful perks while some like artist have an arsenal of perks to help them like pain res and so on.
You would create a new "support" tag for certain perks, and only those would be allowed for the 5th perk spot. This would balance most of these issues out. Both survivor and killer would have those limits, and I think it would work well. So, for example, 4 perks your choice and perks like shadowborne, deathbound, deerstalker, maybe crowd control, or two can play. You can slot in a ton of perks that are heavily underutilized, and hopefully, this would create more fun and diverse builds without just becoming another slowdown perk.
Bruh!!! Your the only person I know of that actually is in favor of a 5th perk slot.. my idea was the 5th slot is ONLY for the characters teachable perks.
Teachables would make some killers incredibly stronger than others base build wise, for example clown would have access to pop goes the weasle and be able to have 5 slowdown perks. My thought was more of giving perks the "support" tag and having those be applicable to a 5th perk slot for both sides
@@RedsGamingGears that's the idea the teachable perks are a part of the killers power/ survivor lore if they weren't why are they sold with the characters and not separate? And if people are worried about stacking what slowdown perks we have left revert all the slowdown nurfs but have a 25% diminishing returns per slowdown, the same with survivor gen speed perks prove thy self and multiple survivors on a Gen already has a diminishing return sssooo not like it can't be done... And after all that then start to buff or Nurf killers that need it because it will drastically change how people play.
Gens need more time on them. And reduce flash light distance. Survivors get way to many chances. Ive played bothe since release. Its just not in a healthy place atm. It pidgeon holes killers into repeating playstyles rather than intresting.
About perks I honestly think survivors should only get 3 while killers keep the 4th. When I play survivor I usually play with 4 random perks, so I wouldn’t mind losing one. And as killer seeing 4 meta perks on each survivor makes me sad to go against. Survivor should be tough to escape. Maybe I play too much souls games.