Monstrous Shrine Buff x2
Howdy lads, Tome 1 level 3 has a challenge where you use Monstrous Shrine, you know that one perk that no ones touched since the 2016 Beta. Using it again brought back memories... terrible memories of a useless perk. I've come up with a concept for a fix to this perk that might make it good.
How about we make it a Hex perk, but this one takes away a totem from above ground and puts it in the basement, the opposite spot the basement chest spawns to be exact. I have 2 ideas so stay with me.
IDEA #1
Firstly I wanted to make this counter-able hence why its a Hex perk, they are all strong but counter-able. (Its also a dull totem until active so TOTH wouldn't work on it if someone went to the basement at the start of the game to get rid of it. Also if it never activates and you have NOED, it could appear in the basement totem.)
Secondly I didn't want the perk to just be a hook and camp perk, you have to go chase another survivor for it to activate while a survivor is on the basement hook, camping them would just be like normal, perk-less.
Hex: Monstrous Shrine - Your fervent care of the Hooks found in the Basement has aroused The Entity's interest. This Hex totem can be found in the basement first as a dull totem.
Hooking a survivor in The Basement and beginning a chase with another survivor activates this perk taking on the dull totem in the basement and becoming a Hex Totem.
While this Hex is active, The Basement is granted the following bonuses:
- One escape attempt (this wouldn't bring you to the next state on hook, you just can't attempt more (deliverance works))
- Survivors in The Basement suffer from the Blindness status effect
- When an unhook occurs from the basement, Survivors in The Basement suffer from the Oblivious status effect for 20/30/40 seconds
- 10/15/20 % faster Entity progression
If there are no survivors on a basement hook the perk deactivates into a Dull Totem
"Then you will know that there is no escape. When hanging in the depths, you face the dark one."
TLDR: When you hook a survivor in the basement and get into a chase with another survivor, a dull totem in the basement becomes a Hex, you must do this for every basement hook for this perk to work. While active, you die quicker on hook and get 1 escape attempt, also when getting unhooked everyone in the basement will become Oblivious. Also you suffer blindness while in the basement.
IDEA #2
Ight this ones gonna be short and sweet, let me know what idea you like better.
Hex: Monstrous Shrine - Your fervent care of the Hooks found in the Basement has aroused The Entity's interest. A Hex rooting its power in despair. This Hex Totem will be in the Basement.
The Basement Hooks grant the following bonuses
- 5/10/15 % faster Entity progression
- One escape attempt
- 60/80/100 % slower unhook speed
- The Basement causes the Blindness and Oblivious status effects
"Then you will know that there is no escape. When hanging in the depths, you face the dark one."
TLDR: This idea makes the Hex always active in the basement and while active BT doesn't work since you are Oblivious while in the Basement and Blind. The hooks destroy you faster and you only get 1 attempt at an escape so that (deliverance still works) Also you unhook people at half the speed, 100% slower. Of course its a Hex so you can get rid of this effect.
Comments
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I prefer the first idea, but there's a glaring hole in both.
That is, everyone knows that there is a totem in the basement, and totems don't take long to cleanse. 99% of the time, that will be the first thing that good survivors do at the start of the match, to guard against this perk and potentially NOED, making it arguably even more useless than it currently is.
I think a better way to go is just to make it a normal, non-hex perk, and reduce the buffs it grants somewhat to compensate. The point of Monstrous Shrine is to make the basement an advantageous location to hook survivors, not to make it virtually impossible to escape. Remember that in terms of defensibility, the basement is already quite strong, especially on certain killers. I think buffing it from its current state rather than a complete rework is the best way to fix the perk without making it completely overpowered.
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Yes, buff the most useless perk in the game! Devs please.
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if the hex totem always spawns in the basement. It’s getting cleansed immediately bc that’s super predictable and plus survivors go into the basement a lot just to get that chest. Just make it spawn the hex totem normally and idea 1 would prob be good.
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I really like the first idea as it is creative yet still has uses but I don't think it needs to be a totem. It makes people on the hook Blind, not really useful since everyone can see that person and it doesn't matter if the Survivor doesn't see anyone. It also makes people Oblivious when they unhook which really doesn't mean to much either since it would only give you a surprise if the Killer is coming which you would hear them before you make the save. The only way for the Oblivious to be effective is if the Killer is following scratchies from the Basement during the time of the effect or if the Killer is out of their TR range and somehow makes it back quick enough before everyone leaves the Basement.Basically the strength of the perk isn't good enough to be a totem in my opinion, maybe someone else will feel differently.
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I like the idea of adding Blindness to basement hooks with MS, but the rest I'm not a fan of.
Someone previously said something like "it makes both basements spawn" which I thought was also a good idea.
If they did just these 2 things plus the current effects MS would actually be a solid perk.
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How about a stacking entity progression bonus? Each unhook from the basement when you are more than X meters away causes it to sacrifice faster.
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