Killer option to switch sides midgame
I know, if you want to play survivor just qeue as one.
But I think the idea of a killer, perk or any mechanic that could make a killer switching roles could be interesting to explore.
It's not necessary that all mechanics of survivor and killer swap. It could be only one or a few.
Here are some ideas:
- The intruder
You transform into a survivor that is already on the match. You can "dismantle" generators at a faster speed survivors can repair but it requires you to be alone.
- Pacman ghost
You have 2 stages one that is very powerful and another that is very weak. You swap between them while the game progress. If you are in the powerful stage you chase survivors but if you are in the weak stage, survivors have to chase you in order to avoid some kind of punishment.
- Shaman
You can reposition totems and create new ones if you find the rest of a destroyed totem. Your power depends on the totems that are not destroyed and the distance between them.
Do you want a particular mechanic being swapped too? I would love to be able to swap between chaser and chased.
Comments
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The intruder
You transform into a survivor that is already on the match. You can "dismantle" generators at a faster speed survivors can repair but it requires you to be alone.
Would straight up just be countered with bond and relies heavily on having dumbass survivors.
Pacman ghost
You have 2 stages one that is very powerful and another that is very weak. You swap between them while the game progress. If you are in the powerful stage you chase survivors but if you are in the weak stage, survivors have to chase you in order to avoid some kind of punishment.
Too OP, would stop a minimum of 2 survivors from playing the objective while at the same time you can just transfer mid-chase and kill both of them.
Shaman
You can reposition totems and create new ones if you find the rest of a destroyed totem. Your power depends on the totems that are not destroyed and the distance between them.
Survivors know it's a shaman through loading screen or just seeing him, survivors cleanse heavily.
The Idea is quite nice to be honest but it would require lots of changes to balance it out and would be over all confusing, perhaps too powerful in the low ranks but that goes for a lot of killers.
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Would straight up just be countered with bond and relies heavily on having dumbass survivors.
That's assuming killer aura doesn't count as survivor aura while transformed. There could be counters as all things have but could be interesting and that's the idea, to spice it up a bit the game with a bit of distrust in this altruistic meta. With bond if you are seeing 4 survivors at the start of the game it could be 4 survivors or 3 and the intruder. Also bond has a range so killer can transform outside of it without being noticed.
Too OP, would stop a minimum of 2 survivors from playing the objective while at the same time you can just transfer mid-chase and kill both of them.
The transfer thing I though it as an uncontrolled thing that both killer and survivor teams have to keep in mind while playing.
Survivors know it's a shaman through loading screen or just seeing him, survivors cleanse heavily.
This could be solved by starting with all totems on you as the game starts so you can prevent them an spawn near a totem on survivor side. The idea of this would be to give more importance to totems as a side objectives. Also as I said this could be a perk if it's balanced enough by devs.
All of these ideas are quick thoughts. There are not a balanced thing like I have exposed them. It would be great to add similar ideas to the thread or add some ideas to balance the already exposed ones.
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With bond if you are seeing 4 survivors at the start of the game it could be 4 survivors or 3 and the intruder.
This makes absolutely no sense?
This could be solved by starting with all totems on you as the game starts so you can prevent them an spawn near a totem on survivor side. The idea of this would be to give more importance to totems as a side objectives. Also as I said this could be a perk if it's balanced enough by devs.
Then the killers would just place them all in the basement and run Territorial Imperative, or even worse they could place it in a very center location between a 3-gen and never even get the game to end.
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This makes absolutely no sense?
I would appreciate an explanation, it could be obvious to you but not for me.
I'm assuming you mean that killer being read as survivor aura is that doesn't make sense. My point is that as an intruder you could have the same aura to don't completely break balance. There could be other ways to detect an intruder, like spine chill or premonition but the goal is to don't have a 100% certain way to detect a intruder.
Then the killers would just place them all in the basement and run Territorial Imperative, or even worse they could place it in a very center location between a 3-gen and never even get the game to end.
As I've exposed, being punished by using the totems too close to each other could balance that. Having all totems in the same spot could have a similar effect that having only one totem placed. I think is not a big deal. It all depends on what you encourages by design. With it being distance dependent i think using the totems in completed gens corners would be a more popular decision but i think that one totem would be placed in the basement and would make some use of Territorial Imperative (which is not that good perk but has an interesting synergy with this).
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this sounds like a whole new game lol
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