Survivor perk ideas for a solo q-er
I had a lot of fun making these, I tried to keep a certain theme in mind, like how all of David's perks revolve around being hit, or all of Claudette's perks centre around healing. I went with what a solo q player might really consider running, as I've had the unfortunate experience of having nobody else to play with for a year now. With that being said, here are the perks:
-Fast Learner-
You can pick up on things most others cannot when under great stress.
When working on a generator alone, your repair speed is increased by 5/7.5/10% after working on the same generator for 30 seconds. This effect only applies to one generator at a time
-Nothing to Lose-
While you tend to distance yourself, you know the most important tool for survival is teamwork.
When taking a protection hit for another player, they gain the Haste status effect for 3/4/5 seconds and leave no scratch marks.
You do not scream when taking protection hits and your moans of pain are lessened by 50% when taking protection hits
-Leave it to me-
Sometimes it feels like the work is left to you alone
When you complete the final generator or are in a chase when the final generator is completed, you gain the Haste Status effect for 30/60/90 seconds. If you are injured when Leave it to me activates, you gain the endurance status effect until you are fully healed or put into the dying state. Leave it to me does not activate if you are not in a chase, did not complete the final generator or are on a hook
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I'm not the best with character backstory, but that's why I'm posting this here, I'd love to have a community created survivor that could one day even end up being comlnsidered for the game, who knows! Even though I do realise that's wishful thinking. But let loose guys, write down whatever you think this survivor would act like, what their backstory would be, and how they ended up wandering into the fog. Boy, girl, even enby, I'd really love to see all! Have fun guys
Comments
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Fast learner is abusable by swf teams. The best gen rush teams all work on gens solo so this perk would be a massive buff to gen rushers.
Nothing to lose is unfortunately not that great mate.
Leave it to me is also quite broken. It's a stronger adrenaline that also avoids NOED hits.
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The first perk ( Fast Learner ) is way too strong and would definitely be used by survive with friends as they can all communicate and separate.
For the second and third perk we don’t know the percentage of the haste status effect, although Leave it to me seems like a combination of Hope and Adrenaline, so personally I’m against this perk too.
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First perk
Way too strong. Prove Thyself/Resilience/Streetwise/ the new perk where your item comes back/ best toolbox
So big no on that one. Maybe an increased chance for skill checks so you have to earn the 1% bonus but even that... dont underrate Resilience.
Second perk:
Good killer wont lose you bc of missing scratchmarks. I always look down for the blood. Scratchmarks are more likely an indicator and if you already have a chase you dont nessecary need them. So if you try to hide the protected survivor then you have to work with sounds and blood. ... and a big cooldown.
Third perk:
Imagine being deep wounded, getting healed by adrenaline, running at 164% ms bc of this perk and hope while also being enduranced and 114% fast for at least 90 secs.
Big no on that one too. We already have Hope as a perk and Adrenaline for an extra heal state and speedboost.
Conclusion? 2 of these perks are already in the game just a lil bit different. Maybe change them a bit
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Honestly going into this, I had those thoughts too. Thanks for being respectable in the criticism though :). Taking them into consideration, Leave it to me would only activate if it is the only haste perk in the load out, so even if you have something like breakout from Yui, it wouldn't activate. The percentage I think should be around a Hope level. But then, why take it over Hope? What do you think about adding a charge metre to it, say if you fully complete two generators, so from start to finish, you would get an endurance effect. My main idea with this was it rewards the survivor for seeking out the objective.
Fast learner does seem very broken in hindsight too, I'll give you that. So instead, how about it let's you vault windows one extra time, and when you stun a killer with a pallet drop only, you increase the stun effect by 1/1.25/1.5 seconds. And it would be countered by enduring too, making the overall stun time less.
The Haste status effect for Nothing to lose is 5%, which if I'm correct is Hope in Tier 1. I imagined pairly this with WGLF for extra bp and making protection hits more viable in play, to keep the team alive.
Fell free to make your own changes too, because I'm by no means a game dev and have one hundred percent missed a very obvious fix
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