Survivor Archetypes

Survivor types is an idea I had while thinking about how boring survivor gameplay gets over time, and I thought that it would be fun if you utilize different archetypes when playing survivors.

Now if this were to happen, it would need to be switchable, not survivor exclusive, then everyone would play whoever had the best advantages and that would kill what little variety the game has already.

Writing ideas down was fun and all, but I'd honestly like to hear others.

Here are my ideas;


Weak, but Fast:

You've mastered the art of escaping pursuit, however your many successes have left your body vulnerable to attack and your desperate flails for escape frivolous.

~ All forms off movement (excluding interactions such as vaulting or hopping into a locker) are increased by 30%

~ You have on constant health state; Healthy

~ The sounds you produce (Breathing, Movement, Grunting, Totem moaning) are 50% quieter

~ You constantly suffer from the exposed status effect

~ You have one less hook state (Instant Struggle)

~ Your bleedout timer is significantly reduced, and you can not pick yourself up

~ Deep Wound Timers do not pause when running

~ You can not stun the killer in any way (But will award points)


Strong, but Slow:

You've been beaten, bashed, bruised, and brutalized. So many times in fact, that you've developed techniques to get away to live another day.

~ You have one extra health state

~ The first time you would go down, gain the endurance status effect and keep going

~ You move 20% slower while running

~ You do not gain a speed boost when hit

~ The sounds you produce are 100% louder

~ You leave scratch marks for 9 seconds and they are always more accurate

~ You constantly suffer from the exhausted status effect.


Stealthy, but Incompetent

Your fear is your greatest weapon, hiding from your pursuers has become a way of life. However, your flight over fight choice has left you painfully incompetent when push comes to shove.

~ You make no noise in any form

~ You do not leave blood trails

~ You do not leave scratch marks

~ Your aura can never be seen

~ You do not scream

~ You do not interact with the environment (grass, corn, etc.)

~ You constantly suffer from the exposed status effect

~ You can not repair generators alone

~ Your repair speed is slowed by 500%

~ Great skill check provide no bonuses, and your failed skill checks reduce progress by 10% (of total repair)

~ You do not hear the Hatch's ambient noise, nor can you see it until it is open


Skillful, but Untrustworthy

Your many trials have let you master your techniques and strategies, however your countless betrayals have left you weary of those you are paired with.

~ You repair generators 20% faster

~ You gain 100% more bloodpoints in the objectives category

~ When within 12 meters of other survivors, the following happens;

o You cannot make progress on generators, totems, unlocking, gates, or healing

o You do not earn points

o You are afflicted with the oblivious, broken, blindness, and hindered status effects

~ You heal others 400% slower, but can always heal yourself at 50% speed (Built in self care)

~ You open gates 20% faster

~ You can not see the auras of hooked survivors, and unhooking a survivors does not grant them your perk effects (BT)

~ Unhooking a survivor reveals their aura to the killer for 10 seconds.

~ You do not earn altruism points during the trial, instead you are granted a 3,000 bloodpoint compensation in the category that is unaffected by offerings or perks. (Meaning it can't go up, or potentially down)


I know that they're stupid and gimmicky, but I honestly think they'd be pretty fun, and shake up the pretty bland survivor gameplay.

Of course if they were implemented you'd have the immersed Claudettes, and the toxic players who do nothing but ruin the game for you.

But we already have that, but now they'd be on different scales.

And for stock purists you'd just have the base "normal" setting which is essentially how you already play the game.

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