Object Of Obsession --> Sole Survivor Rework
AFTER USING NEW OBJECT WITH SOLE SURVIVOR
Now that the new object of obsession is in play, the sole survivor no longer functions well with an object. Whenever you want your aura to be seen to see the killer's sole survivor does not allow for the object's effect to take place. It is merely an idea that can be tossed around, but I think Sole Survivor should be changed to keep up with the object of obsession. As well as that 24 meters of no aura reading per killed teammate makes it a trade-off not worth the bite. With these 2 factors into play, it should mean in the future a change should be made to it.
For example, we will bounce off the idea that allies have to be killed in order for it to function
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This is an idea to throw around, you can essentially transform sole survivor into a sort of Hex: Devour Hope(Please remember to keep in mind these are merely ideas, and they can always be changed into a much greater effect)
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SUGGESTION
*As more of your friends fall to the killer, you become shrouded in isolation and dexterity to make the most of your situation
1 Token: Your aura cannot be read by the killer within a 32-meter range of you
2 Token: Grunts of pain and pools of blood become nullified(100% grunts of pain reduction)
3 Token: You leave no scratch marks or pools of blood
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REASONING
Token 1: 32-meters is not a lot, however, this will be able to mask the effect of add-ons that reveal the survivor within a certain distance to the killer. It serves a much better purpose than having a much larger radius because it becomes more reliable at a fixed distance than one that grows in size over time and can hide you much better at one stack rather than having grown larger and larger and not hiding much of anything else
2 Token: Making no grunts of pain will help you stay hidden within your 32-meter range and make you undetectable through injuries that would otherwise give away your location in that shrouded space.
3 Tokens: Leaving no scratch marks or pools of blood is a big thing to consider, scratch marks and pools of blood serve as ways for the killer to locate survivors. However, at 3 tokens, all of your team has fallen, and you are the last person standing. The idea is that you are the sole survivor, you want to make sure you do not get caught, or else the sacrifices of your team meant nothing. Gameplay-wise, the idea of completely being undetectable through audio(grunts of pain), no scratch marks, or aura reading abilities is huge, because these things offer the killer an alternative method to locate the survivor if they do not directly see them. Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!
Comments
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With a few tweaks to maybe the description of the perk it overall does not sound bad, it will do a much better job at hiding you IF your team starts to perish
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Sounds really good and reasonable, it's basically useless now
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I like this
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So, basically, you get Iron Will plus no blood plus Shadowstep, just for not dying?
That's so brokenly OP, and encourages Survivors to hide and drag out games because now the Killer can't find them with literally any perks or powers.
Gameplay-wise in a 1v1 situation it is a fair matchup because poor Laurie does not stand a chance on her own versus Michael, these stacked effects allow for Laurie to put up a fight as the sole survivor of the team and perhaps reach the hatch or door without being found first!
There's your problem; Survivors are not supposed to have a 'fair chance' in a 1v1 against the Killer! This is NOT a 1v1 game. This is a 1v4 game. This means the '1' Killer has to h ave the power to match '4' Survivors. This also means, when the '1' Survivor is all that remains; The '1' Killer is stronger than them, and surviving is almost impossible.
People need to stop thinking this game is a 1v1 game. It's not. Your perk is insanely broken but you think it's fair because you think 'I'm making the 1v1 even' is a good thing.
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So, what does current Sole Survivor encourage? What does current Sole Survivor provide to that one survivor that hasn't died but others have fallen?
This is overloaded (scratch marks and 100% reduction is a no-go imo) but is a better step than what we have now.
Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"
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Alternatively, they could also drop the whole survivor dying stick and replace it with a buff of sorts that you get when no one is near you within a distance. What buff however I have no clue.
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I think instead of working off of teammates dying, it should work off of teammates being hooked, with more tokens but smaller numbers per token. It working off of hooks would encourage you to be more altruistic, since if survivors get multiple states per one hook, you'd get less tokens.
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Also, this perk is a definition of "1v1 me killer", idk how you didn't get that from "Your teammates dying = you're stronger"
Because the Survivor team is supposed to get WEAKER as people die. They are strong as a 4 and weak as a 1.
So, by that logic, making the ONE as strong as a Killer is making them stronger as it activates. In this case; as teammates die. Thus; they get stronger as teammates die.
So, what does current Sole Survivor encourage?
I never said Sole Survivor was good. I just said this idea is stupidly over-loaded and OP as hell. No grunts of pain, no scratch marks, and no pools of blood, just because they're the final Survivor?
Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.
This perk idea literally negates everything but flat-out seeing the Survivor. No sound, no blood, no scratch marks. Play a Survivor with dark cosmetics and you're basically invisible on some maps.
No single perk should passively negate 3/4 of the Killer's tracking info. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.
This perk would be META the second it hits the game. Free Shadowstep without needing to light a Totem, plus Iron Will, plus no pools of blood (thus countering Bloodhound & a stealthed Wraith)? Ever Survivor would use it and immerse until they find the hatch or he Killer DCs because they can't find the last Survivor.
And again; No perk should turn the game into a 1V1! If every Survivor used it, it would turn the game into 4 Killer-power-level Survivors Vs 1 Killer. Rather than 4 Survivors = 1 Killer Vs 1 Killer.
The whole point of the game is 1 Killer = 4 Survivors. Or, 4 Survivors = 1 Killer. The SECOND you alter that equation; the Survivors will be so brokenly OP, because they are not meant to 1V1. They are meant to be a team. In 1 Survivor Vs 1 Killer; The Killer is supposed to win.
People need to understand that basic concept before they start throwing out ideas.
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Why not make the Survivor invisible next? The Killer has 4 ways to track someone: Grunts of pain/breathing, Blood & seeing them, scratch marks, and auras.
So being healthy is now broken? And as I said, I think scratch marks and a 100% (maybe like 75%) reduction of grunts is just stupid and shouldn't be included.
No single perk should passively negate 3/4 of the Killer's tracking info
. That's insanely broken. If a Survivor wants to play immersed; they need to use MULTIPLE perk slots. Not ONE.With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".
(also, shadow step exists like- It can be destroyed but it literally removes 2/4 killer's info)
And again; No perk should turn the game into a 1V1!
This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)
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This perk doesn't turn it into 1v1! It makes a survivor equal to a healthy survivor (with one more benefit of no aura readings)
With this idea, you truly become immersed... around 2 tokens. Which means 2 survivors have already died. This idea (without scratch marks cause screw that) makes 1v1 a "I'm now a healthy survivor even if i'm injured".
So basically, it negates the Killer's ability to track a wounded Survivor for no reason other than...because? There are other perks that do that, and they're not gift-wrapped in one perk.
What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.
Let's list every Killer countered by the aura blocking:
- Clown has aura reading,
- Artist,
- Hag,
- Doctor,
- Myers,
- Legion,
- Huntress,
- Pig,
- Demogorgon,
- Trickster
- Pinhead
- Nemesis
- Plague
- Wraith
- Oni
That is literally every Killer with some some form of aura reading in their add-ons or power. All countered because 2 Survivors died. Make it 16 Killers because Spirit is countered by the free T2 Iron Will.
This perk is still OP. It's hard countering most forms of tracking in one perk. This is OP. There's a reason Distortion has tokens; it's because having infinite aura-blocking is OP.
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There are other perks that do that, and they're not gift-wrapped in one perk.
Those perks that do those things basically have no other conditions. They just work. Here you're using survivors as a resource. THIS has to acount for something.
All countered because 2 Survivors died
And you're making it seem like 2 survivor dying is not a big deal?
What is the point of this new perk? If you remove the scratch marks part; you're still getting 75% quieter grunts (a T2 Iron Will), which counters Spirit, and negating blood tracking, which hard counters Bloodhound, Wraith, and every indoor map. Then it's blocking aura reading, which counters BBQ, Nurses Calling, I'm All Ears, and a plethora of Killer add-ons.
Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?
Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?
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Imma side track this a little bit, why isn't current Sole Survivor used? Do you think, if the 1st surv dying gave you 32 meters instead of 24 it would be used more often?
It's not used because there are better perks for the META. But that's not an excuse to push broken ideas onto it in an attempt to shove it into said META.
Do you think Iron Will 2 after 2 deaths with added Aura Blockage is better than Iron Will 3 from the start?
I think giving it Iron Will + Aura Blocking is OP. Hands down. look back at the list of Killers being countered by a combo of aura blocking + iron will; 16 Killers. You're supporting ONE perk countering 16 Killer's add-ons or powers.
If you can't see how that's a problem, then there's nothing more to say here.
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If you think there's nothing to say then okay.
Have a good evening then.
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Sole Survivor isn't used much because designing perks around what is basically the failure state of the game is going to be functionally less useful than making perks that actually make a different during any other point in the game. Making perks that not only focus on the failure state, but scale up in usefulness by your teammates dying means optimally, you want to get zero value out of it or you want to get full value out of it meaning you're banking on everyone else dying first.
It's just a weird way to design and generally isn't going to be as useful as say All of Yun-Jin's perks which produce better effects while still playing selfishly.
That said, your idea is trending towards the broken side. No scratchmarks, no blood, no aura reading, and sound vastly reduced which if you will remember is reduced in multiplicative value not additive value means the you're effectively an info void for most killers. Also 32 meters is actually quite big, its something like half of most of the larger maps and all of some of the smallest maps.
Rather than front loading a bad perk with strong effects in an attempt to make it good, why not make a unique effect that makes sense for the context it is being used in. Though like I said, perks like this usually aren't good due to the weird use case so it would be better to suggest a rework that places it in a more useful spot. Also, keep in mind that Sole Survivor got power crept like a mfer by the rework of Left Behind which makes more sense as it does the one thing you actual want in a last man standing scenario which is to locate the hatch as soon as possible.
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SorI wrote this a while ago. After a longass time of playing the game yeah, I've learned a thing or 2 now. Also why did this all of a sudden start getting so many comments, I thought this post was lost ngl.
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Yeah my bad, I was a potatoe back then. I've come to a better understanding now of what and how it should change. Somewhere closer to Yun-Jins side of things, because losing your team really sucks.
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A I think the perk should stray closer to how they did Yun-Jins perks if they still wanna hold that "selfish" style of perk. Who knows though.
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I honestly agree, maybe they should switch it to. For every stage of a hook a survivor reaches, lets say, you gain a token. For each token you gain 12m of no aura reading. Stacking up to 72m, I think this idea would work lovely compared to my old idea. My old idea was all over the place.
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I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this
For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.
You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.
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I don't get why those kind of "selfish" perks (even though this one isn't really what BHVR made) even exists, those are a perk that ######### other teammate and not killers...
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I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this
For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.
You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.
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I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this
For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.
You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.
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"No way! It's op. We don't need more survivor good perks. This game is already survivor sided. Let it be useless." - by any killer main.
"Yes, I love your idea." - by any survivor main
"I'm not sure if your idea is acceptable, but I feel like this perk needs a buff" - by any killer-survivor player.
But yeah, this perk is very useless.
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I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this
For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.
You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.
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Any perk that relies on your friends dying is awful. I still think it would be bad.
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I have thought of a better idea, because at the same time we don't want our teammates dying, but if we wanna stay true to the type of perk it is lets say this
For every stage a survivor reaches, or would reach including DC's of course, you gain a token. For every token you get, up to a maximum of 6(max amount of stages of course), you gain a 12m radius of no aura reading.
You gain value even as the match progresses, without necessarily having your team dying completely. Which honestly would work way better then it is now. Because for one dead teammate, the tide of the match drastically changes.
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Um, well... Some survivors are doing this on purpose. Letting you die on first hook or sandbagging you. So this perk would be perfect for them.
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A perk that encourages sandbagging?? No.
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You don't need a perk to face that kind of players :) They are doing it anyway.
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You got me there.
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