Survivor perk ideas

galanonim25
galanonim25 Member Posts: 101
edited November 2021 in Creations

Hello guys, I wanted to share with you yet another few perk ideas that I created. Feel free to share your opinions about it.

Before perks just a short introduction for a survivor wielding those perks. HE would be an Auto mechanic who worked many years in the toxic big industry that had exhausted him both mentally and physically. He quit his job and wanted to change his living environment but our dear entity decided to make use of him before he made any more choices.


Oil extraction:

After repairing full one generator this perk activates. Enter a Locker while empty-handed and press the Ability button to craft a bottle of oil. The bottle of oil can be dropped ( like flashbang ), it is always dropped behind the survivor and when dropped leaves a puddle of oil. The bottle of oil cant be dropped during the chase. This puddle gives everybody that comes to contact with it a hindered status effect ( that gives -10% movements speed ) for 6 seconds. The puddle lasts for 10/15/20 seconds and disappears when the killer steps on it. ( In the case where survivor would run flashbang with this perk and both are activated it would be a problem, so I'm thinking that the perk most to the left should be activated first ). Note: the puddle of oil would be big enough to cover an entrance to a door but it shouldn't cover for example a corridor from wall to wall, it should give the killer ability to avoid it in many cases. Edit: ( Bottle of oil cant be dropped during chase because I think it would be too easy for the survivor to slow the killer, and thus this perk could be easily abused. So I was thinking that the survivors should plan ahead use of this item. I'm thinking about increasing puddle time to 25 seconds but the reason why I'm not sure of this decision is the idea that it would last too long).


Experienced Mechanic:

Each time you hit a great skill check during generator repair you gain 1 token up to a maximum of 9 tokens. 

When you accumulate 3 tokens you gain the ability to reduce the noise of opening the gates by 50/75%/100%

When you accumulate 6 totems the killer won't see the lights of the gates when he is further than 24 meters.

When you accumulate 9 tokens the killer won't see the lights of the gates when he is further than 16 meters.

<Note: the killer won't see the lights if Experienced Mechanic user were opening the gate for at least 4 seconds>

Edit: In this case, I'm also thinking about decreasing the meters to 20 and 12 but there are two reasons why I'm struggling with this decision. First I want to force the killer to appear closer to the gates in the end game, but at the same time, I don't want to force him to approach the gate too close. I was thinking of it as a now-way-out version for survivors and by that, I mean that it would be great at the 1 v 1 scenarios. The second reason is 20/12 meters option would be better for survivors since certain gates, for example, LÉRY'S MEMORIAL INSTITUTE or Gideon Meat Plant couldn't be seen from a far distance anyway.


Bearing the Unbearable:

Once per trial you are able to negate, Blindness, Haemorrhage, and the Mangle status effect, after negating at least one of those negative effects this perk activates. Once the perk is active you are immune to Blindness, Haemorrhage, and the Mangle status effect for 70/80/90 seconds. 

Post edited by galanonim25 on

Comments

  • galanonim25
    galanonim25 Member Posts: 101

    About Bearing the Unbearable, I think that I should increase the timer of being immune to 120 seconds like I initially wanted.