New survivor perks suck BUT they started something good
With BHVR opening the door for high risk high reward perks like this that require you to sacrifice a large amount of valuable time (in a very risky area) there's so much potential with this.
One I immediately thought of when I read this perk:
Invocation: (insert some cheesy name) obviously the same as the other invocation except this takes 180 seconds (2 gens worth of time solo) and goes down in that time by 20 seconds for each survivor participating (100 seconds) every survivor that completes at least 80% of the ritual gains (whatever the metal of man) effect is on the next hit that would put them into the dying state (this last forever until that happens) upon completion all gens are blocked for 30/25/20 seconds and this perk deactivates for the rest of the trail.
Insanely poweful effect that requires an immense amount of time and risk.
What this also does is allow them to rework killer basement perks into something actually worth running. Such as:
Monstrous Shrine: Everytime a survivor loses a health state in basement gain a token up to 5 tokens upon reaching 5 tokens your next basic attack will put the survivor into the dying state. Strong perk, requires a very specific setup but gives a powerful reward. (This would also hopefully teach people to play around basement instead of going down at shack at 5 gens vs a trapper)
Obviously i'm just spitballing and proper balance and such is needed but massive high risk and massive high reward perks are something this game is missing. BHVRS idea of "high risk high reward" is be injured for 10 seconds and get 50 buffs as a reward.
I play both sides (whenever i do play) and I honestly can't stand survivors 90% of the time I play with or against them yet I would be perfectly fine with the new invocation perk giving all gens 30% completion if the requirement was either longer or had more restrictions.
It's time this game became a strategic game of hide & seek / cat & mouse outsmarting the other side with perk synergy and smart gameplay as opposed to this run in a circle simulator
Comments
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I’m not understanding it. Are you saying this hypothetical perk would block gens for a max of 30 seconds (I guess so a killer can’t kick them, but they can still be passively regressed by certain perks) and basically make the survivors who used this perk exposed?
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Not sure about gen blocking, but the concept is kinda cool and I agree.
I do think the one we have (for all the downsides of taking a ton of time to complete and force one survivor to have No Mither basically) should give all the generators, or a random # of gens depending on how strong this would be, a 5% reduction in repair times kinda like a BNP. But that would need some testing.
Aside that, the idea that survivors can be given another side objective with their perks is nice, but they need to be appealing enough to run otherwise genrush will still be the best choice.
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Basement isn't really that scary anymore, between the anti-camp and basekit BT. Even if you get multiple people down there, you still have to back off enough to let someone just run down and do the saves in most cases
It's actually one of the dumbest things in the game that if you did somehow manage to get all 4 survivors hooked at once, you need to go away, stand in a corner, and let them attempt escapes for free
It's only threating if you are a 1 shot killer or someone like huntress
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Devs just wanted Territorial Imperative to be useful for once.
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Here's to hoping they'll pull a Friday the 13th and let you kill the killer after some 'throwing level' ritual. Like 400 seconds or something.
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Or Trapper and Bubba. I haven’t played in a while but from my understanding, Bubba can proxy camp and just mow everyone down when they’re coming up.
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Yes, Bubba is a 1 shot killer
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It makes the survivors who use this perk get the metal of man effect so they won't go down after the next hit that would put them into the dying state and last until it's used. It sounds strong and that's what it should be something outlandishly op to make up for the immense amount of group time wasted but not something so insanely busted (it only can be used once per trail and disables it for everyone who has it not just the person who started) that it can't be played around. Spending 100 seconds at minimum in basement doing nothing and risking being downed and hooked there is crazy risky and if nobody is on gens and they are regressing then the killer is winning in that situation BUT survivors all get effectively 3 health states for their next chase which is a massive buff.
Crazy stuff like this is what the game needs. I would've had no problem with old circle of healing for example allowing them to self care in basically 5 seconds (not the original one where you could heal before the killers cd) all BHVR had to do was make it a 1 time use and survivors could've kept their OP boon. BHVR's trying so hard to balance the game around the complaints about it not being competitively friendly and that's why every perk comes out so garbage (as seen in this new chapter)
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My prediction that invocation perk are going to be unfun to go against in the future. this invocation perk looks ok, maybe slightly under-tuned. Like I am sure they could bump value to 20% and make it apply brand new part effect where it reduces charges on the gen so gen regression perks are less effective but future versions of this perk could prove to be very powerful.
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Ok that makes more sense. Thanks for clarifying.
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