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What do you think about these 3 custom survivor perks?

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Chocolate_Cosmos
Chocolate_Cosmos Member Posts: 5,322
edited April 25 in Feedback and Suggestions

Sunrise
At the start of the trial, the Killer will suffer from the Blindness Status Effect for 40/50/60 seconds.
For each Survivor that also has equiped Sunrise will this effect last 20 seconds longer.

Emergency Call
When the same Survivor is hooked twice in row and no other Survivor was hooked since within 80 seconds, Emergency Call activates.
When you unhook a Survivor that is in one hook stage away from death, they will be fully healed and gain +50% Movement Speed boost for 10/12/14 seconds.
Emergency Call can be used only once per trial. Emergency Call deactivates once Exit Gates are powered.

Reuse
Whenever you complete a Generator, you will gain 1 token.
You start the trial with 1 token.
When standing still for 5 seconds on a pallet spot that has been allready destroyed by the killer, pressing the special ability button will consume 1 token and will rebuild the pallet in 10 seconds. Same pallet can be rebuild only once per trial.
If you are interupted or pause the rebuild process by any means, the token will be lost as well as the progress of rebuild.

Weak/broken/mid/boring/fun/etc.?

Post edited by EQWashu on

Comments

  • Raconteurminator
    Raconteurminator Member Posts: 608
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    Sunrise negates the existence of Lethal Pursuer and is basically a slightly less effective Distortion but for the whole team. If it became meta, that's potentially 2m 20s of aura blocking. That would kill aura perks entirely and lead to Killers just bringing more slowdown, which I'm guessing no-one wants.

    Emergency Call is potentially fine.

    Reuse sounds nightmarish. Those tokens would be spent on nothing but god pallets. Would probably become meta alongside whatever map offering would make best use of it.

  • Aven_Fallen
    Aven_Fallen Member Posts: 15,331
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    Sunrise —> IMO too weak. It is worse than Distortion, even if it benefits the whole team. And realistically it will probably only work against Lethal Pursuer. Also, it is slightly bad design since it benefits SWF more than SoloQ (you can coordinate in SWF which Perks to bring so they will have the option to realistically have 2 minutes of Blindness for the Killer every game while you would not have that in SoloQ)

    Emergency Call —> This sounds fine, even tho really situational. Also deactivates in Endgame, which is something I highly dislike, especially with a Perk which is purely altruistic AND situational as well.

    Reuse —> Way too powerful. A core part of Killer gameplay is to create Deadzones. With that you will remove that, even if you put reasonable restrictions on the Perk. I mean, it would be ok on some Maps (Haddonfield, lel, nobody cares if Pallets are there or not), but on most maps it would be way too strong.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,408
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    Emergency Call is neat.

    Reuse is too strong.

  • n000b51
    n000b51 Member Posts: 329
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    If this 'Reuse' with the pallets is very strong, it's just sad we don't have a bit more breakable walls because this perk with a breakable wall should be fine.