Survivor perk ideas (based on killer action.)

Thadius
Thadius Member Posts: 17
edited January 2019 in Feedback and Suggestions

So the perk would be something that would prime/activate if your working on a generator and the killer breaks another generator, or upon you/other survivor being hooked.

For example, upon being hooked all survivors gain a (percentage) bonus to (either just repair, or can apply to healing, sabotaging, chest searching, etc.) This effect remains for as long as you are hooked and lasts until you are unhooked or sacrificed.

As for the generator breaking, I know we have alert but what if a new perk was primed the same way and if you succeed a difficult skill check you get a minor amount of bonus progression if your not repairing a generator the perk activates the next time you touch one. The problem with this one being the killer won't be so inclined to break generators which is a core mechanic of the game.

Feel free to share your thoughts and expand on this.

Comments

  • fluffybunny
    fluffybunny Member Posts: 2,161

    I dunno if I like that idea. It would only benefit you on the hook and it doesn't even benefit you, but your team. While playing solo, you are often left to go into second stage 'cause no one comes to unhook you. People being able to do stuff faster may encourage them to leave you on the hook. That's just my thought on it, though. Who knows.

  • Lagoni
    Lagoni Member Posts: 180

    @Thadius said:
    For example, upon being hooked all survivors gain a (percentage) bonus to (either just repair, or can apply to healing, sabotaging, chest searching, etc.) This effect remains for as long as you are hooked and lasts until you are unhooked or sacrificed.

    This would not work. It's a sign saying "Don't save me". You would most likely be one-hooked every game you played. It would work wonders for SWF, but I don't think that game-mode needs any help.

    @Thadius said:
    As for the generator breaking, I know we have alert but what if a new perk was primed the same way and if you succeed a difficult skill check you get a minor amount of bonus progression if your not repairing a generator the perk activates the next time you touch one. The problem with this one being the killer won't be so inclined to break generators which is a core mechanic of the game.

    If it were to function as alert, i suppose just a sound indicator or an aura reading of the killer when they break gens would be the answer, but that would probably not be very powerful. As a killer, i don't tend to break too many gens until the late game, as the degen is just laughably slow.
    I don't think introducing more "repair speedup" perks into the game at the moment is a good idea. There are already quite a few options for that, and they stack pretty heavily.

  • Milo
    Milo Member Posts: 7,383

    I dunno if I like that idea. It would only benefit you on the hook and it doesn't even benefit you, but your team. While playing solo, you are often left to go into second stage 'cause no one comes to unhook you. People being able to do stuff faster may encourage them to leave you on the hook. That's just my thought on it, though. Who knows.

    #ProblemsOfUsingKindred
  • Thadius
    Thadius Member Posts: 17

    I don't think introducing more "repair speedup" perks into the game at the moment is a good idea. There are already quite a few options for that, and they stack pretty heavily.

    At this point they already buffed prove thyself so I definitely agree.

    I dunno if I like that idea. It would only benefit you on the hook and it doesn't even benefit you, but your team. While playing solo, you are often left to go into second stage 'cause no one comes to unhook you. People being able to do stuff faster may encourage them to leave you on the hook. That's just my thought on it, though. Who knows.

    While yes, you risk yourself being left on the hook. its better than having an endless altruism circle of hook saving where the game ends in 5 minutes. it also means people are more likely to complete gens and come save you after.

    Just trying to think of survivor perks where there is a benefit to your misfortune such as being caught by the killer or having a generator lose progress, though I suppose the point of the mechanics is solely for the determent of the survivor so perks like these would probably break the game.