http://dbd.game/killswitch
An Experimental Thought about Invocations and Some reworks to better Intigrate them
I think we'd all like the Invocations we have right now to be better, and there already an asortment of ideas on how to do so, but what if we can integrate them much more completely into the whole of the Perk list/game. I'll go more in detail about how Im going about that with both Killer and Survivor, but this thought experiment will be structured on a very crucial apsect
- An Invocation Perk will always make the chosen Survivor permenantly broken for the rest of the Trial.
While we can definetly work with a system like "A Invocation perk will make you broken for so and so seconds", but I think keeping it like it is will help create a clearer standard for design.
We'll start with something odd, Killer Offerings
Chalk Pouch [Increased in Rarity Common > Rare]
- Decrease the time needed to complete any Invocation by 10 seconds
- Stackable
Cream Chalk Pouch [Retired, and All Blood Points refunded]
Ivory Chalk Pouch [Increased in [Rare > Very Rare]
- Decrease the time needed to complete any Invocation by 25 seconds
- This does not stack with any other offering to decrease the time needed for an Invocation.
Offering as a whole will make it pretty clear which types of perks will be present in the trial, Oaks > Sabo Builds; Salts > Unhook Builds; and Map Offerings > Balanced Landing. Making an offering directly buff a playstyle that may not always be present … could be a step too far, but It can be a valuable part of comunication between players that want to run Invcations and not have them completley step on each others toes. In addition, most redesigns to Invocation: Weaving Spiders are under the assumtion that the 60 seconds they spent on completing the Invocation must equal to roughly 60 seconds of Gen Progress.
You can think of the rework offering like this: Bring tons of Invocation Offerings and have the Killer prepare for and defend the basement, or bring none and take 60 seconds to do an Invocation that the Killer is probably unaware of.
Now then, onto to Killer Perks, reworks and a custom one
Rancor
Once the Exit Gates are powered, the following effects apply:
- The aura of the Obsession is revealed to you for 20 seconds
- You are granted the ability to kill the Obsession by your own hand.
- The Obsession suffers from a permanent Exposed Status Effect.
While a Survivor is participating in an Invocation, they see your aura, and when any Invocation is complete, Rancor is disabled for the rest of the Trial.
You can only be obsessed with one Survivor at a time
Thanatophobia
If there are 2 or more Injured, dying, or hooked Survivors, Thanatophobia activates.
- Survivors have a 10/12/15% Action speed penalty to Repairing, Sabotaging, and Cleansing.
- Increase the action speed penalty by a further 10% if there are 4 Survivors who are either Injured, dying, or hooked at the same time.
While a Survivor is participating in an Invocation, they see your aura, and when any Invocation is complete, Thanatophobia is disabled for the rest of the Trial.
Call of Brine
At the start of the Trial, Call of Brine starts with 7/6/5 tokens.
When a Generator starts being repaired for the first time, lose 1 token and receive a Loud Noise notification.
- When Call of Brine has 0 Tokens, All Generators explode and begin Regressing. Survivors repairing a Generator will scream. Generators immediately lose 25/30/35% of their progress.
While a Survivor is participating in an Invocation, they see your aura, and when any Invocation is complete, Call of Brine is disabled for the rest of the Trial
Part of the Whole [New]
When a Survivor would take a Protection hit, they and all other Survivors suffer from the Exposed status effect for 30/35/40 seconds
- When a Survivor is in the Injured state and suffers from the Exposed status effect, they additionally suffer from a 5% Hindered status effect.
While a Survivor is participating in an Invocation, they see your aura, and when any Invocation is complete, Part of the Whole is disabled for the rest of the Trial
So … this sounds like a nerf, but I belive in practice, it wouldn't. The main thing is that these perks if taken at their base effect, would be better than the average perk. Survivors can't be expected to bring a dedicated Invocation player, but any amount of weaker (or obsenly strong) Killer perks now have a way of being better balanced. In addition, the Killer should't really be forced to defend the basement at all cost, because regardless of the negative effects to the Killer, their still getting one perma injured Survivor. A perk like Thanataphobia would recieve this specific rework because if not, the Killer would recieve even more of an uneeded advantage of the Survivors. Defending against the Invocation is a choice between keeping decently strong killer perk or a Survior who has chosen and prepared to be functionally exposed
So, Surivor Perks. This will not include a rework to Weaving Spiders or Trecherous crows, as I doubt it's hard to imagine the kind of numbers needed to make them worthwhile. And while it probably will be ignored, Invocations have a certain kind of naming convention, the two perks that have been reworked have alternate names.
Invocation: This is not Happening* (Gnawing Rats)
When in the basement near the circle, press the Ability Button 1 to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join an ongoing interaction.
Once the Invocation is completed:
You become Injured and gain the Broken status effect for the rest of the trial
- Increase the Success zone of Great Skill Checks while Healing or Repairing by 10/20/30% for all Survivors
- This is increased by a further 30% while the Survivor is in the Injured state.
Completing the Invocation disables that perk for all Survivors.
*For the sake of balance, This should be the weakest Invocation as it is basically a Blood Point perk (A team wide Blood Point perk!)
Invocation: Up the Ante (Lucky Rabbits)
When in the basement near the circle, press the Ability Button 1 to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join an ongoing interaction.
Once the Invocation is completed:
You become Injured and gain the Broken status effect for the rest of the trial
- Increase the odds of every Survivor succeeding a Self-Unhook attempt by 20/30/40%.
Completing the Invocation disables that perk for all Survivors.
Invocation: Hellish Cats [New]
When in the basement near the circle, press the Ability Button 1 to begin the Invocation.
Invocations take 60 seconds. Other Survivors will see your aura during this and can join an ongoing interaction.
Once the Invocation is completed:
You become Injured and gain the Broken status effect for the rest of the trial
- Every hook in the Trial that can be Sabotaged breaks, which then takes 80/100/120 seconds to respawn.
- When any Survivor is Picked up, all other survivors gain a 15% haste for 10 seconds
Completing the Invocation disables that perk for all Survivors.
Possible Bonus Survivor Perk Changes
- Potential Energy: Gain 15 tokens when any Invocation is complete
- Lucky Break: When any Invocation is complete, Lucky Break recharges up to its maximum duration.
- Exaltation: When any Invocation is complete or when you Stun the Killer, upgrade the Rarity of your Held Item to the next tier.
So while there's not a whole lot to explain with the Survivor perk changes, you can definently take strategies that are mostly exluded to SFW (Such as a Luck or Sabotoge), and make it more accesible and exciting/riskier.
I'd would love to hear peoples thoughts or even possible suggestions to make this weird, experimental thought become far more fleshed out.