Suggestions for Invocation Perks and a Killer like version for buffing basement
Invocation perks are a cool concept and I usually enjoy when a new mechanic or style of perks is introduced into the game (like scourge hooks or teamwork perks) but they either become meta or are so niche that they never get used or other perks do it better. I hope to share some ideas on them from a long time player and see what people think.
I also want to share a version for killers that could provide a benefit to hooking in basement as most of the time, it is not worth the time/effort to hook in basement as a killer when map pressure is difficult.
Survivor Invocation ChangesSimple Fix: Doing one invocation applies all invocation perks like boons.
- Easy band-aid fix that many people have suggested before, nothing new.
- Optional to implement along with other perk changes
When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 60 seconds to complete.
Once per trial, at the start of an Invocation, the following effects apply:
- Reveal the Killer's aura to all survivors for 8/9/10
During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not.
Once the Invocation is completed, the following effects apply:
- Whenever the Killer scares a Crow, their Aura is revealed to all Survivors for 2/2.5/3 seconds.
- You automatically enter the Injured State from any previous Health State
- Whenever the Killer's Aura is revealed by any means, your Aura is revealed to them for the same duration.
TLDR: Changes to Treacherous Crows:
- Added killer aura reveal to all survivors at start of invocation for 10 seconds
- Made aura reveal given from crows map wide and increased duration by 1 second (at max level)
- Removed permanent broken status effect downside to survivor and replaced with aura reveal on survivor who has the invocation perk
- Rational: The broken downside was too strong of a negative for what little the current version of the perk brought. I don't think these perks should have a universal, one size fits all downside for their effects and should be scaled based on the potential benefit that the perk provides.
- Since the killer will have their aura revealed map wide from crows and are notified once an invocation is used against them, this can introduce some counter-play in which a killer intentionally scares a crow to find that invocation user or as a method to assist during chases against them. The killer will also get lots of aura reading on the invocation user if other survivors run perks that reveal their aura (Like Alert and Object of Obsession for example)
When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 60 seconds to complete.
Once per trial, at the start of an Invocation, the following effects apply:
- Survivors gain a 3/4/5% repair speed bonus for 30 seconds
During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not.
Once the Invocation is completed, the following effects apply:
- Permanently reduces the Repair Charges requirement of all Generators in the Trial by 10/11/12 Charges.
- Permanently reduce the number of times a Regression Event can occur on a generator before being blocked by 1/1/2
- You automatically enter the Injured State from any previous Health State, and suffer from the Broken Status Effect for the remainder of the Trial.
TLDR: Changes to Weaving Spiders:
- Added survivor repair speed bonus for other survivors for 30 seconds at start of invocation
- Rational: Helps ensure that even though 1 or more survivors are not doing the main objective (generators), others can slightly benefit from their work in basement without being too strong of a buff.
- Slightly buffed generator charge reduction to max of 12 charges
- Added reduction to total regression events per specific generator from 8 to 6 (at max level)
- Rational: I saw a unique opportunity to add an effect that may influence this entity blocking mechanic they added a while back for 3-gens to come more into play. I didn't want to change the numbers too dramatically and might even need to change it to just a reduction of 1 if it is too strong. Included a link to help explain regression events
- Kept Broken Downside for this perk
- Rational: Changing anything about generators is going to have a significant impact on the overall game and I think the original downside for this perk makes more sense than Treacherous Crows.
When in the Basement near the circle, press the Active Ability button to begin the Invocation, which takes 60 seconds to complete.
During an Invocation, your Aura is revealed to all other Survivors and they can join in, accelerating the process by +100 %, if they too have an Invocation Perk equipped, or by +50 %, if they have not.
Once the Invocation is completed, the following effects apply:
- Permanently reduces the Healing Charges requirement in the Trial by 3/4/5 Charges.
- Permanently increases the altruistic heal rate of all survivors by 10%.
- You automatically enter the Injured State from any previous Health State, and suffer from the Mangled Status Effect for the remainder of the Trial.
TLDR: Healer's Curse:
- As a general idea, I think it is good to have more generic perks that are given out in the bloodweb. This is especially the case if they are unique style perks like Boons or Invocations as to give newer players a chance to become familiar with the mechanics.
- This perk is like a version of Weaving Spiders for healing that makes healing quicker for everyone while still providing a downside for the user.
- The Mangled slow down for heals on the invocation user would stack with other killer perks to ensure that there is a trade off for using this perk.
After hooking any survivor in the Basement, the following effects occur:
- All generators instantly regress by 10% of their total progression
- Gain Undetectable for 15/20/25 seconds
- The Survivor with the least amount of chase time gains the Hindered and Exhaustion Status effect for 15/20/25 seconds
- This perk has no cool down or use limits
Rational: I wanted newer players to have a strong regression perk while still providing a benefit unique to basement hooks. Hopefully, this will do that. This perk can also combo with aura revealing perks to target the survivor who is now exhausted and hindered.
(New Perk - General Perk) Game Master: Spiteful StrikeAfter hooking any survivor in the Basement, the following effects occur:
- The survivor with the least amount of chase time gains a 40/45/50% healing and repair speed penalty while there is a survivor on the basement hook.
- This effect lingers for 10/12/15 seconds after the survivor is rescued.
- If the affected survivor performs the basement rescue, there is no lingering effect.
- This perk has no cool down or use limits
Rational: I wanted to make survivors who are more likely to be in the background supporting with generator builds or healing to be suddenly forced into action with this perk. This can help counter some generator builds and make survivors who normally wouldn't go for the save, help out their team.