A solution to a lot of things.
People want survivors to be original. People want killers to be more useful. People want Adrenaline, Balanced Landing, etc removed from the game or at least less used. People want more rewards for prestiging characters. How about we do something to help all of these situations?
Character passives: When you prestige a character, that character gets it's own passive perk that is used automatically when you are that character, without wasting perk slots. These passive abilities are actually one of the most useful perks of each character themselves(in most situations), and those perks are removed from being teachables. Yes, this would sort of be a little BS since you lost your teachables, and that might be the only reason you leveled up Meg or Nea, but for the overall health of the game, wouldn't it be better if, for example, only Nea could use Balanced Landing, and she couldn't use Adrenaline on top of that? So here's how it would work. You get Nea to Prestige 1. She now has the passive ability Balanced Landing(the level 1 version of the perk). You get her to Prestige 2. Now she has the level 2 version of Balanced Landing, and finally at Prestige 3 she has the level 3 version of Balanced Landing as an automatic passive for using Nea. This would ALSO work for killers. Here are my current ideas(and I do have some perks reworked to make them more balanced as well).
Dwight: either Bond or Leader, I'm not sure which, but I'm leaning towards Leader. Same stats on the perks as now.
Meg: either Sprint Burst or Adrenaline. Because Adrenaline is kind of a crutch perk for survivors, I'm really leaning towards it. If not for that I would pick Sprint Burst.
Claudette: Self Care - Unlocks the ability to heal yourself without a Med-Kit at 100% the normal healing speed. After recovering from Injured State to Healthy state, causes the Exhaustion status effect for 240/180/120 seconds. Self-Care cannot be used while Exhausted(Exhaustion happens ANY time you are recovered from injured to healthy, not just if you use Self-Care). Increases the efficiency of Med-Kit self-heal by 10/15/20%(Does not matter if you are Exhausted or not).
Jake: Saboteur - Unlocks the ability to sabotage without a Toolbox at 100 % the normal Sabotage speed. When you break a hook, triggers the Exhaustion status effect for 60/50/40 seconds. You cannot sabotage hooks without a toolbox while Exhausted. Hooks and Bear Traps you sabotage stay broken for an extra 10/20/30 seconds.
Nea: Balanced Landing
Laurie: Decisive Strike - Using whatever is at hand, you stab at your aggressor in an ultimate attempt to escape. After being unhooked or unhooking yourself, Decisive Strike will become active and usable. While Decisive Strike is active, when grabbed by the Killer, succeed a Skill Check to automatically escape the Killer's grasp and stun the Killer for 5 seconds(I made this activate no matter what because most second chance perks will be character specific now, meaning they won't be able to be used with other second chance perks, and if the killer saw a Laurie he'd just slug her to remove the ability completely. It should be balanced).
Ace: Up the Ante - All will be well in the end; you just know it. Your confidence strengthens the feeling of hope for those around you. For each other Survivor still alive, grant a 3/4/5 % bonus to Luck to all remaining Survivors."What can I say? I'm just a very lucky guy... I'm sure some of it will rub off on you." — Ace Visconti(I buffed this because most perks being used for others are really strong, and while I would have used Ace in the Hole, I feel like Up the Ante fits Ace a bit better as a passive, and Ace in the Hole doesn't seem like a perk that should be gotten rid of, and Up the Ante would get more use since it'd be tied directly to Ace).
Bill: We have a problem with this one as Bill is exclusive to PC and unable to be used on PS4, while his perks are available on console, he himself isn't. I would have put Borrowed Time here, but since that would remove Borrowed Time completely from console, I'm not really sure what to do with Bill.
Feng: Lithe
David: Dead Hard
Quentin: Either Vigil or Pharmacy. Pharmacy seems like it'd fit him quite well since he's kind of the type that would be looking for medicine, but at the same time Vigil is a pretty nice group passive. Either or would be fine though.
Tapp: Detective's Hunch. This would make Tapp the one to find totems and chests more easily.
Kate: Either Boil over or Windows of Opportunity. I'm kinda leaning towards Windows of Opportunity.
Adam: Diversion(with perhaps a lower requirement time).
Jeff: Distortion or Breakdown. Thinking Breakdown.
Jane: Poised or Solidarity. I'm thinking Poised but buffed to 12/16/20 seconds. I would do Head On but it's so gimmicky that it'd probably make Jane the least played and Poised doesn't seem like something that would be used too much if it took a perk slot, but might make a really nice passive.
Ash: Mettle of Man - Evil has a way of always finding you. You require 3 hits to be put into dying state the first time. The next time you heal back to full health, your Aura will be revealed to the Killer when you are farther than 12/14/16 metres from the Killer. "Evil has a bullseye on my back the size of Tiger Stadium." — Ash Williams
Trapper: Brutal Strength
Wraith: Blood Hound
Hillbilly: Tinkerer
Nurse: A Nurse's Calling
Shape: Dying Light
Hag: Devour Hope - The false hope of Survivors ignites your hunger. For each survivor rescued from a Hook at least 24 metres away, Devour Hope receives a Token.
2 Tokens: Gain a 3/4/5% Haste Status Effect 10 seconds after hooking a Survivor, for a duration of 10 seconds.
3 Tokens: Survivors suffer from the Exposed Status Effect.
4 Tokens: Grants the ability to kill Survivors by your own hand
"If you do nothing, you have their blood on your hands. If you save them, her hunger grows."
Doctor: Overcharge
Huntress: Huntress Lullaby - Your hunt is an irresistible song of dread which muddles your prey's attention. Survivors receive a 2/4/6 % regression penalty when missing any Skill Check. For each Survivor hooked, Huntress Lullaby grows in power:
1 to 3 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter
4 Tokens: No Skill Check warning.
"That song, it drives me crazy!"
Cannibal: Either Knock Out or Franklin's Demise. Knock Out doesn't seem commonly used, but it might make a good passive.
Nightmare: Either of the 3, I'm thinking Fire Up probably though as the other two seem to be commonly used perks that are pretty important.
Pig: Either Make Your Choice or Surveillance.
Clown: Thinking Pop Goes the Weasel.
Spirit: Spirit Fury or Rancor.
Legion: Discordance or Mad Grit.
Plague: One of the three. Not sure which.
Note that the passives that were Hex perks are no longer hex perks, and have slightly different conditions(For example Devour Hope requires you to hook each individual survivor once to get 4 tokens, rather than any survivor).
This idea would make each Survivor and Killer have an individual ability, giving Survivors more reason to be used individually, it would also give more incentive to prestiging characters, make exhaustion perks less crutch perks, and PERHAPS make Adrenaline less common.
Comments
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I'd rather we let people play the perks and perk combos they want to play.
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Well we can't give survivors anything else on top of what they already have, and even this might possibly be too big a buff overall, or it COULD be a neutral change, since certain crutch perks wouldn't be on EVERYONE and you wouldn't be able to use multiple crutch perks, so this would likely be the only way we could give them something to make them individualized as a game mechanic, and the suggestions I made fit for the character. I also personally think this would allow more options of perks since a lot of the lesser used perks would be more possible to be used due to a David getting Dead Hard basically for free, allowing him an extra perk slot. Currently you see pretty much the same perks every game for Survivors.
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