new mechanic suggestion: "doom"
Global:
The "doom" of every survivor is shown in the HUD, indicated by zero, one, or two small "tally mark" icons (similar to the ones that indicate level on perks) to the upper left of the survivor's icon (on the opposite side from where the "broken" icon appears). This is shown to all survivors and the killer. When a survivor dies, a diagonal slash appears over their doom marks, evocative of the game logo.
(Doom replaces "hook stage" / "summoning phase", and functions exactly the same. It just adds a HUD indicator and a new name, since it can now also be affected by Pyramid Head's cages and some of the new perks and killer power listed below.)
Survivor Perks:
Blood, Sweat, and Tears: If you have less than two doom, and are holding an item with no charges, you can increase your doom by one to immediately restore 80%/100%/120% of the charges of your item.
Denial: Once per match, if you have less than two doom and the killer is carrying another survivor within 10 meters of you, you can press the secondary action button to immediately sabotage all hooks in a X/Y/Z meter radius of yourself and gain one doom. This does not affect basement hooks.
On the Edge: Your repairing, healing, and sabotaging speed is increased by 3/6/9% if your doom is 1, or 5/10/15% if your doom is 2.
Killer Perks:
Scathed: Once per match, if a survivor with less than two doom escapes your grasp (by wiggling free, Decisive Strike, flashlight, etc.) that survivor gains one doom. (Too exploitable. Need to replace with something else. Suggestions welcome!)
The End is Nigh: The regression speed of generators you damage is increased by 2/4/6% for every living survivor with at least one doom.
Fresh Meat: Standing still for 12/10/8 seconds will trigger Killer Instinct on every Healthy survivor with zero doom.
Killer Power:
Something that REDUCES a survivor's doom in exchange for some big benefit for the killer. Maybe can only be used once per survivor to prevent farming. This is the least fleshed-out, and open to feedback from the forum!
Comments
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Small suggestion, but don't use "Entity Claws" to portray this mechanic; these are already used for the Obsession and should stay specific to that.
Instead, why not have small tally marks appear over a survivor's icon (similar to the ones used within the game's own title logo)? Survivors could get a vertical tally for each time they'd been hooked (up to three), and a slash through all their tallies when they are sacrificed or otherwise removed from the Trial.
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Now, some concerns I have with this idea:
-Giving a clear indication of who is close to being removed from a match is likely to incentivize the killer to specifically hunt down these survivors (improving their own odds of victory). I don't think it would hurt for the game to indicate how many hook states a survivor has remaining (and maybe show this to their team to encourage altruism), but giving killer this information seems likely to exacerbate existing frustrations concerning tunneling.
-Would killer gain points for a survivor self-increasing their Doom? Otherwise this could make earning killer emblems (whether for ranking, challenges, or Adept) into a serious problem, as that's 1-4 less hooks they can get in a match depending on how many survivors use these abilities.
-I'm not sold on the concept of increasing your own Doom through perks without being hooked/Caged. Almost no survivors are going to have any interest in hastening their own demise like this unless they are hook-trading to rescue someone else (and even then they'll usually have something like Deliverance, DS, and/or Adrenaline to improve their own post-hook chances). With the perk ideas shown here: giving up a hook state to regain a few seconds of item use isn't worth the trade, and using it to instead auto-sabo nearby hooks would probably feel pretty unfair to the killer.
-On the killer side, they could easily abuse "Scathed" to put a Doom 1 survivor into Doom 2 and be able to sacrifice them that much faster (mostly ignoring DS just like Pyramid Head and Mori's do). It may only be available once per match, but removing one survivor from play is a big penalty to the survivor team. "Fresh Meat" would be an interesting early-game perk, but I fear it could also be abused; just ignore one survivor until you kill everyone else, then stand still to reveal where the last guy is (especially since there is no way to counter/prevent Killer Instinct).
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All that said, I actually do really like the ideas behind "The End is Nigh". I'm a fan of perks that reward a role for doing their objective. I'd go so far as to say that it might even make sense as some form of base-game mechanic to better reward killers for hooking multiple survivors.
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great feedback!
I agree that tally marks would be better, and love your suggestion about them getting slashed out like the logo when the survivor dies.
I think most killers keep track themselves of how many times they've hooked each survivor, and choose to tunnel or spread the love accordingly. This system would make it clearer for beginners, and for the purposes of using doom-related perks. I personally prefer to spread the love, and get sad when I accidentally sacrifice someone earlier than I mean to, and this system would help me do that, but I might be in the minority on that.
I think a killer would NOT gain points for a survivor increasing their own doom, but it would bring the survivor closer to sacrifice, so it would even out. Also worth noting that survivors giving themselves doom would deny the killer hooks for dying light, DH, and other perks that need hooks to power up.
For the survivor perks, I was trying to think of things that would be powerful enough to be worth taking a doom for. I think being able to refill your item wouldn't be interesting for a low rank item, but would be super tempting for a high-rank toolbox or flashlight with high rank add-ons. Sabbing all hooks is definitely OP, but I think taking a doom for it might balance it. I'm certainly open to other suggestions, though. :)
You're definitely right about Scathed being too exploitable. Somehow I wasn't thinking that a killer could let a survivor wiggle free in a dead-end, and then immediately hit them, but that's totally what people would do with it. That wouldn't be good, and should be something else instead.
On Fresh Meat I chose Killer Instinct because it's the least specific indicator, or maybe I just play it wrong and it's actually more specific than I think; I've never playing Legion so I've only seen it as Pyramid Head on PTB.
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Yh pretty cool idea!
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