Idea for a Killer perk: What do you think?
Name: Restriction
Description: "The early bird gets the worm. Survivors cannot use items until one generator has been fully repaired. Survivors can still drop or pick up items. Once the first generator is repaired, Survivors won't be able to use items for the next 60/70/80 seconds. After the timer expires, this perk deactivates. Survivors get a visual notification of this perk as soon as the trial starts."
So I kinda got the inspiration from Corrupt Intervention; something that can help the Killer exclusively in the early game. While survivors can still use perks or just work together to do gens faster, the Killer may also combine this perk with others to apply enough pressure and extend its duration. It's also the same as Franklin's in regards that you'd only equip it if you see survivors bringing a bunch of items to the trial. I play both sides so I tried to think of it as balanced as I could. But what do you all think about "Restriction"?
Idea for a Killer perk: What do you think? 13 votes
Comments
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Seems it's not powerful enough
With corrupt in game this sound kinda useless, but with a few tweaks it can be a great perk.
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Seems balanced
It seems like a perk that would be in the game, but its so underwhelming to the point where nobody would really use it.
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Other
It would never be used. By the time your first chase is done, 1-2 Gens will have popped with or without items. Unless you're playing with absolute potatoes and dominating them before a single gen is finished, just not a good perk.
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Seems it's not powerful enough
Unless you're facing a 4-man SWF with 4 toolboxes all equipped with BNP's and a Shroud of Binding offering, this perk isn't going to help you with much. Especially considering that even with this perk all they have to do is repair one gen on their own, and then once it has finally deactivated use all their BNP's on a generator in mid-to-late game.
Most items aren't used in the early game, especially after the recent toolbox changes that have made them more effective for finishing the last bit of a generator rather than speeding up the process as a whole. Medkits probably won't be used until mid-game when more people are injured and you need to save time. Keys certainly aren't going to be used until the very end when the hatch has spawned.
So I mean, I guess you could prevent people from using maps to find their first generator easier, and people with flashlights who will use those as soon as they can in a chase which is slightly more helpful, but still overall not doing much with this perk.
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