I made a new perk for Killers - check it and tell me what you think about it
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Hex : Fast Approach: Your connection with Entity is getting stronger without an interruption. It's starting to give you different ways to hunt your victims.
You start the game with 3 passive stacks.
After hooking a survivor, one of your passive stack transforms to a active stack.
After hooking another survivor, you can use Fast Approaching by pressing (?) button to bring the survivor to another hook stage.
If the survivor is in the "First - attempt to escape" Phase, the perk will immediately summon the Entity on hook.
If the survivor is in the "Second - fighting with the Entity" Phase, the perk will give the Entity a amazing amount of power, making the survivor sacrifice immediately.
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Okay, so I know it's a VERY VERY powerful effect, so I decided to nerf it with these thingies:
- You can't use the perk if the survivor already suffered from it.
- This perk will have 340/320/300 seconds cooldown. 180 160 140
Pick the true vote that fits you below! Also, don't forget to write any other ideas.
Edit: THE COMMUNITYS' IDEAS:
Made it a hex totem so it can be destroyable.
Edit v2:
If the killer uses it for a sacrifice, he/she will no longer be able to use it for a sacrifice.
Added 40 seconds to cooldown.
Edit v3:
If the Killer uses it for a sacrifice, +10 second extra cooldown will be added to normal cooldown.
Edit v4:
Cooldown is increased to 340/320/300 from 180/160/140.
Also extra additional cooldown +15 extra to +10 if the killer uses it for a sacrifice.
THIS POLL ISN'T ANONYMOUS BTW - OTHERS WILL SEE WHAT YOU VOTED FOR.
I made a new perk for Killers - check it and tell me what you think about it 27 votes
Comments
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It's too strong! %100 nerf needed!( Too Strong )
No. You can potentially skip 4 hook stages, that's stright up broken. When DS first came out it denied the killer from a hook stage, and it was the most unbalanced thing the game has ever seen (maybe other than bugged Wake Up!).
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It's too strong! %100 nerf needed!( Too Strong )
The last thing we need is something to encourage toxic killer game play. Not only is this a buff for tunneling killers, but it also forces survivors to stay away from hooked victims in fear of being rushed into Struggle Phase on first down. The cooldown is also irrelevant as you are not likely to hook 2 survivors in 100 seconds time at higher rankings. If this were to exist it would need similar functionality to DS, which is a one time use and then disabled.
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Liked it. Seems pretty fair.
Probably right. Hmmm....
How about also doing that a hex?
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It's too strong! %100 nerf needed!( Too Strong )
I just don't seeing the ability to skip multiple hook phases as balanced in any way, shape, or form, So it would need to stay as one time use. Sure, being a Hex Perk would be more balanced than a persistent perk, but then it will warrant the same reaction as Ruin once it's discovered, all remaining survivors hop onto Hex Hunting.
Also I don't recall your OP having any text about it being a Hex previously, so you should utilize the "Edit: (Content)" on your posts so it doesn't make people sound crazy in response because your OP no longer has the information they based their response off of.
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Liked it. Seems pretty fair.
Check it.
Added an additional 40 seconds to cooldown. Also, as you said, the killer no longer will be able to sacrifice multiple survivors by using it. Just one match.
Oh also, now I'm adding +10 seconds cooldown if the killer uses it for sacrifice.
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Useless. / Didn't like it.
Its certainly meta defining. I'm not a big fan of being able to skip an entire hook stage "Because Perk" Y'know? I still like the creativity of it and am glad you listened to feedback.
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It's too strong! %100 nerf needed!( Too Strong )
Much MUCH better. Honestly I am still against it as it just seems really REALLY brutal, BUT I will say that it at least sounds manageable now. Maybe limit it to scaling like Stake Out in terms of tokens for use? Stake out R1 only allows 2 tokens to be stored, R2 allows for 3, and R3 has 4. So maybe R1 has 1 token, R2 has 2, etc. for a maximum of 3 hook stage skips? I thought you had said it before, but in case you didn't and I just thought it, maybe make it so it can only be used ONCE PER SURVIVOR?
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Liked it. Seems pretty fair.
Ah, once per survivor and 4 stacks... huh. Fixing it...
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Liked it. Seems pretty fair.
I also can't say this one it's a lie. Well, someone likes, someone not. Can't say anything to it.
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It's too strong! %100 nerf needed!( Too Strong )
While the idea brings some nice creativity, this perk would be way too broken. Just think of what a camper would do with such a perk. You get to camp someone who you just hooked, maybe because of an instadown, while other survivors get close to try and unhook him. They waste their time, the hooked guy will surely die and not have any fun, and then onto the next prey. Think about how this would completely destroy solos and turn the game into SWF ONLY. Though, with all the ideas that other people implemented, I could potentially see it becoming a thing, with the +10 cooldown if used for a sacrifice becoming a +15 per use, no matter the hook stage, and survivors not dropping in hook health if the killer is near a certain radius. But that would be a needed game change, not related to the perk in itself.
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Liked it. Seems pretty fair.
Dude we just made it balanced like these 3 peep said. I think it's not strong anymore? It's a hex, sacrifice only 1 person per match, additional long cooldowns etc etc....
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It's too strong! %100 nerf needed!( Too Strong )
I feel like the idea itself is a problem tbh, I agree that it being a hex, sacrificing only one person and the huge cooldown makes it more or less balanced but I feel like the idea itself is the problem. Rushing the hook states isn't healthy for the game in my opinion, the game already has lots of problems as it is regarding its health (toxicity, gen rush, a few broken add-ons, bad matchmaking, etc) and this would be the cherry on top.
I do applaud your creativity though because it seems like a pretty original idea. I just don't see it properly working without killers finding a way to abuse it and survivors DCing the very moment they realize the perk is being ran (specially if they're in a map where totems can be very tricky to find, like Lery's or Hawkins). Tbh I can't deny I myself would be prone to quitting because if I'm gonna get killed on my second hook no matter what, I might as well end things even quicker and go straight to the next match.
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It's too strong! %100 nerf needed!( Too Strong )
This is just a mori but without the BP cost and animation
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It's too strong! %100 nerf needed!( Too Strong )
Whatever allows for a skip, and isn't even a one time use perk, is always going to be too strong. Look at how everybody uses DS. If this perk is ever to become a thing, EVERYONE will use it. The never ending gen rush issue would be turned the other way around. So, as I said, creativity is nice but no.
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It's too strong! %100 nerf needed!( Too Strong )
That is ridiculously unbalanced, the notion that a mere 3 minute cooldown is enough to make this balanced is completely outlandish.
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Liked it. Seems pretty fair.
So, I'm just gonna do it a VERY VERY VERY VERY VERY AND VERY long cooldown.
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Liked it. Seems pretty fair.
Yup, better now.
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It's too strong! %100 nerf needed!( Too Strong )
So basically, with Pyramid Head you'll be able to instamori survivors off-hook without even bringing an Ebony Mori offering.
Sounds pretty broken to me.
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Liked it. Seems pretty fair.
I've just nerfed it. Reload the page, dude. I increased the cooldown.
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A little strong. A little nerf, please.( Little strong )
If it was a hex it would make more sense.
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It's too strong! %100 nerf needed!( Too Strong )
Um. You can still do what I said, simpy wait a bit. Cooldown doesn't downgrade the fact that the effect itself is broken.
Even if it has some crazy cooldown, like 666 seconds or even if you can use it only once. You still get a free instakill and survivors can't do much about it. With Corrupt Intervention it's the best reason to DC, because what's the point? Against at least average killer, 3 survivors will never finish 5 gens. And it's bad for killer side too, because you'll get less bloodpoints that way.
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It's too strong! %100 nerf needed!( Too Strong )
Honestly, the point I was trying to make was that any cooldown is simply not enough to balance this idea. You'd definitely have to go the route of Dying Light to balance that perk, where not everybody is affected by something.
In this case, this perk would probably be a one time use perk on only one person. Whoever was affected by it would become the obsession. After they are affected by it they would receive buffs to healing speed and repair speed or something like that to compensate for being hit with such a devastating blow (loss of an entire hook state).
Even then,
it's not the greatest idea. But it's the only way I could see it being even remotely possible / balanced / working
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