A new perk idea
As a killer, one of the biggest frustrations / wastes of time in a game is the smartass survivor at the end who teabags by the gate until you hit them one last time. My suggestion for dealing with this is to add a perk - so it's not always active, the killer has to sacrifice something for it - that causes any survivor who enters the dying state within 8 or 16 meters from the gate to be unable to crawl through it.
This would force these teabagging survivors to make a judgement call. They can continue tebagging at the gate and take the chance they'll end up sacrificed, or they can exit like they're supposed to, or they can teabag further in, which at least gives the killer a chance to do something about it.
Thoughts?
Comments
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I like this perk idea.
If I were to put it in gameplay terms:
Karmic Justice-
You bear a sinister hatred for those who are overly ambitious on the brink of escape.
When the exit gates are powered, all Survivors standing in the exit gates suffer from the Exposed status effect, and any Survivor downed in the exit gates are unable to escape the match for 3/5/7 seconds after being downed.
"I took pause to consider my options. Do I stay, and risk my demise at the hands of the beast, or do I leave, and condemn my fellows to a horrible fate?"
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Hell, this might be an even better function for No One Escapes Death, provided they make it no longer function as a Hex perk.
It would be pretty good, and fit the name, if that were the case.
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[Insert Name Here] - On a CD (80s) when you would medium vault, quick vault instead (works from any angle.)
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Better yet: whenever you complete a fast vault and the killer lunges at you, you are immune to his Wi-Fi hit for a brief second.
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A replacement for NOED - perfect. I'm in.
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I love it and my son also thinks it's an amazing perk.
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Thanks! I generally try to think of perks that are both useful in the current meta, and also balanced enough to where they aren't oppressively strong, but allso not... Surge, Hangman's Trick, and Monstrous Shrine.
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