Goofy perk idea
This is slightly edited based on the feedback I got. Below is the original.
Comments
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People are going to rage quit anyway so I don't see this getting used
Plus it's niche and just gives the killer a 5th sacrifice if there are any gens left, since both of you will be broken and the recovered person having only one hook state. It's a high risk low reward type of perk, that you won't even get to use often. If I were you I'd take away the requirement of the hatch being present and a survivor will just spawn on your location, and make it award some bloodpoints. To balance this I'd make it so that it still will permanently close the hatch, and you can't use it in proximity of an exit switch.
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Tbf, there's numerous reasons people already ragequit in this game, so I don't imagine people who don't already have a salty nature will get any more upset with something as risky as this. I see this as more of a "hey lets get more bloodpoints together" perk for both sides. I do think it's niche, but I like niche perks, we've got tons of em and they can be fun to use for the reason that they don't always work, but when they do, oh baby.
All that said, I agree, it is very high risk, but I think keeping it on the hatch kinda balances it for the killer. Because either the killer finds hatch, and it becomes a stealth match trying to open the exit gate, or you find hatch first, and you can work with another teammate to open the gates without it being too easy. If ya fail, ya tried and the killer gets a bunch more points, cheers for them!
But I disagree on the low reward, if you succeed, you got your teammate more points and helped at least one of ya escape, and if you're really good, both of you! I imagine it'd be like For the People, where you get points just for using it too.
Pair it up with Left Behind, and maybe you'd get a reason to use that perk, haha!
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I like this perk idea, but to balance it out I would do 3 things:
- Hatch will not spawn again, even if there is only one person left.
- Similar to above, exit gates will also be off-limits. The point is for you both to try and finish the remaining gens instead of 1 distracting and 1 getting a free escape. Maybe you could limit the broken status to only the first minute instead of the entire match going forward because of this.
- The person coming back from the dead (assuming they had an item when they died) does not get to bring back said item.
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Well the potential for a high reward is there, but from the killer's point of view, you are now going against two survivors who are one shots and are most likely both on their last hook state who have to open the exit gates, and keep in mind that there still might be gens left so you may have to do that as well!
So I don't really see a reason to use this perk over just escaping through the hatch. But if you're in an SWF this sounds like a really fun perk to bring!
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Indeed the hatch does close permanently as the perk states. No key will save you now.
Hmm, mayhaps, I was thinkin more of a battle for the exit gates deathmatch. I was also thinking it would trigger end game collapse to make it really tense.
And absolutely, if they brought an item, it will certainly still be on the ground where they died, they come back with nothing but 1 hook state and being broken. I imagine being fed to the entity would hurt a lot!
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I am a killer main, where's the fun in makin it too easy. I can already imagine stealthing onto a Survivor interacting with the hatch and grabbing them off of it. ;)
Although they can still certainly choose to leave instead of save their teammate. But maybe have it so it would power the exit gates, just not keep them open. That way there can be some back and forth play. Whether one of them diverts the killer and lets the other get out, which would probably be the safe play, or they tactically devise a way to bait the killer and both manage to escape. Super risky, but could be fun.
Of course, no one loses points in all this though, the killer would certainly get a bonus if he manages to get a 5k.
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powering the exit gates is actually a really good idea actually!
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Sounds like a cool idea, very different from other perks in the game but that's a good thing. It's creative.
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It's a cool idea and it's great that you're thinking of new stuff to be implemented in the game but I think this would be a bit to much personally.
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Not tryna out ya or anything, I'm just curious is all, what makes it a bit too much? Ya always have the option to just escape, the prompt is just an additional action. Also don't ask why I'm so invested in my concept ideas, I'm on hella adderall and I like gettin my creative juices flowin, dbd makes for a good outlet considering how little the devs make changes to their game. I appreciate the feedback nonetheless, I just think it adds some flair to a normally dull search for hatch!
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Yeah honestly I think it's great that you're thinking of new ideas for the game it's what we need right now. I think it's a cool idea personally and it could be used to create something different for the game I just worry that there would be killer players that would feel like they have already put the effort in to get someone out of the match for them just to be brought back, also they may feel like this is putting to much power into the survivors hand. I think it is a wicked idea though if maybe there were another restriction that they could only do it if the hatch appears and opens with 1 or 2 gens left as if all gens were done then this would be a little bit to much in that situation.
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I definitely see what u mean, I was thinking, it's not like you lose points, you still get all the points and chance to pip, if anything, u get a chance for more points. But seeing all the feedback I've gotten, I can see how a lot of people won't see it that way, and would understandably get upset. The only scenario I can see it being unbalanced with the way my idea is, is when the exit gates are really spread out, then escaping would be easy. The only thing I have with having to do gens, is the whole broken effect would make pumping out even one gen, extremely difficult. And the idea isn't to make the game last longer, but to instead encourage a more risk/reward gameplay loop.
The best I can think of is putting the match into endgame collapse as soon as you finish, and having to open the gate, as if the killer found hatch first. Giving a time constraint. But with spread out gates, even that would be tough. So maybe make it so that you open exit gates for twice as long, or something to that effect.
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