New second chance perk idea: Telekinetic burst
"In the heat of the moment you focus all your psychic abilities in a desperate burst in an attempt to escape your pursuer. While injured you can use the activate ability button to create a pushing force that moves the killer 6 meters back, and you 6 meters forward. Using Telekinetic Burst causes exhaustion effect for 60 seconds, and disables all aura reading abilities for 20 seconds"
The idea behind this perk is extremely situation, but it can still be used for normal chases similar to how Dead hard is used, except you don't gain temporary invulnerability, but instead create up to a 12 meter gap between you and the killer. Used in the best situations you could activate the ability nearby ledges and use it to either propel yourself away from the killer over a gap, or to push the killer off the ledge wasting their time and momentarily breaking the chase (just imagine being in the forge and pushing the killer off the sky bridge while you remain safely secured at the top of all of those stairs).
I guess you could also use it to push a killer backward into a non-dropped pallet where a teammate is ready for the drop, but pulling something like that off would take a high amount of coordination.
I just had one more thought on how this could be useful as I was about to wrap this post up, but what if you used it to save a teammate from being put on a hook for just long enough for them to break out of the killers grasp.
Thoughts and ideas?
Comments
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No9
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Terrible idea.
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@PoppaSquat said:
"In the heat of the moment you focus all your psychic abilities in a desperate burst in an attempt to escape your pursuer. While injured you can use the activate ability button to create a pushing force that moves the killer 6 meters back, and you 6 meters forward. Using Telekinetic Burst causes exhaustion effect for 60 seconds, and disables all aura reading abilities for 20 seconds"The idea behind this perk is extremely situation, but it can still be used for normal chases similar to how Dead hard is used, except you don't gain temporary invulnerability, but instead create up to a 12 meter gap between you and the killer. Used in the best situations you could activate the ability nearby ledges and use it to either propel yourself away from the killer over a gap, or to push the killer off the ledge wasting their time and momentarily breaking the chase (just imagine being in the forge and pushing the killer off the sky bridge while you remain safely secured at the top of all of those stairs).
I guess you could also use it to push a killer backward into a non-dropped pallet where a teammate is ready for the drop, but pulling something like that off would take a high amount of coordination.
I just had one more thought on how this could be useful as I was about to wrap this post up, but what if you used it to save a teammate from being put on a hook for just long enough for them to break out of the killers grasp.Thoughts and ideas?
Quite frankly, this just seems like a perk that would be used to troll or harass the killer. As a solo survivor, I don't want them getting any more aggressive towards survivors than they need to be.
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@CoolAKn fair point, do you think the trolling potential could be remedied by changing its activation conditions to a once a match usage?
They could always add a killer counter perk like Magnetism that pulls the survivor closer to you (could actually be useful counter to stuff like SB and DH).
I still think the idea has merit, but my initial proposal did not account for survivors who would abuse the perk to just stall out games0 -
"Once a match" is a bad way to balance stuff… look at DS.
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@PoppaSquat said:
@CoolAKn fair point, do you think the trolling potential could be remedied by changing its activation conditions to a once a match usage?
They could always add a killer counter perk like Magnetism that pulls the survivor closer to you (could actually be useful counter to stuff like SB and DH).
I still think the idea has merit, but my initial proposal did not account for survivors who would abuse the perk to just stall out gamesI don't know how much I can help, the idea is a bit too similar to Dead Hard and Sprint Burst and almost achieve the same result. I would think an ability like this would need to be physically or mentally exhaustive, as you gave a couple of ideas like causes Exhaustion and disabling aura reading. I'm not sure about once a match, or just have a hefty condition to activate it. I'll probably need to think more on it, but for the time being, I don't know how to make something like this unique and balance around it.
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I like this. Counter arguments talking about trolls using using this need to be aware that all survivors aren’t trolls.0
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You call Noed balanced?
Yea, perfectly valid killer main feedback ^^5 -
Just classic, but after the DS disaster I doubt the devs will ever listen to community ideas
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no, GTFO with you and your bullying 4 man SWF group wishing they had a perk like this.2
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CoolAKn said:
@PoppaSquat said:
@CoolAKn fair point, do you think the trolling potential could be remedied by changing its activation conditions to a once a match usage?
They could always add a killer counter perk like Magnetism that pulls the survivor closer to you (could actually be useful counter to stuff like SB and DH).
I still think the idea has merit, but my initial proposal did not account for survivors who would abuse the perk to just stall out gamesI don't know how much I can help, the idea is a bit too similar to Dead Hard and Sprint Burst and almost achieve the same result. I would think an ability like this would need to be physically or mentally exhaustive, as you gave a couple of ideas like causes Exhaustion and disabling aura reading. I'm not sure about once a match, or just have a hefty condition to activate it. I'll probably need to think more on it, but for the time being, I don't know how to make something like this unique and balance around it.
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That's a camping. kappa
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I feel like it is an interesting idea, but it wouldn't go well with everyone. Some would claim it's bullying and such. It would definitely be overused really fast just like sprint burst.
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Perfect idea
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12 meters, although it might not seem much, is an enormous distance during a chase because the speed at which killers close the distance (in a straight line not counting the lunge) is only 0.6 m/s, so they would take 20 seconds to reach the survivor. Just for comparison, Sprint Burst gives survivors an advantage of 4.2 meters over 3 seconds and the killer can close that distance in 7 seconds for a total of 10 s.
Your suggestion would be a Dead Hard on (a lot of) steroids, simply broken.1 -
@White_Owl said:
12 meters, although it might not seem much, is an enormous distance during a chase because the speed at which killers close the distance (in a straight line not counting the lunge) is only 0.6 m/s, so they would take 20 seconds to reach the survivor. Just for comparison, Sprint Burst gives survivors an advantage of 4.2 meters over 3 seconds and the killer can close that distance in 7 seconds for a total of 10 s.
Your suggestion would be a Dead Hard on (a lot of) steroids, simply broken.A lot of survivor player seem to be really bad at math.
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It's a terrible idea.
The first fallout will be killers all going perma T3 Myers and Billy for 1-hit downs to avoid the perk.
The second fallout will be survivors running No Mither, so they're always injured and able to activate the perk. Self Care, all other healing perks, and first aid kits would be useless. Healing would no longer be part of the game.
After that, killers would only run ambush characters, like the Pig.
Dead Hard works because it gives survivors a temporary escape they can use to gain a few seconds to make 1 pallet, or make it to that 1 window. This idea would effectively restart any chase from the beginning, or better. The only way to make it work and maintain some semblance of balance would be a severe penalty for using it, such as 50% run and action speed. It may be useful in a specific situation, to make the gate or hatch at the last moment, but not double the time of all chases.
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3 things to say
1: Plz no
2. Plz no
3. God no1 -
No, thanks.
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@PoppaSquat said:
"In the heat of the moment you focus all your psychic abilities in a desperate burst in an attempt to escape your pursuer. While injured you can use the activate ability button to create a pushing force that moves the killer 6 meters back, and you 6 meters forward. Using Telekinetic Burst causes exhaustion effect for 60 seconds, and disables all aura reading abilities for 20 seconds"The idea behind this perk is extremely situation, but it can still be used for normal chases similar to how Dead hard is used, except you don't gain temporary invulnerability, but instead create up to a 12 meter gap between you and the killer. Used in the best situations you could activate the ability nearby ledges and use it to either propel yourself away from the killer over a gap, or to push the killer off the ledge wasting their time and momentarily breaking the chase (just imagine being in the forge and pushing the killer off the sky bridge while you remain safely secured at the top of all of those stairs).
I guess you could also use it to push a killer backward into a non-dropped pallet where a teammate is ready for the drop, but pulling something like that off would take a high amount of coordination.
I just had one more thought on how this could be useful as I was about to wrap this post up, but what if you used it to save a teammate from being put on a hook for just long enough for them to break out of the killers grasp.Thoughts and ideas?
yes because even more second chance perks is exactly what survivors need. 17 second chance perks is not enough?
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How did this seem like a good idea to you?0