Missing Links (Perks That Are Long Overdue)
I think there are a few things this game has been missing for quite awhile now, and based on my most recent month of gameplay, I'd say that these things are worth giving some attention to.
A Fresh Survivor With Perk Ideas (Killer Advantages Included)
Survivor (Unimportant):
Ethan Hudson
Background (In a Briefing):
Growing up with a knack for seeking out the unknown, Ethan was often seen as odd by his peers. Speaking of monsters and creatures in the dark, even long after it was an acceptable topic for his age. Whispering to himself would make up the majority of his conversations with a human being, but was certainly not his only source of interaction. A voice, not of any known origin, would occasionally, and more frequently, pry at his mind. Beckoning him into the darkest of places and encouraging his findings along the way. Though lacking any visible form, it was sure to find him where ever he would go. A fatal habit. Growing up in a nearly unchanging manner, his interests and involvement with this disembodied voice were only strengthening, until the day he found it. A lone oak perched atop a small hill. As the voice calls him closer, promising the answers he has always sought, he crawls beneath the claw-like branches overhead, and falls. As he lays against the cold, hard, and seemingly moving ground, he knows he has met his end. The pale light of a rising moon far above his head barely reaches his eyes through the abyss. Knowing he has no other choice, he calls out to the voice. Begging for its help. Begging for relief. A lonely life that lacks accomplishment, progression, and meaning is all he has ever known. Yet, the voice assures, there is more to come as it consumes him. Just... not here.
Perks (Primary Focus Of This Post):
1. Breach
Ability:
Allows the survivor to vault through an Entity-blocked window 1 time, resulting in the Exhausted status effect for 60/50/40 seconds. Breach will only become available again once the survivor is no longer Exhausted.
Dialogue:
"The show goes on... even when the rules are broken."
2. Number Game
Ability:
Allows survivors to pry the Entity's claws from 1 blocked generator once per game after the survivor with this perk initiates it. While the survivors are repairing the generator they will suffer from the Hindered status effect, which will persist for 20/15/10 seconds after the completion or abandonment of the generator. Abandoning the generator will result in it exploding and regressing 5%.
Dialogue:
"Struggling alone is near fatal... but united? Unparalleled."
3. Devious Deal
Ability:
Survivors with this perk can interact with The Entity at a blocked Exit Gate over 16/13/10 seconds, persuading it to let them, and them alone, pass through. So long as 2 other survivors have been sacrificed.
Dialogue:
"Mercy isn't something simply given away. It comes from already having what one wants."
4. Riveting Soul
Ability:
Grants the survivor 1 additional struggle stage when being re-hooked after already having entered the struggle stage on a previous hook, but with a 50%/40%/30% penalty towards their remaining struggle time.
Dialogue:
"Listen closely. Can you hear its coos? Craving conclusion, yet eagerly awaiting what's next. It needs us."
Additional Notes:
The goal behind this character is to cut out some of the extra work a Killer would need done to them through nerfs and the like, as the perks punish themselves and only the survivor side would need adjusted. Along with this, I believe that these are generalized perks that can be incorporated into nearly any match, with over half of them assisting both ends. For instance:
Breach in a panic will disable the survivor from using something such as Dead Hard (given they are using both perks), and force them to choose which perk would be better for their current situation and inevitably make mistakes along the way. Such as losing Dead Hard, or attempting to vault these blockages only to find they can't.
Number Game would make it so that in the early stages of a match, a survivor with this perk can use it to remove one of the three blockages that are generated with the killer perk Corrupt Intervention. Experienced killers using CI will expect this, and they can head to said generators where they will find one or more survivors wasting time on the prying process of a gen. The abusive aspect here is that there COULD be three survivors with the perk, which would allow them each to work on prying The Entity off a gen with the fourth assisting or seeking another gen. This would give the survivors the upper-hand, but to remain unbiased about this, a killer running CI with Thrilling Tremors would find themselves back in the advantageous zone, given the survivors wasted their single use on unblocking a starting gen.
Devious Deal is the Claudette of perks (meaning cowardly). This perk will allow the survivor who has it to bypass the killer perk Blood Warden, giving them their escape. As the description states ONLY that survivor can escape this way, and ONLY if the killer has already sacrificed (not Mori'ed) two other survivors (the expected number in a lobby). This perk would not affect No Way Out (The Trickster). An easy work around for this with an experienced killer is to simply not kill anybody at the start. Get as many hooks in as you can and when that last gen pops, make your very first final hook. Once the gates are blocked, so long as that survivor is still struggling, Devious Deal will not activate, and who wants to give up when victory is so close? This will help to mitigate the chances of multiple survivors using the perk, and as the description states, it's an interaction perk. Being in the Dying State would make using it impossible, enabling you- The Killer- to begin rapidly downing survivors. Using Noed (No One Escapes Death) is a sure way for this, because survivors WITH the perk will be eager to use it.... when they can't. Now, on the survivor side of things, this can be a great way for you to break free from those randos who have been getting you hooked throughout the entire match. If the Killer DOES use Blood Warden and your teammates have been getting you punished... now it's your time to shine. Get your Survivor points and take a refreshing breath of cowardly victory. You've earned it. This perk is also intended to make Mori even more desirable, as managing to Mori one survivor and sacrifice the second would make Devious Deal void, as only one of those two survivors were ACTUALLY sacrificed.
Riveting Soul is where things get really interesting in my opinion. This is a Perk that the killer will simply know about from the start, especially with more recent updates, as the wheel displaying the remaining hooks needed will have an obvious increase that shows the additional hook each survivor with the perk will need in order to be sacrificed. While this can make the killer side of things a little more busy, it will also make the survivors more eager to get off hooks and unhook one another. Survivors get the advantage of being able to move around more and not feel so punished by that initial hook, especially the team's "runners". My term for those who spend the entire match doing nothing but tormenting the killer with a very lengthy jog through the fog. A.K.A. me. And killers get the advantage of acquiring additional Blood Points that they otherwise could not obtain, as this perk will grant more hooking occasions. An additional advantage to this for the killers is that if someone IS to get off the hook and you know they have the perk, plus you lack self respect, you can always tunnel them and promptly rehook them, removing 30%-50% of whatever time they had remaining from their bar on the spot.
Like I said, I think that these are perks that have been long needed and would bring a fair amount of balance to the game without the need of adding yet another killer (though it is never a bad idea to give us one anyways). I'm open to discussions about any piece of the information above and even adjustment suggestions (but only of the unbiased nature). Let me know what you guys think! And if there are any Devs looking at this, I might as well go ahead and say that I give my full permission for such things to be used. 100%. It's in writing and my lack of copyright laws knowledge tells me that that is the best piece of evidence one can give to discredit a claim they try to make. So there.
Note: I forgot to mention, I am aware that survivors and killers have only ever gotten 3 Perks a piece, but to avoid this character idea from being a set-in-stone concept, I decided to implement a fourth because it gives options and supports discussion over which three would be the best to have put into the game (if that were to ever happen).
Comments
-
These park would never be in the game as it should stay like that
Breach will be a strong perk that will reward the playing for simply having the perk (and I think that with all exhaustion perk, don't like them) this will be broken on maps that have strong Windows like the groaning storehouse
number game absolutely hard counter corrupt intervention, dead man switch and thrilling tremors.but other then that it will be useless so unless they add more perk that block gen then this won't be used as much and so would corrupt since people won't know if the survivors have this perk or not which will hurt the killer meta who h is already small to begin with.
Devious deal is a cheap perk that punish the killer for doing his objective and the killer would need no way out for the perk to have an affect so this is not a great perk or a fair perk.
Reverting soul would be meta as it punish to killer for no reason and the downside will never be good compensation for this perk.So this will be and unfair and a meta perk which will tip the scale to the survivors and make killer unenjoyable.
These perk are straight up not fun for killers nor it make it enjoyable for survivors (excepting for diverting soul but that make playing killer unfun and no one would play killer if that perk were to be in the game), your intention may be to make the game interesting but will make playing killer more annoying unless you completely change the perks to be fun and fair for both sides.
2 -
Tbh, it seems to me that you primarily play Killer and are only looking at the case-by-case basis. Each perk here has an immediate downside preinstalled, where most that are out now do not. The purpose of a perk is to counter other perks, which has happened many times before. These perks are designed around The Entity, which is something I think we need more of on the Survivor's end of the stick. Don't get me wrong though, your defenses aren't a miss, but they are based solely on specific cases. Breach causes exhaustion which is a necessity and makes survivors choose between continuing their chase a little bit longer, or having dead hard or sprint burst functioning. Number Game can only be activated once, so it won't help a survivor who used it early on. Devious Deal is a balancing perk. The Devs have already stated that 2k a game is where it is supposed to be, so this perk simply makes Killers hunting that 4k even more aggressive in the late game, as they're trying to get further than what's expected. It can also cause a survivor to abandon the last survivor, which in turn still grants the Killer 3k. Riveting Soul is one I actually made for the Killers. When I'm Killer I find the hooking process to be quite dull because there just isn't enough hooking going on imo. Especially in matches where players are hooked too quickly. So, this perk comes into play, offering Survivor's more game time and aggressive Killers more points.
0 -
- I play both sides and I've been playing more survivor.
- Some of the downside doesn't do much
- Breach is just an exhaustion perk.
- number game hindered status affect at tier 3 and the regression of 5% aren't good downside for a perk that can counter the perks I mentioned in my original post.
- devious deal downside isn't the problem of the perk but the perk itself is a problem.
- And riverting soul has one of the weakest downside considering it give survivor another health state which take of 18 second of a 1 minute timed (that's 2 minutes and 42 seconds).
3. your reasoning of the perk design might have good intention but are weak
- Having dead hard or spring burst is better then breach (which now that I think about it, it more better then the other exhaustion perk but would be annoying) since with those two you don't need much skill to use them except for maybe 99 spring burst to use on command.
- Even if number game can be used once it can counter perks (hard counter corrupt if more then 3 have it) and too niche of a perk. I don't think this perk would be good at all
- Devious deal is just a weaker version of a key but still have it annoyance. This is unfair for the killer as he is punish for being able to kill to survivors and having blood warden activate. No perk should give a survivor and killer a reward because one or the other is doing well (that does go for noed as well).
- Riverting soul is like mettle of man but instead of a health state, it a hook state which is worst. The reasoning of this perk is bad since what happens if the survivors are winning and all of them have this perk, how would the killer be able to turn the table around. It happens, you may be destroying or getting destroyed and Adding this perk would heavily impact the game as a whole but in a bad way.
I get you want perks that does something new but these perk won't make a positive impact on the game and the community. I would be certain that some and maybe most would agree that these perk won't be healthy for the game.
Your intention may be good and I hope I see more of your suggestion (perk ideas and others).
1 -
All of the perks here are designed to directly counter specific Killer perks, which is bad design. Apologies for the negative reply and no hard feelings.
1 -
Understandable, but isn't that also a good thing? Yes, the perks can counter Killer perks, BUT if the Killer doesn't have said perks then the Survivor simply has a wasted perk slot, which even now, isn't an uncommon thing. And no need to apologize, I'm here for the discussion, that's why I bothered to post it lol
0 -
Hmm... well I am here to discuss this because these are things I think would be interesting to have added, so are there any adjustments you might make to the perks to give them balancing factors? This is all just based on me noticing that the survivors really have no Entity related perks, where as there are many killers who do (and I understand why). It, to me, would just be kind of cool if we had a Survivor who The Entity was fond of, giving them an advantage against Entity related perks, but of course not all. Such as The Entity blocking pallets, the Exit Gate Switch, and the increased speed of struggling on a basement hook, would all remain unaffected. Plus, like I said in the post, Survivors and Killers are only ever given 3 perks, so with that: Is there one in particular you'd scrap over the rest?
0 -
None of the perks are fair in their usage, perks shouldn't trump killer perks 100% or give free second chances for no work
specific bloodwarden counter, no
counter to the only 3 out of 81 killer perks, niche usage, still no
straight increase on the amount of hooks it takes to kill a survivor with the survivor having to do absolutely nothing to gain it, extremely no
vaulting a blocked window just makes strong tiles stronger, and againts killers that have to m1 chase and are always forced to loop 3 times adding a 4th isn't very fun, so just no
Straight out the gate none of these perks are healthy or good designs for the game, even if they are in unmarked territory these are some boundaries that shouldn't be crossed
1 -
Of course, that's why I'm looking for additional opinions. I think these perks could very well be implemented, but if new conditions from outside sources are needed, then I wanna hear them. For instance, why would it not be fair for a single survivor to escape the trial during Blood Warden when it requires that two are already killed? A. The survivor has to bring the perk. B. The Killer has to bring Blood Warden. C. They have to survive while two others die. D. They can't use it to get the last player out of the game. Killer can still get 3k, so how isn't that fair? Along with this, Riveting Soul is one I actually made for Killers, so I'm surprised people have an issue with it. Killing Survivors is extremely easy and sometimes I find it way too easy, so them having an additional chance on the hook while also losing upwards of 50% the remaining struggle timer seemed good to me. What are some prerequisites you think Riveting Soul could have in order to be activated? Perhaps something along the lines of "After being hooked once, accumulate 80/70/60 seconds of chase to activate Riveting Soul"? This will tempt Survivors to engage in a chase, but they have to be able to maintain it properly. The only issue with this idea is that it would make Breach toxic, because survivors would pair them for meta. Any ideas to add?
0 -
All of the perks can be good but they will need to be completely change (this is what I think) so here are the suggested change
Breach:
Your ability to gain info is supernatural.
You can see the aura of killer regardless and the duration and range of any aura reading has been reduce to 75%/50%/25%.
Devious deal:
Your silver tongue even persuade the entity.
Any entity blocks are reduced by 10%/20%/30%.
Changed name: generous offering:
Your are very generous even in dire situations.
Whenever you on the first or second this perk is active.
When a survivor is being sacrifice while this perk is active will be pause for 20/30/40 seconds.
Use the action button to unhook and give the sacrifices survivor a hook state.
The perk will deactivate it you are on the third book stage or use the perk (one time only).
This is all of them. I couldn't think of any changes to number game since it hard thinking of an affect with that name so I'll leave that one out. Tell me what you think. I kept the idea of riveting soul but changed it to not be unfair for the killer but reward the survivor for losing a hook state while gaining pressure. I also try to keep the idea of having a perk that affected the entity is some way which I think I did pretty good on that.
0 -
I like the idea for Breach, however with a complete change to it's design, I'd say yours would make an excellent perk on its own, outside of the Breach I have drafted. I'd say with a complete change that Breach simply isn't a perk you'd want in game, and would therefore be the one you'd vote out, correct? And none of the others are bad either because like I said, the majority of this post is about Survivor perks that are Entity related, so just about anything is valid. I would say that perhaps the times should be reduced to 10/20/30 over the 20/30/40?
0 -
I think 20/30/40 seconds are fine but we can compromise to 15/25/35 seconds.
there might be way to change Breach into something entity related.
so how about this.
Breach:
You're very aware of the entity.
You see the aura of the entity blockers (block of gens, windows, pallets, gate switches and gates)
You can see the aura of survivors and killer within 24 metre of the entity blockers
0 -
Overly niche perks that only counter a specific perk in a specific situation aren't healthy design they are just a design excuse to put minimal effort into a perk to counter a killer perk or waste a perk slot, it isn't fun when it doesn't work because the killer doesn't have the perk its trying to counter, it isn't fun when it doesn't get an oppertunity vs a killer with the perk its trying to counter, and it isn't fun for killer if their perk that has a simple effect that doesn't always work or isn't always used gets countered by something outside of their control
Overly strong perks that make the game much harder for the other side also isn't fun design, if it was a killer perk to make the game harder for killer (kinda like a reverse no mither for survivor) then I would be more ok with it, but as it is a survivor perk that any survivor can use for an extra hook state every match, its just not ok in terms of balance
However this isn't your fault for not knowing or thinking it all the way through, so to be somewhat nice I made revamped versions of each of the perks that somewhat fit within the games boundaries of balance
1. Breach
Allows the survivor to vault through an Entity-blocked window, vaulting through windows this way decreases vaulting speed by 30% and gives the Exhausted status effect for 60/50/40 seconds. Breach does not work when exhausted or on windows blocked by killer perks,
2. Number Game -> repressed alliance rework
After repairing a generator for 80/70/60 seconds you can mark a generator, when the generator isn't being worked on by survivors it is blocked to the killer for a cumulative 30 seconds, survivors can start to repair this blocked generator to pause its effect duration, while this generator is blocked it has a white aura and cannot be kicked by the killer (perks like surge, thrilling tremors, dead mans switch still affect the gen but not perks like ruin, and pop)
3. Devious Deal
When you unhook a survivor in end game collapse both exit gate entrances are blocked for 30 for you and 6/8/10 seconds for the killer all other survivors can pass through the blocked gate entrances
Killer perk, Rusty Hooks
Grants survivors 1 additonal struggle stage on hook, gives 100%/150%/200% additional blood points post trial, whenever you hook a survivor the survivor/s with the least amount of hooks have their aura revealed to you for 5 seconds
0