Perk ideas

anonymous456
anonymous456 Member Posts: 22

alright so along with some killer ideas i have already posted me and some others have also came up with some survivor perks to even it out a little. it was much harder to think of but we managed to think of a few, please give honest opinions i would like to know if these are actually useful or not.

  • they have a chance to hit the killer once per game making them slower for a certain time (no stacks, if another survivor has the same perk they either loose that chance for that game or it wont do anything and will have to wait till the time is up) this perk can only be used from after three generators have been done or five.

  • if the survivor cannot hear the killers heartbeat they can travel ( like the nurse ) and takes time to recharge as well as they could have the stun like the nurse maybe?

  • every so often the survivor can lock themselves into a locker, this will lock themselves in so the killer cannot open the locker but to make it not so obvious that the survivor is in that locker the lockers around the area will lock for that certain time too.

  • this perk is similar to the decisive perk as the survivor will be able to hit the skill check ( when being held by the killer ) and if they get the skill check they will be dropped and the killer will transport a certain distance away from them and the more rare the perk the further away they will spawn.

  • the more people the survivor unhooks or heals the faster they can do a generator without any toolboxes ( wont work if they have a toolbox on ) also this is helpful because if they focus on unhooking and healing they wont have much time to do the generators as much so not that much of a disadvantage to the killers but a great advantage for the survivors.

  • the last perk we had thought of is if there could be a perk that allows you to bring in an extra item but no add on's along with the original item and add on's and the more rarer they could add an add on until it is the rarest perk and they could bring in two items with two add on's each. But this perk could be extra
    rare as this is a huge advantage for some people.

Comments

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301

    I don't like the ideas.

    Not only are they awful thematically , but balance wise they are unhealthy mechanics and undefined in numbers.

    THEME
    Good game design is creating systems, ideas and items that have a certain concept behind them relevant to the game you are making. Decisive Strike for example is a typical horror trope where the person escapes the killer's chase. Lockers for example are a famous highschool horror trope and thus we have lockers in the game.

    But what is the horror theme/idea/trope behind Lockers magically closing? What is the horror theme behind killers teleporting away when a survivor escapes their grasp?
    Michael Myers doesn't magically reposition when Laurie Strode outsmarts him for all I know.

    BALANCE
    When it comes to balance, most of the perks seem either completely useless or would be a terrible addition to the game: The perk where you would increase your Gen repairing speed based on having to unhook a survivor is one of those.
    If you think this perk convinces people to go for unhooks where they otherwise wouldn't; guess again.
    The time they spend unhooking isn't a real "cost" as they benefit from unhooking a survivor and would have to do so anyways. It doesn't matter what number you put there as repairspeed, we don't need more perks helping do Generators faster.
    We need tools to slow them down and help lower-survivor count groups ways to complete their objective when multiple people are dead.

  • anonymous456
    anonymous456 Member Posts: 22
    I know I said be honest but you could have thought of a nice thing to say too to go along with that such as ' but good try though' that would have even been better. Just a thought   ;)   :p