The Void - Core Map Teleport Element
Rickety old plank wall sections, bent inwards to create a doorway that leads into an ominous darkness (where the teleport point is, it isn't visible, just blackness), with whispers emanating from it
Placed at the edges of the map and in the corners of The Basement.
Survivors and Killer can both use them, however Survivors will trigger Killer instinct on themselves when they use them, and Killer will drop any carried Survivor if carrying one when used.
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This Featured could be implemented with the Glyph Mechanic as well. For Example : 4-Glyphs Spawn in the Basement once discovered and Activated.
Once Collected ,the Glyphs can be Linked at Killer Belongings within 32-Meters. This includes near Standing-Totems,Unopened Chests,and Non-Occupied/Destroyed Hooks.
Two Linked Glyphs can be Teleported between 45-Meters of Another.
Survivors can Enter the Basement and perform cleanse prayer Action at a Basement Hook as well. Once Each Current Survivor Performs this Action the Glyphs are Deactivated , and the Killer will have to reactivate them again.
Other Direction with Glyph Interactions can Include: The Killer can collect enough glyphs which will Affect their Character Stats.Similar to an RPG Stat System where Categories affect Stat-Interactions based on the Character. The Clown as Example, Strength:Strong resulting in Quicker Generator,Pallet,Breakable-Wall Breaking ; Lunge Reach :Low ; Dexterity: High Resulting in Quicker Vaulting and Lunge Attack Speed; Pallet Stun Resilience: Neutral ; Attack Recovery : Neutral , Etc.
The Oni having Higher Stun Resistance , lower Miss Attack Cooldown ,and the Ability to hit Multiple Survivors within Lunge Range to simulate more finesse with Attacks.
This shifts the Power in Between Categories making them stronger in Certain Areas but weaker in others and giving variety to Character Stats optionally. Survivors may Interact with a Glyph in a similar manner.
Alternatively , the Killer may spend all Glyphs collected to Relocate the Basement to Main Building or Killer Shack if Available.
Post edited by Whomst on1 -
Hmm. Ignoring aesthetics for a moment, mechanically this is just adding more of the same with regards to the invested effort:
- Searching for Glyphs - Killer is already searching for Survivors, searching for glyphs on top of that is kind of redundant even if the payout is the ability to allow different methods of approach.
- Cleansing Glyphs - Survivors are already dealing with "cleansing" generators to facilitate escape.
Having these be static and already available waypoints would add in a new method of interacting with the game:
- Leaving chase as Killer - To cut off the Survivor by cutting them off from another direction
- Running into a Deadzone - To instead relocate yourself to another portion of the map that has a jungle-gym (Shack). This assumes that the looping potential near the map-edges isn't great. (And if Survivors have the ability to close these walls temporarily while not in chase it becomes similar to Kicking a Generator)
If Glyphs were to be Introduced, I'd rather see them flip gameplay on its head, likely through Boon Perks (Oh wait, that name is already taken for Survivors):
- Injure a Survivor and "Repair" a glyph by dropping chase and fueling the glyph's Power (As Killer)
- Listen for Audio and visual cues to "Hunt" for a glyph for a significant Boon (As Survivor).
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Well not to derail this thread but your explanation for your idea is a bit short. I also am not a fan of giving survivors the ability to use the portals as well even with the caveat of giving the killer info on you since we know very well how little that matters when against survivors thst know what they're doing from how abusable old Object of obsession was.
So, it needs more substance, got it. I was trying to keep it short, so it's easily picked apart.
How exactly do you think this will be used in a manner similar to old OoO? The reasoning behind using Killer Instinct rather than an Aura reveal is because it can't interact with the new OoO.
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What I meant was that to good survivors the killer knowing your location means very little when you are in a swf since you will constantly know their location and can do what you need to do as soon as the killer is busy with something. For example say you're in a swf and your team did the smart thing at the beginning of the game and split up, and your friend just got downed and hooked at the other side of the map well your teammate that was doing a gen in the middle of the map just piped up and said he's now in chase well now you as a survivor can use those portals to get across the map and go for an unhook. Now the killer has 2 options continue their current chase and let the person get unhooked or drop the chase and return to hook. Either option will lose the killer more time then if a survivor had to run across the map which would possibly give the killer enough time to down and hook their second chase allowing for a snowball of pressure.
So my biggest issue with allowing survivors to use these portals would be that it would very likely allow swfs another tool they dont need and would likely cause a greater difference in power between swf's and solos or killers, which is very much so not what we need in the game currently.
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Well if you now know that there are 3 people occupied: 1 in chase, 1 in Basement portals, 1 On Hook, and the one going for Hook literally just said "Hey I'm over here", that gives you ample information if you want to proxy the Hook/prevent a save by returning to hook and forcing second stage. You can immediately head to the nearest Portal to go cut off the Hook rescuer/proxy the Hooked Survivor. All because the Survivor that entered the Portal was brazen enough to shout out where they were.
But you do bring up an interesting point about how it may impact Survivors that are Hooked nearby these portals, and the ease in which Survivors can still use them, and how Killers can then use them to essentially proxy cross-map.
What if:
Survivors can perform an Action to block the Portal requiring the Killer to break it open similar to a Breakable wall?
Killers that use a Portal temporarily block it off automagically. (It performs the Survivors "block" Action though so if a Killer immediately wants to backtrack, they must break it open like a Breakable Wall)
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The glyphs you're talking about seem like they could be an interesting Survivor/Killer Perk category, but you're presenting them in a one-sided manner. Your Survivor/Killer Glyphs are distinct features that have detached loops from one another.
For example, look at Generators/Hooks/Survivors/Pallets/Vaults/Totems/Hatch/Gate Switch
Players press an Action Button at the same object to perform their task with different effects based on state/role.
Repair/Break
Hook/Rescue
Heal/Injure
Drop/Break
Vault/Vault
Bless/Snuff
Escape/Close
Power/Open (Although the Exit Gate Switch is more of a Survivor only interaction as the Killers interaction is to address an edge-case concede option)
(The only outliers are Breakable Walls and Chests, as only Killers interact with Breakable Walls (Survivors cannot interact with it at all), and only Survivors interact with Chests (Killers have no incentive to patrol them as they have very little gameplay significance))
If you want a base-game glyph it needs to be a single entity that both sides can interact with in some capacity. Look at Pinheads Puzzle box for example: Survivors look for it to prevent his Chain Hunt, Pinhead looks for it to start a Chain hunt immediately).
So, if we have to use glyphs, potentially:
- An invisible Roaming Glyph haunts the Trial, emitting a low hum and leaving behind a trail.
- If the Survivor or Killer Interacts with it, it binds to that Player, creating a link where it was interacted with
- For the next X seconds the Player can press the Active Ability Button to place another Link.
- Interacting with either placed Link as the bound Player will transport you to the other Link.
- Killer can remove a Survivors link if they find either of the Links.
- A Survivor can remove a Killers Link if they find a Killer owned Link.
- If a Survivor owns the Link, other Survivors can use that Link.
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To expand on this , this Feature also allows Leeway into a Basekit Anti-Camp/Tunnel Mechanic.Quick Napkin Concept for Explanation :
As Survivor,the Trial will spawn with 2-Inactive Glyphs assigned to you.
Once discovered,the Survivor may collect and Place them between 2-Hooks within 32-Meters of Each-Other.When you are on a Placed Glyph, Press the Active-Ability Button to Transport yourself to the other Hook.
After this Transfer, the Sacrifice Progression is Paused and the Entity will block your Hook for the next 15-Seconds.
The Glyphs deactivate. This can be done once or perhaps 2-Glyphs will have to be found in the Trial again.If you are downed/Hooked before Linkage occurs they will Respawn in the Trial.Glyphs can Perhaps be Placed in Lockers as well.
The Placement encouraging strategy and timesink besides Generators with subjective risk.
To Clarify from previous post, the Killer Belonging Teleport Interaction to applies to The Killer but Survivors could interact similarly as suggestion. This Incentives the Survivors to Further cleanse Totems,Search Chests,and Sabotage Hooks; the Survivor can optionally enter the Basement to Progress Deactivating the Killer's Glyph and Set-Up.
By Extension,Certain Perks like Hoarder which if Tweaked with this System in a Mind could be updated to : Places and Assigns all Survivor's Glyph in Chests at the Start of the Trial.
Hooking a Survivor with unlinked Glyphs will Place their Glyphs in a Chest.
Interact with Chests as The Killer to Collect all Stored Glyphs.
This and allowing Glyphs to be set up around Chest Placement and more Glyphs around in General.
Or a Perk like Territorial Imperative, being more of an appealing Perk option to catch out Survivors between Rotations and defend Glyphs in the Basement.
If a Feature like this would be introduced and Balanced Properly, this could be considered a Win/Win for both sides.
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