A new item search perk that I came up with!
Since we have perks that can search for med-kit (Pharmacy), Flashlight (Residual Manifest) and toolbox (Scavenger) Allow me to introduce the next perk.
I call this perk "The Master Key"
Description:
"This perk only activates if you're the last survivor in the trial. (Other option: You can nab the key anytime time during the trial)
Opening the hatch will take 40/30/20 seconds to open.
This perk grand the ability to rummage through an open chest once per trial and will guarantee a Skeleton Key. "
As always, I would like to hear everyone opinion of this idea of mine, and please, keep it civil! :D.
Comments
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Yeah, I think something along those lines would be cool. A perk that lets you open the hatch with your bare hands and/or rummage for a key would be neat, considering keys are so hit or miss now.
I think it could do with a secondary effect that benefits the user during the trial, though, even if it is small. If it only had the key effect then that might give it a reputation akin to Left Behind.
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The only thing that I can think off as a secondary effect is giving it add-ons. However, Ace in the Hole does just that.
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Just make it extend Key aura reading by 25% and grant the teammate aura key addon to any key found.
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I think this is a neat idea. I would love some kind of secondary effect, though. I don't think there needs to be a stipulation that you're the last one left for it work because you can only use a key when you're the last one left anyway. Plus if you could get the key anytime then it's a nice little bonus if you end up dying and a teammate can still benefit from your key.
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It's an excellent perk idea, especially for those hatch escape challenges, and pair it with Clairvoyant or Left Behind to guarantee your escape.
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Seems like a good idea then. So let's have it where you can get the key any time during the trial and if someone dies with the key, the key stays on the round.
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Show the aura of the most progressed generator. They are the "key" to the gates after all.
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I have this idea for long now, but as basekit instead of a perk. EGC starts the moment 3rd survivor dies, hatch closed by default. A chest spawn at a random place that guarantee a key.
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This shouldn't be posted in general discussion. But it seems like a god awful perk anyway. It already has an insane restriction of only activating of you are the only survivor alive, why would it increase the time to unlock the hatch? This shouldn't even really be a new perk. The effect should just be stapled onto "left behind".
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Add effect to bill's perk. Left behind.
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then it will make Left Behind even less useful. If anything, maybe you can see the hatch within 12 to 16 meters. BUT it will rapidly drain the key's charges as a result if you use it.
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This is also a solid idea, in my opinion.
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