Survivor and Killer perk ideas
These are just some random perks ideas that I would like to share. these perk are just idea concepts. They have possibility to be too strong.
Survivor perk ideas
Snake eyes:
After opening a chest, Snake eyes activates.
while standing near a generator within 2 meters, one of the following effects will be applied.
press the active ability button 1 near an blocked generator to unblock the generator.
press the active ability button 1 to begin repairing a regressed generator. You will be faced with a difficult skill-check that when succeed will increase generator progression by 10%.
when either of the effects are triggered, Snake eyes deactivates.
No pain no gain:
Start the Trial with 3 Tokens. Each protection hit consumes 1 token.
Whenever you take a protection hit, the killer successful attack cooldown is increased by 20/25/30%.
Determination:
survivors that unhook you have their unhooking speed increased by 100%. Grants 7% haste for 7/8/10 seconds after being unhooked.
When the exit gates are powered, The aura of all survivors are revealed to one another.
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Killer perk ideas:
Delirium:
Whenever you put a healthy Survivor into the injure state, all survivors will suffer blindness effect for 20/25/30 seconds.
Delirium has a cooldown of 30 seconds.
Hex: Liability
Survivors that perform healing action convert 50%/75%/100% of their healing into global generator regression spread evenly cross all generators.
Hex: Liability
when a Survivors that complete a healing action on a another survivor, all survivors suffer from the incapacitated status effect for 8/9/10 seconds.
Dispersion:
Whenever the obsession loses a health-state by any means, the most progressed generator is blocked for 6/8/10 seconds.
Comments
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I like Snake Eyes. I like any survivor perks that encourage you to chain multiple objectives, like Inner Healing, etc.
I think I preferred your 'old' version of Hex: Liability, we all know how controversial unavoidable Incapacitation is, and this is just going to further encourage the no-heal meta.
I think a fairer version could be: Whenever a survivor regains a health state (can be recovering from Dying state or being unhooked as well) base regression speed is doubled for 10/15/20 seconds. This would apply to any currently regressing generators, or any gens you kick after it activates for the remainder of that time. Essentially old Ruin but with a survivor activation.
Or if you want to stick with Incapacitation, then it needs to be entirely within the survivors control: Whenever a survivor completes a healing action, that survivor is incapacitated for 10/12/14 seconds.
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it is entirely in survivor control. they control when they heal. you get punished for healing. if you want to avoid effect, you avoid healing. that is why i called it hex:liability because it makes your teammates a liability to heal. alternatively, you can look for the totem.
a challenge that I had with V2 of the perk was that I wanted the perk to include self-healing actions but the problem with that is plague's power. I did not want the perk to synergize with the full heal fountains. you can currently avoid hex totem by using med-kit or self-care. the perk might be too weak because of that vulnerability.
my initial idea was v1 was written in May. I decided to include it for fun. The idea behind the perk is to create short-duration disruption type gen perks that have the possibility to be trigger many times per match. Whether these perk are too short or too frequent is something I am unsure of.
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You can't control another survivor healing on the other side of the map.
Just like old Eruption, this would be absolutely fine for SWF, and oppressive as hell for solo.
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the punishment is same regardless if your solo or swf. swf do not have inherent advantage in avoiding the perk like eruption apart from med-kit/self-care aspect I talked about. Given that it is a hex perk, it will show cursed effect right at the start of the trial.
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