create your own type of perks
If you don't understand what I mean, there are four types of perks present in the game currently: Hex, Scourge hook, Boon, Teamwork
This is the idea, create your own type of idea and do not be ashamed if it is weak or strong
Comments
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A perk format I've wanted for killers for a long time is a mechanic like the following:
- Hooking a survivor for the first time generates a token.
- Removing a survivor from the game in any way removes a token.
- You gain x effect based on the number of tokens you have.
For example:
- Each token reduces repair speeds by 4%.
- Each token increases movement speed by 1.5%.
- When you possess 4 tokens, you see the auras of any survivors within 6 meters at all times.
And so on.
I think this would be great for game health, as it rewards killers for spreading hooks, can be gradual build up or all-or-nothing, and is self-limiting as the killer begins to win by eliminating survivors.
We already have one perk that could easily fit into this format with a couple tweaks; Grim Embrace.
It would be the opposite of an 'obsession' perk I suppose, more of a 'all must take a fair share' theme where you want to spread your pressure. But I'm not sure what you would call it.
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Pet perks for survivors!
equipping it will give the survivor a pet which follows the survivor around in a specific radius using a simple so. Can also disappear/reappear similar to crows if stuck etc.
The models would not have a hitbox so they can’t bodyblock.
each pet may have an effect like a perk. Eg creating noises or scratchmarks as distraction.
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Teamwork: Oversharing
After Healing another Survivor, Teamwork: Oversharing activates. You can select once per Trial a Survivor that you have healed, to create a Bond. All auras that you can see, are also visible to your bonded Teammate.
The bond gets interrupted whenever your mate is in a chase.
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Turning the glyph idea into a perk could be good. Have it so if the pkayer comes across the glyph, either it grants a brief bonus and the glyph reappears throughout the trial; have a one-use only glyph that grants a permanent bonus or pverpowered period of 40-60 seconds when caught, or something else.
Other ideas of different types of Perk:
• Variations of Boons and Hexes, with a Hex that the Killer can place or a Boon which appears at the start but cannot be relit.
• Perks which activate once the player reaches/ goes up to a certain level of BP in a certain category.
• Perks which grant unique items either alone or from chests, such as (and these are silly, but examples) a proton pack Survivors can use to slow a killer down, or a firebombs which creates a wall of flames to block off pursuers.
• Likewise, a Perk which grants chests for Killers, so they can get things like (and again, just making these up) a vial that grants a brief stat bonus, a set of beartraps, or tripwires. Basically something to either gather from a chest, or even something you bring into a trial as a little extra.
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For survivor
Cultivate perks.
After doing X amount of altruism charge this skills. (Like bombs and flashbangs with gens).
Crouch, still and press the action button to plant a small bush with X fruits or that recharge with time.
Any survivor can pick a fruit, fruits uses the special item space like flashbangs and do X positive effect. Heal mangle, minor speed boost, insta heal 15% of your healthbar.( Some random examples).
Like boons if you have 4 Cultivate perks that fruit have 4 different benefits.
You can see in blue what perks does that fruit have, like when you enter in a boon area.
Killer can kick the bush but not destroy it,empty it or have big cooldown.
You can only have 1 bush.
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Crow Friends!
Befriend a Crow and reap the benefits. Telling the killer off, trading items, creating loud noises, breaking totems. Give those funky li'l guys a bigger role already
(these are ravens but you get the point)
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Illusion perks for both sides.
Survivor
Illusion: Double act - Once escaped from a chase, this perk activates for the next 30 seconds, upon your next fast vault in the killer's presence ,a clone of you will rush to the killer and upon contact, blind them for 1/2/3 seconds. On a successful blind, goes on cooldown for 90 seconds.
Illusion: Vanishing act - While croutching in the killer's Terror radius while injured, Press E to place a crouched injured clone of you in front of you, the clone repeats your grunts of pain while silencing yours while it's active, lasts 60 seconds, if the clone is hit by the killer, reveals your aura for 2 seconds.
Killer
Illusion: One too Many - Spawn in randomly on the map an Illusion generator that's highlighted white for the killer, survivors can interact with this generator as normal, upon completion the generator vanishes and no progress is made towards the number of generators required for exit gates. Hitting 4 great skill checks in a row, reveals the illusion to that survior and is no longer interactable for that specific survivor. If the illusion is revealed or completed, the killer receives killer instinct for 6 seconds from survivors leaving the illusion generator.
Illusion: Mind Shatter - Upon hooking a survivor, their anguished scream spawns in a random effect from 4 options for the other survivors; 8 tokens, requires a different survivor each hook to activate.
Total darkness - Basically Nightfall for 1 minute
Bird's eye View - Crows swarm them and reveals aura until dispelled.
Static shock - One map wide Static blast shock.
Chains - One map wide chain hunt for 20 seconds.
Idea behind that is the entity providing tools from other killer's to help your goals.
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Handicap perks: Randomly apply short duration debuffs to you throughout the match but grants you bonus BP.
Although this might work out better for killers than survivors. Most wouldn't appreciate their solo queue team mate becoming a liability thanks to a perk (just look at No Mither).
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I don't know what you'd call it but there is one perk I would play every match as a survivor if it existed.
Anytime any survivor blows a skill check, including myself, their aura is revealed for the next 10 seconds to the killer while all other survivors have their auras, scratch marks, and noises hidden for the same duration.
I get so tired of watching survivors blow skill checks and someone else pays because they happen to be in the area. Maybe if blowing skill checks had major consequences for the person that blew them more survivors would actually learn to hit skill checks consistently.
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Bloodrite - Accumulates stacks via certain gameplay styles, and awards a BP bonus at the end of the game. These serve as mini-missions and alternative win conditions. BBQ & Chili and We're Gonna Live Forever would become Bloodrite perks. Additionally:
Bloodrite: Red Wine - You offer pain and suffering to the entity to curry its favour. For every survivor that is injured, gain 1 charge per second. For every 20 charges, gain a token. For every token, increase BP gains at the end of the match by 3%, up to 75%. Additionally, leaving a chase after injuring a survivor grants a 25% haste bonus until you next enter a chase.
Bloodrite: Furtive Prey - You pride yourself on your ability to evade and avoid. After being in chase for at least fifteen seconds without losing a health state, Furtive Prey accumulates charges at 1 per second. For every 10 charges, Furtive Prey gains a token. Every token increases BP gains at the end of the match by 5%, up to 75%. Additionally, when you take a protection hit, you hide the scratchmarks of other survivors for 10 seconds.
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