Idea for Invocation perks
I would like to hear your ideas about the Invocation perks that come to your mind. I want you to write good ideas for the new perk type, Invocation perks, here. Make whatever you can think of and don't be afraid to be creative!
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Now i wouldve said give an invocation perk that makes everyone 3% faster permanently at the cost of being broken of course. Lol! But you know killers wouldnt like that.
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A few rough ideas (probably op in some cases, but hey)
1. Recovers 1 hook state.
2. Reconstructs x number of pallets and uprights any fallen ones.
3. Permanently sabotages x amount of Scourge Hooks.
4. Permanent increased recovery speed of any exhaustion perks/ removes negative status effects quicker.
5. Removes a Killer Perk permanently, in exchange for a hook state.
6. Generates extra x chests around the map.
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Survivor Invocation: Blessed fortune - Blesses all remaining totems with all current boon effects after completing a channel in the basement, become 5% hindered for the rest of the game.
Killer Invocation: Deal with the Devil - Hooking a survivor in the basement activates this perk, Hides your red stain and removes your terror radius for the rest of the game. Lose all aura reading capabilities for the rest of the game.
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1: That's actually a decent idea, 2 minutes is a very long time but depending on the team it can be a decent investment.
2: Also a pretty cool idea, however it should be map-dependant OR be percentage-based to be fair (some maps are stacked with pallets while others are barren wasteland).
3: Absolutely not, this would equate to remove a Killer's perks. It's bad enough that all regression perks (and non-regression kick perks) except for Pain Res & Pop were made redundant (especially for weaker Killers) but outright being able to remove a perk shouldn't be a thing (Hex perks are enough), this would cause massive backlash.
4: Good idea, however the time and penalty for this should be smaller than the current one we have.
5: Absolutely not, see n#3 for reference.
6: Way too weak of an effect to warrant time-investment AND a penalty, there's offerings for that exact effect. What it could do is make every chests contain a purple or Iri quality item (for a small time-investment and penalty since chests themselves are time-investments).
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I thought an idea, When the invocation is completed the killer cannot break pallets for 40 seconds. during those same 40 seconds the survivor who started the invocation every pallet they vault breaks.
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1) Place 4-6 Invocation circles around the map (depending on map size).
2) Let a survivor take 15 seconds to cast an invocation on one circle.
3) Circles remain active for 60 seconds (possibly 90, depends on how strong the effects are) and their auras are revealed to all survivors during that time.
4) Active circles grant survivors that run through them small buffs or apply debuffs to killers. Each survivor could only profit once from the same circle until it's activated again. This would give the devs more freedom to create interesting effects.
5) Create a perk that allows a survivor to take on active circle and place it anywhere else.
With these changes they could design invocation perks to increase action speed for a short while, grant Haste for a few seconds, refresh exhaustion (although that one would probably need to deactivate the circle immediately and come with a small downside), make survivors immune to aura reading while inside an active circle and more.
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Make so the broken penalty lasts for 90 seconds and during that period survivors benefit from:
1) Invocation Dark Theroy: 3% haste
2) Invocation Collective Stealth: Supression of scratch marks
3) Invocation Up the Ante: 50% increased chance for self unhooking and extended duration of basekit BT and Haste for 10 seconds
4) Invocation Cunning Nature: Survivors can see dropped pallets, the following buffs are applied -> +50% speed for fast vaults and -20% penalty upon breaking action.
5) Invocation Grace Surge: Survivors with zero hookstates instantly trade one hookstate with another teammate on death hook.
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Yeah, I thought some would be dodgy but was throwing them all off the top of my head.
Of course, if someone was chaotic enough to think 3 and 5 were fantastic, I would also suggest a similar type of perk that would grant a Killer some really nasty style of perk which does the same back.
I think the main idea is that there's a lot of ideas which can be made, should thinking be outside the box a little. Many more ideas, besides. It's interesting how many possibilities there still are!
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I wouldn't tie the same time/penalty as Weaving Spiders for all of them, but a few ideas I came up with:
1.) Invocation: Summoning Spirits
While actively channeling in the basement for a max duration of 120 seconds, you call upon the dead to make mischief throughout the trial. The Killer will get loud audio notifications for either a generator, locker, or vault location every 15-20 seconds within a certain radius of them. Basically a map wide mix of Deception, Pebble, Red Herring, etc. but limited to that 120 second window (so 6-8 times). Additional Survivors not necessary, but can have a percentile increase on additional noises. The initiator will become paranoid and then hear the Killer's Terror Radius for a total duration of 60 seconds when not actively in chase.
2.) Invocation: Third Eye
After channeling for 120 seconds, your allied survivors become immune to the Oblivious and Blindness status effects for a set time. Everyone sees the Killer's Aura for 8 seconds upon the channel's completion. The one who initiated the invocation will be permanently inflicted with the Blindness and Oblivious status effect.
3.) Invocation: Shared Pain
You can channel for a max of 120 seconds, gaining a token every 30 seconds, 2/3/4 max. Deactivates after channel is complete. Tokens will be split evenly among additional Survivors who join the channeling (Max 4 per game basically, regardless of additional perk holders, otherwise its abused). When an Injured Survivor is struck by the Killer, they will enter the Deep Wounds State instead of being downed, as long as a healthy Survivor who has a token is within 16-20m of them. The Survivor who took the hit will also be afflicted with the Mangled and Hemorrhage Status Effects for 90 seconds.
It has a lot of limitations to make sure it cannot be overly abused by a SWF, but thought of this as a way for the not-so-bold Survivor to help take hits for their teammates.
4.) Invocation: Spirited Away
After completing the 120 second channeling, a rift opens inside of the basement. The rift is a one-way portal that leads to a random location on the map outside of the Killer's Terror Radius. Using the rift takes a health state, or will put you in deep wounds if taking it injured, and you suffer from a 45 second Exhaustion. After using the portal, or every 100/90/80 seconds if not used, the rift's exit point will close and re-open at a new location, playing an audio queue when this happens. The rift becomes unstable and permanently closes when the End Game Collapse begins. Provides an alternate way to exit the basement in certain situations.
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