Could we get some info on future Invocations?
Right now, its very simple, 1 invocation perk to choose from. If 4 people run weaving spiders, 1 person can use the perk and disable it for everyone else.
This is obviously quite a difficult hurdle for any new invocation perks. So lets call Weaving Spiders A for now, and any future invocation B for the sake of information:
If you bring A, and person with B comes joining in, would both invocations be applied? That doesnt apply to both people bringing A, so would it also mean it wont apply the effects of B?
If you bring A, you disable all invocations after using it, so would you then be also applying B (assuming the answer to the first question is yes).
If you bring multiple invocations, would that then also speed up the process even more considering you're going to have 2 disabled perks and (presumably) 2 permanent negative effects?
I genuinely feel like its almost impossible to add any new invocation perk without also needing to rework the concept as a whole. It would be mighty annoying if a teammate can forever disable my perk just by being in the basement slightly faster. So is there any info at all on future Invocations?
Comments
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Oh please no ! Don't make me more reasons to throw the games…
Perks that need you to stay in the same place to success it since the start (with a very reduced chance to be chased during this time) are the worst & we have all the reasons to hate this concept !
As we can't be aware someone has this perk in his build in the waiting lobby, we can't dodge this cursed lobby while there is still time. I'm convinced this perk shoudn't even exist…So to add more invoc' in the basement ? No way !
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I love the idea of different invocations
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I'd say the entire duration is added to the in-progress invocation when a new player with a different player joins.
For example, Player 1 has A, Player 2 B, Player 3 A and B and player 4 C
1 starts. 2 minutes.
2 Joins. It adds 2 minutes, but reduces the time because it's a 2nd player.
3 joins. Just reduces the time.
4 joins. Adds 2 minutes, but reduces the time because it's the 4th player.
If 1 leaves, the A invocacion is still continued because 3 has it. Same with 2.
If 4 leaves, invocation C just stops.
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Weaving spiders is stronger than you think tho. Every gen gets a BNP for the price of a very tiny time investment and a loss of a permanent healthstate (which, honestly, not too big of a problem).
It has shown to complete gens more consistently than without. And completed gens are better than incomplete gens.0