Perk idea: Carpenter

*mods can move this to another discussion forum if it does not fit here.
So, I was thinking. In 2V8 mode, survivors has the ability to rebuild broken pallets, so what if this gameplay mechanic could be built upon and made into a general survivor perk for the standard mode.
My idea would be the following:
Carpenter
<rarity> Perk
Allows the user to rebuild a broken pallet or create a temporary window vault in a breakable wall. You start out with 2 tokens, with a maximum of 3. Stunning the killer with a pallet grants 1 token.
- Consume a token to rebuild a broken pallet - This action takes 12/11/10 seconds
- Consume a token to create a temporary window vault location in a breakable wall. This action takes 14/13/12 seconds.
- If the user has any Toolbox equipped, they can spend 6 charges (same as a sabotage action) to increase the action speed by 40/45/50%
Let me know if this sounds like a good idea, or if it sounds like a nightmare to balance
Comments
-
Rebuilding pallets is an idea I don't think they can balance well. Even the ability to rebuild ONE means a survivor can ensure their team gets twice as much value out of something like shack pallet— And EVERYONE would wind up taking it. Let alone a version that let them rebuild multiple pallets. Killer is ALREADY reliant on either killing someone excessively early or shredding resources.
And, again, this is even more of an issue for weaker killers, who have a harder time forcing pallets or catching up after pallet drops. It works in 2v8 just because it's such a different mode, it would RUIN 1v4.
5 -
as much as I love the idea, I think pallet rebuilding is best left to 2v8 and not in normal matches. Great idea in theory but I think it would be too strong in practice considering 4man stacking.
3 -
Yes, that is the reason why I stated the last part of the idea "being a nightmare to balance"
It would undoubtedly be very strong on a co-ordinated SWF team, and that kind of defeats the purpose of it.
I mean, it wouldn't be too strong from a solo-queue standpoint though, and killers could definitely play around it by respecting pallets, and forcing a drop.Maybe if I changed the idea of it only starting with one token, and had a maximum of 2, instead of 3, it wouldn't be too potent.
Not my intent.
-1 -
I want you to imagine how it would feel to play a game as killer where no matter what you do, every single god pallet is always up and ready for survivors to use at all times. Does that sound like it would be fun? That's what you'd get with this perk. In fact, that's what every game would devolve into.
1 -
I think it's something that didn't really take away chase potential in 2v8, and I feel it's use in 1v4 wouldnt be so problematic with all the anti loop and hitting through pallets we have atm. and m1 killers have plenty anti pallet perks too, maybe it'd force people away from the current gen slowdown stacking more.
If anything it might give survivors the fighting chance they need for the likes of solo queue, like someone throwing shack down really early etc.-1 -
Forcing bad killers to run anti-pallet perks instead of gen slowdown makes them way worse, those killers don't CHOOSE to run slowdown. They are literally nonfunctional when it comes to contesting with survivor resources. You'd really only ensure only high tiers get played this way.
1 -
Exactly, you really don't have to run 4 slowdown perks to have an enjoyable game as killer. You can easily squeeze in an anti-pallet perk, like Brutal Strength or Dissolution to counter this. Also would work really well to break down the temporary windows. Speaking of Dissolution, it could have also been buffed to include breaking down walls with temporary windows in, if my perk idea was a thng.
I was thinking of this perk with solo queue in mind, though it would undoubtedly be strong on certain maps, like The Game or Léry's, where there are pretty good god-pallets, and in the case of The Game, many breakable walls.
But on the vast majority of maps, it would probably be a B-tier perk at best.0