http://dbd.game/killswitch
Survivor perk idea: Deadly games
I had an idea for a survivor perk. The idea is this: activate ability, whenever activated, your aura is revealed to the killer for the next ten seconds, if you manage to last 25/20/15 seconds without entering a locker or chase during this time, gain indefinite noise reduction and no scratch marks, and if your hit while injured, you go in deep wound. this can only be used once per trail, and the effect will cease whenever hooked. if you are caught within the time you need to remain unseen or enter a locker, you gain broken and hindered and oblivious until downed
Comments
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I got another one…
Sticky Feet
While in chase, Press Active ability button to pour a bucket of stick green goo behind you. If the killer walks through this trail of goo, they receive 50 percent hindered for 10 seconds.
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Sounds like a pretty irritating perk to be honest. Either drop everything as Killer and hope you can even get close to that Survivor in time (really tough for most Killers on most maps) or have a permanent rat Survivor with free Dead Hard.
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So, it would impact lower mobility killers much more than high mobility ones, and all you need to do is wait across the map to use it when you know the killer is on the other end and you'll get infinite free stealth until downed (which is much less likely when you don't even have scratch marks, let alone noise?) I like the creativity, but the risk reward definitely could use some work. Especially when it would do much less to high tier killers like blight and billy than it would to someone like hag or trapper.
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Wouldn't that be just an objectively better chemical trap? Easier to use, and more than double the duration? Even if it were single use that would be pretty busted.
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so, just use it when killer carries the survivor?
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that's a broken meta perk and also people would run distortion/shadowstep to get rid of tbe aura reveal
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I have one for you:
Steroids (survivor perk):
"You have been to one too many gyms in your life, and to always pursue the title of the strongest, desperate measures are needed. You feel the extra strength from the enhancements, which allow you to slam the pallets with an inhuman force"
- Increases the duration of pallet stuns by 40/45/50%
If the killer is using Enduring, the effects of the perks will cancel eachother out.
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The idea was your aura is revealed by both noise and your actual aura, and couldn't be canceled out.
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I didn't think of that, so I'll pull bullcrap from my hat for balance: If the killer is moving below a certain speed when active, you must be within a certain range of that killer. And something I didn't mention, you can't activate it while on a hook or in the dying state.
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So in other words, it would need an overcomplicated velocity detection system to be in effect at all times in case the perk is being used to then have a proximity one. It couldn't just use TR, because that varies and can be manipulated, which would completely destroy the underlying systems. Oh, but would it light up to notify the player when these specific conditions are met? Because now it lighting up becomes another free detection method like old spine chill was. If it doesn't, the survivor will still know because the prompt will appear so they can use the perk with the action button, making it basically a free survivor-sided whispers like old spine chill used to be without the negative of the killer needing to look at you. And you get to keep it the whole match until you use its intended effect, which has its own balance concerns on top.
You need to think about perk design from both sides. Not just throwing clauses at the end because of what you think might be problems caused by a perk's design, that type of afterthought is why we keep ending up with so many unintended consequences requiring nerfs shortly after release.
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Now that sounds like a perk that could get added to the game
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like a scream? people would run calm spirit but even then people would just eat that cost at the very start of the match or if a killer isbin a chase across the map since the effect is way better than the cost
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If they bothered to balance high tier killers against soloq, i would agree. But they dont.
So i dont really care if its "balanced" since the devs dont really care about soloq or low tiers.
So at this point just make every side overtuned with quirky perks.
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"I don't care if I make it worse" isn't a very effective approach to balancing, and is part of the reason why things have persisted in the game for years. You don't add lopsided nonsense expecting it to fix a shaky foundation.
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wow i hope someone won't be running dark arrogance in a meme vault build
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