Lethal pursuer but for stealth

colossusqw
colossusqw Member Posts: 85
edited February 9 in Feedback and Suggestions

A silly perk idea:

  • You start the match with 30 seconds of undetectable.
  • Whenever you would come out of undetectable, you remain undetectable for an extra ten seconds, then this perk goes on cooldown for 40 seconds.

- Each second you are undetectable you gain a token, up to 20 tokens.

- Once you would lose the undetectable status, it is extended by 0.5 seconds per totem, then this perk loses all totems and goes on cooldown for 40 seconds. (Changed for the effect above due to feedback)

This would work really well as an extension to both other stealth perks, and as a standalone option to gain early game undetectable, or extend the duration of your killer's basekit undetectability (think of killers that can switch between stealth modes like Wraith, pig or Myers.)

Post edited by colossusqw on

Comments

  • Elan
    Elan Member Posts: 1,664

    You can run secret project with corrupt.

  • colossusqw
    colossusqw Member Posts: 85
    edited February 9

    I know, the part about early undetectable is simply to give it some standalone value on any killer, like how lethal pursuer has early aura reads in case you are not going to run any aura perk. The "main effect" of lethal is it's synergy with aura reading, but they still put early aura read in specifically so the perk wouldn't be inert if used on its own.

    Edit: to simplify, the important part is the stealth extension, like getting some leftover stealth when leaving pig's crouch or the shape's stalk mode

  • colossusqw
    colossusqw Member Posts: 85

    Another way to differentiate this from something like secret project is:

    - This perk is a lot more passive, besides the initial stealth, it does not directly give you any undetectable

    - Secret project is the opposite, it directly gives you undetectable on a number of occasions, being much more useful on killers without any stealth to begin with

    - This perk on the other hand, mainly synergises with other stealth perks like tinkerer and Insidious, and with killers that have basekit stealth abilities, by making the stealth from them last longer

  • OrangeBear
    OrangeBear Member Posts: 3,656

    I have been wanting a perk like this for a long time!

    For now yes but 2 perks for this effect is pretty expensive. The suggested idea is different enough to be its own perk entirely

  • jesterkind
    jesterkind Member Posts: 9,711

    Not that I'm against your idea in the least, but for the record, this is backwards. Lethal Pursuer's main effect is seeing all the survivors at the start of the match, so you both have no downtime trying to find them (if that's something you struggle with) and can also pick the best chase right at the start.
    The aura extension is something they added later to make it so the perk wasn't a dead slot after the very start of the match. The perk was still really strong before that because of the main effect.

    To the wider post though- I like it, but I think the secondary part could be simplified. Just have it increase timed Undetectable sources by +10 seconds, or something along those lines.

  • colossusqw
    colossusqw Member Posts: 85

    Oh, i could see something like that working.
    "Whenever you would come out of undetectable, you remain undetectable for an extra ten seconds, then this perk goes on cooldown for 40 seconds"

  • jesterkind
    jesterkind Member Posts: 9,711

    Yeah, that'd work too, though I don't know how many binary Undetectable sources there are so the flat extension would probably be the same, functionally speaking?

    Either way, simpler is better, so making it a flat number instead of token based would be better I think.

  • colossusqw
    colossusqw Member Posts: 85

    Yeah, some of the perks i envisioned this working with:

    - Insidious. Once every cooldown, you get an extra 10 seconds, which considering that perk isn't super good to begin with seems pretty ok.
    - Tinkerer and furtive chase. Adds 10s to each of those timers by virtue of extending the stealth by 10 seconds when they run out. 26 and 28 seconds respectively.
    - Dark devotion, trail of torment, unforeseen. (An extra 10 seconds of each like the previous 2)

    There are more, but that's about the jist of how it goes

  • Wa_H00
    Wa_H00 Member Posts: 15

    40 seconds is too short, because then killers would exploit it by breaking chase and purposely going undetectable to continue chasing the person that broke their ankles. It would need to be deactivated for the rest of the game or only activated every time a gen gets done.