Diversion (Pebble) Rework Idea

I’ve been thinking about how Diversion could be improved without taking away what makes it fun. I think it has potential to be more useful while still keeping its silly identity, so here’s what I’d change.

1. New activation condition

Diversion can be pretty difficult to activate against stealth Killers or Killers using Undetectable perks, since you need to spend time inside their Terror Radius.

I’d add another way to build up its activation timer:

  • You can gain progress while being chased, as long as the Killer doesn’t have line of sight on you.
  • If the Killer regains line of sight, the timer pauses.
  • Breaking line of sight allows it to resume.
  • Previously accumulated progress is preserved.

Activation requirements by tier:

  • Tier I: 30 seconds
  • Tier II: 25 seconds
  • Tier III: 20 seconds

Both activation conditions contribute to the same timer.

2. Physics changes

I’d give the two throwing modes different physics.

  • Impact Mode: The projectile has actual weight and gravity. Throwing it off a balcony makes it fall and trigger the distraction where it lands.
  • Skid Mode: Retains the original airborne behavior, allowing it to travel across buildings and through obstacles.

Both modes can still pass through walls.

3. Two throwing modes

Players can toggle between two modes before throwing.

Mode A: Impact Pebble (Original)

  • Creates a loud noise notification up to 20 metres away.
  • Creates a cluster of fake scratch marks at the impact location.
  • Uses the new gravity physics.
  • Directly hitting a Killer from above applies the Blindness status effect for 5 seconds.

The idea is that the pebble practically shatters against their head, briefly disorienting them.

Mode B: Skid Pebble (New)

  • Doesn’t create a loud noise notification.
  • Creates a continuous, straight line of fake scratch marks up to 20 metres away.
  • Retains the original airborne behavior.
  • Can travel through walls and obstacles.

This would be particularly useful during chases. You could send the fake trail in one direction and walk another way, potentially making the Killer follow the wrong path.

4. Throwing requirements

I’d keep the original requirements:

  • Must crouch to throw.
  • Must remain stationary during the throwing animation.
  • Both modes share the same activation timer.
  • Using either mode resets the timer.

Small Summary

  • Adds an alternative activation condition that allows Diversion to charge during chases when the Killer doesn’t have line of sight.
  • Adds gravity to Impact Mode while keeping the original airborne behavior for Skid Mode.
  • Introduces two selectable throwing modes: Impact and Skid.
  • Impact Mode can apply 5 seconds of Blindness if the pebble directly hits a Killer from above.
  • Skid Mode creates a continuous line of fake scratch marks instead of a loud noise notification.
  • Both modes share the same activation timer and retain the original crouching and stationary throwing requirements.

The main idea is to make Diversion more versatile without taking away its silly identity. I don’t think it needs to become a meta perk, just give it more opportunities to be useful.

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