Killer Perk Idea: Phlebotomize

8obot1c
8obot1c Member Posts: 1,129
edited September 2019 in Creations

(Very Rare)

Blood fills you up and trails everywhere. 30 seconds after being injured survivors suffer from the Hindered status effect for 6/7/8 seconds. *Survivors don't stop bleeding when they heal themselves*. After getting unhooked you don’t bleed while uninjured until hotness and healed a second time

Post edited by 8obot1c on

Comments

  • Saitamfed
    Saitamfed Member Posts: 1,626
    edited September 2019

    I think the effect of bleeding non-stop makes it a bit "OP". You know, bleeding is easier to track than scratch marks and they don't stop even if you walk.

  • 8obot1c
    8obot1c Member Posts: 1,129

    Only good players know how to use blood trail unless you use bloodhound

  • Saitamfed
    Saitamfed Member Posts: 1,626

    Is not that hard even without blood hound. Generally players use Sloppy Butcher wich helps because increase the bleeding frequency and give the survivors the Mangle status effect. Imagine if you combine it with this perk.

    Unless you put especifically that blood trails benefit effect doesn't stack with another perks.

  • Yung_Slug
    Yung_Slug Member Posts: 2,238

    This is actually a bit similar to my second iteration of Bleedout, except the hindered doesn't last as long, and then there's the whole constant bleeding part.

    I didn't like the idea of hindered because the killer could just keep chasing and be guaranteed a hit, but in this version the hindered might be too weak. However, if the time is extended it would be OP again. That's why I settled for Exhaustion instead of Hindered on Bleedout. I personally think it would be a better effect while still reflecting the blood loss. Also, how strong is the hindered effect? 15%, I'm guessing?

    Not sure how I feel about the blood, especially the fact that there's no good way to get rid of it. Maybe it could be on a timer once you're healed? Then again, the Z block has a similar effect and it's pretty useless.

    Upon close consideration, I'd say this perk would probably have little impact and would rarely be used as the meta is to stay injured and rush gens, and this perk gives survivors even less reason to heal. Not that every perk has to be strong, but that's my assessment of it.