New survivor perk, No time to check
(I thought of this perk idea and wanted to hear your opinion)
While running up to an item on the ground or a chest, press the ability button to quickly duck and grab the item without breaking your sprint (Item can only be grabbed if shown in your HUD). Cannot be activated in the moment that you are hit by the killer (works when injured but not during the short sprint from when you are damaged by the killer)
No Time To Check has a cooldown of 40/35/30 seconds
"I don't know what this is but I'll just grab it. Welp! Time to run"
I believe that this perk would be a good counter to Franklin's, letting players grab an item back during a loop. But it would also mean that if the killer downs you after you picked the item again then it means that you loose 20% of that item's charges. I also believe that due to the perk not being activated the moment you get hit means that the survivor can't just grab an item instantly when being hit with franklins. This perk would not only counter Franklin's as a survivor could grab an item from a dead survivor quickly as well. Finally, I believe that due to the character ducking to grab the item the killer can have information during the chase that the survivor just grabed their item again
Is it a good perk? Tell me any ideas you think that may make the perk more balanced/stronger
Comments
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yyyyeaaaaah.........
No one would use this perk,tbh xD
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Niche but play.
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Why do you think that?
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No offense but, this is a very niche perk and nobody would use this
the fact that you cant use it while injured makes this perk really really bad, because isnt the point of it to grab the item mid chase after getting franklins’d?
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I didnt mean that you cant use it while injured, I meant that you couldn't use it at the moment when taking a hit to prevent them from just grabbing the item while being hit
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Ohhh okay, that makes more sense. I still dont see the point in running it though, i rarely see franklins anyway. Maybe it could have some sort of a passive effect?
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It would never be used because no one would dump a strong perk for a niche perk like that.
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Fair enough, I thought it would be cool for survivors to do that but now that I think about it it may be kinda meh
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This could maybe work as a buff to Plunderer's Instinct, although PI doesn't really need a buff. But the amount of times this would come into play makes it not worth a perk slot on its own, handy as it might be to have.
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It would be a very situational perk. No-one will simply leave an item on the ground during normal play, and chests are only searched by people with no (or bad) items. It would be an okay counter to Franklin's Demise, but getting hit multiple times will break your item if you have it constantly.
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I specifically thought of this perk as a counter to franklin's, which might not be a great idea since perks that counter specific perks usually don't work (hangsman trick). It could also be used by people who want to complete a escape with a new item challenge to secure an item or to grab it from a dead survivor mid-chase
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If a survivor wants to escape with a new item, they'll search chests in their downtime. Sacrificing a perk slot so they can grab an item mid-chase isn't worth it.
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If there was an effect to extend the item's use time or make it lose less when hit, that would be a decent addition.
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I like the thought of being fast, and just snatching stuff on the go. But like mentioned by some others, it would need buffing to be reasonable. So here are a few proposed changes I would give it:
*See an aura mark (not an outline, maybe like a circle or something) within 20/26/32 meters that are on the ground. When skill is on cooldown, you cannot see the auras of the items
*When you pick up a new item for the first time that match (each item once a match) that item will receive 15%/20%/30% charges. Cannot overstack (countering franklins, and letting you swap with a teammate if need be)
My last proposed change, though I do believe this one might be pushing it. Maybe like a perk of its own, but whatever.
*When a teammates item break, they discard it. You can then go and retrieve that item at any time, restoring 10%/20%/30% of the charges to you only. This will put the effect on cooldown, and can only be used once per item (so a teammate can't do it again, and dropping the item will break it)
These were just a few thoughts I had, which would make your unique perk idea a bit more viable. If it was made, I dont think all should be implimented. But one or two may make your idea more powerful.
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Yes. This sounds like a beast of a perk
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Thank you. I love seeing people's perks ideas and killer ideas, and I also love trying to balance stuff
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