New Killer Perk: Buyer’s Remorse

Start with 1 token and gain an additional token each time the entity is summoned (max 5). Spend one token to plant a decoy survivor item. When the item is used, or when a survivor carries it into the exit gate area, the item will explode and generate a noise notification. The explosion injures all survivors within 4/6/8 meters and stuns them for 2/3/4 seconds. The explosion also destroys pallets in the blast radius.


Extra info: 

The killer can place an item on the ground by holding the “drop survivor” button when there is no survivor being carried. Decoys placed on the ground mimic the exact properties (type, add-ons, remaining charges) of the nearest legitimate item on the ground, if any. 

The killer can interact with an open chest to place the decoy in the chest. Interact again to close the chest (if desired). Items placed in chests are random, but will be affected by survivor perks like Ace In The Hole. Closed chests cannot be tampered with. 

This perk is meant to pair nicely with Franklin’s Demise. Imagine a survivor gets hit a drops a high-end medkit. Upon returning to collect it, they see 2 medkits in the general area. One is obviously a decoy, but which one? Do they take a guess or leave behind nice equipment? Picking up the decoy, the stats are identical to the actual one, so there is no way to be certain. Upon finding an injured teammate, the medkit is used and explodes. The survivor is injured and the one receiving the healing is now on the ground dying. After a few seconds of stun, the injured survivor abandons the dying one as the killer closes in.

Comments

  • projecteulogy
    projecteulogy Member Posts: 671

    The entity can only be summoned maximum of 4 times. Once per survivor. and If memory serves right, you only get the Summoned Entity scoring event if they're on the hook when they go into Phase 2. You need to revise the perk as a whole since you cannot get 5 tokens from summoning the entity.

  • Shad03
    Shad03 Member Posts: 3,732

    @projecteulogy I'd advise you read the post again.

    In case you don't want to, here.

    "Start with 1 token and gain an additional token each time the entity is summoned (max 5)"

  • Peanits
    Peanits Dev Posts: 7,555

    That's evil, and I love it. It does sound like an awful lot of work for one perk, but it still sounds awesome.

  • Hoodied
    Hoodied Member Posts: 13,020

    That is a dirty trick, but with the hag + franks mix with this, they will need to pick fast

  • projecteulogy
    projecteulogy Member Posts: 671

    Not really the point i was trying to make. Only gaining a token from the phase 2 hook is actually underwhelming if you think about it. This is coming from someone who runs Plunders a LOT. If i'm in a SWF, your perk is as useful as Territorial Imperative. If you hit end game and you've only hooked everyone or a few people once all while no one fell for your first 'trap'... it becomes like a Hex being broken 15 seconds into the match.

    If it's a key, unless you're on top of them when it gets used, it's going to be a waste. 4 seconds isn't that long. Then, knowing this perk existed I wouldn't be picking up a random medkit on the ground. In the event of Franklins, rarely do I lose track of where exactly I was hit. If they're side by side, I'll pass it by considering i don't go into games with items I can't afford to lose. This will make it a low tier perk and not worth taking in higher ranks.

    Instead, this should be Anti-Plunders. Being able to see chest auras at range. Remove being unable to open chests and allow the killer to plant the decoy instead with a 5 second 'set' timer. Your token event could be simply Downing a survivor. Going a whole game and not getting any hooks/kills will curb stomp this perk.

  • yobuddd
    yobuddd Member Posts: 2,259

    I understand your concerns and respect your opinion. Also I’m really glad to see everyone here having an intelligent discussion about this.

    In the spirit of discussion, I would like to respond to a few of your points.

    1) This is not a useful perk at high levels because it can be outplayed. This might surprise you, but I agree! I intentionally wanted it to be unreliable. Will someone blow an item or not? Hmmmm. To that extent it’s like a hex, but those are still commonly used. This reduces its power, but increases its “fun”. If the best players don’t use it, that’s fine. The average players will have a blast, well, blasting! 😆

    2) 4 seconds isn’t that long. True, but that’s time the killer uses closing the gap between himself and the freshly injured you, and you can’t improve your position. Also remember, it blows when you enter the exit gate area. Injured survivors often heal in there, and they and a buddy could both go “gummy worm” from an explosion. Furthermore, people running for the exit with the killer right behind them will be stunned long enough to take another hit, and then enjoy the view from the hook.

    3) Once you know about it you won’t pick up random things on the ground. A good strategy, but remember the killer can put a decoy in a chest AND, if he wants, close the chest lid so it looks undisturbed. A buddy may remember opening that chest and know it’s a trap, but you won’t. Furthermore, no matter how careful you are, you can’t force the other guy at the generator to be as cautious about blowing you both up.

    4) Use chest auras and earn tokens from downing survivors. I thought about both of those, but I want something that’s different in general. Auras are everywhere, and therefore not unique or special. This thing has the potential to take down multiple survivors, so I feel like the tokens should be fairly difficult to obtain.

    All in all, I want to see more mind-games introduced. Is this a badly needed perk? Nah, but it’s fun and makes survivors just a little more paranoid in general.

  • yobuddd
    yobuddd Member Posts: 2,259

    I’m glad you like it! A lot of work, yes, but hopefully not too much. There may be some ways to simplify it a bit. I think a perk like this would add opportunity for mind games, and therefore increase the overall “fun factor”.

  • yobuddd
    yobuddd Member Posts: 2,259

    Just as an additional fun scenario to consider, remember items from chests are random. Imagine a survivor getting a flashlight! They pull a pallet and try to blind you, but instead BOOM! They destroy the pallet for you, are now injured, and stand there stunned waiting for you to take a hit and down them!

    Also consider if they get a key! You’re on their tail as they run to the hatch and then right as they try to jump in..... 😈 well, you get the idea!