Exhaustion perk idea: "determined prey"

Description: "getting chased for a set period of time boosts your confidence and your will to survive. Determined to not go down you drop a pallet and use the chance to escape.


Determined prey activates after a total chase duration of 60/50/40 seconds. Dropping a pallet while Determined Prey is active allows the survivor to sprint at 150% of their running speed for a maximum of 4 seconds.


Determined Prey can not be used while exhausted. Using Determined Prey causes exhaustion 60/50/40 seconds"


NOTE: I realize a 4 second 150% sprint is extremely strong. However if you think about it all the other exhaustion perks don't have actual requirements and still grant either immunity (Dead Hard) or a 3 second 150% sprint for doing nothing special.


Sprint Burst: You just start running. 3 seconds 150% sprint.

Lithe: Vault pallet or window. 3 seconds 150% sprint.

Balanced Landing: Fall down somewhere. 3 seconds 150% sprint and no sound while falling.



"Determined Prey" requires you to actually get chased for a set period of time before you can even try to use it to escape the killer. It rewards strong survivors and still requires a pallet to use once activated. It's basically an exhaustion perk you have to work for.

Comments

  • Sounds like a good perk. It sounds similiar to my exhaustion perk idea, I called it 'Moxie':

    Stunning a killer with a pallet grants you Haste for 3 seconds - triggers exhaustion for 60/50/40 seconds.

    Maybe if the two combined it would be better? Well, it would certainly make my 'Moxie' idea better lol it would also give the perk an even stronger place; the killer, suspecting they've wasted so much time on you already, would be tempted to hard respect pallets wasting even more time, and then if they leave you alone, it's not like it's a wasted perk slot, since the killer is still punished for wasting so much time on a chase they possibly didn't even get a hit out of and you aren't exhausted either.

    It should also have criteria for how long the perk is active for once the chase has ended. So, how about, the perk has a usage timer of 30/40/50 seconds activate after the chase has been lost for more than 10 seconds?

    But if the killer just keeps chasing you non-stop the timer never activates, meaning the next time you get a stun during that long chase you gain Haste for the amount of seconds settled on (3/4)