Some Perk Concepts from an old killer idea I had.

The killer was some kinda of strong willed mob boss, but I couldn't figure how to balance his power. Check out the teachables I came up with. I'd like feedback.

Feigned Gate - Rare / Very Rare / Very Rare

You and they, both know that this will never end. Your overpowering connection to this place distorts it to your liking. Up to 2 additional Fake exit gates are added when the trial is generated. The Fake exit gate switches are tracked as usually by survivors who can track their auras. When the exit gates are powered the Fake exit gate switch auras are shown to you in red. Opening a Fake exit gate does not start the End Game Collapse. 


If the trial area cannot support the additional gates, moderately difficult skill checks are added to the exit gate switches, failing a skill check removes 10/15/20% unlocking progress if there is 1 Fake Gate if there are no Fake Gates the failed skill checks remove 20/25/30% instead.

“Trapped, without purpose, doing something else’s bidding. Not if I can help it.” ~ Voice from the void


My thoughts: This perk came from a killer idea I had, I scrapped it because I couldn’t figure out how t balance his power. 2 more exit gates, making the final stage of the game a bit more interesting.


Factory Error- Uncommon / Rare / Very Rare

This place isn’t what you wanted, time make it your own.

The trial is generated with 3/4/5 additional Faux Chests.

Faux Chests when searched, produce Faulty Items that have a 4% chance to break per charge that is used. The item breaks when all chargers are used. If an item breaks, a Faulty Item Event occurs.

Faulty Item Events:

- Repairing a generator: Acts as if they failed a skillcheck.

- Sabotaging: Acts as if they failed a skillcheck, Blinds the attempted saboteur for 120 seconds.

- Healing: Acts as if they fail a skillcheck and the survivor being healed goes into Deep Wond and is Mangled until healed.

- Flashlight: No event, the flashlight is too weak to affect the killer in any way.

- Map channel: Map Burns away, the survivor screams, and the survivor is blinded for 120 seconds.

- Key mind channel: The survivor screams and their aura is shown to the killer for 30 seconds.

- Opening a hatch: The key snaps off in the Hatches keyhole, making it unable to be open for the rest of the trial. The Hatch attacks the offending survivor who looses 1 health state.

Affected positively by survivor luck.

Leaving the trial with a Faulty Item will fix it and it will be able to be used by the survivor in future trials with no penalty.

“Checks out these beauties”~ Shady Business Man


My thoughts: I thought it would be cool to make items unreliable, but give more of them with this perk as to reward survivors who escape with the faulty found items. Little bit more mind games with the items.


Reverse Roulette- Uncommon / Rare / Very Rare

The Hatch is visible at the start of the trial. 3/4/5 additional False Hatches are generated with the trial. If a survivor attempts to enter a False Hatch and they have an item on them the item is destroyed. If they do not, they take one health state of damage. If the survivor is in the dying state and attempts to leave through a False Hatch, they will be sacrificed.


When there is one survivor left in the match, all Hatches open, except the ones that have been attempted by other survivors. Also, you are not notified of the escape attempts by this survivor.


The Hatch auras are shown to you in when you are within 32 metes. False in Yellow, True in Red.


My thoughts: Why not make the hatches a bit more fun to play around? And with full health and an item, you can attempt 4 different hatches when you are the last one left. The Hatch auras can be tracked by survivor maps and ALL are shown in Red. Left Behind reveals the correct hatch as it will only read the real one’s aura.

Comments

  • These are very creative and perhaps with some adjustment these concepts could be worked into the game. However, you note several times that these perks would make the game more "fun" or "interesting", but you really only mean fun for the Killer. None of these would make the game more fun for survivors, quite the opposite as these are very overpowered and two exploit a period in the match that is notoriously more difficult the less survivors you have. These are pretty overpowered.

    A team of survivors (any amount) does great, does all of their objectives, escapes the killer, only to fall victim to multiple fake exit gates? No.

    The item breaking idea is kind of cool. I like the idea that provides a risk to getting items out of a chest. I think the amount is too high. If a Killer brought this and a survivor brought their offering for additional chests...that would be A LOT of chests on one map. LOL But the drawbacks of a faulty item are too great. Blindness for 120 seconds? The hatch not only wont open for the rest of the match, but injures the survivor? It would need to be something more on par with existing failed actions - like an audible/visual notification for the Killer, as if you popped a gen.

    And the hatch perk is cool for Killers, but way too overpowered, and a huge detriment to survivors...especially last survivors...which already have a significant disadvantage in end game.

  • The exit gates take 20 seconds each, and most maps cannot support both. 20 seconds and opening the Fake Gate does not start EGC. Most of the time gates are 99 and taped open so that shouldn't be an issue.

    Blindness removes aura reading, which is null. I'll admit the hatch damaging the survivor is a bit much. Also the items can be taken out of the trial and return to normal when they are.

    For Reverse Roulette, I forgot the mention it, but the killer cannot close any Hatches when there is one survivor left.

  • Reverse Roulette- Uncommon / Uncommon / Rare

    A:

    The Hatch is visible at the start of the trial. 

    Additionally, 5 False Hatches are generated with the trial. 

    At most 10 seconds of key chargers are consumed from a key when it is used on a False Hatch, once a key is out of charges the key itself is consumed  

    If a survivor attempts to enter a False Hatch they take one health state of damage. The False Hatches remain open permanently. If the survivor is in the dying state and attempts to leave through a False Hatch, they will be sacrificed.

    When there is one survivor left in the match, all Hatches that are not open, open.

    You hear the true Hatches Echo 12/24/36 meters Further and Hear no echo from False Hatches.

    “That Vigo fellow traded his secrets for his freedom. He held up his end, now to find us a way out of this place.” ~Vocie from the void.


    My thoughts:  A trade, potential instant escape at the start of a trail if you get lucky as a survivor with a key in exchange, the hatch game now was mind games based on if the survivor can remember what hatches have been tried at the end.


    B:

    You hear the Hatch Echo 12/24/36 meters Further.

    The trial starts with 1 additional Hatch spawn, The Traped Hatch.

    The Trapped Hatch will sacrifice any survivors who enter it and The Hatch will let the survivors out as normal.

    The status of survivors who enter either hatch is Unknown to the survivors remaining in the trial.

    “That Vigo fellow traded his secrets for his freedom. He held up his end, now to find us a way out of this place.” ~Vocie from the void.


    My thoughts: This version would add score events for both survivor and killer.

    Survivors who escape get “Lucky”  Which awards 4000 BP in Survival

    Survivors who get hatch sacced get “Lost” Which awards 1500 BP in Boldness

    Killers scores “Into the Maw” when a survivor is sacrificed, which awards 1500 BP in Sacrifice

    Killers scores “Wrong One” when they close The Trapped Hatch, awards 200 BP in Deviousness