Idea for a New Survivor Loadout

After playing this game for a bit, I kind of want to make up some ideas for it as well. A whole new survivor, I don't have a name or backstory, but I have their role in the team and how they play. Here are their perks first:

Hasten Yourself

The killer's presence is a frightening experience, and you make haste to lose them without being seen. Walking speed is increased by 20%(1) - 30%(2) - 35%(3) when healthy and inside of the killer's terror radius.
This perk has no effect while injured, dying, or hooked.

Take Charge

When the situation outcome is looking grim, you harness your inner courage to lead your team to freedom. You and nearby allies within a 4(1) - 7(2) - 9(3) meter radius receive a 8%(1) - 14%(2) - 20%(3) increase to repairs, healing, disarming, and cleansing when at least two allies are injured, dying, or hooked.
This perk has no effect while injured, dying, or hooked.

Find Your Way

Avoiding trouble isn't an issue for you, and some of it will rub off on your friends. Unhooking another survivor causes the killer's aura to be revealed to you and the unhooked survivor for 6(1) - 8(2) - 10(3) seconds. Find Your Way has a cooldown of 75(1) - 60(2) - 45 seconds.

The role of this survivor is to take advantage of the killer's progress and use it against them, while being their source of valuable buffs. But if they are exposed or hit, their abilities are disabled. This survivor sort of acts like a mixture of Dwight Fairfield and David King, buffing nearby teammates while also having a risky playstyle that makes them rely on the presence of their teammates for most of the match. Let me know what you think.

P.S. I don't know if this is the right category to post this in, but regardless, here it is.

Comments

  • @TruthTheDeceiver said:
    After playing this game for a bit, I kind of want to make up some ideas for it as well. A whole new survivor, I don't have a name or backstory, but I have their role in the team and how they play. Here are their perks first:

    Hasten Yourself

    The killer's presence is a frightening experience, and you make haste to lose them without being seen. Walking speed is increased by 20%(1) - 30%(2) - 35%(3) when healthy and inside of the killer's terror radius.
    This perk has no effect while injured, dying, or hooked.

    Take Charge

    When the situation outcome is looking grim, you harness your inner courage to lead your team to freedom. You and nearby allies within a 4(1) - 7(2) - 9(3) meter radius receive a 8%(1) - 14%(2) - 20%(3) increase to repairs, healing, disarming, and cleansing when at least two allies are injured, dying, or hooked.
    This perk has no effect while injured, dying, or hooked.

    Find Your Way

    Avoiding trouble isn't an issue for you, and some of it will rub off on your friends. Unhooking another survivor causes the killer's aura to be revealed to you and the unhooked survivor for 6(1) - 8(2) - 10(3) seconds. Find Your Way has a cooldown of 75(1) - 60(2) - 45 seconds.

    The role of this survivor is to take advantage of the killer's progress and use it against them, while being their source of valuable buffs. But if they are exposed or hit, their abilities are disabled. This survivor sort of acts like a mixture of Dwight Fairfield and David King, buffing nearby teammates while also having a risky playstyle that makes them rely on the presence of their teammates for most of the match. Let me know what you think.

    P.S. I don't know if this is the right category to post this in, but regardless, here it is.

    find your way is a thing i suggested be added to were gonna live forever

  • After playing this game for a bit, I kind of want to make up some ideas for it as well. A whole new survivor, I don't have a name or backstory, but I have their role in the team and how they play. Here are their perks first:

    Hasten Yourself

    The killer's presence is a frightening experience, and you make haste to lose them without being seen. Walking speed is increased by 20%(1) - 30%(2) - 35%(3) when healthy and inside of the killer's terror radius.
    This perk has no effect while injured, dying, or hooked.

    Take Charge

    When the situation outcome is looking grim, you harness your inner courage to lead your team to freedom. You and nearby allies within a 4(1) - 7(2) - 9(3) meter radius receive a 8%(1) - 14%(2) - 20%(3) increase to repairs, healing, disarming, and cleansing when at least two allies are injured, dying, or hooked.
    This perk has no effect while injured, dying, or hooked.

    Find Your Way

    Avoiding trouble isn't an issue for you, and some of it will rub off on your friends. Unhooking another survivor causes the killer's aura to be revealed to you and the unhooked survivor for 6(1) - 8(2) - 10(3) seconds. Find Your Way has a cooldown of 75(1) - 60(2) - 45 seconds.

    The role of this survivor is to take advantage of the killer's progress and use it against them, while being their source of valuable buffs. But if they are exposed or hit, their abilities are disabled. This survivor sort of acts like a mixture of Dwight Fairfield and David King, buffing nearby teammates while also having a risky playstyle that makes them rely on the presence of their teammates for most of the match. Let me know what you think.

    P.S. I don't know if this is the right category to post this in, but regardless, here it is.

    All of them are too op in my opinion.
    About the Haste one... You mean walking or both walking and running speed? Because if it's the 2nd one that's ridicously op. Killer wouldnt have a chance to get you.

    EDIT: ok i realized it says "without being seen" so it's something similar to urban evasion"
  • We need a perk's to counter a tunneling

  • @Ihatelife said:
    We need a perk's to counter a tunneling

    So come up with an idea.

  • @Milo said:

    @Ihatelife said:
    We need a perk's to counter a tunneling

    So come up with an idea.

    Maybe something similiar to Borrowed time, but it only work's for you, once per match for 45 second's

  • Hasten Yourself is interesting, but imo Take Charge could be a possible rework for Leader and Find Your Way could be the additional effect on We're Gonna Live Forever everybody ask

  • @Vietfox said:
    TruthTheDeceiver said:

    After playing this game for a bit, I kind of want to make up some ideas for it as well. A whole new survivor, I don't have a name or backstory, but I have their role in the team and how they play. Here are their perks first:

    Hasten Yourself

    The killer's presence is a frightening experience, and you make haste to lose them without being seen. Walking speed is increased by 20%(1) - 30%(2) - 35%(3) when healthy and inside of the killer's terror radius.

    This perk has no effect while injured, dying, or hooked.

    Take Charge

    When the situation outcome is looking grim, you harness your inner courage to lead your team to freedom. You and nearby allies within a 4(1) - 7(2) - 9(3) meter radius receive a 8%(1) - 14%(2) - 20%(3) increase to repairs, healing, disarming, and cleansing when at least two allies are injured, dying, or hooked.

    This perk has no effect while injured, dying, or hooked.

    Find Your Way

    Avoiding trouble isn't an issue for you, and some of it will rub off on your friends. Unhooking another survivor causes the killer's aura to be revealed to you and the unhooked survivor for 6(1) - 8(2) - 10(3) seconds. Find Your Way has a cooldown of 75(1) - 60(2) - 45 seconds.

    The role of this survivor is to take advantage of the killer's progress and use it against them, while being their source of valuable buffs. But if they are exposed or hit, their abilities are disabled. This survivor sort of acts like a mixture of Dwight Fairfield and David King, buffing nearby teammates while also having a risky playstyle that makes them rely on the presence of their teammates for most of the match. Let me know what you think.

    P.S. I don't know if this is the right category to post this in, but regardless, here it is.

    All of them are too op in my opinion.
    About the Haste one... You mean walking or both walking and running speed? Because if it's the 2nd one that's ridicously op. Killer wouldnt have a chance to get you.

    EDIT: ok i realized it says "without being seen" so it's something similar to urban evasion"

    It only increases walking speed, it doesn't actually apply the Haste status effect at all times. Plus the perk is only active when healthy. So if you recently took a hit from the killer, this perk doesn't work.

  • @Ihatelife said:
    We need a perk's to counter a tunneling

    Heh heh. I just did actually.