New Killer Perk: Dark Requiem
During the match, for every Survivor that is hooked, gain a token, up to 5 tokens:
- 2 Tokens: Grants the ability to see the aura of the Hatch within a 16/20/24 meter radius when it becomes visible.
- 3 Tokens: Calls upon The Entity to block the Hatch until the Exit Gates are opened or there is only one Survivor left.
- 5 Tokens: You gain the Undetectable status effect for 20/25/30 seconds upon hooking a survivor when the exit gates are active.
The Purpose of "Dark Requiem"
The purpose of Dark Requiem is to be a complete counter to the overpowered Survivor item known as the Keys, as well as something that gives Killers a new toy to try out with other Perks.
The intended design of Dark Requiem is to make completing all generators and getting out through the exit gates a necessity and the hatch a last resort. However, this requires a good amount of skill and patience to get all five tokens, which means that there is still a chance that survivors can get out if you do not play your cards right.
This is an extremely powerful perk, but is also a moderate-to-high skilled perk to utilize effectively.
But who knows? Maybe you'll be able to find some use with it alongside Perks like No One Escapes Death, Blood Warden and No Way Out, just to really, truly make Survivors regret bringing Keys into the match.
An overpowered midgame perk, for an overpowered midgame item.
Comments
What a unique idea. However, designing this perk around countering an item is bad design (just look at Lightborn). Not to say that keys aren’t a problem, mind you. Its nerf will come in due time.
If I were to change this perk, I’d make it an endgame perk to run alongside Blood Warden or NOED like this:
Dark Requiem
When the exit gates are powered, hook a Survivor to activate Dark Requiem for 16/18/20 seconds.
While Dark Requiem is active:
Sure, that'd be efficient, but I'm trying to make it so that the HATCH isn't a problem, not the exit gates. The exit gates are fine and have enough perks to actually work with them (No Way Out and Blood Warden), it's the hatch that needs this Perk more than ever.
And think about it for a moment. The scenario for your changes to it is that you have:
First, No Way Out activates, which at maximum will grant you a good 42 seconds of no exit gate openings.
Second, once that is done, the Survivors take approximately 19 seconds to try and open the gate, but then you hook someone and Dark Requiem activates, making sure that they can't escape for another 20 seconds.
Then after that, another 20 seconds of opening the gates.
But OH WAIT, another 60 seconds of waiting because Blood Warden activated as soon as you hooked ANOTHER survivor after the exit gate finally opened.
The total amount of time lost to Survivors: 161 seconds, or 2 minutes and 41 seconds.
Your changes would only incentivize further Key plays and ultimately lead to people not enjoying the game as much, which also defeats the purpose of having a new Perk in the first place.
I want to push people away from using Keys as a means to escape; not push them towards using Keys because they might think a Killer is just going to run these four Perks and just outright prevent you from doing literally anything.
i would say change the second effect, the one at 3 tokens and instead follow TruthTheDeceiver's idea with permanent Undetectable in endgame. Remember, we're saving up the undetectable upon hooking for Insidious