Offering Ideas

Currently, offerings have become a little stale. Old offerings, such as the mist and luck offerings, may have had their time earlier on in the game, but now really play very little. Hatch placement offerings haven't done that much, and maybe offerings now need to have a more dynamic role to play, when not giving bloodpoints or chest or Moris. I've had some thoughts which may add a bit more spice and diversity:

1. Weather Offerings: Not just an offering which may add heavy rain, thicker fog or lightning, but weathers which have an actual effect on gameplay. As an example, rain or sleet could reduce friction for both sides or bog certain areas, fog which reduces aura-reading abilities or lightning which has a chance to strike on the map, where the light could quickly blind anyone within a certain radius of the strike.

2. Entity seedling: Working like the pumpkins from the Halloween Event, I liked the idea of those mini boosts and hinderances, so this offering will introduce eggs around the map. If a player kicks it, it can grant speed or hinderances, but may also have other effects such as: Refreshing any perk currently in cooldown, blocking a perk fpr a short period, (for survivor) give a quick endurance/exposed effect, (for killer) grant a shorter or longer stun effect after a pallet drop, briefly cause blindness, gives short 3% boosts or nerfs in certain actions, etc..

3. Clustered/Shattered Auric Cells: The map gained or lost some of the cells needed for its construction. Adds or subtracts obstacles from the map. Not significantly and nothing too strong, but short loops or items like barrels may be removed or added. Afterall, the Entity has trouble understanding the order of the world, so a random short wooden wall in the cornfield won't matter!

4. Serum Rot: A strange reaction has happened to the serum, contained in dirty jars. Small, randomized patches of the map seem to shimmer with a small, liquidy effect and any player who walks on it will briefly slow and their aura will show to all players, whether killer or survivor.

5. Faustian Offering: Based off a deal with the devil idea, this is a strange one but has a purpose. As killer, if one survivor remains and you knock them to the dying state, if you carry them to within 1m of an open hatch or the line of escape within the exit gate, drop them and let them leave, you receive 4× the BP you would have received at the end of the match. As survivor, if you are the last alive, go up to a hook and point to touch it, then if the killer downs you and you die by any means you get 4× the BP. It's an offering intended to promote a little more empathy. To sweeten it, maybe double BP of the killer or survivor on the receiving end.

6. Black Lock: I like doing things in sixes, so this idea is a little #########, but it makes the numbers. If a survivor burns it, the hatch spawns once the final gen is done, regardless of how many survivors remain. It functions as the old rules apply, so all can escape if they get there before the killer and is opened by a key. If a killer burns it, once 3 survivors have been killed/sacrificed, then no hatch spawns and the EGC starts immediately, meaning the final survivor only has the gates to play with.

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