Perk Idea Hex:Lock
Whenever the Generators are powered or 3 survivors have been killed a dull totem on the map becomes active. The Hatch remains locked until the totem is broken and 30/45/60 second increase to open the escape gates.
EDIT: The last survivor gets 60/55/50 increased action speed for repairing, healing, and cleansing while the totem is active.
EDIT: The Killer's aura reading abilities are negated on activation.
Comments
The killer camps the totem. It's a hatch standoff before the hatch standoff.
If all totems are broken, there's a hatch standoff.
the extra steps can buy you time, how many games where a hatch standoff occurs when all the totems are broken?
A hatch standoff is where the survivor wants to use the hatch, but can't because the killer is on it.
The killer can't swing because the survivor can power through. The killer can't grab until the survivor tries to jump in.
The survivor cannot jump in because the killer is guarding the hatch.
Thus a vicious cycle begins.
This is survivor wants the totem broken. Can't because killer is guarding it.
Killer doesn't want totem broken. Killer guards totem.
exactly,> @Rebel_Raven said:
You are correct didn't consider that the killer could just camp the totem, reworked it so the sole survivor has more options.
While we're at it, lets make a totem that keeps the surivors from opening the exit gates! What's the difference! Hatch standoff, Totem standoff, Exit Gates standoff!!
Better idea: Just let them have the hatch.
If the killer is needing that last kill for what ever reason it seems easier to just balance with a perk than with changes to the endgame. It doesn't create a standoff, it forces the survivor to either get the last gens done, cleanse the totem, or do something else. Killer mains feel like 1 survivor shouldn't have a free escape just because his team mates died.This perk with force a conclusion one way or another since the last survivor will have massively increased gen time and cleansing time so there's incentive to do something. I might rework the idea again to give the killer temporary aura blindness just to make it more fair.
How would this work with the keys? what if the exit gates weren't powered yet but for example there was 3 people left and 1 generator left. If one has a key does that activate the hex or does that perk just become useless?
Its fine at the moment. Want the 4k? Then slug.
Dont care? Then hook and let last get hatch.
if the totem is active then the hatch stays locked and key wont open it so a key would still counter it.
this woulndt do much good though
It really isn't, the devs have been looking at this issue longer than ds and reworking freddy.
What is with this insane idea of giving a "PERK" 20 different drawbacks hidden behind 1 good idea for a perk.....have you and BHVR not learned that people don't use those perks?