I have some ideas for new items/perks that would fix some current problems, hear me out:
New survivor items :
Painkillers - Has x charges, can only be used when injured or on hook. When injured, consume one charge to remove Hemorrhage and Mangled effects from you while also reducing the volume of grunts of pain by 100% for 30 seconds (more or less). When on the hook, consume one charge to slow down the entity progression by 30% (more or less). It has the same cooldown as the amount of seconds the grunts of pain are silent. This would be a pretty good anti camping item.
Oil Canister - Has 2 charges, can be used either on yourself or on a hook. When you use it on yourself it consumes 1 charge and you start drenching yourself in oil, it takes 5 seconds to accomplish it, then you gain the Slippery status effect, while slippery, you cannot run, only walk, but the time it takes to wiggle out of the Killer's grasp is reduced by 50%, you also leave a pool of black oil if you stay for too long in the same place. If you get hooked or if you escape from the killer's grasp, the Slippery status effect is lost. If you use it on a hook consume 1 charge, it will take you about 2 seconds to oil up the hook. Any survivor put on that hook will have a 100% chance to unhook himself. Survivors can see the oiled hooks with a yellow aura. Good item for players that want to be sneaky and work on gens, and also decent against a 3 gen, since you can oil up one of the hooks close to the 3 gen and make plays around that.
New survivor perks :
Play Dead - Crouching 5 times in a row activates this perk. You prone on the ground (very similar to how you are when you're in the dying state), you can crawl around but in order to get back up you need to charge up a bar just like you'd recover from the dying state, but way faster ofc. The thing is, that if a killer finds you like this, he can just pick you up. This could make up for very sneaky plays, and will also stop people from t-bagging a little bit maybe, if they're using this perk, to not accidentally prone.
Sacrificial Lamb - If you're the first survivor to reach the second hook state, the skill check zone won't get smaller and smaller and the entity cannot kill you as long as you're hitting the skill checks. Good perk for kamikaze players that like to be aggressive.
Dangerous Game - Sitting in the basement, replenishes your item's charges. Sort of like a reverse Franklin's. A high risk high reward perk. (It doesn't work if you're inside a locker)
Killer perks :
Psychosis - Chasing survivors angers you so much that it makes you lose touch with reality, more and more. Each time you gain Bloodlust, you also permanently gain a stack of Psychosis (3 stacks max). Each Psychosis stack gives you +0.2 movement speed when you're not in a chase. This perk should be good for people that are not good at chases, let them gain something from them anyways, and use that advantage to pressure gens instead with the extra movement speed outside chases.
Wrath Trigger - Seeing survivors trying to be altruistic only triggers your wrath, gain Bloodlust 30% faster against any survivor that has an item in his hand.
Seeing Red - Seeing a survivor recover a health state right before your eyes, enrages you like a bull. Whenever you have line of sight in the moment a survivor recovers from being injured, whoever healed that survivor becomes exposed, if he healed himself, he becomes exposed.
Hex: Amnesia - A hex that puts survivors in a state of disorientation. Survivors cannot see any progress bars ( when healing, blessing, opening gates, doing gens, recovering from the dying state etc.)
Comments
I love these, especially the sacrificial lamb one
But what characters could they possibly give these to?
I didn't really think about that, I thought about them as default perks that could be added for everyone, but they could also work as teachables for new characters I guess.
Especially the 3 survivors perk, seem like they could fit a crazy suicidal survivor.
Painkillers hook effect is completely busted and overpowered.
Both effects of Oil Canister are completely busted and overpowered.
I don’t see the point of Play Dead.
Sacrificial Lamb is completely busted and overpowered.
Wrath Trigger is too situational to be decent IMO, but has a fundamentally volatile effect that would be dangerous to make better.
Seeing Red seems a bit excessive, would need more drawbacks or downtime.
Amnesia seems too niche to be helpful.
How the hell can't you see the point of Play Dead ? You can pretty much become invisible in any place that has grass, even hide behind smaller obstacles that you would not be able to hide behind otherwise.
Painkiller hook effect can be lowered if it seems busted.
On the oil cannister you only have 2 charges, and using it on yourself makes you not able to run. And the hook effect can't really be more busted than sabotaging a hook really. Sabotaging a hook makes the survivor escape a hook state, oiling up the hook doesn't. Still don't get how that's so busted and OP.
Sacrificial Lamb only works for the first survivor that reaches the second hook state. That's only once per match. How's that busted and overpowered when survivors can potentially waste a perk slot if more than one brings that perk.
Nobody complains about Franklin's as being "too situational" and Wrath pretty much activates based on the same principle,
Seeing Red is high risk high reward imo, survivors usually heal behind cover, where you don't have direct line of sight, and they usually stop healing when you approach anyway, you need to find the perfect moment for it to activate, and in case you manage that, you'll be rewarded.
I love the oil idea cuz it's just so goofy. Yes, I would love to watch Claudette dump a bucket of lard on her head so that she can go wrassle Trapper. Yes please.