Perks with overlapping Auras and how they could be distinguished

Okay so a couple of Killer and Survivor perks that deal with Generators unintentionally overlap each other. For Killer perks, Eruption and Call of Brine overlap Surveillance and can make Discordance a bit difficult to distinguish. For Survivor perks, Blast Mine, Wiretap, Situational Awareness, and Repressed Alliance. Sure you don't have to run all of the perks together but you should still get the chance to without them overlapping each other.

For Eruption, you should have a token for each generator you have kicked and its up to the Killer to just remember which Generator they kicked. When it activates, all Generators that explode should be revealed in yellow so that it can be distinguished with Jolt.

For Call of Brine, when a Survivor makes a Good Skill Check while it is active, the Generator should reveal its Aura in beige, the Exit Gate Aura reading color, for the remainder of Call of Brine's effect.

This would allow Surveillance to overlap those two perks until the information changes. If an aura is needed to show that you have activated either Eruption or Call of Brine on those generators you could have the generator's aura turn yellow when the Killer is within 8-16 meters.

For Blast Mine, the Generator's aura should be in Beige for all Survivors, which if someone with Situational Awareness was repairing it would change the aura reading color to yellow for any Survivor that gets close. The way Blast Mine activates should be different so as to not overlap Repressed Alliance and Wiretap, and I propose that to be pressing the active ability button while standing near the generator, not repairing it. The animation for this could be the Sabotaging animation for like half a second, and you could even put an actual Blast Mine model under the generator like the perk icon suggests.

For Wiretap, the Generator's aura should turn pink, like a dull totem aura, revealing itself to all Survivors only when the Killer is near so that Blast Mine doesn't overlap it but it can still overlap Blast Mine when needed. As for activation I think it should be while you are standing within 8 meters of the Generator but not directly on it so that you could theoretically activate it mid chase and not have it rewrite Repressed Alliance. Or you could have it activate with the secondary active ability button (like reassurance) while repairing a generator.

Comments

  • My idea was the icon of the perk would be above the object with the aura. Either that, or the order you have your perk in determines the priority in aura reading colors. If you have a perk that makes a gen white, and have that in your first perk slot, then when it triggers, it will override any other colors until the perk aura goes away.

  • @RpTheHotrod said:

    My idea was the icon of the perk would be above the object with the aura. Either that, or the order you have your perk in determines the priority in aura reading colors. If you have a perk that makes a gen white, and have that in your first perk slot, then when it triggers, it will override any other colors until the perk aura goes away.

    I like that idea of perk slots determining the order at which auras overwrite each other, that would be a simpler change and it can be done by choice. Also if there was an aura for the actual blast mine model or wiretap (which there isn't one), the aura would have be like the Lament Configuration where it gets bigger the further away you are.

  • I agree, icons among the gens for Killers and survivors perks.