Non-Competitive Survivor Perk Idea

Collector:

·       When you have completed a total of 50% progress on generators, cleansed 1 totem and performed 1 hook rescue, this perk activates.

·       Unlocking a chest while this perk is active guarantees 1 of 3 items that have an equal chance to spawn:

o  An ultra rare flashlight that is called collector’s flashlight (has the same effects as a utility flashlight)

o  An ultra rare toolbox that is called collector’s toolbox (has the same effects as an engineer’s toolbox)

o  An ultra rare med kit that is called collector’s med kit (has the same effects as a ranger’s med kit)

·       Once you finish opening the chest, the item is generated and you pick it up, this perk deactivates.

·       Only the person who activated this perk may pick up the item generated by it.

·       The point of this perk is not to be powerful, but to give a sense of accomplishment, something to show off to friends, and rare items to collect for personal enjoyment.

Thoughts?

Comments

  • @dbd_ideas_guy said:

    Collector:

    ·       When you have completed a total of 50% progress on generators, cleansed 1 totem and performed 1 hook rescue, this perk activates.

    ·       Unlocking a chest while this perk is active guarantees 1 of 3 items that have an equal chance to spawn:

    o  An ultra rare flashlight that is called collector’s flashlight (has the same effects as a utility flashlight)

    o  An ultra rare toolbox that is called collector’s toolbox (has the same effects as an engineer’s toolbox)

    o  An ultra rare med kit that is called collector’s med kit (has the same effects as a ranger’s med kit)

    ·       Once you finish opening the chest, the item is generated and you pick it up, this perk deactivates.

    ·       Only the person who activated this perk may pick up the item generated by it.

    ·       The point of this perk is not to be powerful, but to give a sense of accomplishment, something to show off to friends, and rare items to collect for personal enjoyment.

    Thoughts?

    Why can't other survivors use your item if you want to share? Why can't you get multiple good items by reactivating the perk again. Wouldn't the perk that gives better items from chest be better because you don't have all this requirements and restrictions?

    I don't know, just feels like it has so many restrictions when the condition to activate it is already much more effort than other perks that give way better rewards.

    I am not saying the reward should be better, but maybe you added to many conditions and restrictions for an already very safe perk.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366828/non-competitive-survivor-perk-idea

    Why can't other survivors use your item if you want to share? Why can't you get multiple good items by reactivating the perk again. Wouldn't the perk that gives better items from chest be better because you don't have all this requirements and restrictions?

    I don't know, just feels like it has so many restrictions when the condition to activate it is already much more effort than other perks that give way better rewards.

    I am not saying the reward should be better, but maybe you added to many conditions and restrictions for an already very safe perk.

    I think you have a point with your first question. It could make for some nice moments having the ability to share your collector's item with another player. For example: "This player earned a cool item by completing some somewhat difficult requirements and sacrificing a perk slot, which proves he is a good player who was an asset to the team, and he was kind enough to gift his cool item to me instead of collecting it. I feel happy because of it."

    The reason I decided to restrict sharing was because I wanted to add value to the items by making them hard to earn, but I think allowing sharing would cause other people who are not using the perk to enjoy themselves as well, by being gifted collector's items, which could be better.

    You can't get multiple items per game because it would devalue the items is my reasoning. They are supposed to be somewhat difficult to get to make growing your collection feel more like an accomplishment.

    Since you say the perk is so safe, maybe it'd be nice to add addons to the item as a reward. I was thinking since it has to be earned unlike ace in the hole, it'd be OK for the item to come with a purple and green add-on on the first and second slot respectively.

  • @dbd_ideas_guy said:

    Collector:

    ·       When you have completed a total of 50% progress on generators, cleansed 1 totem and performed 1 hook rescue, this perk activates.

    ·       Unlocking a chest while this perk is active guarantees 1 of 3 items that have an equal chance to spawn:

    o  An ultra rare flashlight that is called collector’s flashlight (has the same effects as a utility flashlight)

    o  An ultra rare toolbox that is called collector’s toolbox (has the same effects as an engineer’s toolbox)

    o  An ultra rare med kit that is called collector’s med kit (has the same effects as a ranger’s med kit)

    ·       Once you finish opening the chest, the item is generated and you pick it up, this perk deactivates.

    ·       Only the person who activated this perk may pick up the item generated by it.

    ·       The point of this perk is not to be powerful, but to give a sense of accomplishment, something to show off to friends, and rare items to collect for personal enjoyment.

    Thoughts?

    why not make this mechanic in the base and for the key? So there will be at least some chance in the end