Invocation perk rework

I have two ideas:

  1. Instead of being broken and injured after performing the invocation different things should happen depending on how many perform the ritual. One person: Loose 2 health states. Two people: each person looses one health state. Three or four people: nothing is lost. This would keep a sense of risk as it is obviously done in the basement, it would benefit survivors in the way of if many do it then nothing bad will happen and promotes teamwork as well as making sable's and taurie's kits more synergistic as they both have unique self heal perks alongside their invocations which cant really be used together right now. There is also counterplay and downsides as if one or two people do it the killer will know they are in the basement due to the loss of health states and if more than that do it then it will cost the survivors a lot of gen progress. This aims to just make the perks more useable standalone without depending on no mither and without affecting you negatively the whole game and making it less fun.

2. Make it so instead of being broken the whole match afterwards you cant gain any "positive" effects (e.g: haste, elusive etc. ( basically things that appear at the side of your screen (BUT NOT THE ENDURANCE AND HASTE AFTER BEING UNHOOKED))) this may seem not great but it would still be much better than the broken system as it restricts things that are related to perks instead of basekit meaning you can attempt to build around it with non meta perks that would still allow for fun and general survivability and help force a different playstyle to sprint burst/lithe and whatever else

These 2 aim to make it more of a fun perk that has more interactibility and can be mitigated or avoided through creativity and creates different interactions too! I really hope someone listens cause the idea of doing rituals in the basements is really cool but being broken all game after sitting in the basement for a minute isnt great cause it forces you to just sit on gens and have 0 chase time most of the game. Thanks!

Tagged: PerksSurvivors

Comments

  • I'd love their to be a more enticing price from invocations, because perma broken is just not it for the time investment.

    Either make the time investment much much less, or change the "price" to something less severe.

  • My question is: Why do all invocations have to have the exact same "price"?

    I think Weaving Spiders is fine as is, because up to 70% permanent generator progress is a very strong effect.

    And while I know this has been said a million times already, Treacherous Crows has many issues. The most obvious problem is that becoming broken for the rest of the trial is not worth the perk's effect; the effect doesn't make a ton of sense either because if you're being chased, you'll be scaring crows, not the killer.

    So, how to fix Treacherous Crows? The first idea is to just make it so that when a survivor scares a crow, the killer's aura gets revealed to that survivor for 2s. That simple change would already make it so much better. But I also think they should reevaluate invocation perks' penalties to better fit the power level of the perk. In Treacherous Crows's case, I believe becoming broken for 120s (as opposed to the rest of the trial) is much more fair.

  • I liked the idea of being oblivious entire game instead of broken and treacherous crows needs tweak. Make the aura reveal 5s instead of 2s and make it that crows are not scared by survivors. With those changes both invocations would fit the same downside.