Survivor perk idea - Veteran
Experience breeds success
Everytime you heal a Survivor from injured to healthy gain a token up to 7.
Your scratch marks last 1 second less per token
If you are ever put into the dying state lose 3/2/1 token(s).
Experience breeds success
Everytime you heal a Survivor from injured to healthy gain a token up to 7.
Your scratch marks last 1 second less per token
If you are ever put into the dying state lose 3/2/1 token(s).
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Comments
I could pair it with Lightweight and get a no scratch mark run if pulled off, cool idea!
i lik dis
This could replace left behind from the title itself. To keep consistency with 3 perks per survivor :)
@DeadByMoonlight Agreed. Scrachmarks are the root of all evil.
Honnestly i was excepting the worst, but the idea is quite interesting.
Complete a heal, it can be 3 survivors heal a survivor to complete and all of them gain a token.
I think it should be after a safe unhooking make 2/3/4 sec fade faster. It reset if you get hooked. This combine with Lightweight is already great. Complete remove scratch is too much.
@C3Tooth how often do you personally heal 7 survivors in a single game without being downed?
Even if 3 Survivors are doing the heal every time it would still take awhile to get all 7 tokens.
7 seconds is quite a lot, isnt it?
i'd be okay with 4 or 5 (since you can combine it with lightweight), but 7 does seem a little bit too much...
or make it outside chases. that would also work.
@Mister_xD 7 heals without being downed is also quite a lot.
This a bit like getting 5 tokens with devour hope. If you get enough tokens to use the OP effect then you've earned it.
@NuclearBurrito i do agree that 7 heals without being downed is quite a lot, but still... if you heal one grounded survivor tats immediately 2 tokens for you - combined with lightweight thats minus 5 seconds of scratchmarks, which is a lot.
now, since you mentioned DH, that perks also has 2 drawbacks. or better, one condition you need to fullfill and one drawback. the condition would be that you need to be 24m away from the hook, while the drawback would be that it can be destroyed, removing all of its current effects.
imo your perk kinda lack said drawback, since -1 token for going down is really not much.
if you were to change it to "only works outside of a chase", i would be 100% for it, its just that on maps like lerys, having literally no scratchmarks can be immensly strong and can immediately throw the killer off of your trail, allowing you to have quite a lot of easy escapes inside of jungle gyms or on said maps.
so yeah, outside of chases as a stealth perk i would love it! but during chases it could be a little too strong...
Deliverance: to achieve self unhook, a survivor must unhook someone else before he get hooked. Then its done, he can do whatever he wants until he get his 1st hook.
As your idea for Veteran: it completly force survivors to keep healing survivors to get the effect (may be add Sympathy to make it works because it requires 7 times and still can be lose effect if in dying stage), Im sure survivor will ignore doing anything except healing. Healing 7 health stage for 7sec fade faster is truly deserved. But it completely change the game play for the survivor.
There are perks build that force you to play a direct category (Borrowtime, We will make it force you to focus on unhooking / Ace in hole, Plunder instinct force you to find chests ect). I prefer to have a perk that giving you a mission like Deliverance, not changing a play style.
I mean that's 2 perk slots for an effect that a good Killer can use other means to mitigate (sounds, auras, crows ect). It's still strong even then but it's comparable in strength to other meta perks like dead hard.
And yeah this has less drawbacks than devour, but the ultimate really good effect isn't quite as good as devours either.
The thing about healing a slugged survivor is fair I didn't think about that. I'll fix that
That really just comes down to preference. Personally I prefer perks that either compliment or encourage a certain playstyle. If you don't that's fine.
I mean I kinda agree one of the reasons stealth isn't optimal.