New Survivor chase perks ideas
So the last few chapters i feel like there hasn't been any cool chase perks for survivors, so i wanted to brainstorm some ideas:
Perk 1: After stunning a Killer with a Pallet 4/3/2 times, this perk activates. While this perk is active when you stun a Killer with a pallet, their stun time is increased by 50% and and the looses the bloodlust effect
Perk 2: When falling from a great height, reduces your falling stagger by 100%, this perk has a 80/70/60 second cooldown. This perk is not active while exhausted, the cooldown timer is stopped while exhausted. This perk doesn't cause exhaustion.
Perk 3: While performing a fast vault, press the ability button to fake the direction and go back to the position you vaulted, after that you leave no scratch marks for 3 seconds, this perk has a 80/70/60 second cooldown.
Perk 4: You gain a token for each time you perform one of this actions:
- Unhook another survivor safely
- Stun the Killer
- Blind the Killer with a flashlight
You can gain a maximum of 5 tokens. For each token you have, increases your vaulting speed by 4%
Getting hit by a killer attack you loose 4/3/2 tokens
Perk 5: Allows you to vault blocked windows by the entity, doing this action, you become exhausted for 60/50/40 seconds
This perk cannot be used while exhausted.
Perk 6: After cleasing a totem and while not having an item in your hand press the use "Perk" button.
This enhances your aura reading capabilities, you see aura of the when he is within 12m of you. You can use this ability for 8/12/15 seconds
Comments
Please no.
Perk 1: Just a longer stun doesn’t feel very interesting to play against.
Instead could just make it so the Killer stops seeing Scratch marks for a few Seconds after you stun them. (You still leave scratch marks that reappear once the duration is over though)
Perk 2: Isn’t this part of Balanced Landing?
Not sure how I like a movespeed Perk that stacks with Exhaustion Perks
Perk 3: Misdirection is Powerful. I don’t think it needs to remove scratch marks, you can couple it with Dance With Me if you want that. (And of course I assume this Perk will be an Exhaustion Perk)
Perk 4: A Token based Exhaustion Perk could be an interesting idea.
However I don’t think a passive Vault speed increase is healthy or engaging.
Perk 5: Duration is too long, Status effect recovery should be standalone in its own Perk.
Perk 6: Don’t allow the Survivor to stop the use drain: if they start to read the Aura with this Perk, it drains until it is depleted. Also reduce the duration down to like 10-15s Max
1: i think it would be interesting to make killers more afraid of pallets and counter enduring
2: I really would like to have the no stagger effect in a non exhaustion perk, don't know how to balance it, but i really want it xD
3: Nobody would use a misdirection perk if it was an exhaustion, the idea is to be like deception. You can argue that the cooldown should be longer, but if it cause exhaustion it would be incredibly weak, all exhaustion perks give you an advantage, not a mind game.
4: I like the idea of needing to play aggressive and becoming more powerfull in chase, maybe some way to remove tokens, maybe if you get hooked you loose all tokens
5: Meh, that would just be Vigil, but honestly i don't like this one either
6: The idea was to make the blood Key in a perk, but the duration might be too long, 10 or 15 seconds is probably best
Tried to alter the perks with the feedback, wish i got to say thanks. What do you think?
P1:
Trying to make the Killer more afraid of something.
This is not the philosophy you want for the aesthetic of this game, and not something you want to do to the minority role in an asymmetrical game.
If you want a counter to enduring, you have Smash Hit. Where the Survivor gets a speed boost away from a successful stun.
P2: The Perk itself would need to cause exhaustion, otherwise it can be frontloaded into something like Dead Hard, used before hit with Overcome, or a good pathing scenario with Lithe. In all honesty Balanced Landing is an Exhaustion Perk you can easily make arguments for bringing another Exhaustion Perk with already.
P3: You still don’t need the scratch mark removal tied in with the Perk. It is a feint, while offering fundamentally unique movement options found nowhere else. If it proves to be too weak, perhaps add in an inherent scratch mark suppression. But otherwise you can get that by combining it with Dance With Me.
P4: This is a feast or famine perk. And it ties into itself, as the more stacks you have, the harder you are to catch, so you are less likely to get hit to lose tokens in the first place.
While I still wouldn’t suggest implementing it, if you had to, make the player consume all the stacks by pressing the ability button for a temporary bonus, such that it isn’t passive.
P5: Killer placed entity block, could be interesting. But not the Survivor activated entity block.
P6: High level play with this Perk will be choice application on when to use it to maximize its effectiveness per Totem cleansed. You need to balance the Perk assuming this. Which is why I’m suggesting that once activated the timer for the perk does not stop until it runs out, instead of being able to channel it like a key (which is what I assume you’re suggesting).
P1: I do't want a counter to enduring, just a way to make less valuable pallets more usefull, by rewarding a stun. The added counter to bloodlust was just to counter bloodlusting on bad filler pallets
P2: That is just balanced landing, its too situational. I don't want to give the speed boost, and it can't be like old balanced where the stager was permanent, but also the game changed and the game removed most infinites that were very common back then. I think it could be done, but yes needs to be very carefull
P3: Hmm, i guess, but deception is also a feint and that perk gives you scratch mark removing effects. It's not the main effect i want so i don't care. I just want to fake vault like when that bug was in the game, sounds fun
P4: Definitely a feast or famine perk, that is completely the idea. I mean its difficult to imagine getting so many stacks without getting hit, i like it as a challenge perk. it could be made safer like you said, but then getting stacks would need to be easier or the instead of stacks would be tokens and its a fixed value. Like for example you gain a token and when vaulting you get the 20% vault speed and consume the token, its a completely different idea, both could work. Their philosophy is just completely different.
P5: That would be terrible, a counter to 2 killer perks and that causes exhaustion, nah the idea is that you can vault whatever, but of course it would be an exhaustion perk, exhaustion perks need to be strong and change your playstyle not counter 2 killer perks
P6: I mean, the idea was the removal of an item and the cleansing of a totem, but yes the idea is to just be a key on a perk, its strong but is also limited, i think that the best way to balance it is in the duration, that way you get flexibility without being oppressive, if 15 sec is way to generous, 10 seconds. The key gives 15 seconds without the extra seconds add-on
20% vault speed lets goooo