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DerpPotatoes

DerpPotatoes

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DerpPotatoes
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  • What's bad about this map are a couple of things. Greenville square is a really large map, and I think it should be shortened a smidge. (Make the 12T/96m wall into a 10T/80 m wall instead). Because of how large this map is, the center of the map either has nothing but short pallets, or lots of rocks. The maze tiles seem larger than usual with lots of empty space inside (other maze tiles would either have their walls closer, or at least some fire barrels or some other collision to fill the space). There's so much space, you could place 1 swing set in 1 tile, 1 slide /park bench in another tile, and 1 picnic table in another, just to make it interesting. While the center of the map has empty space with rocks and short pallets, the tiles could be made a bit safer and loopable to compensate.

    Design-wise, the generator placement is terrible. Majority of the time, 5 of the generators are placed in the center, with 1 gen at the theater and the other at the statue.

    With only 1 generator in the movie theater, there should've been another generator placed in the parking lot. (The theater is the focal point of this map, but there's a severe lack of usage for the parking lot.) The generator in the projection booth can also be placed in the restrooms for more variance since survivors barely head into the restrooms. (If there's a generator in the projection booth, the restroom should have a window vault instead of a drop, and if there's a generator in the restroom instead, the restroom drop remains a drop.) The restrooms could also do with a hole leading to the arcade, like how the projection room has a hole leading to the concessions stand.

    Honestly, just having 1 generator spawn next to a dumpster on the side of the theater, 1 spawn in the parking lot, and having a projection booth generator would split the map better in terms of generator placement. (3,3,1 rather than 1,5,1 currently.)

    What's strange about this map is, there's a sign for the Moonstone Cafe, yet it's not even in the map. (The theater is just comprised of an auditorium, concessions stand, ticket booth, restrooms, projection booth, and arcade.) Maybe have a map variant (like Badham Preschool 1,2,3,4,5) and swap out the Theater with the actual Moonstone Cafe with a sign that says "Greenville Movie Theatre" on its side.

    I believe the Statue should be the center point of the map, and the shack should be moved to the other end of the map. (Similar to Father Campbell's Chapel). I think the entrances to the Statue (there's 4 "legit" entrances, for each cardinal point) should have at least 2 pallets spawn randomly at each entrance "gate" to make it a loopable centerpoint.

    Since this is a small town theater, you'd think there'd be a paved road leading straight from the theater to the Statue. I'm assuming it's supposed to be a park that borders the theater, but the lack of paved roads/flowerbeds & flower boxes/lampposts makes it feel more like a random forest than some park.

  • Spark Bomb (Survivor Perk)

    You've grown accustomed to danger, and are willing to retaliate.

    After repairing Generators for a total of 70/65/60 seconds, Spark bomb activates:

    • Enter a locker while empty-handed for 12 seconds to craft a remote bomb. The perk deactivates.
    • While in the locker, Press the active ability button to trap the locker.
    • Trapped lockers will be highlighted yellow to all survivors.
    • When the killer interacts the locker, the trap explodes, stunning and blinding them.
    • Survivors, while in the locker, will emerge in the injured state.

    There's many ways to stun the killer (trapping a generator, pallet stuns, locker stuns, DS, etc.) But I would also like the option to stun the killer by trapping a locker. While it provides a safety net for Head-On players, it comes at a cost of taking a health state. Also, I think this game could do with more "feel good perks". While they don't offer much in guaranteeing an escape, they provide gameplay that feels good.

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    Tools of the Trade (Survivor Perk)

    You only need simple scraps to pick apart complicated mechanisms.

    When the Hatch is closed, this perk activates:

    • You can unlock the hatch without a key in 30 seconds.
    • For each generator completed, reduce the time it takes to unlock the hatch by 3/4/5 seconds.

    Since Hatch was reworked to be for the last survivor, it'd be good if the survivor could open the hatch themselves. (I guess it's a way to counter No Way Out when the hatch is closed?) The generator completion timer creates incentive for survivors to work on generators for a shorter hatch unlock. (Like, you're collect generator scraps for make a lockpick).

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    Counterbalance (Survivor Perk)

    Activate-able Perk

    While in a healthy state, press the active ability button to:

    • Apply on-hit sprint speed.
    • Break into a sprint at 150 % your normal running speed for a maximum of 3 seconds.
    • Causes Exhaustion and Broken Status Effect for 60/50/40 seconds.
    • When the Broken status effect wears off, heal back 1 heath state.

    "When your back is against the wall, don't hesitate to pull the trigger".

    It's a perk for countering the exposed status and one-shot killers. It allows for survivors to give up a health state "now" and gain it back "later". It's for players with the mindset, "If I'm going to be downed in 1 hit, I might as well be injured." It applies the damage speed from losing a health state AND sprinting speed, but applies both broken and exhaustion. Since it can only be used while in a healthy state, being caught off-guard automatically prevents this perk from being used.

  • Survivor Perk: Meticulous

    You keep in mind the small details when making your next move.

    • You slow vault 30/40/50% faster.
    • You make no noises cleansing totems.
    • Falling grunts are silenced.


    (Meticulous is a perk for sneakily making choices, like slow-vaulting away from the killer or cleansing a totem right next to them. If you noticed the killer and need to drop down without them noticing you, Meticulous is a good way to plan ahead. While there isn't always a fall location, there's always going to be totems.) 

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    Survivor Perk: Butterfly Effect

    Just a small step is the first step for a big change.

    • Each time a generator is repaired, gain a 1/2/3% increase in skill checks.
    • Each Good Skill Check will add 1 Token.
    • Each Token grants an additional Progression bonus of 1%
    • You lose all Tokens when you miss a Good Skill Check.


    (Butterfly Effect is a perk for gradually increasing progression. Like rhythm games, you can combo good skill checks over and over, building up more progress. But the moment you miss a good skill check, you have start all over.)

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    Survivor Perk: Fake-Out

    When all eyes are on you, you know how to quickly disappear.

    While next to a vaulting location, press the active ability button to:

    • Make a loud noise notification.
    • Make scratch marks on the other side of the vault.
    • Break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.
    • Fake-Out causes the Exhausted Status Effect for 60/50/40 seconds.
    • Fake-Out cannot be used when Exhausted.


    (A mix between Deception and Lithe, Fake-Out tricks the killer to believing you vaulted a location, allowing you time to run away in the other direction. It's perfect for mind games, or when a loop gets too dangerous to keep looping.)

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    Killer Perk: Hex: Barricade 

    A Hex that hinders the meek.

    Those who hide will be cornered.

    • After hooking a Survivor, 1/2/3 Lockers will randomly be blocked by the Entity.
    • When a Survivor exits a Locker, the Locker will be blocked by the Entity.
    • A Locker will not be blocked if there is a Survivor inside.
    • The Hex effect persist as long as the related Hex Totem is standing.


    (The Entity can block pallets, windows, and exit gates, so it'd be interesting if lockers could be blocked too. While hooking survivors gradually limits the amount of lockers left, survivors will have to use lockers sparingly. It'd have good synergy with Barbeque and Chili and Iron Maiden.)

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    Killer Perk: Conflagration Hex

    A touch of the Entity has been imbued in the hex flames.

    • At the start of the Trial, all Hex Totems become Taboo Totems for 80/100/120 seconds.
    • Taboo Totems cannot be cleansed and their auras will not be shown to survivors.
    • Taboo Totems are 20% louder.


    (While the Entity can block generators at the start of the game, it'd be interesting to force survivors to tough out Hexes for at least 2 minutes. While Hex Totems have red flames and Boon Totems have blue flames, Taboo Totems have black flames (representing the Entity's touch). This perk is for killers who have their hex perks cleansed at the start of the Trial. Similar to how you can hear the Entity on blocked generators, you hear Taboo Totems louder. Since their auras can't be shown, survivors will have to remember where the totem is located after 2 minutes. It can be countered by totem/cleansing perks, but perks such as Haunted Grounds/Thrill of the Hunt can be used to flip the tables.)

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    Killer Perk: Vile Misery

    Treating never-ending pain is slowly chipping away at your victims' morale.

    • You become obsessed with one Survivor.
    • When your obsession is healed to a full healthy state, they will scream and reveal their location.
    • The first survivor that healed your obsession will suffer the incapacitated status effect for 20/25/30 seconds.
    • They become the obsession and their aura is revealed to you for 4 seconds.

    (A mix between Nemesis and Deathbound, Vile Misery passes the obsession status to the unfortunate victim who heals the obsession. While the scream points the killer to the direction of where it came, the aura reading provides the silhouette of the next target. If the obsession heals themselves, they will instead reveal themselves, (countered by Calm Spirit). It provides a way to track a victim without having to hunt for one. It's a miserable choice of standing out or selling out your teammate.)

  • Survivor Perk: Shadow Step

    Your cautious nature keeps you afoot.

    • Your footsteps make 30/60/90% less noise.
    • Breathing noises are silenced while you are sprinting.
    • When injured by the killer, you make a scratch mark radius of 16 metres and leave no pools of blood for 3 seconds.

    (I like the idea of a perk that deafens the sounds of footsteps. While some perks, like Poised/Off the Record conceal your scratch marks, it does not silence your footsteps. You'd still hear the creaky wooden floors or the bushes rustling while you move. It'd have good synergy with Lightweight/Fixated, while countering something like Stridor/Bloodhound.)

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    Survivor Perk: Hyperfocused

    You concentrate hard at the task at hand, sometimes losing track of your surroundings.

    • While completing an action, the chances of being interrupted is reduced by 50/75/100%.
    • Whenever the Killer attempts to read your Aura while completing an action, your Aura will not be shown and you are inflicted with Oblivious for 60/45/30 seconds.
    • Skill Checks chances are increased with the chance of awarding Bonus Skill Checks.
    • Great Skill Checks cannot be performed on Bonus Skill Checks.
    • The time between the Warning sound and Bonus Skill Check is shortened by 50%.

    (Hyperfocused is a high risk high reward perk. While it would prevent you from being interrupted doing a gen/totem from infectious fright or shock therapy, it won't prevent you from screaming. Perks such as BBQ&Chilli would prevent the killer from seeing you, but you are self-inflicting oblivious to work on a gen/totem/healing. The bonus skill checks progress gen-work/healing faster, but increases your chances of failing due to the shortened warning time. While it's an aura-reading/progress-interrupting counter, it doesn't prevent self-inflicting failed skill checks. Self-Inflicting Oblivious would be an interesting addition to counter perks such as Starstruck/Coulrophobia.)

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    Survivor Perk: Overdrive

    Your stubbornness fills you with determination to survive.

    After reaching Hook Stage 2, the perk activates:

    • The next time you are put from injured to dying state, you will instead be put into the Deep Wound Status Effect.
    • The survivor has 20 seconds to heal themselves.
    • The survivor sprints at 150% of your normal running speed for a maximum of 4 seconds.
    • Overdrive ignores an existing Exhaustion timer, but causes the Exhausted Status Effect for 60/50/40 seconds.
    • Overdrive deactivates for the remainder of the trial.

    "I've survived up 'till now, and I don't plan on giving up."

    (I wanted a perk somewhere between Decisive Strike/Adrenaline/Mettle of Man. While Overdrive is a one time use perk, it's a desperation perk for staying in the trial longer. It's especially for survivors left on hook until second stage, or as an insurance for making it past the gate when you're injured. While it seems strong, Overdrive won't activate if you instantly go from healthy state to dying state. If combined with MoM, MoM would take priority before Overdrive.)

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    Killer Perk: Assault & Battery

    Strong strikes to your victims leave traumatic impressions.

    Wounds inflicted by Basic Attacks cause Survivors to suffer from the Deafened and Oblivious Status Effects:

    • Both Status Effects are removed once the Survivor completes 3/4/5 successful skill checks.

    (Bringing back the deafened status effect, I thought it'd be fun having a perk similar to Sloppy Butcher. While S.B. makes healing harder, Assault & Battery provides a way to disorientate injured survivors. While A&B's status effects seem simple, the survivor has to escape the killer and perform successful skill checks. Sometimes skill checks don't show up at all, which is fitting for how some survivors might recover faster from "trauma" than others.)

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    Killer Perk: Herd Isolation

    You become obsessed with one Survivor.

    When you are stunned, blinded, destroy (pallets/gens/breakable walls), successfully hit, grab, hook, or mori a survivor, the obsession is faced with a red skill check:

    • Good Skill Checks result in 5/7/10 % regression.
    • Great Skill Checks grant 10/7/5 % bonus progression.

    You can only be obsessed with one Survivor at a time.

    (I wanted to bring back the old Hex: Ruin, but without the red skill checks affecting the whole team. As a slow-down perk, it prevents the obsession from working with other teammates at the risk of reducing gen progress. However, it's a give-and-take similar to Dying Light, so a survivor good at hitting great skill checks, or a survivor with Stake-Out would benefit well from this perk.)

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    Killer Perk: Shadow Veil

    You've become attuned to the Entity's dark influence that engulfs you.

    • Hooking a survivor causes all survivors within your terror radius to scream and reveal their current location to you for 2/3/4 seconds.
    • Survivors outside your terror radius are inflicted with the Darkened Status Effect for 45 seconds.
    • Mending survivors are instead inflicted with the Blindness Status Effect for 25 seconds.
    • Shadow Veil can only be triggered once every 60/45/30 seconds.

    "Trend on this land, foolishly unaware of the net of shadows you stand on."

    (Inspired by "Mending", Shadow Veil introduces the "Darkened" Status Effect. The screen for survivors would be darkened and harder to see. However, Mending survivors cannot be inflicted by "Darkened". Mending and Darkened would just make it a black screen at that point. It's a good perk for combining with Barbeque and Chili since auras are revealed away from the hook, while nearby survivors are revealed closer to the hook.)

  • Survivor Perk: Needlework

    You are apt at sewing with care and precision.

    • You make no noises caused by your Healing.
    • On a failed Healing Skill Check, the following effects happen:
    • The Survivor notification will be prevented.
    • A Regression penalty of 3/2/1 % is applied.

    (Basically Technician, but for healing. There has been moments where I'm healing next to the killer but the sound of healing gives me away.)


    Survivor Perk: Spiritual Sight

    You have a sense for things otherworldly.

    • Unlocks potential in one's Aura-reading abilities.
    • Each time a gen is completed, or when any totem is cleansed, the gen farthest away from the killer available is highlighted to you for 3/4/5 seconds.

    "Sometimes I hear this voice... Like it's trying to tell me something..."

    (This perk can only be used up to 10 times in each trial. I wanted something in between Dark Sense and Deja-Vu. While it doesn't specifically tell you where the killer is, it shows the current location of 1 gen in the safest area, kinda like a 6th sense.)


    Survivor Perk: Last Resorts

    You will use anything as a last ditch effort to survive.

    When injured and holding an item, this perk becomes active.

    While in a chase, press the Active Ability button while running to throw your item.

    The following effects happen:

    • You automatically turn to face your killer.
    • If the killer is standing in range, the killer is stunned.
    • The item loses all charges and add-ons.
    • Causes the Exhaustion effect for 60/50/40 seconds. You do not recover from Exhaustion while running.
    • Last Resorts can not be used while exhausted.

    (This perk would recycle the throw animation from Diversion. I always thought it was strange that you'd carry something heavy like a toolbox, but you couldn't throw them at the killer. If you have Dead-Hard in addition to Last Resorts, you have to be holding an item to use this perk, otherwise you'd use Dead-Hard. While this perk allows you to stun the killer, you have to go back to where the killer was stunned to retrieve your depleted item. It's a final move for a cornered survivor with no pallets, windows, or lockers. Additionally, this would allow for survivors to save other survivors being carried, if they're being chased while injured.)


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    Survivor Perk: Double-Down

    Multitasking has taught how to to be efficient on your own.

    • While injured, repairing a generator without a toolbox also heals you at a 40/45/50 % conversion rate.

    (Solidarity doesn't feel like a very used perk or even a strong perk at that. So by combining Double-Down, you can heal a survivor and repair a generator together, essentially cutting down healing time on yourself to get objectives done.)


    Survivor Perk: Evasive Manuveres

    Running from debt collectors has made you harder to catch.

    • Vaulting speed is increased by 3/4/5%.
    • Every 60/50/40 seconds, you automatically perform a perfect window vault.

    (Inspired by Slippery Meat. While S.M. makes it easier for you to get off a hook, it's only for your first hook. So I wanted something that makes it harder for survivors to catch while also having synergy with other vaulting perks e.g. Spine Chill, Resilience, Lithe, etc. )


    Survivor Perk: Sparkwire

    Repairing machinery has taught you tricks about wiring.

    • Sparkwire becomes active after repairing a Generator for at least 3 seconds. It will be highlighted to you with a yellow Aura. The Generator stays highlighted until it is fully repaired or when you repair a new Generator.
    • Press the active ability button while repairing to Sparkwire the Generator.
    • When the Killer damages the generator, the generator will explode, blinding the killer. The generator regression is delayed for 10 seconds.
    • Sparkwire can only be triggered once every 70/60/50 seconds.

    "Don't try this at home kiddo."

    (The only way you can blind a killer currently is with firecrackers or with a flashlight. So I wanted to introduce blinding a killer with a generator, but only getting a blind on a killer for regressing a gen didn't feel very beneficial so I added a 10 second delay on regression. This would give synergy to Red Herring and Repressed Alliance.)


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    Killer Perk: Hunter's Toll

    You have taken more than what others have had to give.

    • When a Survivor uses an item, their Aura is shown to you for 3/4/5 seconds.

    (It's like Alert, but for Killers. Choosing to use an item may help the survivor, but it's at the expense of revealing themselves to the killer.)


    Killer Perk: Hex: Blood Bargain

    A Hex rooting its power on blood.

    • For each survivor injured, hooked, or dying, gain a token.
    • Each time a survivor is healed or sacrificed, lose a token. 
    • At 4/3/2 tokens, all survivors are Deafened and Broken.

    Once this perk activates, this Hex totem unlights itself, taking the appearance of a dull totem.

    "You traded with a beast; and in doing so, condemned us all!"

    (I wanted a hex that required survivors to be injured but alive. In exchange for the blood of survivors, you gain a strong perk. However, this perk can easily be taken out. So as a survivor, you still play a part in the "deal", granted that you take the totem out before paying the blood price. Interestingly, this perk would bring back "Deafened", as it is only in the Hag's Disfigured Ear Add-on.)


    Killer Perk: Ravenous Maul

    Inflicting heavy wounds has made excess movement painful.

    • Any injured survivor that performs a vault will yell and reveal their location to the killer for 4 seconds.
    • The survivor is then inflicted with hindered for 1/2/3 seconds and the deep wound status effect.
    • The Survivors has then 20 seconds to Mend themselves.
    • If the Survivor takes any damage while affected by Deep Wound or if the Deep Wound timer ends, they will immediately be put into the Dying State.

    (A counter to vaulting, aka Evasive Manuveres, it forces survivors to be mindful of vaulting recklessly. Back-to-Back vaulting and sneaky slow vaults will make it harder for survivors to loop or hide.)