Furtive Chase - Rework Ideia

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Rework Idea:

Furtive Chase is now a Scourge Hook.


You know how to approach your next chase efficiently and cautiously.

At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:

  • The Auras of Scourge Hooks are revealed to you in white.

Each time a Survivor is hooked on a Scourge Hook, you gain the following effects:

  • Gain the Undetectable Status Effect.
  • Increase your Movement Speed by 10%.
  • See the auras of all survivors that are currently working on a generator, blessing a totem, breaking a totem or opening a exit gate for 6 seconds.

The effects persist for 0.5/1/1.5 seconds after starting a chase or you damage a Survivor by any means.

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Comments

  • Way too OP. Why not keep its function as reducing the terror radius, but by hooking on scourge hooks instead?

  • @GoshJosh said:

    Way too OP. Why not keep its function as reducing the terror radius, but by hooking on scourge hooks instead?

    That's just a nerf.

  • @GoshJosh said:

    Way too OP. Why not keep its function as reducing the terror radius, but by hooking on scourge hooks instead?

    I don't think it's even close to being OP, here's why:

    • The effects ends almost immediately when a chase starts, so the movement speed will not be a problem when a chase begins.
    • The effects also ends when you damage a survivor by any means, so ranged killers will not being able to exploit the movement speed effect by damaging a survivor on long distances.
    • Killers that have a lullaby (Huntress and Trickster), will not benefit from the Undetectable Status Effect.
    • The aura reading it's just 6 seconds and only show survivors doing objective actions. The healing/healed actions can be replaced by 'Opening exit gates'.

    The purpose of the rework is just to make your way to a chase easier. The movement speed will help you against 'Shift+W' and on big maps, so if a survivor sees you far away and starts running before you get close to him, you at least won't lose too much distance going after him.

    And again, as the perk effects only persist for a maximum of 1.5 seconds, when a chase actually starts, your movement speed will be lost. In conclusion, the movement speed is just to help you on big maps, get to objectives (gens and exit gates) and chases faster.

  • I think constantly being Undetectable for that long might be a bit overbearing/start to overshadow actual stealth killers, but apart from that I like your idea.

  • @GoshJosh said:

    Way too OP. Why not keep its function as reducing the terror radius, but by hooking on scourge hooks instead?

    @sizzlingmario4 said:

    I think constantly being Undetectable for that long might be a bit overbearing/start to overshadow actual stealth killers, but apart from that I like your idea.

    And about the Undetectable Status Effect, it can be adjusted to:

    • Gain the Undetectable Status Effect for 30seconds.

    Or, as you suggest:

    • Reduce your Terror Radius by 12m.


  • @Trickstom said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860169#Comment_2860169

    I don't think it's even close to being OP, here's why:

    • The effects ends almost immediately when a chase starts, so the movement speed will not be a problem when a chase begins.
    • The effects also ends when you damage a survivor by any means, so ranged killers will not being able to exploit the movement speed effect by damaging a survivor on long distances.
    • Killers that have a lullaby (Huntress and Trickster), will not benefit from the Undetectable Status Effect.
    • The aura reading it's just 6 seconds and only show survivors doing objective actions. The healing/healed actions can be replaced by 'Opening exit gates'.

    The purpose of the rework is just to make your way to a chase easier. The movement speed will help you against 'Shift+W' and on big maps, so if a survivor sees you far away and starts running before you get close to him, you at least won't lose too much distance going after him.

    And again, as the perk effects only persist for a maximum of 1.5 seconds, when a chase actually starts, your movement speed will be lost. In conclusion, the movement speed is just to help you on big maps, get to objectives (gens and exit gates) and chases faster.

    no. it will just make killer moonwalk(look on floor so the chase never starts) to abuse the perk like old legion mending exploit.

    Trail of torment gives permanent undetectable but it shows what generator the killer has kicked so you know exactly when killer is undetectable to avoid stealth hits. This perk is like BBQ+Trail of torment+PWYF in one perk. They cannot even remove aura reading for Trail of torment for safety reasons. good luck putting this perk in the game is 10x better version of trail of torment.

    The change Fugitive chase needs is to make tokens reduce TR in general instead only in a chase but they'll never do that. that is too unsafe for a perk. they'll keep safe version.