Two simple, non-OP killer perks that end looping, hatch standoffs and taunting

"Lingering Regrets

When you hit a survivor, that survivor may not escape through the Exit Gates or the hatch for 8/12/16 seconds." 

"Confound

Walking through a pallet gap calls upon The Entity to block that pallet location for 8/12/16 seconds.

Only 1 pallet location may be blocked in this way at any given time. The pallet location is blocked only for Survivors.  The block effect immediately ends if the Survivor throws down the pallet.

Confound does not affect vault locations."

Put on the next killer, please- I would run both 24/7.  And as to Lingering Regrets, even the POSSIBILITY that the killer might have it would end t-bagging.

Comments

  • @AshleyWB said:

    Personally if you think survivors should be untouchable if they are able to loop well, that's not balanced especially so when the killer is doing their all to catch them.

    Map design is too imbalanced a lot if the time. Literally 90% of walls have gaps to see the red stain through so even the simplest loop you can be at for a minimum 10 seconds with little effort.

    What I've been trying to say is they're not untouchable. You can outplay them. If they're that God tier at looping it becomes skill vs skill. Through mindgames and routing you can outplay even skilled loopers.

  • @ClogWench except it isn't skill vs skill. Especially when there is a timer until all gens are done and perks like adrenaline, deliverance, bt etc discounting your 'victory' of winning the Chase.

    The killer has no mindgame potential if the survivor can clearly see the red stain through obstacles. Survivors can keep killers busy for ages which is why they are often left alone and killer defends objectives instead.

  • @AshleyWB said:

    @ClogWench except it isn't skill vs skill. Especially when there is a timer until all gens are done and perks like adrenaline, deliverance, bt etc discounting your 'victory' of winning the Chase.

    The killer has no mindgame potential if the survivor can clearly see the red stain through obstacles. Survivors can keep killers busy for ages which is why they are often left alone and killer defends objectives instead.

    You can moonwalk, you can route survivors into areas without pallets, you have options. And as said before, a lot of killers have tools to use against looping. I agree it's more of an issue for those that don't but that's a flaw of individual killer design.

  • @ClogWench and @AshleyWB you two end it too, just agree to disagree. No point in taking it further.

  • None of these are good ideas, because when they learn of the second perk, they will go to vaults and pure jukes


    The escape one is terrible, because survivors escape before getting hit

  • @Hoodied said:

    None of these are good ideas, because when they learn of the second perk, they will go to vaults and pure jukes

    The escape one is terrible, because survivors escape before getting hit

    I disagree with the perk in general, but I imagine it's for the purpose of survivors not being able to just approach the killer at the hatch knowing they essentially have a free win as long as they don't make the first move.

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