Avatar

CoolAKn

CoolAKn

About

Username
CoolAKn
Joined
Visits
489
Last Active

Comments

  • I haven't played since Spirit release, but did something happen to Huntress recently? That's my assumption of why people are now commenting on a 10 month old post.

    I mean, aside from what GhostlyFoxx has already stated.

  • @Master said:
    That idea should simply be a built in mechanic for totems as long as they cant fix hex spawns.

    Activateable sprint burst is literally broken

    Many of the bonuses are things that could or should be added to make the perk better. By design, the killers will have slightly better bonuses than survivors. With Sprint Burst, one bonus is used up to grant the user control. Other speed perks like Lithe or Balanced Landing don't need a bonus to restrict it's activation, so it can have bonuses that players cannot get with Sprint Burst.

  • @Knockel said:
    This literally defeats the Purpose of Prestiging.

    Currently, there is no real purpose to Prestiging. You lose your entire inventory for that character, you get one cosmetic piece, and slightly better chances at getting some good items.

    If anything, this will actually motivate people to prestige by making it more worth while.

  • @redsopine1 said:
    Can the devs just change it to that

    A 4K is a merciless victory. I don't understand what you are trying to say.

  • @Gamedozer7 said:
    I was thinking what if they reworked trill of the hunt to do something else and made it so you get a notification when it was getting cleansed. I feel like if you could at lest know when your totems where under attack you could at lest defend them a little better. So what do you guys think?

    Thrill of the Hunt already alerts the killer whenever a hex totem is being cleansed.

  • @Master said:
    @Khalednazari said:

    A killer's vault is 1.7 seconds.
    A survivor's fast vault is 0.5 seconds
    A survivor's medium vault is 1 second.

    Bamboozle and Fire Up reduce the time takes to vault. 
    A Wraith, when cloaked, has addons to boost the vault speed. (Not sure by how much)
    Michael Myers at EW3, has the fastest vault of all killers. (Not specified) 

    I haven't personally tried this build, but I think Myers EW3 with Bamboozle and Fire Up (4 gens done) will have the fastest vault, atleast exactly equivalent to a survivor's fast vault, if not faster. 

    Yes that's the vault master build on myers, I'm not sure whether he is faster than a fast vault though 

    According to the wiki, Michael with Evil Within III, Bamboozle III, and Fire Up III (max tokens) has a vault speed of 0.923 seconds, just slightly faster than a medium vault for survivors.

    Evil Within I has a default vault speed of 1.7 seconds
    Evil Within II has a default vault speed of 1.5 seconds
    Evil Within III has a default vault speed of 1.3 seconds

    https://deadbydaylight.gamepedia.com/Michael_Myers#Trivia

    https://deadbydaylight.gamepedia.com/Bamboozle

    https://deadbydaylight.gamepedia.com/Fire_Up#Effects_on_Vaulting_Windows

  • Somebody asked this earlier. I think it was 64.5 meters total. I will need to find it again.

    in TR Comment by CoolAKn
  • A few other things, I find it helpful to always have a trap on hand for when you need it and for potential mind games. It would also be good to have traps in different areas of the map instead of all of them on one side (unless the survivors have repaired all of the generators on one side, then it would be good to put most of them on one side).

  • @Rebel_Raven said:
    Disclaimer: My trapper is lvl 1.

    The traps are apparently way too easy to detect, and get disarmed, or walked around way too easily.

    I even plopped one down near a pallet between 2 walls and a survivor ran right by it, and avoided it completely.

    Pallets even seem to protect survivors. They can drop a pallet near one and it never traps them.

    Should a trapper be this much of a joke at even lvl 1?

    Any tips? I try to put them by pallets, by windows, by gens, by hooked survivors, by flowers.

    Oh, and apparently forget trying it in maps with concrete. The game, the preschool, Meyers map.

    Trapper is the only killer I've played thus far. I would not recommend placing traps next to objectives (such as generators, Exit Gates, or hooked survivors), because most of the time, they will be expected and can be disarmed. For objectives, try placing traps a distance away, at a point where survivors might come from. Traps aren't very good out in the open, so if at all possible, try placing them in tall grass. The best places for traps are areas a survivor would run while in a chase (vault windows and narrow areas), ideally where their reaction time is either hit the trap, or try to find another route, which usually allows you to catch up. The best thing about the Trapper, is he forces survivors to slow down while moving because they might not know where traps are. Even on concrete maps, they can be overlooked in a chase (unless they are completely obvious, like darkened traps on light concrete, or light traps on dark pavement).

  • @Fenrir said:
    Cool guy Ohmwrecker got to play with the devs in the exclusive gameplay reveal in the very possible Dbd thronetaker

    Haven't watched it yet, but it's like, #5 on my Watch Later.

  • @Gamzello said:
    Can killers hear survivors in lockers?

    Lockers will muffle sounds, even if injured. They would have to get very close to hear you I think. If you are injured, there will be blood coming out of the bottom.

  • I actually like the perk as it is, though I could suggest some changes to both Object of Obsession and Sole Survivor. The changes would retain their respective benefits, but changes how they are executed.

    The name would be changed to something like Aura Link, Spirit Link, Deep Connection, whatever.

    **Activate-able perk
    A supernatural bond links you to the Killer. If you are standing still, your link will reveal your Auras to each other.

    • Press the Activate Ability button while standing still to reveal your auras for 5 seconds.
    • This effect applies only if you are outside of the Killer's Terror Radius.

    As the Killer's Obsession, this effect applies to a maximum range of 80 metres. Otherwise, it applies to a maximum range of 64 metres. Has a cool down of 30/25/20 seconds.

    Increases your chance to be the Killer's Obsession.**

    With this change, the perk is no longer random use, and you have more control over when your link is revealed. This way, you can choose to not use the ability until you have a couple of tokens on Sole Survivor, which could also use a rework.

    The name would be changed to something like Isolation, Solitude, or Seclusion.

    **Getting close to the Killer shrouds you in isolation and the Killer's Aura-reading abilities towards you are disrupted.
    For each 30 seconds you are standing within the Killer's Terror Radius and are not in a Chase, you gain a Token up to a maximum of 4 tokens.

    As the Killer's Obsession, your Aura cannot be read by the killer within a maximum range of 20 metres for each token gained. Otherwise, your Aura cannot be read by the killer within a maximum range of 16 metres for each token gained.

    Increases your chance to be the Killer's Obsession.**

    These changes eliminate the need for your teammates to be killed in order to benefit from this perk, though there is still risk involved to gain tokens. The new perk adds a separate benefit for the obsession that is not present in the current perk. The new values at 4 tokens will hide a survivor using Aura Link (name pending), both being at 80 meters if you are the obsession. If you are not the obsession, you are still protected at 4 tokens, with both ranges being 64 meters.

  • @Peanits said:
    The point of making all tiers apply exposed is for consistency. The exposed status is the main reason to use the perk. While the extra speed is nice and all, most people would never touch it for the speed alone (you'd be taking up a perk slot for a speed increase if the totems aren't cleansed only once the generators are powered, at which point the survivor could easily take a hit and make a beeline to an open gate). Other perks got the same treatment in that update, making them more consistent across their tiers (rather than behaving wildly differently at lower tiers).

    Do you know if Devour Hope is going to get a similar consistency? Personally, I would remove the Exposed effect from Devour Hope completely (because at Tier 2 and 3, survivors know you have it before you get enough tokens for the mori). We already have 2 other hexes that cause the Exposed status effect. I would have the speed boost at all tiers and not related to tokens at all, and the difference between tiers would be how many tokens are needed to unlock the mori (for instance, 6/5/4 tokens).

  • @akbays35 said:
    Why did the devs design this perk to be so bad? I can't think of a single reason why I'd pick it over any other healing/altruism perk.

    The idea behind the perk is it's supposed to get better over time, with 5 tokens meant to be an almost instant heal, but it's entirely dependent on RNG for skill checks. The healing time increase slightly increased the overall chances of a skill check showing up.

    I've been skeptic about Autodidact from the beginning, and yeah, I'd prefer using other healing perks, like We'll Make It. The concept is good, but the execution (RNG) was a bit lacking.

  • The buff I had in mind was it would trigger when an Exit Gate was opened and would last the same amount of time. Any survivors hooked during that time would extend the timer by a few seconds.

  • @Theronguard1 said:
    So I'm having a survivor that's not doing anything at all and is not even trying to do anything but hide and it's been over half n hour. Can there be something that can reveal the Last Survivor when it's been over 3 minutes if they haven't done anything? BEcause this is just a waste of time that they're doing. It's literally a hostile take over of the lobby that I made.

    You can report them for holding the game hostage. I assume the hatch is available for them? What perks do you have that could help locate them?

  • @Master said:

    @Marvett said:

    @Master said:
    So ingame voice comms for everyone?

    I think that the developers would be able to find other ways to buff solo survivors.

    @Master said:
    But killers having to deal with the unbalance of SWF is not unfair I guess

    both killers and survivors have to deal with unbalanced things,
    for this reason the game is still far from being balanced.

    I would like both roles to be fun and stimulating to play.

    Other ways, how?
    Adding ingame voice comm would be the logical solution for this dilemma

    I kind of have to agree. The biggest complaint about SWF is the fact that they have voice comms. Hardly anything else (aside from toxicity). The only way they could buff solo survivors in a different way is to have players labeled by which survivor lobby they join (solo or SWF), then the system would assign specific characteristics that one label has and the other doesn't.

  • The only thing I would really want nerfed about the Nurse is the effectiveness of her Blink when going through walls. Most blinks are okay because they are based on line of sight (going over short obstacles, going through a vault window or pallet), but I think the speed and range should be less effective when going through a solid object where you cannot see where you land.

  • 1: Same as the other thread, I don't want to comb through the patch notes.

    2: Pop Goes The Weasel: the timer needs to be extended, or simply have it earn a token.

    3: I don't play killer enough to know what would annoy me, but I think Sole Survivor because if I have a build that is dependent on seeing the survivor's auras, Sole Survivor negates that build.

    4: Whispers: same reason I like Spine Chill.

  • 1: I don't really want to comb through the patch notes to see which ones got nerfed recently, but I do agree with you on Autodidact.

    2: No Mither: too much risk, not enough reward. You get tunneled hard and can't even use it's primary benefit.

    3: Dying Light: as it is, it just encourages tunneling to ensure the obsession has the shortest game possible. It needs to be reworked.

    4: Spine Chill: I really like a killer detection perk, though I wish it could work just from the killer being inside the radius.

  • I don't like having to boost my own post, but seriously, what do people think of this idea?

  • @Tsulan said:

    @CoolAKn said:

    @Tsulan said:
    EntityDispleased said:


    Tsulan said:


    EntityDispleased said:

    Honestly bring back all the survivor changes (except for the exhaustion one because that one was extra stupid) and just straight up increase the time to do gens. I don't get why it's that hard to do. Sure they'll get backlash, but they're getting backlash either way so they might as well say [BAD WORD] it and do it. Instead of a gen being done in 80 seconds make it 120 seconds and then see how it works out. Maybe remove items like bnps or even toolboxes in general so gens don't pop left and right. 

    The game is horrible for solo survivors and super easy for tryhard swfs now because they know that the game can be over in 3 minutes so they become super sweaty to try and piss the killer off. Solos are usually there to have a bit of fun playing the game, cleanse a totem, open up a chest etc which will most likely make them end up on a hook and that really is no fun. This is pretty much the main reason why I haven't put any effort or bloodpoints into survivor.

    No, just no!
    Gens are one of the most boring things that exist in a video game. Making it take longer would be terrible. 
    Just give survivors a new objective and then see how that turns out. 

    I actually don't mind that either. But if things go back like they used to then the game won't be boring because you'll be able to get chased without going down in 10 seconds. And if you happen to escape you can go back to a gen and keep going back and forth between being chased and working towards the escape. 

    Basically the main problem is the objective itself, it gets done way too quick and this game only needs something that would extend the time it takes for survivors to escape. 

    Yes, gens get completed to fast. But increasing the gen repair time is not the solution. 
    One or two more objectives would slow down the game pace.

    I'm one of the survivors that doesn't mind doing generators. If they want to extend the game, they could add 5 more generators (require 10 to power the Exit Gates), but reduce the time needed to 60 seconds, I'd be fine with that. It would make gen rushing have a lesser effect in the overall game. Instead of 60% of the generators being completed at once, now only 30% of them are being completed.

    I'm slightly hesitant about adding a second objective (looking at how the flowers did not affect game play, as in they could be ignored with no consequence), but I'm willing to see what the devs think of. What kind of secondary objective would you like to see added?

    Gasoline and/or spare parts.
    Survivors would have to search and carry them in order to repair the gens. One gen could be simply out of fuel, another one would be missing some parts and the third one could be repairable like the ones we have now. This would allow new items + addons. BNP would have a real reason to exist, killer could focus on the healthy survivor who carries the gas can instead of the injured survivor who carries nothing, etc.

    I like the idea of generators being 50/50. There are 8 generators on the map, so the survivors would need to find up to 4 gas cans and/or up to 4 spare parts. I would imagine that what ever part is needed would constitute 25% of a generator's progress. This would provide one of 2 scenarios. Scenario A: Once installed, the generator cannot be set back below 25%. Scenario B: Survivors can repair a generator up to 75% without the part. This way, there would be a rush to find parts and install them to guarantee progress on every generator.

    I imagine that Franklin's would force the part to drop (which I also imagine Franklin's would become meta with new items), of which I think it would be a good buff if Plunderer's Instinct allowed you to find dropped items by seeing their aura.

    Lastly, would these parts be found in chests or out in the open? Would they replace items, like med-kits and toolboxes, or would survivors be able to carry both?

  • @Rebel_Raven said:
    I feel like I ran into that tactic. One survivor died really easily. There wasn't any apparent hiccups in game speed. And there was 2 pairs of people.
    Joke's on them. I was running Iron Grasp, Whispers, Beast of Prey, and Distressing. oogabooga! SCARY!

    Yeah, if people just payed attention to some of the tells of a killer's perks, ghosting would be unnecessary. Just be observant. I saw a live stream of a duo playing against a killer that had 3 hex perks. All 3 of the hexes got cleansed, and they were searching for the last two totems, because they were so sure the killer had a full hex load out. Meanwhile, they didn't notice they were the obsession (without obsession perks), and they could see the killer's aura every time a generator popped, still wondering what the killer's fourth perk was.

    Granted, some killer's perks aren't as obvious as others.

  • @Tsulan said:
    EntityDispleased said:


    Tsulan said:


    EntityDispleased said:

    Honestly bring back all the survivor changes (except for the exhaustion one because that one was extra stupid) and just straight up increase the time to do gens. I don't get why it's that hard to do. Sure they'll get backlash, but they're getting backlash either way so they might as well say [BAD WORD] it and do it. Instead of a gen being done in 80 seconds make it 120 seconds and then see how it works out. Maybe remove items like bnps or even toolboxes in general so gens don't pop left and right. 

    The game is horrible for solo survivors and super easy for tryhard swfs now because they know that the game can be over in 3 minutes so they become super sweaty to try and piss the killer off. Solos are usually there to have a bit of fun playing the game, cleanse a totem, open up a chest etc which will most likely make them end up on a hook and that really is no fun. This is pretty much the main reason why I haven't put any effort or bloodpoints into survivor.

    No, just no!
    Gens are one of the most boring things that exist in a video game. Making it take longer would be terrible. 
    Just give survivors a new objective and then see how that turns out. 

    I actually don't mind that either. But if things go back like they used to then the game won't be boring because you'll be able to get chased without going down in 10 seconds. And if you happen to escape you can go back to a gen and keep going back and forth between being chased and working towards the escape. 

    Basically the main problem is the objective itself, it gets done way too quick and this game only needs something that would extend the time it takes for survivors to escape. 

    Yes, gens get completed to fast. But increasing the gen repair time is not the solution. 
    One or two more objectives would slow down the game pace.

    I'm one of the survivors that doesn't mind doing generators. If they want to extend the game, they could add 5 more generators (require 10 to power the Exit Gates), but reduce the time needed to 60 seconds, I'd be fine with that. It would make gen rushing have a lesser effect in the overall game. Instead of 60% of the generators being completed at once, now only 30% of them are being completed.

    I'm slightly hesitant about adding a second objective (looking at how the flowers did not affect game play, as in they could be ignored with no consequence), but I'm willing to see what the devs think of. What kind of secondary objective would you like to see added?

  • @Utna said:

    @CoolAKn said:

    @HellDescent said:
    No unfortunately, because they are not gonna hear the end of it from survivor mains and they'll be upsetting the majority of the player population.

    I'm a survivor main and I'm all for this. I really dislike ghosting. I play solo, so it doesn't matter to me really if I know what the killer's perks and add-ons were. If I really want to know, I would spectate the rest of the match.

    Same. When I play survivor, I'm on my own too. But I've read reapetidly in this forum that an average lobby had about 40% solo survivors, and the rest being SWF (many of them being 2 player parties). That means solo players are a minority ... who knows how SWF players will react to that fix ? Of course not all SWF player want to exploit this old problem, but maybe there is more than enough of them to put DBD in trouble.

    If people rage about not being able to ghost the killer's load out, they really need to rethink their life.

  • @Rebel_Raven said:
    I have noticed an increase in Mori usage, and a lot of killers (especially 9 out of 10 doctors) have no chill. They'll gleefully yoink people off flowers, or club them down. Hell, most aren't even doing the event.

    Survivors aren't much better. It's like the event is over for most of them. Running into some absurd tactics, a and SWFs wanting "normal" games.

    It would be nice if people could opt in or opt out of the event. I've been waiting to play, but don't want to do the event. Less than a week left...

  • I don't like getting mori'd, but I find myself in some situations where I feel disrespected by not being mori'd. There's been a few games where me and someone else was hooked, and the other person got mori'd, but when I got downed, they just took me to the hook. I've accepted death for this round, and you are going to make me wait for it? Granted, in those matches, they had Ivory, not Ebony.

  • @Blueberry said:
    Skil lchecks on the hook might be nice. Especially funny if skill check perks and effects like the doctors effected them as well haha

    That plus Lullaby would be a hell on Entity's realm.

  • @Master said:
    Jack11803 said:

    @Master said:

    Do you want high queue times as survivor?

    Were not talking about buffing back to 200%. Most of use aren’t even talking about buffing the total at all either. Every single person has been talking about 1) easier tokens, 2) second effect. Both of those would still make it weaker than bbq.

    You KNOW it won’t hurt queue times, especially WHEN THEYRE BAD FOR KILLER! They can only help! That excuse is absolutely #########, stop using it

    Make wgff as efficient as bbq and I will play more survivor definitely. I'm sure other killers share my opinion 

    Reduce killer queue times, and I would play more killer. I haven't played anyone but Trapper, and I really want to try out more killers. This event sounded like a gold mine for getting the 4Ks (adept achievements), but extremely long queue times.

  • @Nos37 said:
    Killers shouldn't be buffed because some Killers are toxic??

    Then why have Survivors ever been buffed if most of them are toxic?

    Some players are toxic just to grieve people. Some are angry that they lost or got outplayed. Some depip to get easy wins. Others are trolls. They aren't exclusive to survivor or killer. It's something we just have to deal with for the time being. Buffs to survivors empower toxic survivors; buffs to killers empower toxic killers.

    I play survivor (because killer lobbies take way too long), and I am never toxic, but I have been on the receiving end of tactics usually used for those who are toxic. I think very little can be done about toxicity, except if everyone tried to not replicate it or pay attention to it. Don't like being camped as survivor? Don't camp as killer. Don't like being tea bagged as killer? Don't tea bag as survivor. Etc. Someone was toxic to you, don't give them any satisfaction.

  • @TheMidnightRidr said:
    Anybody else pay attention to the fact that Billy loses his limp and bad posture while carryig a survivor? Think they should rework his animations?

    It's a slightly humorous oversight.

  • A lot of people want killers to be buffed because they feel like killers lack power against SWF groups, but if killers are buffed, it hurts solo survivors the most, while not giving much change to SWF.

    It's a seemingly unending cause and effect.
    Killers get buffed or survivors get nerfed = killers stand a chance against SWF, but they destroy solo survivors. This leads to complaints about killers being OP.
    Killers get nerfed or survivors get buffed = SWF become much stronger and killers get destroyed by them, while solo survivors stand a chance against killers. This leads to complaints about SWF being OP.
    Rinse and repeat.

  • @HellDescent said:
    No unfortunately, because they are not gonna hear the end of it from survivor mains and they'll be upsetting the majority of the player population.

    I'm a survivor main and I'm all for this. I really dislike ghosting. I play solo, so it doesn't matter to me really if I know what the killer's perks and add-ons were. If I really want to know, I would spectate the rest of the match.

  • @TheLegendDyl4n1 said:

    @CoolAKn said:
    He was originally going to be released with Kate, but her release got delayed. As someone pointed out, perhaps Leatherface was added by himself to have an even number of Killers to Survivors (since the game released with 3 killers and 4 survivors, each DLC adding one each). The only exception is Bill (PC only), which makes one more survivor than killer.

    they need to add a survivor to Consoles only and add the perks to pc as they did for consoles.

    That, or add a Left 4 Dead killer.

  • @ItsDaEmuDood said:
    Not complaining here, as I am also a fan of big boobs, but what about the people who are gonna come on this post and complain about respecting women and their autonomy or whatever? Like, I'd love to see some massive knockers in the middle of a chase and in the middle of a chest, but like, there's gonna be those people. Also, don't exclude killers from this sort of thing (-cough cough Spirit-).

    Just ask the complainers what they think of shirtless David. With the right cosmetic combo, we also have (almost) shirtless Wraith.

  • They just need the traps to be time-based and less dependent on RNG. It's equally as frustrating to attempt more than 5 times to escape.

  • Both are very reasonable requests. I think the second one should be a higher priority than the first IMO.

  • I actually rarely see the streamers I watch play Nurse. I've seen all of the moris, but it took a long time before I saw the Nurse's mori in one of their streams. I only know of one of them that won't play Nurse, their reason being she's too game breaking. The others play a variety of killers, but for some reason they rarely play Nurse, most likely because they find the other killers more fun than Nurse. I know this doesn't help your question, but the streamers I watch do not exclusively play Nurse.

  • He was originally going to be released with Kate, but her release got delayed. As someone pointed out, perhaps Leatherface was added by himself to have an even number of Killers to Survivors (since the game released with 3 killers and 4 survivors, each DLC adding one each). The only exception is Bill (PC only), which makes one more survivor than killer.

  • @Terrortot said:
    Only thing i would change is refreshing bloodwarden for each hook.  Its extremely situational, you cant play it without prep beforehand and its not guaranteed to happen.

    If it refreshed, it could add some spice to matches, it would get used more.

    I had a similar idea for Blood Warden. It triggers when an Exit Gate is opened (instead of a person hooked), and each survivor hooked while active adds time to it.

  • Honestly, they need to remove the Exposed status effect from Devour Hope. It warns survivors of it's existence before you get enough tokens to use the mori. IMO, Devour Hope Tier 1 is great and gets worse with Tier 2, but slightly better with Tier 3.

  • @Chrona said:
    Title. In a way, the healing speed nerf is a buff to autodidact. Since you're healing for longer, it allows you to hit more skillchecks. More skillchecks means more tokens, and a speed boost since the base rate of healing is down, but autodidact works off percents.

    Also, does anyone know if skillchecks obtained while using a medkit gets you tokens, or if selfcare works with autodidact? (I don't own adam)

    The perk description states it will not work when using a Med Kit, though I do not know about self-care. I do not have Autodidact or Self Care unlocked right now, so I cannot test it.

  • @grtf47 said:
    @CoolAKn Why only Jake and Kate? I don't see why all survivors can't wear it. Even killers too. Imagine the hilly billy zooming past you with a MAGA hat.

    Similar to what @Cetren said. Kate seems to be either be a soft rock or country singer, and a good chunk of country music fans lean right.

    I excluded licensed characters (Bill, Laurie, Quentin, and Tapp) because they have to get permission from the licensed holders.

    I also excluded foreigners who most likely don't care what happens in American politics (Claudette, David, Ace, Min, and Adam).

    That leaves Dwight, Meg, and Nea. Dwight and Meg could also have MAGA hats, but Nea is the "resist authority" type.

  • @Fabyoulust said:
    im not sure what you mean "more dynamic" like we throw them on the hook now how much more aerodynamic can it get

    Now I am imagining a basketball star killer who dunks survivors on the hook.

  • @grtf47 said:
    @CoolAKn I didn't know that. Well now I guess they wont add MAGA hats especially if they are Canadian.

    Realistically, the only characters I could see legitimately having a MAGA hat are Kate and maybe Jake.

  • @grtf47 said:
    Can survivors get a MAGA hat? That we be awesome.

    I don't think BVHR would be in the business to tout politics, especially considering they are Canadian.

  • Okay, and now some ideas for the killer perk. I am thinking it would be similar in concept to Make Your Choice, except with healing.

    It would be called Cursed Blade, where once the survivor is hit, there would be a 60-second trigger time. Within that 60 seconds, the survivor that heals the hit survivor becomes Exposed for 40/50/60 seconds. Multiple survivors healing them would have the effects divided among them (2 survivors healing - 20/25/30 seconds, 3 survivors - 14/17/20 seconds). The person hit does not know they are cursed. Exposed status effect triggers when the healing is complete. Only affects one survivor at a time).

    More information has been added to the original post for the killer perk.

  • @JanTheMan said:
    Injured to healty? Isn't that redundant?

    It's just one of two conditions that allows the perk to trigger. Picking up a survivor off the ground will trigger it, and so will a full heal. I don't think the insta-heal add-ons should trigger it.

‹ 1 2 3 … 12