DbDalol
DbDalol
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@doitagain_ said:
Did you just make an account to propose a nerf?
NOED is fine as is. If you want “hope as a survivor” then stay hidden until the killer leaves a gate before opening it. Or cleanse totems.
No, I made an account to post in another thread and found this place to propose an idea.
Regarding your statement, I often see people having to be chased while the others are finishing the last gen, only to watch them go down to noed before the gates can be open. I just find it annoying that the survivor that was at full health and maybe was being chased for quite a while go down just because the killer had noed. Besides, good killers dont miss attacks so often, so if they miss then it was their screw up. At least then Noed would requiere some level of skill to pull it off.
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I was thinking of doing this same thread xD Perks seems nice and thematic. Clem is after all a very altruistic character... if you choose to be that way. I thought that maybe doing a perk highlighting telltale's TwD choice mechanics could be interesting, so here is my shot at it to see if as Clem supporters (?) you guys like my idea to add it to the "possible Clem perks" pool:
They'll remember that
You've learned that the hardest decisions to make are the ones that must be taken when a life is at stake, so whatever you choose to do, better make it count.
When a survivor enters the dying state, you have 10 seconds to decide what action to take:
- Move towards the downed survivor: gain 5% increased movement speed and 20/25/30% increased speed to unhook and heal the survivor. The unhooking auditory notification for the killer will be delayed by 5 seconds, but the visual one will still be triggered. These effects will last until the survivor is fully healed, you get separated for more than 30 meters after you unhook or start healing them or if somebody else unhooks the survivor.
- Move to repair/sabotage/cleanse: gain 5/10/15% speed towards these actions for 50 seconds (repairing generators spend the timer twice as fast). The killer won't see visual notifications from failed skill checks or destroyed hooks and totems. Hex totems cleansed during this period will trigger their full notification effects to the killer 2 seconds after they are destroyed.
- Move towards other survivors to unhook or heal them: gain 10/15/20% speed and bonus blood points for altruistic actions. The unhooking auditory notification for the killer will be delayed by 5 seconds, but the visual one will still be triggered. These effects last for 30 seconds and do not affect the downed survivor that triggered They’ll remember that.
- Stay silent: If you do not choose an action to make, the cooldown period of this perk is reduced to 5 seconds.
After the effects of this perk are finished, They’ll remember that enters a 60 second cooldown.
“You want to know something I didn't tell you? I never had a plan. I never knew where we were going. I never knew anything. I just fought and fought and fought, and hoped you didn't notice. Hoped we'd find something before you did. Did I do a good job?” – Clementine.
Clarifications:
- After a survivor is downed, four options depicting the four actions to choose from will appear at the top of the screen (maybe with pictures instead of text), with a timer under them that will start depleting. These icons could be the inspired in the TwD games in structure and aesthetics.
- To “make a choice” the survivor must move towards their desired target and/or keep line of sight with it (looking at auras still counts). They will know that they are “making a choice” when the icon depicting their selection starts illuminating while the others fade away and an auditory cue will emphasize the imminent triggering effect of the perk. The choice is made when the survivor spend 2 seconds moving or looking towards their target, if the timer runs out and they are looking at a valid target for the perk to activate or if they are already interacting with a valid target and they keep going for 2 seconds after this perk activates. Otherwise, the “stay silent” option is selected by default.
- In case you are in the middle of an interaction like unhooking a survivor or cleansing a totem and this perk activates, the choice will be taken before finishing the action to trigger the corresponding effects.
- In case two or more options are available because of proximity or one is in front of another (let’s say the hooked survivor is next to a generator or totem and there is a survivor very close healing itself in front of a potential target), the perk will display all the options available via the icons lighting up, but will wait till the user of the perk starts interacting with the desired target to apply the effects or draws a clearer line of sight with the choice that it wants.
The numbers and effects can be changed, of course, but the idea is the thing that I want to know if you guys find fun and possible to do.