Avatar

DominickBane

DominickBane

About

Username
DominickBane
Joined
Visits
8
Last Active

Comments

  • @FayeZahara said:
    I would like this perk but call it something around lines torture and maybe add slight negative effect like wasting time. That way survivors don't call it to Op cause at least they can do some things during torture.

    Could make it something of a wash, then... Takes 5 seconds to complete, so that way no time is really gained or lost from the gameplay itself, but the killer can gain an extra hook in the process.

    @akbays35 said:
    I think an ultra rare offering would work better than a perk.

    I second this opinion!

  • While I could see the potential and allure of such a thing, I have to agree with Doc Holliday.

    Even if it's just a once-per-game mechanic, there are other ways of dealing with decisive strike that don't involve punishing the Survivors for carrying it (for example, the Obsession system). Other options that Killers can use to mitigate the negative effects of D-Strike, namely Enduring to reduce the amount of time stunned.

    Other things to help punish Decisive Strike would be to run things like Moris or Huntress' Lullaby, that could make skill checks harder to make/detect (I may need someone to source me though; not sure if Lullaby affects D-Strike or not)

    Hope this helps out!

  • @The_Daydreamer said:
    I have a Question to your Huntress Lullaby Example.

    Wouldn't that be huge nerf to that perk, if you dont combine it with other Hex: Totem?
    Cause you have 5 Totems - all Totems are linked, so if they gonna immediately destroy 3 of them, you can just have max. 2 Tokens, right?
    So you can't use its completely potential. So in that case it will be a huge nerf, aslong you dont combine it.

    I do see that, and you're right on as far as my idea and concerns for the totems, but I wouldn't agree with calling it a 'nerf' persay, because while breaking the totems then benefits the survivors, it's not just a 'one and welp I tried' for the Killers. While I do see your point about the frequency of the totems there are ways that this could be safeguarded against

    First of which could be something akin to totem order; a totem lights up when it is the next 'link' in the chain for the totem (but I think that can be OP as all hell), or perhaps a series of perks that would help safeguard the killers totems in general, but to address the first point you made, my idea is that all hexes would have their very own totems

    But, More Totems = Easier way to find some Hex: Totems and this is gonna fck your Hex: Effect up.

    My thought is that each hex brought into the game would have it's own, separate totems.

    You have 5 Totems for Devour Ass.
    One Totem down and the perk wont let you mori anyone even tho you played good, etc.
    Three Totems down and your Perk will be ass.

    As I stated (or tried to) above, the perk only completely disappears when all the totems affiliated with that hex are destroyed. If you're running Devour Hope and Huntress' Lullaby (for purposes of this example) and you would have Devour Hope/could use the Mori until the final totem was destroyed: obviously the solution proposed to Huntress' Lullaby wouldn't work for all hexes, my thought is simplified as such:

    More totems on the map so that there isn't just a 'one and done' cure for hexes.

  • @DrVonKrumm said:
    I do like the idea but I wonder what would become of Hex: Haunted Ground?

    Haunted Ground would still work--multiple totems that based on level of Hex (for example: 2/2/3 fake totems to 2/3/4 legitimate ones).

    For each legitimate totem cleansed, would reduce "Exposed" by 10 seconds, to a minimum of 20 before the Hex is destroyed entirely. Could also be that cleansing a trapped totem could make the legit ones glow more brightly, but I wouldn't envy the poor guy that would need to do the coding for that.