Hendo
Hendo
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- Hendo
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@JacobiusWick said:
Future reference, include a TLDR..
TLDR? What's that?
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@dominix0506 said:
Woah it sounds better than the ptb ones imo. Good job
Thank-you I'm so happy you liked them!
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With how many times the Monkey Perk has been nerfed, we're basically stomping on it at this point. I don't run healing perks anymore, as I simply prefer letting my teammates heal me, but good lord we're taking a massive dump on it.
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@Impalpable said:
Love the concept, it would be amazing to get elder versions of the original four release characters and witness some of their growth in the fog this way. Best of Luck.
Awe thank-you so much. I'm happy you like the concept. It's like my little love letter to the game to kinda show the development of the survivors and how they adapted and survived so long in the fog.
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@RakNieborakYT said:
You should be awarded with this free skin and some cells. Amazing.
Do you think the winner gets a free copy of their winning cosmetic?
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2947135#Comment_2947135
I just thought a jump back to the past of classic horror cosmetics would be a nice change from what we get nowadays.
And you are absolutely right.
I just see a lot of brighter more fashion like cosmetics and don't get me wrong they're beautiful to look at, however, I don't tend to buy them only because most all the maps are dark and if I wore a brighter cosmetic I'd just stand out like a beacon. I'm already bad enough as is at the game lol. But I ain't giving no one a free win lol. They gotta find me first.
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@RakNieborakYT said:
You should be awarded with this free skin and some cells. Amazing.
Awe thank-you. It makes me super happy to know you like it! I just thought a jump back to the past of classic horror cosmetics would be a nice change from what we get nowadays. And from what I heard the winning cosmetic won't be a linked set so people will get to mix match as much as they like! ;D
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2945830#Comment_2945830
Seeing a more serious looking dwight outfit would be refreshing considering most of his outfits are lighthearted/funny
'No longer nervous' would be a cool name for the outfit
Great work once again! :]
Thank-you so much, it means a lot to hear I'm not the only one who thinks like that cosmetic wise
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2945805#Comment_2945805
I'm a sucker for themed cosmetics that are based on future scenarios
There was a series of L4D modded skins that were based on what the survivors would look like after the events of the games and I get similar vibes from this!
Have you had any other ideas for the other survivors using this theme?
Oh heck yeah! I'm wanting to make cosmetics of this theme for all Original survivors. I just started with Meg cause she was the first survivor I ever played when I bought the game. I'm planning to make it a collection simply called Fog Walkers cause after years and years of being trapped - they deserve to have a name different from just 'Survivors' - cause at this point, they're doing a whole lot more than just surviving. My plan is to do down the line of survivors. I may start working on Dwight next, and go from there.
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@Brokenbones said:
Impressive, very nice
Thank-you - I'm glad you like it!
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@IlliterateGenocide said:
I love it, In recent years, the torn and bloody cosmetics have been disappearing. so something like this is nice and refreshing
Thank-you so much! I've noticed as well that cosmetics of this nature have been less and less nowadays, and I wanted to give a little return to them as it is what we started out with when the game first released. I still of course love the cosmetics we get to this day, but a little return to the classics couldn't hurt anyone. I'm glad you like it!
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Survivor Perk:
- Persistence: Seeing your colleagues in trouble motivates you to do your absolute best. When another survivor is either hooked or in the dying state, you gain a 3/6/9% speed increase in healing, sabotage, cleansing, repair, and gate opening until the survivor is either rescued or dies.
Killer Perk:
- Faulted: As soon as the final generator is active, our killer has left a creative surprise on the exit gates to increase your fear. Survivors now gain difficult skill checks as they head to unlock the gates - if they fail a skill check, the gate will lose the additional progress of 4/5/6% per missed skill check.
These 2 perks were ones I created a year or so ago with my Evil Within 2 DLC idea. I hope you like them!
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2885091#Comment_2885091
But western would work with survivors so he gets to live, he wouldn’t want to help people but would have to in order to survive
That's what I've been telling people but noooo "Wesker wanted to take on mass global genocide and would never work with others" but if you think about it - he worked with STARS, he worked with Excella, and so many others for his own benefit. Besides he wouldn't be the first survivor to come into the game that's killed someone. They brought James from Silent Hill into the game and he murdered his wife - that was the whole reason James was in Silent Hill to begin with! I still believe Wesker can be a thing.
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To be fair I was going to include it cause I love Wesker, but the last time I made a Wesker skin opinion - most of the community said it'd be impossible since he was a bad guy and it wouldn't be right with him working with survivors as he only fought for himself. I want Wesker so bad though - he's my personal favorite character.
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@[Deleted User] said:
Wesker tried mass murdering the entire global population in RE5. Helping the survivors would be extremely out of character for him.
I can see a Wesker skin coming into the game a bit more now cause they did add James from Silent Hill and he wasn't wholly a good person either considering he killed his own wife. And Wesker did once upon a time help out his old Stars team even if he was just pretending. I imagine it as him helping them out to further his own benefit.
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@Seiko300 said:
I'm voting yes- only because I think it would be very thematically interesting to see flat out villains introduced into the survivor roster, which is something I hadn't personally thought of before. We typically associate the survivors with decent, righteous, persistent, and innocent people who were taken into the realm of the entity based on circumstance but what if alongside them we saw selfish, unprincipled, opportunistic, and determined, villainous characters. Who are forced to work with our "heroes" for the sake of survival in such dire situations? Obviously with the implication that they'll likely return to their dishonorable ways and ignoble goals on escape- or hell maybe even before and betraying the survivors if given the chance to escape?
It applies to Wesker but I'm saying it's an interesting idea to consider as a whole for the future of the survivor roster.
https://forum.deadbydaylight.com/en/discussion/comment/2322739#Comment_2322739
But if I had a choice I'd pick Noir Leon over Wesker. Sorry.
There are a few other outfits Leon has from RE2 remake as alternate outfits that I'd like to see in-game as well. Namely the Sheriff one but the Noir one is really cool.
I can see a Wesker skin coming into the game a bit more now cause they did add James from Silent Hill and he wasn't wholly a good person either considering he killed his own wife. And Wesker did once upon a time help out his old Stars team even if he was just pretending. I imagine it as him helping them out to further his own benefit.
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@FeelsBadMan said:
I would kill for an Evil Within chapter and I agree with Sebastian as survivor but for the killer part I would prefer the Harbinger since we don't have a pyromancer killer yet.
Oh very true. Evil Within has a bunch of great killer options! I love all of them - DBD has the fattest opportunity with this buffet of monster options!
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@Marc_123 said:
We already have an artist now :-)
But camera obscura or the Tresor Head would also work well...
I liked Evil Within 1 a bit more than 2. Even if 2 was more polished.
I loved both games - a shame the name artist was taken. We could also call him the Critic or as you mentioned, get the Obscura as the killer instead. Both 1 and 2 hold a special place in my heart :D
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With the Anniversary Event approaching. I heard The King speculate The Evil Within being a possibility to come into Dead By Daylight. I feel like I may have a chance! What do you guys think of this concept I made for this lovely game? Anything perk or power wise you'd probably implement to make things more balanced?
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@DeltaTMD said:
I like the concept of this! I really like the map - I really love the killer power and all the perks, but on the survivor side - Perseverance might be a bit op if you just gotta hide in their terror radius; maybe increase the heal time to that if how long it'd take to heal with botany? But other than that I really like this chapter idea - hopefully the dev's can work out such a licensing it'd be awesome to see. Overall great job!
With Perseverance, what would you suggest changing the time to instead of 15 seconds? I was originally thinking of having it take a bit longer than Inner Strength which was 10 seconds I believe. Anything to make this concept better, I shall take happily! Thanks a bunch!
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@glitchboi said:
I think as long as you can only carry one of each item. 2 green med-kits would be broken tbh.
Yeah. The perk could only be active once the trial started - not pre lobby. In a lobby you could of course bring one item as we've always been capable of, but that would take up one slot of finders keepers once the match started and you could then search a chest to obtain your second item. People could of course run Plunderers with Open handed and Appraisal but I don't feel many would cause then they'd be down 4 perk slots that could be used to keep them alive longer rather than going on a full on treasure hunt - unless of course they wanted to open a DBD shop in game.
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@DwightFairfield said:
They have two hands, duel wield that #########
Lol see! I feel like the Entity stole a few of the survivors brain cells when they were pulled into the fog - They can hold more than one thing in their hands!
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I just saw a poll on the forums about the Devs possibly bringing a Siren into the game... may I pass this idea forward? I created it and the DBD community helped me shape into what it is now!
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@HaunterofShadows said:
Welcome everyone to the 24th poll regarding licensed characters. Sorry for the late poll. I was a bit busy and as an apology I will do 2 extra polls one for this series and another stand alone poll. And the next not special poll will be in three days if I can manage it.
Previous Poll: https://forum.deadbydaylight.com/en/discussion/269480/part-23-how-would-you-feel-about-medusa-in-dbd#latest
I made a whole Chapter idea surrounded by bringing a siren into the game. Just imagine hearing another creepy menacing sound like the huntress in game! Just imagine the map too! It'd be the first water theme map in DBD! I always thought it be cool cause the Devs wouldn't have many restrictions with it - liberty to make it great!
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I'll try to make a better perk icon for this perk later or probably commission my friend to bring the design to life so it looks more appealing, but I just got excited and made it quickly. I'll try to update the design soon.
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Hello again everyone! It has been a while since I've taken a gander at Depths Forgotten, but as I read over everything for however many times I had I did decide to alter my perks once again based off previous comments and advice I had gotten! Please feel free to read over them and let me know what you think as well as what you think could use a change and what you would alter it with. Any input if great and hopefully if I balance everything and polish it to the communities standards, we could hopefully one day have it enter DBD!
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Perseverance: You've got a goal set in stone, and won't let anything stop you. While standing within 12/15/20 meters killer and are not in a chase you will heal over the course of 20/10/15 seconds.
Finders Keepers: Only becomes active upon starting a trial (Not pre game) You use all that is available to you. Allows a survivor to carry, use, switch, and possibly escape with 2 items, and decreases item consumption by 10/12/15%
Finders Keepers was a perk idea I made with my original DLC Depths Forgotten back in July of 2019, and Perseverance was an idea I came up with recently. Hopefully you guys like them!
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Okay, I went back though my chapter idea, and did a bit of editing (mainly placing my focus onto the killer), but I'd love to hear what you guys have to say. Any ideas you'd have to further balance everything would truly be helpful!
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Alright everyone - Northela's finally drawn out perfectly by my friend @Azelea_Ash on Instagram! Now onto the other two characters of this chapter! Thanks Ashlly!
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My friend who is redrawing my character designs for my fan made chapter gave me an in development peek at Northela Bourne. I think she told me she'd focus on North first, then Killian, then the Siren - the siren being the last on the list cause I am sketching out her design now. But hopefully this little in development look at North can give you a peek for their final looks! If you wanna check out my friends artwork be sure to check her out on Instagram! @Azelea_art is her Instagram tag!
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Alright, some were asking me about the Siren's power and it's purpose to the game. I created her power around slowing down the survivors progress. I noticed normally most powers aim at immediately harming a survivor, however, the pig's reverse bear traps is sort of a slow down to survivors gameplay.
The Siren's power has been adjusted a bit along with adding a special power attack which is this:
Special Power Attack: Siren's Cry - Watching as you are left behind enrages you... With Siren's Cry, you are able to scream out in a drowned fit of rage. Until the power charge depletes, you can scream out, and in the direction you are looking will create water puddles for a temporary time - moderately slowing down any who try to escape your grasp.
Hopefully this can help some killers gain a bit of distance during a chase as well with keeping up with the theme of speed slowness.
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Thank-you everyone for the continuous feedback on my chapter "Depths Forgotten" This forum discussion on my chapter is kinda my version of a PTB. I get to hear people's opinions from both a survivors and killers point of view! I hope to heart more from you guys for your feedback is absolutely amazing!
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@Zelosmaijir I took a long look at Prodigy, and now that I look and think real hard. It is kinda hard to see how it could ever be implemented into the game. That perk has been redone entirely. If you wouldn't mind since I enjoyed your previous feedback, could you take a look at the new Prodigy and tell me what you think? The continuous feedback is kinda my way at a PTB to make sure everyone killer and survivor alike have a fair game and chance.
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@Zelosmaijir said:
So I really love Haywire. I think Haywire and Overcharge could easily replace Ruin for killers who want to enjoy their game more and actually play actively. I also think the killer and survivors are well organized and have a lot of depth to them. Because Reassuring Presence and Second Chance are a little easier to program in than the Prodigy, which I think looks incredibly overwhelming for dev team, haha, it makes this survivor overpowered at level 5. If you are a survivor who likes running around the killer, this literally gives you 100% incentive to. Basically, after you've been hooked once, you just wait for someone else to be hooked, and you can no nonsense run the killer around all game. Grab dead hard and balanced landing or sprint burst or quick and quiet with this at max level and you literally can 1v1 killer. They hook you finally, after almost every generator is done, and you unhook and teleport, possibly towards the exit gate, but either way, quite a distance away. Because you were hooked, it's likely that dead hard is up again, and so is the other perk... enjoy your free escape, you let all of your friends live, after all.
I like the ideas, I really like them. This particular synergy though just baffles me. It's too good.
Haywire is something I created long before the nerf, but it also worked out pretty well after the ruin changes. That was pure luck for me lol. Reassuring Prescence and Second Chance was kinda my way at countering tunneling since I see a lot of progress encountering it during their games.
Also, thank you for the amazing feedback! Hearing peoples thoughts and opinions make me smile. I'll definitely take a long look at Prodigy and see if I can fix the overwhelming elements of it!
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1077164#Comment_1077164
Glad I was any input, dont take me too seriously my perspective is on if I would play it and how I would play against it.
As far as your survivor perks go yikes
Reassuring Presence is insanely good. A free heal of hook ? Wowza that's amazing. I'd never ever take that perk off. With DS DH and BT a team would be almost untouchable by any killer
Second chance- would let me escape by no exaggeration almost every single game. Even if you teleported in the while in the dying state, adrenaline and unbreakable I'd be right back up.
Finders keepers- would honestly lead to me not playing matches. I'd bring a key find an item in match and leave by hatch. Just to farm items with friends with (plunder) and (ace in the hole)
Reassuring prescence and Second chance are my main way at countering tunneling. Finders keepers is just something I've always wanted to be in game. My little greed moment :D
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1076599#Comment_1076599
Well laughter was my goal, love how your so dedicated to your lore.
https://m.youtube.com/watch?v=b4ElGB-e8mE
Instead of a beam or cone like some sonic attack. Consider a terror radius that plays a song. And the longer the song plays the more drawn a survivor is.
Do you know how they killed sailors ? They leapt into the water themselves... so make the survivors walk slowly into you when hit with the power. Skill checks to break the pull, if they dont do it quick enough they go inches from you.
While the power is active killer wouldn't move. Can stop whenever you want but I'd wait until they are right in front of you so you can hit them ; )
Love the puddles for movement tho
I am so happy you like it! I went back and edited her power a bit as well as add a special power attack. Hopefully this makes her more appealing to play! And as I've said before, this chapter has been a work in the making for over a year - it is my little death baby. I am hoping that if enough people here on the forums take a liking to this chapter as well as work out any unfair and weak elements, then maybe - maybe the Devs will one day actually consider implementing this into the actual game.
Also, as I've been editing the chapter and even writing this - I have been listening to that song you sent non stop lol! It is sooo pretty! Hearing your feedback was amazing help, and I want you to know I greatly appreciate it!
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@emptyCups said:
So as killer you shoot lazers with your mouth that makes people tired until they wash there face
Lol - kinda. The vocal beams are as you described to a degree, however, the survivors "washing their faces" has a meaning from old folklore from sirens. It ensnares them to work slower trying to forever trap them with her. While ensnared they not only work slower but are at a risk of revealing themselves to her via yelling out at random times to "accidentally" missing a skill check. Them placing their heads under water is reference to old legends of sirens drowning travelling sailors. They are actually placing their heads under water to kill themselves, but are capable of snapping out of it last moment via hitting proper skill checks. Missing skill checks wounds healthy survivors, places wounded survivors into a timed mending state, and from there into the dying state if you miss to many.
Lol - I was laughing when I first read your comment though XD
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@not_Queen from a Devs perspective can you tell me your opinion of this idea? It'd be an honor to hear your thoughts on this! Does it seem balanced or is it weak in any way?
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As I'm reading this, I can't help but think of Stefano Valentini… Goodness I love photography! XD
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@BelganPancake said:
I love the idea of this! But her first perk “faulted” is a too op especially in low ranks and the fact that you get injured if you miss a blended skill check but maybe instead of getting injured maybe drop your item instead?
Yay - I am so happy you like the idea! It means so much to hear people say they like the chapter idea....
Faulted is kinda like an overcharge, just minus kicking a generator and on the exit gates. On those there most likely wouldn't be a lot of skill checks, and now and days I see people can hit those skill checks on overcharged generators fairly well - but if it does end up needing a balance, I may end up making out a hex totem so if survivors didn't want to deal with faulted they could always deviate from the gate and look for the totem. And as for the Siren's power with a survivor snapping out of it, I felt you should get injured instead of dropping an item mainly due to the fact that survivors won't always be carrying an item with them. Currently hitting a blended skill check in game isn't all that difficult - the survivor just needs to watch out carefully for the skill check to appear.
Hopefully this helps clear things up a bit about Faulted and her power! :D
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@ImmersedPootisBird said:
This chapter provides some amazing ideas all around. Sadly, the perk "senses" would be less practical against stealth killers who don't startle crows, such as a cloaked wraith (or the killer from my chapter, Legends Most Grimm, who just doesn't disturb crows).
I'm glad you live the ideas! As for senses it could always depend on the killer. Or wherever stealth killers aren't in their stealthy modes. On some perks currently such as premonition it doesn't always detect stealth killers anyway, so I don't feel this would really affect people's gameplay all that much.
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Thank you everyone for your continuing support of this chapter idea - seeing your thoughts and opinions mean so much, gives me so much hope that this idea could actually be with a little bit of planning and a whole lot of love!
You are all amazing and I wish you continuing luck out there in the fog!
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This seems very promising. Though some friendly critique... On the perks - Blood Blocker seems like a smaller version of Borrowed time. And Seclusion seems like a very good perk, but if you leave repair in the perk it may be seen as too powerful to some. With the best toolboxes and addons the most people normally gain for repair is 9% max. So you could possibly alter it to where the max increase is 9% or leave it the same and just take repair out.
Hope this helps some, but I do like this idea!
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Alright, I buffed it up so it activates when survivors are in the dying state as well.
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So maybe alter it to being 3/6/9% for everything if I choose to keep repair in it?
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@Karaage said:
Hey there,
right away I can tell You that 30% increase in repairing is way stronger than even Your old versions of Second Chance. Even the best toolbox can give You only +25% speed, and perks like Prove Thyself or Resilience give 9-10%. So I'd suggest to either remove repairing from it or changing %, but maybe increase duration? Like, it stays on for 15 seconds after the unhook. And if You decide to remove repair speed, feel free to buff it to compensate to make it more enticing :)
Would changing the tires on Persistence to 10/15/20% be more balanced or should I lower it a bit more?
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@Karaage said:
Hm... I don't think we can do better job than the game's balance team, so keeping perks not so balanced is alright in my opinion :)
But if You want more ideas, I can't decide whether Reassuring Presence is balanced or not. On the one hand, automatic healing like this is strong, but on the other hand You can get same effect using We'll Make It.
And Persistence looks like a mishmash of Iron Will and Hope, but worse than both of them. Of both effects, I feel like reducing grunts of pain effect is least desirable and could be changed to something else. Also, instead of 'last generator powered', You could buff it to "Exit Gates powered", so it also activates when Hatch is closed similar to Adrenaline and Hope.
I altered Persistence. If you don't mind could you take a look at the new version and tell me what you think? You've been super helpful in my journey to balance this idea!
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In my mind, Second Chance is mainly my way at countering tunneling. Gives the affected survivors a real chance at a fair game. I understand the original version I had for this was too unbalanced, but now I altered it to where the survivors must go through two simple steps in order to activate the perk. Unhook one survivor safely AND have already been hooked once at least. That way - at least I think it remains fair.
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I love this - you thought of everything. I am a major fan of the mori! Great job - I applaud you good sir!
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I'm looking over Persistence and may end up altering it. I've been given some advice saying it's very similar to a combo of Hope and Iron Will so a change definitely seems right... Now to think of something useful that seems like it'd be call Persistence lol!
