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MrKrabsAckAckAck

MrKrabsAckAckAck

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MrKrabsAckAckAck
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  • I like the idea of rummaging for more items, however an item that heals you similar to the syringe in game may become over powered. I say this because the time used actually working (opening the chest and rummaging) is 20 seconds. It takes 16 seconds for another survivor to heal a player. Meaning the amount of work a survivor has to put into healing is hardly above what healing is. On top of that, you get an item (which may or may not be good, but beside the point)

    I do like the idea of rummaging, whether or not your idea of a syringe is too OP or not, honestly I think it needs a test run to find out. I could be wrong. However, back to the idea of rummaging, it would be cool to see chests become sort of like an actual pharmacy where you can go to them and pick out medicine, possibly indefinitely that give some random buffs. Like speed, repair speed, or other small buffs that can help you. A player with pharmacy could potentially share these medications with the team. Nothing too excessive, but the chests with this become a sort of medicine cabinet

  • @Mandy said:

    Unfortunately there is nothing we're able to do about this, the laws in Japan are very strict with regards to virtual currency and the expiration date of the Auric Cells in that region is in-line with those laws.

    Do Auric Cells expire for everyone or is it just for players residing in Japan?

  • I have thought of the idea of the exit gates being blocked when it's completed instead of when the gate is simply touched, would make end game really risky for survivors (In a good way, I am not opposed to the change)

    As for the nerf I don't know how to really feel about the perk completely de-activating. In my opinion I'd keep it the way it is.

    But for the sake of just tossing another idea out there, maybe No Way Out could instead close the hatch and begin the end game collapse for the last survivor. Either right when the 2nd to last survivor dies, or when the survivor is in close proximity to the hatch, or maybe even once they try to jump in

    I think this is more of a rework than a nerf, however some may view it as a nerf, others may see it as a buff. It takes away the need to find the hatch for the killer, however if the exit gates are no longer blocked for the last survivor, then it may still give the chance to leave through the gate

    Currently killers have no perks for the hatch, survivors have three. Left Behind, Clairvoyance, and Sole Survivor.