Avatar

RDQ_TheRedFox

RDQ_TheRedFox

About

Username
RDQ_TheRedFox
Joined
Visits
290
Last Active

Comments

  • I am severely annoyed that it isn't auto-displaying the picture >->

  • I actually have one called "Power Vault"

    Simply, running towards a vault location gives you two options Fast Vault or Power Vault, performing the latter kicks up dust around the vault location, gives the Exhausted status effect, AND stuns the Killer for a short duration as long as they are within a reasonable range.

  • @FellowKillerMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/359583/killers-have-too-much-vision-hiding-mostly-feels-pointless

    Stealth gameplay can be fun, but it often requires you to linger in places for too long, which can be used against you even if you aren't visible. Perks aren't always necessary to find people as others have mentioned, but one perk that can turn stealth against a survivor is Whispers. It can be used to triangulate a single survivors location - no aura reading necessary, just a process of elimination that's possible because someone is staying in an area for too long.

    Most people don't use whispers, but it's helpful as killer when you're in the MMR range of people who like to hide.

    Honestly, if you're going to hide, you're going to lose, because your progress will be much slower than the killer's. Your best bet is to get good at using the killer's limited FoV against them, like during animations and such. It's like active stealth, where you only use stealth tactics when the killer is nearby, and knowing when/where/how to hide when the killer can't move their camera. I don't know if he's around anymore, but the streamer ZubatLeL (sp?) had some funny and clever videos doing this kind of thing.

    Immediately a good example that comes to mind is Corner-Teching.

  • I wholly expect people who respond to this to always put Demogorgon's change to "Let me buy him!!!" 😂

  • @Crowman said:

    It does not. If you attempt all 3 times, it's roughly an 11% chance you get yourself off. Being able to self hook yourself 1 out of 10 games is already pretty high for the impact that self unhooking is.

    I will still forever believe it needs more strength, even something small. I tried a couple other percentages to see the failure chance, and and 5% will net you a total failure chance of ~86% instead of ~88.5% That's about 1 every 7 games, which could be more fair for soloq players that get ignored by their team.

  • @sizzlingmario4 said:

    Self-unhook isn’t meant to be reliable at all unless you stack literally everything you can to make it more likely. It’s fine at 4%

    I get that, but being stuck on hook for forever with as little hope as possible just feels bad, bruddah.

  • @CosmicParagon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3286319#Comment_3286319

    Because unlike Survivors, Killers are not skins of each other. Just because I'm a good Demogorgon or Dredge doesn't necessarily mean I'm a good Blight or Wesker

    I love that literally nobody understands that that's how people work 😂

    We can't all be a top of the line marksman or swordsman without the practice, and not everyone can learn an entirely new way to play in a month what with schedule differences and the simple fact that they haven't touched that character because they like their own.

  • @ThatOneDemoPlayer said:

    1. Biased poll
    2. You can still have chill games with SBMM, you just have to play chill yourself,

    I only voted chill because I like vibing and having a good time. For some reason SBMM chucks me against the sweatiest Killer with the teammates that waddle down the middle of the map without even having Urban Evasion equipped. I don't understand SBMM's constant desire to stab me in the eyeballs repeatedly.

  • I want literally as much Mythology as any game can handle. If I get into proper game development like I want to, then I'm 100% going to take tons of inspiration from one of my favourite subjects of the world, aka Mythology. Putting in Celtic would make the game more unique. Norse would give it a very nice Viking flair. Grecian (which they have a Minotaur skin, btw) myths are the OGs, so it is never a bad idea to lean on their ideas. And I've not really come across a ton of games that utilise the rest either, so honestly copy + paste what I said about putting Celtic in for the rest. Uniqueness and fun are always good.

  • Autodidact for Generators. Dope. I personally think Autodidact is underrated, but I'm also really good about healing my teammates consistently, so I can see why regular gamers think it is bad.

  • Boon : The Beacon is Lit! - Survivor Perk

    When the beacon is lit, all may know the situation!

    [Press and hold the Active Ability button to convert a nearby Hex or Dull Totem into a Boon Totem]

    [Chimes ring out in a radius of 24 metres]

    [All Hooks, Generators, Windows, and Pallets within the radius of this Boon are revealed at all times to all Survivors]

    [After this totem is snuffed, the effect remains for 0/1/2 seconds]

  • Third Eye - Survivor Perk

    Whenever an aura is revealed to you then no longer is, Third Eye activates for 2/3/4 seconds. Any aura revealed before Third Eye activates will remain revealed until Third Eye deactivates. Third Eye has a cooldown of 45 seconds.

    Forsaken - Killer Perk

    Whenever an aura is revealed to you then no longer is, Forsaken activates for 2/3/4 seconds. Any aura revealed before Forsaken activates will remain revealed until Forsaken deactivates. Forsaken has a cooldown of 45 seconds.

  • @EvilJoshy said:

    If the killer hits you, it's tunneling :P

    The sarcasm oozing from your mouth is impressive, sir. Teach me your ways.

  • I like how you didn't mention when a Survivor DCs. I personally feel like I should go easier on people when a Survivor leaves since it becomes much harder to do things with 3 instead of 4.

  • @Starrseed said:

    The way I always saw it is easy.

    I kill who I see.

    That's very simple I don't camp and I don't tunnel I walk around and hunt if I patrol gens and I stumble over you who is just recently unhooked it's bad luck. If I search for a survivor and come to an recent unhook I will follow one of the two scartchmarks I see if I happen to find the unhooked guy it's again just bad luck.

    I will not leave a chase to switch to some one I know is dead on hook but if you stumble around in a dead zone or you want to block me with bt I will get you and I think that's a fair approach to the game.

    Only thing that is alway tough for me is when people rush to unhook and don't let me leave because most of the times it's that one guy I already gave up on chasing because he just is good at it and I will lose so much time but for me that is just a bad team mate move and you should blame him

    End game gets rid of every rule I give myself and camping and tunneling is fair game

    Oh 100% if Endgame is up you have nothing else to defend. Go for Tunneling and Camping because you no longer have a reason not to.

  • Both of these are Killer Perks.

    Quixotic] Your enthusiasm has you acting rash at times, and the Entity loves the interesting things that occur from it.

    Each time you drop a chase with one Survivor to pursue a different chase with another Survivor, Quixotic gains a token up to a maximum of 3/4/5. After successfully hitting a Survivor, all tokens are consumed to block that number of Generators for 30 seconds.


    Voracity] You have an endless lust for the blood within everyone’s bodies.

    At the start of the trial, you have no Obsession until you chase a Survivor, turning them into your Obsession. After hooking your Obsession, the next Survivor you chase becomes your Obsession and their aura is revealed to you for 3/4/5 seconds.

  • @leviivel said:

    I’m guessing they would get blocked after usage(s) or are VERY close to a door or opening, because these seem a bit unfair.

    They should probably get blocked after one usage since how strong this seems, since only 3 killers (+ victor) can through them themselves

    Don’t really think survivors need more escaping tools, but not the worst version of a “crawl space” I’ve heard (I’ve heard some really odd stuff). You could probably make some interesting looping tiles with these.

    Mhm, especially since you can't see the other side of them, so traps are SUPER effective on those tiles compared to others. And, it would probably operate similar to a window with a maximum of 3 before they're blocked for 30 seconds + a 5 second delay after those 30 seconds to be blocked again for an additional 30 seconds if they use it. Though, it would probably require it to be out-of-chase triggered.

  • @bjorksnas said:

    But for the other 10/27 are they just effectively free god windows added to every map how would they end up being used or balanced. And why use them over windows

    The animations take longer than Window animations specifically to help out the other 10, and they offer distance in exchange for those longer timers. Killers can do vault things that take away distance, but only 4 Killers can actually operate Vents. The fourth is The Twins, btw. Victor is tiny.

  • Honestly, I thought this Killer and Survivor would elicit some sort of backlash or at least a response asking for clarification, even with the bonus notes.

  • @grenkr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906944#Comment_2906944

    Thank you for your reply! I will admit perks gave me the most trouble as I found flushing out lore and powers the easiest task and I should have put more thought and research into perks prior to posting, I will likely get them reworked here, thanks for the suggestion too! It’s quite fascinating

    Oh, I feel like I should specify what I mean by "can relate to...powers..." exactly. I don't mean that they enhance the power of a Killer, but they can do something that their power would feasibly do to the environment.

  • Inside Knowledge = Unmatched Brutality, which when I first read Brutality, I thought it was too weak because perks in game can already do them. Ruin for regression, Unnerving Presence for the skill checks. Call of Brine also does regression, and in the same way you described yours.

    Vague Memories is an add-on NOT a perk, the same goes for Hollow Tip Bullets.

    Insatiable Bloodlust is literally the entire effect of the Ebony Memento Mori, which is an offering.

    Friends on the Other Side = Spies from the Shadows, a perk already in game.

    You did well on lore, and the powers for both are quite interesting, but perks are something you need to find a gap for. For instance, what if there was a Scourge Hook perk that gave Deep Wound to the rescued Survivor out-right? It could be "Scourge Hook : Infecting Shrapnel" or something along those lines. There are plenty more things out there that have yet to be thought up, and perks can relate to lore, powers, or simply be something new to change the field. I hope you can find some of those gaps and patch them with ideas! And yes, you may steal the Scourge Hook example I've given, I have no qualms with you doing so, and I hope you have fun making other ideas along the way.

  • @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901294#Comment_2901294

    The unhook thing is a potential option to placate people saying protection hits are too hard. Since there are a limited amount of safe unhooks in the match. And yes, I'm aware of the having to turn around. And I'm also referring to people having to unhook right next to the killer out of necessity.

    And to respond to a later comment, self care takes 32, 5.7 COH is 21.4. It's why people are still losing their minds over it.

    Ah, that makes more sense then. Not sure people would actually like having to wait for a Safe Unhook, especially if you run it while being solo. I always find that as I approach the hook, my teammate has already gotten them off, so I'd literally never get it, lol.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901367#Comment_2901367

    I'm definitely not saying DH is worse than Balanced Landing. I'm saying I get more aggravated at BL than I do at DH, when I play killer.

    Also, Survivors are balanced around having exhaustion perks to extend chases, so from a game balance stand point, I think it would be a really bad idea to remove exhaustion perks because of this.

    I was joking with the comparison, lol. I honestly understand getting more angry at BL than DH because you had almost won the chase in BL's case, then they zoom away. I chuckle at every exhaustion perk I come up against because I hear Demiplays saying, "F--in NYOWM!" as they zip away.

    I do agree on removing Exhaustion to be a bad idea. That'd just be so dumb.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901341#Comment_2901341

    I have played it but probably not enough to make a good judgement on it's potential. I do think it's one of the more fun perks survivors have because you interact with the killer with it. However, I stopped using it because it was so incredibly unreliable, when you got it to work it gives you a dopamine rush, but when you don't, you're on the ground. As a survivor, I feel I get a lot more chase time with Sprint Burst and Overcome. Also, Sprint Burst is a mild counter to tunneling-off-hook-till-dead. Not as good as DS or BT, but it does give you some protection. DH is useless for that.

    As a killer, DH has never really bothered me too much. The one that really aggravates me is Balanced Landing. I hate seeing a survivor suddenly sprint away from me from a drop off, lol. I don't think Balanced Landing is OP, it's just aggravating.

    Lol DH < Balanced Landing. Honestly, the majority of Exhaustion perks are pain, but if the Killer easily wins chases all the time, then where is the fun, eh?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901294#Comment_2901294

    I think the problem with appeasing the masses is that the developers aren't actually appeasing the masses, they're appeasing a small vocal group of killers who get on these forums. For example, the CoH nerf, where they actually said they're nerfing it due to popular demand. I highly doubt 4/5s of the player base, who play survivor, actually had a say in it.

    Oh for sure. I hate that nerf. I run it all the time, and now it feels mostly useless to have it since its Self Care locked to an area. But I also do believe DH has more people hating on it than you think. This nerf was supposed to be a way to keep its power without severely limiting it, and someone actually brought up that it might be better to leave the perk as is with only 1 protection hit to proc as the nerf, which I agreed with as being better than making the protection hits go down with levels.

    Also, thank you for being genuinely mature about this. Not many would try this hard to defend something without some level of maturity above the rest. Small question though: Have you played against DH before? I'm hoping you have or it might make your arguments a bit weaker in the eyes of "the masses." (Most of the people here are not enjoying the game and consuming more because they aren't true fans.)

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900691#Comment_2900691

    If you are right and Dead Hard is that OP, then killers would need to be nerfed to compensate for the game imbalanced caused by getting rid of Dead Hard. You have to remember Dead Hard is used by about 50% of the survivor player base. Are you willing to accept across the board nerfs of Killers just to nuke Dead Hard?

    Remember, I have no bone to pick in this fight, I run Sprint Burst almost exclusively and think all the Dead Hard stuff on these forums is hysteria.

    To be fair, I also don't like NOED for the same reason people claim DH is an unfair perk. Both are UNEARNED and take 0 skill to get. Granted, Rancor and a few others behave this way, but they're not quite on the level of these perks because they're hard work for nothing types. I don't hate the fact that these perks work the way they do, but so many others do genuinely despise these, so to appease the masses, this was my simple idea.

    As for a simple nerf to NOED, I would just do what Kyto did. Make it require tokens per hook that you get in game to activate. I'm not exactly sure how to make it as simple as this nerf (which again, is only a response to several people begging for a nerf.)

    TL;DR - I don't really care if DH does get a nerf or not (I don't run it) and if this was put in, NOED would have to get nerfed in a similar way to compensate.

    @CharlieChatBox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900271#Comment_2900271

    Except with this change, you can literally use the perk in the same chase in which you earned it. That's not the same as Mettle of Man.

    And if they made both proc from Safe Unhooks, I'd finally get teammates running BT.

    I'm unclear on the Safe Unhooks you've brought up, but that's not why I'm responding to this, lol. I'm responding to you because while you technically can, have you forgotten the speed burst you get when hit? In order to use it in the same chase you got it in, you'd have to flip around to body-block a second time, then use DH to protect your buddy. I'd personally use it by taking a hit for a teammate, then sprinting away to hopefully make that chase last a bit longer, then use DH for my next chase since I already have it active.

  • @Megmain80 said:

    I’m pretty sure survivors would not be happy with a change like this, so no, not everyone would be happy.

    I am a Survivor. XD

  • @Milo said:

    Seems ok to me.

    But for the love of God, just keep the exhaustion timer for the tier diffrence. It being completely and utterly useless for tier 1 and/or 2 would feel awful.

    Lol, perhaps that would be better! The question is 1 or 2 Prot Hits? I'd say 1 while the exhaustion timer works as it always does.

  • Drowsy] Survivors' vision warbles around the edges and they cannot see the Killer’s red stain. Skill checks have 10% smaller good skill check zones. Injured Survivors are less affected by the warbling vision, but can still have the status effect. Hooked Survivors cannot have this status effect.

    Instead of your Puppet Master having actual puppets, perhaps he could make Survivors Drowsy, and then puppet a Survivor under the effect for a few seconds, stopping in place to pull strings? Either way, I REALLY love this character design, and the concept is fairly neat, it simply felt odd that you didn't use the Sleeping Potion thing.

  • Boon : Photophobia - Survivor Perk

    Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem. Soft, and dark, chimes ring out in a 24 meter radius around the totem. When a Killer snuffs this totem, the totem embers flare very bright, blinding them for 1/2/3 seconds. If this perk is triggered, it is disabled for 90 seconds.

    That's it. That's the perk. A simple trap for the Killer. And the cooldown timer is there to make it significantly less annoying to go up against. After all, most blinds only last 2 seconds, even if you can increase it to a maximum of 3.8 for a Flashlight. (Blast Mine is 4 seconds, and Flashbang blinds the Killer for 2.5 by what I can tell, so they're still useful perks.)

  • I can't decide if this perk should be a Survivor or Killer perk, so I made two variations of it. (Namewise, their effects are completely different.)

    KILLER PERK

    Scourge Hook : Damned Soul] Nobody can escape the clutches of the Entity for long.

    At the start of the trial, 4 random hooks are converted into Scourge Hooks, which adopt all Scourge Hook perk effects. When a Survivor is unhooked from a Scourge Hook, they suffer from the Deep Wound status effect for 25/20/15 seconds and you are granted the Undetectable status effect for 10 seconds.

    SURVIVOR PERK

    Damned Soul] Being lucky has a tendency to curse your future.

    While afflicted with the Cursed status effect your self-unhook chance is increased to 45/50/55%. After successfully unhooking yourself and still afflicted with the Cursed status effect, you are automatically healed 1 health state and your aura is revealed to the killer for 15 seconds.

    -- Slippery Meat and Luck status effects stack, but your base 4% is over-written, thus the combination is DmnS + all increases.

    -- Doing a lot of math with effect stacks: There is a 0.4% chance that you will remain on the hook even with DmnS + Slippery Meat.

  • *performs a necromatic ritual on this post out of a desire to get Survivors an Iridescent Offering*

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2802374#Comment_2802374

    This was basically the old killer’s version. It was +3 for Killer and -1 for Survivors.

    https://forum.deadbydaylight.com/en/discussion/comment/2801921#Comment_2801921

    The reason it was busted was cause it completely screws the balance and makes areas that are literally impossible to hook in. Also on top of that already massive problem, 4 survivors could all burn them. Most maps have 6-13 or so hooks. Getting rid of even 1 permanently was a major issue, let alone 4.

    All right! Whole new brainstorm then. This is good, it's helping me out. And although I still see less issues with it (mostly due to the fact that there is a system that can be used to directly counteract said iridescent oak stacking by simply having duplicates cancel each other out thus meaning only 1 hook can ever be removed) I am willing to change things up to make it work BETTER.

    So, basic idea: forget about Decayed Oak and think about a whole new way for Petrified Oak to work & for the Iridescent Oak to be its more powerful variant.

    Petrified Oak] Calms the Entity to increase the distance between sacrificial hooks by 0.75 meters (Max stack = 3 meter increase which is 0.5 meters less than Killers can push them closer together, flipping that script backwards)

    Iridescent Oak] Calms the Entity to increase the distance between sacrificial hooks by 1.5 meters (Max stack = 6 meter increase which is then 2.5 meters more than Killers can push them closer together)

    Is this better since the Iridescent Oak would be harder to get, thus meaning it can have slightly more power? Or would Decayed Oak have to be included and have itself a "Calls upon the Entity to decrease the distance between sacrificial hooks by 5 meters" so the max Survivors get is +1 meter if they are well coordinated? Or should it be changed to 1.25 instead? That one's max stack would be 5 meters, and I think you can do the math on it well enough. You seem smart.

  • To counteract my Iridescent Wood (which should be iridescent oak, sorry about that), here's something for Killers.

    Decayed Oak] Iridescent Rarity, Killers

    SECRET

    Calls upon the Entity to form 2 random hooks that ignore hook distance rules if there are no viable places to put them.

  • I did not, but I don't fully see how it would be OP as long as they don't be stupid and make it so the 3 hooks nearest to the first removed hook have a reduced chance of being removed as well.

  • Super fun, but it should probably convert a set number of hooks/generators. Perhaps 4 gens and 8 hooks?

  • Scourge Hook : Shared Pain] I can't think of ANY flavour text, I'm sorry.

    4 random hooks are converted into Scourge Hooks, adopting any Scourge Hook perk effects. Hooking a Survivor on a Scourge Hook will trap their rescue. When a Survivor rescues another Survivor from a Scourge Hook, they will be inflicted with the Deep Wound status effect. Tier 1 if they are Healthy, Tier 2 if they are Injured.

    Tier 1 Deep Wound will force the Survivor into Injured from the Healthy state after 10 seconds of standing still.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2757499#Comment_2757499

    I love all of this!

    the names are great, especially „Shatter Dash“ and „Winter‘s Embrace“. Also love the fact you incorporated the chars background in your ideas, like „Competitive Spirit“.

    On the power description I actually had to look if I hadn’t described the Freezing status like this, you definitely described what I had I mind there! And way better than I could (just going over my OP because of typos…again)

    For Hindered I guess both powers inflicting it directly would make her power too similar to the Clown?

    i like your perk ideas as well, nothing too strong or complicated but they have their usages and combo potential! CS may need some adjustments on the numbers, as 20% haste combined with Noed might get nasty(?)

    Right, the Clown! I'm glad you like the ideas, and I do realize how OP end-game haste can get especially if combined with the 4% haste you can get from NoED. I'm not sure what other effects could work in place there since there aren't very many positive ones, and the few that exist are primarily against the idea of what a competitive spirit is.

    CS could be absolutely redefined to have a token limiter with 1% per token and the tokens are what change with each tier, that being 3/4/5 tokens.

  • "Shatter Dash" for Power 2

    "Ice Spear" for Power 1

    Hindered is a good idea for both Shatter Dash paths and Ice Spears. I believe both Ice Spears and Shatter Dash should inflinct a secondary effect called "Freezing" which is unique to the Ice Queen, similar to Madness or Sleep Penalty. Freezing should then not deplete when walking, slowly deplete when running, slowly rise when standing still, and rapidly deplete if interacting with a "Campfire" that spawns in similarly to Pools of Devotion, Jigsaw Boxes, Alarm Clocks, etc.

    Next, some perks to match up with this fun concept, since you've left them blank and I love coming up with ideas.

    Perk 1] Winter's Embrace

    Hitting a Survivor with your Basic Attack inflicts a 10% Hindered status effect for 5/10/15 seconds to the Survivor. Whenever a Survivor is Hindered, they gain 1% more Hindered per second until no longer Hindered.

    Perk 2] Competitive Spirit

    For each Generator completed, Competitive Spirit gains a token up to a maximum of 5. For each token, you are given a stackable 2/3/4% Haste status effect up to a maximum of 10/15/20%.

    Perk 3] Shattering Swing

    Hitting a Survivor with your Basic Attack inflicts them with the Incapacitated status effect for the next 12/14/16 seconds.

    Please let me know what you think of all of these.

  • KILLER PERK (Just in case there are any confusions)

    Brittle Wood] The Entity couldn’t be bothered to make a few pallets, so you did your worst.

    3/4/5 Pallets are changed into Brittle Pallets, which will be indicated to you by a white aura. Brittle Pallets instantly break when pulled down, but have a larger stun radius when they are pulled down. Survivors that pull down Brittle Pallets will be afflicted with the Haemorrhage status effect for 5 seconds. (2 of which the Killer will be stunned for.)

    Brittle Pallets will be easier to spot than normal Pallets by them having bright green and yellow painted planks, and they will also have gaps to show how brittle they are.

    Brittle Pallets would also not be counted as normal Pallets, so perks that interact directly with Pallets will be denied, such as being stunned by one for Spirit Fury or injuring a Survivor to block Pallets with Hex : Blood Favour

  • Shwoop. Lemme just pull a necro-post real quick. I think this would still be cool to add.

  • And here's that effect I was talking about.

  • @Kalus said:

    Cool idea, Killer mains would definitely hate this, considering the massive uproar the boon totems caused immediately after they were announced.

    Maybe with this new item mechanic BHVR should add the killer version of Small Game or even better boon-finding/snuffing perks in future. Giving penalties to the survivor for blessing a totem also could work.

    i.e.) showing the aura of the survivor for certain period of time after he blesses a totem, giving a negative status effect to a survivor after blessing a totem etc.

    Yeah, I do think that with Boon Totems we ought to have some sort of negative effect, for instance some sort of effect called "Corruption" which reduces certain stats, or forces skill checks very often, or something that you'll have to wait out in order to keep going would help the Killers at least have a fighting chance. But then Survivors would complain about it, and then an add-on could reduce said effect to quell their complaints.

  • Nobody has any thoughts on this? Seriously? I mean, sure this would help with boon totem builds, but what about the Killers, eh? No Killers are gonna comment on this to justifiably say that this tips the scales too far in the Survivor's favor? None?

  • All but that last perk sounds great. Perhaps to make it a little easier on the Survivors, make the last part 32/24/16 meters. That way the weakest version of the perk is a little easier to combat.

  • @QTASTIC said:

    "Health is Wealth": Your past experiences taught you to stay focused at the task at hand, making you forget your wounds. While repairing a generator in the injured state, skill check frequency is increased by 20% and each great skill check you hit progresses your heal progress by 5/10/15%. This effect caps at 75% heal progress.

    --With HiW I'd like to suggest it work like BnP where you get 2/3 tremendously difficult skill checks and if you get them all you get healed to a maximum of 30% progress. Where if you miss them it doesn't trigger a notification.

    "When push comes to shove" You know what it feels like to get pushed around. Upon taking a protection hit for a teammate, Push the protected teammate causing them to sprint at 150% movement speed for 3 seconds. This applies the exhausted status effect (to you) for 60/50/40 seconds.

    --P2S gets ruined by SWF if they both run P2S with borrowed time and they unhook ,The BT person then takes the hit for their buddy giving them a speed boost, and if you catch them the other one then takes a hit giving them another speed boost making that type of situation Broken and unfair towards killers. And that's only with 2 people, imagine a team of 4 playing SWF stacking this Absolutely disgusting

    Give opinions and tweaks if you have suggestions please!

    Dude, you're frickin' brilliant and I'd love to hear your ideas on my killer concept and something I'm about to post.

  • "This effect caps at 75% heal progress."

    Perhaps the final tier could also bump up the heal progress to 80%?