Syvicx
Syvicx
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@SoGo said:
Your ideas for Deathbound, Genetic Limits, Dying Light and Overwhelming Presence are all nice. No problem with these ones.
The Blood Warden change seems unnecessary imo. The perk is already quite decent. If anything, I would leave the initial duration as is and make it so it extends by 20 seconds after hooking someone.
Hangman's Trick needs a rework, but this is not it, at least for me.
Septic Touch seems incredibly abusable.
As for Unrelenting, I would just increase it to 40% and make ot work on Obstructed hits.
Ok, and thanks for the reply! I was actually really woried Deathbound change (while personally one of the best reworks I felt like I ever designed) was taking a slice of out to many pies (scream, survivor location, oblivious, and even a sorta built in whispers).
I just felt Blood Warden needed a bit more utility, as chasing someone into the gate is more common than hooking someone, but I can see it as staying forever acceptable as is. Same with Unrelenting
I think I'll leave Hangman's Trick as is in my idea list, we have a deluge of Aura Reading perks so I think something that pushes sabo plays in the begining (despite being an anti sabo perk) would be nicer, on par with the new Human Greed.
I did everything I could in versions of Septic Touch I was going through, and this seemed to be a healthiest. For one, Terror Radius modifer Perks are terrifing to balance cause of Doctor, so the change from excessive blindness and exhaustion for a skill check seems better. The Blindness on comand seems abusable, but the duration is relativly short in comparrison to other sorces (knockout, Hex: Third Seal, and Mindbreaker), and to get it to the same level as them you'd have to run an exhuastion buil]d. The main draw for me to this version is that you can essentially "parry" aura read perks, which I think could create atleast an intresting skill learning.