Volcie
Volcie
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- Volcie
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a lot of these changes are going to add much more complexity to an already impossible game to understand for new players. "why do i have haste? why cant i kick this gen?"
Hooking a different survivor from the previous hook should give the player an indicator that says something like "Fresh Hook!" and hooking someone who was hooked last should pop up like "Stale Hook…"
also, there's so many little benefits and detriments floating around in relation to this stuff, the least you could do is have an indicator called "Entity's Favor" or something, that has green up arrows when you do Fresh Hooks and red down arrows when you do Stale Hooks. I think these kinds of things would make the benefits and detriments of these actions more intuitive and understandable to new players, they'd know when and what they did wrong.
Also, that slugging free pick up meter should persist between downs even if the survivor picked themselves up (though of course it should be capped at around 85% so survivors cant pick themselves up before a killer picks them). it should slowly regress while the survivor isn't downed, that way if someone makes a mistake picking themselves up too early and instantly downed again, or gets healed by a teammate and was unaware they could hold shift to prevent the heal, they wont be punished by another full 90 seconds of slugging.
plus, that stipulation that you can only use the free pickup when you're fully recovered is never going to matter if the game automatically recovers for you, because nothing interrupts the recovering and the only perk that slows recovery will never make it take more than 90 seconds. however, if a player got downed a few seconds after they picked themselves back up and only has to wait 15 seconds for the free pick up meter to be full, they still need to fully recover normally as well. this way, recovery perks will play a more dynamic role in this mechanic. -
@DexyIV said:
I was in the same boat, you may just need to wait after you sent the DM to Mandy. I didn't receive any notifications that I got it; I actually only realized I had it after I replied to this post lol
are you serious? alright I'm posting a comment to see if I have it.
edit: wow. yup.
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Enigmatic Anxiety
At the beginning of the match, this perk starts inactive and you are Undetectable for 80/100/120 seconds. This effect is deactivated once a survivor loses a health state.
For the rest of the match, this perk activates for 15/20/25 seconds when you become Undetectable and deactivates when you are no longer Undetectable. While this perk is active, all survivors will hear and be within your terror radius. When this perk deactivates, it remains inactive for 60/50/40 seconds.
The idea was to make an interesting perk that could synergize in a unique way with both perks and killer powers, while having some benefit outside of those synergies and still not being abusable. [i.e. the cooldown is necessary so a wraith/ghostie can't cloak and uncloak to apply coulrophobia to all survivors for half the match]