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AshleyWB

AshleyWB

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AshleyWB
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  • They should just make it so each gen takes 30 seconds longer to complete and see how survival rates change to see if it's a good move.
  • I expect a massive amount of air bubbles from underwater teabagging.
  • It would be a speed penalty for killer in a really close distance from hook 8 meters (heavy camping). It won't activate until the unhook is completed. It's not like the killer is stuck in place. Calm down it's just an idea. You could have the opposite - when killer is 32meters away from hooked survivor +5%haste for 40 seconds. Making it harder for killer to tunnel the one that just got off the hook is important. Maybe a perk which gives a haste bonus after being unhooked because everyone knows they're next to be hooked.
  • Maybe a movement speed penalty when killer is too close to hook
  • No it's Kate Denson playing it. The next menu theme has Leatherface on drums.
  • Introducing Resident Evil dlc .new survivor - Chris Redfield.  New Item - Red9 handgun. Perk - Close call (melee attack killer to stun for 3/4/5 seconds) . Heavy Dive (Dive through a window really freaking fast but stumble a little afterwards, balanced landing reduces stagger penalty). Dangerous to go alone - haste +5 for all survivors within 8/12/16 meters.  New killer - nemesis (i think thats its name?!?) power - jumping lunge attack.  Perks - It knows! - stationary (4 seconds+) survivors auras are revealed within a 8/10/12 meter radius. 
    Watch and die - for each second the obsession looks into the eyes of the killer a stack is gained,  -2 haste for every other survivor (not the obsession) max stack 3/4/5 ( haste penalty lasts 1 minute.
    Hex - Dying wish - Once the first gen is complete a dull totem ignites and killer charge time of power is reduced (tinkerer but as a hex)  started off joking around but came up with something which sounds ok😃. 
  • This would give random survivors and survive with friends groups more of a level playing field. Communication helps survival chances and game balance can be adjusted from this point.
  • I like the perk evil eye a lot, don't like the name of it. The thing about these types of killers is that a swf group would be able to communicate saying oh no thats me coming towards you. I dunno if I've got the wrong idea about the killers ability. Survivor name is too generic John Thompson - needs to be have his own identity with a lot of character. 
    I like that you've done a lot of thinking about this chapter. I think the only way i could think that it's a good idea is to see it in practice. The hatch opening perk is interesting but i dunno whether it may be unbalanced. Ideas like this will build and build until a completely flawless concept is made. Overall I think some of the perks you suggest need to be plucked more from out of the box. E.g maybe a perk which removes survivor footstep sounds (Shush!!!) see footsteps of killer within 8/12/16 meter range. That's a theif kinda perk. I kinda like my perk i came up with😍
  • Delete Claudette it's the only way
  • The new map is too samey. Variety is important. 
  • 😵😵😵HOMING HATCHETS😵😵😵 
    Hatchets swerve towards survivor. 8 second cooldown(no machine gun too easy) -2 base hatchets.


    🔥🔥🔥Flaming Hatchets🔥🔥🔥
    Successful hit puts survivors in a dying state countdown (like borrowed time) 
    Small Trail of fire shows direction of survivor fleeing. Smoke emerges from lit survivor while stationary. Cannot heal while lit status active. 
    ×2 bonus on all killer points post game
    -2 base hatchets.
    Lit status lasts until dying state or pat out flames complete. Healing lit person or running over fire results in the survivor being given lit status. Dying state countdown (but not injured unless you already were hurt) can dead hard over trail of fire. 

  • Exit gate escape would be to flat of a finish. Maybe a helicopter chase huntress throwing hatchets at meg on a jet ski. Careful She's bloodlusting😲
  • Oscar winning material right there😂
  • I like AngryPug, Puppers, TydeTyme and Monto they're good at keeping the game fun even though they've played it so many times. They play to entertain rather than to win by all means which is good to see.
  • HOPE (whenever I am still alive when the gens are done) Survivor movement feels much smoother. Its a feel good perk rather than one which is just particularly useful.
  • This perk incorperates the communication that which a SWF has already has. What if it was made to be an emote which whistles or "hey" to alert fellow survivors.
  • The answer to every question you have is SHIRTLESS😀
  • Sabo needs a little quality of life change imo. Too many hooks in close proximity of another and serves as a waste of time running it. 
  • David King should just have a paper bag as underwear and his shirtless should glow in the dark. Neon war paint like. All greased up ain't no catching him.😲
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