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C3Tooth

C3Tooth

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C3Tooth
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  • Ruin cause 5% regression if Good skill check. But as I notice that the further Killer is, the less skill check pop up. Its possible only 2 Skill check appears when finish fixing a gen when the Killer isnt around you. Beside gen tapping can ignore the Ruin perk is just stupid.

    My thought is just to make Ruin slow down 50% fixing speed (160sec fixing, or requires 160 charges of tool box to finish). No more Regression skill check. And just make the Ruin happens by default without require adding Ruin perk. Since Killer has a free Ruin perk, perhaps survivors only need to fix 4 gens?

    I just want more Objective to do beside doing 5 Gen.

  • Sounds interesting, but whats about general notification sounds?

    Survivor: Aura of down survivor, aura or hooked survivor

    Killer: Sounds/noti of unhooked survivor, fail skill check

    Without those general noti will be super hard. Beside that, I like to see a gameplay of no perk,add on, offer.

  • To me the last Survivor get instant dead even though hooked for the 1st time. Bring in 'no selfish' game play. I mean when other 3 survivors constantly get hits and hooked for 9 times (3 hook x 3 survivors) while you avoid Killer the whole time, you deserved to get instant dead when get hooked. You should share taking hit for other survivors.

    Get hooked once may save another survivor from getting 3rd time hook => 1 more survivor = 25% chance to win.

  • Somehow I think, if No Mither start with healthy, but can not heal once you take a hit, may be there will be more people to use it. Or the play who use it doesnt show "Broken" status to the killer to know. I mean if Killer see you start the game with Broken or Injured status, he will never leave you on the ground anyway.

    Beside I only heard that No Mither has to combined with perks that active when being injured: Its Not Happening, Resilience.

    David's unique perk Dead hard can avoid a hit, but we all know taking a hit lead us to Injured & gives us 3sec of Haste while Killer speed is slowed down. Avoid a hit with Dead hard doesnt bring much distance boost.

    If they make Killer doesnt know a player who used No Mither at the start, it would be better.

  • Currently I main Jack not because I like his perks. Just because he's the 1st one I played, so he has most perks I need.

    My loadout for him is: Spine chill, Premonition to avoid killers; Small game to find hex; Kindered to team work when hooked. I dont use his unique perks because all of them are level 1 or 2.

  • I just realized that and fix it to "The choosen One" survivor. One random survivor will be the main 'character' for these job.

  • I've exposed these idea once on Youtube.

    Since survivors are technically skin in later games. They should have something as their own to distinguish between survivors. These are my ideas:

    (1) The 5th slot: Survivors can add 1 of 3 unique perks into their 5th slot, which make them lost ability to pick up items.

    (2) Level4 perks: Survivors can unlock their unique perks to level4 (for example: Meg Sprint level1 take 60sec exhausted, level3 40sec, it can be only Meg will gain the perk to level4 30sec exhausted). This option sounds too op though. Since a survivor can add 3 unique level4 perks to their loadout.

    (3) Survivors starts their own perks with level3. As too many techable perks available, I can not get Dwight's own 3 perks to level3 perk. Even I reached him to Level45.

    (4) Survivors have 3 slot perks & 1 unique slot perks. 1 unique slot perk is the lost that you can only add Unique perks, no matter which level Sprint burst I have on Meg, if I put the perk into unique slot. It will always gain to level4. 3 other slots work as normal.

    zz.png


    This can go the same with Killers