CoolAKn
CoolAKn
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Not when the 3 gens are within sight of each other, the killer will just stay at the middle one, and can get to the other 2 within seconds. If they were further apart, yes, it's possible, but still, no one wants to spend a few seconds on a generator at a time that the killer will be constantly damaging it.
Regardless of how the devs say it, how is it NOT holding the game hostage? You are literally preventing the game from ending by refusing to hook people and refusing to let survivors do generators. In the time it would take to fix the last generator, someone could DC and potentially finish a new match.
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Decisive Strike is fine as it is. Your suggestion would quite frankly, make it completely useless. It the devs want to add a temporary Broken effect, that's fine, but I don't understand why people complain about it. It's a very useful perk, so people should be punished for using it? There are several killer perks that can counter DS.
Enduring - reduces the stun duration.
Iron Grasp - makes the skill check show up a bit later for non-obsessions.
Unnerving Presence - makes the success zone much smaller. -
@Master said:
No, preventing gen progress is actually your objective (next to killing survivors)
The tactic is called 3 gen start btw and is completely fine.Dont worry about salty survivors, they always complain when they cant play the game in easy mode and eventualyl even DC
To all survivors complaining about 3 gen strat, I can only say

How are survivors supposed to "Git Gud" when the killer is camping the remaining Gens, essentially holding the game hostage. Don't just say "Git Gud" when the odds are just about impossible, like Killmaster says, just isn't fun for survivors. It would not be worth the blood points trying to do a generator the killer refuses to leave. Offer survivors some counters, as "Git Gud" does absolutely nothing.
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For killing manners, just keep putting them on the hook when you can. There is no shame in letting people get unhooked, it just makes them easier to kill, especially if rescued right away. Be wary of using up hooks in the same area, and be aware of saboteurs. Hangman's Trick is extremely effective against saboteurs. If you have a Mori offering, you can instantly kill them from the dying state, as long as they have been hooked first. Cypress = last survivor, Ivory = one survivor, Ebony = all survivors.
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Reportable? No. You, as a killer are controlling the map. In multiple instances, survivors end up putting the last 3 gens in the same corner anyway.
Camping and Patrolling are two different things. Camping is always being able to grab a survivor that's pulling one of the hook. Patrolling is keeping your distance, but not too far away. It will allow for less risky hook saves, but when they do get saved, you are already in the area.
You are supposed to hinder their progress and catch them, but try not to make games last too long. It does get boring after a while.
I don't have a specific definition of farming, but farming is very easy to do with the Doctor. Farming isn't really discouraged, but it's not encouraged either.
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The tip for the Spirit is too long on the loading screen. It shows a few lines, then just stops, and we can't really tell what the rest of it is saying.
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My favorite instance of this was a video I saw of someone playing SWF on Lampkin Lane with the Spirit. All of the generators were repaired, which triggered Rancor, so the killer downed her obsession. She left him on the ground to hunt another survivor (the obsession's friend), but was injured. He ran to his downed friend, and got him off the ground, just to have the Spirit smack him down again, and the friend ran away. He literally healed his friend so his friend could take a hit instead of him. It was hilarious, and they laughed about it the entire time.
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Hex perks are meant to have OP effects, at the cost of fragility.
Perhaps a suggestion - when a hex totem is destroyed, the effect would persist for about 60 seconds (token-based hexes would retain their level during this time).
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It would be nice if the killer could choose where the hexes are placed. I know it would take a huge amount of time and effort for the devs, but it would be interesting if during the loading screen, the killer can customize the where their hex perk(s) go. This can work in one of two ways, both of which gives the killer an advantage over the survivors by knowing the terrain in advance.
The killer would be given 30 seconds to free roam the map at 300% speed before the survivors spawn in. In this time, they would be completely unable to use their powers, and be able to see the auras of generators and hooks (places to avoid placing their hexes). The killers would be able to place the hex totems in a place of their choosing, requiring the hex perks be placed a certain distance away from each other (so they can't be clustered together). Placing a hex totem would work exactly like a Trapper placing his traps. Once the 30 seconds are over, the killer's vision will be masked and will be loaded into their spawn point. Any unplaced hex totems will then be randomly placed. Perhaps make killers always spawn in the basement (also for them to know exactly where it is), and have hex perks required to be placed a certain distance away from the basement.
The killer would be given 30 seconds to see a map of the trial. The map would show the location of all generators and hooks, and there would be dozens of circles of places hex totems could be placed (in the case of The Game, the top and bottom floors would show up side-by-side. The killer can select a circle, and the designated hex perk will spawn there. If the killer has more than one hex perk, the next hex would require it be placed a certain distance away from the first. After 30 seconds, the map goes away, and any unplaced hex totems will then be randomly placed.
Option A would allow the killer to attempt to make the hex totems hidden, whereas Option B would assign it to the general area. I'll be frank, as a survivor main, the totems have some crappy spawn points. I feel bad when hex totems can be found out in the open, like there was no attempt at all for the game to conceal it.
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@Master said:
Try hitting them slowly. With some experience, you will find the sweet spotNot optimistic it will work, but I'll try it out. If I am doing it too fast, then that's on me. I would like to try to at least get to 50% wiggle by the time I'm hooked (if applicable, obviously can't if the hook is close). At least that's better than having it do nothing.
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Plus, survivors have 3 chest-related perks:
- Pharmacy - guarantees med kit on first search, reduces noise and searches faster.
- Ace In The Hole - better chances at finding a rarer item.
- Plunderer's Instinct - see nearby chest auras and better chances at finding rarer add ons
It would be cool to see a killer have a perk that has a similar effect, maybe it can take items and add-ons that were left behind (either by death or dropped), and convert them into a random/related killer add-on.
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@Orion said:
That's because there's a max wiggling speed to avoid macros.So, you are saying people who can fill the bar with every press are using macros? That doesn't explain why the game will not register my key presses, which almost has the same effect as pressing nothing.
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A potential change to Hex: Haunted Ground (NOTE: The perk works great as is, this is just a WHAT IF), is that it applies to all dull totems, making them appear to be hex totems. This will allow the perk to be used more than once, as many times as there are dull totems. Because of this, instead of the effect being felt map-wide, it would instead affect a large area around the totem, causing all nearby survivors to become Exposed. Pair that with Hex: Thrill of the Hunt, and you can instantly tell where the Exposed cleanser will be. In the case of Hex: No One Escapes Death, the dull totem becomes a hex totem and will no longer be trapped by Hex: Haunted Ground. The idea is to disguise which totem is the real hex totem, while having a chance to sabotage survivors.
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Most killers use Iron Grasp and Agitation anyway, so wiggling is just a tease for most survivors.
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I don't have an issue with the time it take to wiggle out, I DO have an issue of how many key presses it takes to register ONE bar of wiggle. I don't necessarily think it's the game's fault, but it does get tiring spamming the wiggle keys to register one out of every 20 key presses it seems. I had this same issue with breaking grip on Friday the 13th. The difficulty is fine where it's at, I just want my button mashing to matter, and YES, I am alternating the A and D keys, like you are supposed to. I would be spamming those keys all day, but the game acts like I'm pressing nothing.
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@xMystic1 said:
Snowmap wouldnt be logical due to the fact that everyone leaves foot prints in snow, and blood would be easily visible as well as scratch marks making killer games easy afThey could just make it where fresh snow will cover up footprints and blood in the snow after a few seconds.
It could also be interesting if it were snowing, that it could also block certain areas, that would prompt a unique animation for both killers and survivors to clear the way. For the killer, it could just be a rehash of the Break animation.
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Right now, the only chance I think we have at a winter map is a new map for the Red Forest, which currently, the only map is a rainy map, maybe they can adapt it for snow? The Institute has snow that is only seen by the Exit Gates.
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Some people just suck. As a survivor, there's not too much you can do if a killer wants to really camp an event generator. You can try to draw them away, but some of them might just be dead set on camping that gen. Getting the event gens was actually very easy because one repaired event gen gave all survivors 1 point towards the event. As a killer, if survivors are sabotaging the event hooks, just run Hangman's Trick perk if you have it available (Requires the Pig or if you find it available on Shrine of Secrets). At Tier 3, Hangman's Trick brings hooks back after 10 seconds instead of 3 minutes normally. It also causes sabotaged Bear Traps back much sooner (2 minutes instead of 3 minutes normally), making this an ideal perk for the Trapper.
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People can just tap the generator as a method of avoiding Hex: Ruin, but I think Overcharge is a required skill check that usually shows up as soon as you touch the generator. There are 2 Survivor perks that I know of that can easily counter Overcharge. One is This Is Not Happening which increases the success zones of all interactions (except for Decisive) while you are injured. The other one is Technician, which has a 50% chance to not have the generator explode at Tier 3.
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If you want to go full try hard mode, run those 4 perks as a Trapper and place traps at all the totems. They have to spend time disarming the trap AND cleanse the totem with the time greatly increased. Meanwhile, you can see which trap was disarmed because you can't see its aura anymore. You can even go mega try hard by equipping add-ons that take much longer to disarm and sabotage, and possibly even the add-on that injures the player when they disarm or sabotage.
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If you want to make their lives miserable, run Hex: Thrill of the Hunt - you get notified whenever someone is working on a totem, and for each totem, it increases the cleansing time. Pair that with Hex: Haunted Ground, you can really make survivors suffer for cleansing that one totem they think is Devour Hope or Huntress Lullaby, but oops, we're all exposed now.
Even now, playing the Spirit, you can fake the Survivors out by having a random Hex perk, but when they see a lit totem, they just assume it's Haunted Ground, so they leave it alone. One Spirit really got us by running Devour Hope and not had Haunted Ground at all. Did not want to sabotage the team by cleansing a totem, but we noticed too late when we were all Exposed anyway from Devour Hope.
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Here are some suggestions or additions to your idea (sorry for the word vomit):
Breaker boxes would be an optional survivor objective that is mandatory for hatch escapes. Two breaker boxes will randomly spawn on the map, while a third breaker box can always be found in the basement. Breaker box auras can only be seen by the killer. Specific perks and add-ons will help or hurt the survivor's ability to open the hatch. All 3 boxes boxes become powered when the first generator is repaired. Once powered, a survivor may activate a breaker box by pulling the lever just like the Exit Gate and only 1 box may be interacted with at a time. Interacting with the box causes the Exposed or Broken status effect once the interaction is over for 10 seconds for each activated breaker box (up to 30 seconds for the final box). Killers will receive an unique auditory warning when a survivor begins activating a breaker box, but they must guess which one is being powered. An activated box will have a dim light showing above it, and will begin to emit a low buzzing noise. Players are not notified once a breaker box is completed, though a killer can guess when a box has been activated by timing when the notification started. Killers will still see the breaker box's aura even if it's activated, to force killers to be aware of which ones were worked on. Once a box becomes activated, any inactive breaker boxes will lose power and any progress made on them will be lost. The NEXT completed generator will power up the next breaker box. Generators completed while the breaker boxes are powered up will not count towards the next box.
FIRST BOX:
Hatch spawns and reveals its aura to all survivors within 20 meters for 3 seconds.
Survivors will now be able to use the key to open the hatch if it is within the confines of its abilities.SECOND BOX:
Hatch aura is revealed to all players within 20 meters for 3 seconds.
Survivor that activated the box will gain Energized for 30 seconds.
Energized status effect will:- See the hatch's aura from any distance.
- See the killer's aura for 5 seconds.
- Lock the hatch escape to that survivor.
- End-Game Perks for that survivor will be trigger instead of when the Exit Gates are powered.
- Grants that survivor Borrowed Time for 20 seconds when struck
- If put in the dying state, that survivor cannot interact with the hatch until they are fully healed.
- Attempting to interact with the final breaker box will cause permanent Broken.
- If downed and permanently Broken, completely lose the ability to escape through the hatch, unless No Mither is equipped.
The killer may still attempt to grab the survivor jumping into the hatch.
Once Energized wears off, any one survivor may escape through the hatch, which closes it.
The killer can close the hatch, but powers up the third breaker box automatically.
Hatch can be reopened by a key, repairing another generator, or activating the final breaker box (CAUTION).THIRD BOX:
Attentive killers should know which box is left.
The Entity becomes angry if a second survivor becomes Energized.
The Entity will cause the killer to become vicious for the survivor's treachery.
The hatch's aura will be masked, regardless of aura reading ability.
Survivor that activated the box will gain Energized for 30 seconds.
Killer gains the Vengeance status effect until the hatch is closed.
Vengeance status effect will:- See the Energized survivor's aura for 5 seconds.
- End-Game Perks for the killer will trigger instead of when the Exit Gates are powered.
- Grants the ability to Mori the Energized survivor when injured and within 20 meters of the hatch.
- If the first Energized survivor has not left yet, the killer will only be able to Mori one of them.
- Becomes unable to put non-Energized survivors into the dying state.
0 survivors escaped through hatch - killer can close hatch. Generator would be needed to open it again.
1 survivor escaped through hatch - killer can permanently close the hatch and power the Exit Doors. If all breaker boxes are activated, a second survivor may escape through the hatch. Killer gains permanent Bloodlust.
2 survivors escaped through hatch - permanently closes the hatch and power the Exit Doors. Killer gains permanent Bloodlust and can Mori one remaining survivors.ADRENALINE - can be triggered by Activated. Removes Broken.
DETECTIVE'S HUNCH - can locate breaker boxes if in range. Revealed breaker boxes will be added to the map if equipped.
HOPE - can be triggered by Energized.
NO MITHER - If you are put in the Dying state while Energized, ignores the requirement to be fully healed.
RESILIENCE - increased interaction speed with props (i.e. breaker boxes) while injured.
UP THE ANTE - extends the aura reading ranges of survivors.
VIGIL - speeds up recovery of Blindness. Exposed and Broken can even be added.
WAKE UP! - can be triggered by Energized. reveal the auras of breaker boxes (either when Energized or when the Exit Gates are powered), other survivors can see you activating a breaker box, and you can activate it faster. You can still see the Exit Gate levers, but cannot interact with them until they are powered.
BLACK SILK CORD (Map) - the add-on will track breaker boxes instead of the hatch. If the hatch's aura is revealed to the survivor (even if they don't notice), it will be added to the map.BEAST OF PREY - removes the Stain when Bloodlust is triggered.
BLOOD WARDEN - blocks the hatch if Blood Warden becomes active (open exit door + hooked survivor). While active, survivor's auras within 16 meters of the hatch will be revealed.
HEX: NO ONE ESCAPES DEATH - can be triggered by Vengeance.
HEX: THE THIRD SEAL - hit survivors suffer from Blindness while the totem is standing.
RANCOR - When Vengeance expires, your obsession becomes Exposed and you can Mori them. If the 2 survivors escaped condition is met, you can Mori both survivors if one of them is your obsession.
REMEMBER ME - striking your obsession will extend the time it takes to activate the breaker boxes.
TERRITORIAL IMPERATIVE - reveals the auras of survivors entering the basement (where one of the breaker boxes is located).
AMANITA TOXIN (Huntress) - hit survivors suffer from Blindness for 30 seconds
"BLIND WARRIOR" - MUD (Wraith) - Surprise Attacks cause Blindness
FACE MASK (Pig) - causes Blindness while survivors have a reverse bear trap on their heads.
KEROSENE CAN (Clown) - intoxicated survivors suffer from Blindness for 30 seconds -
It would be nice for all licensed characters to have at least some more cosmetics to vary their appearance. It's boring having only one outfit for Bill, Michael, Leatherface, Freddy, and Amanda. It would also be nice to have more than 2 options for Laurie, Quentin and Tapp.
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I think the timer is fine where it is, it just needs to be long enough for the survivor to try all of the Jigsaw boxes. I think if it gets shortened, that could make getting the RBT off impossible on larger maps.
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It could also be point-based, players that fail to reach a certain amount of overall points will not be able to access the hatch. I think 8000 seems to be a fair amount to require, I could even go as far as 10,000, but that would make it impossible if the killer is a try hard.
Overall, there needs to be something put in place where the survivor needs to prove why they deserve to escape. If you have a key, by all means open the hatch even if you have done nothing, but I like your idea for it to be tied to the emblems (which is similar to points though). I would even expand it and say they need to get at least bronze or silver emblems in all categories, except maybe Survival.
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I look forward to Adam not having a bright white Trench Coat that might as well be a search light for the killer saying "HERE'S A SURVIVOR!"
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Level up Kate as much as you can, since she seems to be your main. Once you reach Level 50, do not prestige yet. At Level 50, you can then spend blood points on other survivors to unlock their unique perks for Kate to use. When you prestige, you lose all items, add-ons, offerings, and perks (except for that character's unique ones; but they reset to Tier 1), but you should be able to level up Kate and have access to every perk (provided you unlocked them first).
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I think the matchmaking works that it factors in the killer's rank, since they are hosting the lobby, and I think it tried to get survivors that are around that rank, being a difference of at least 4 ranks. I was casually playing Trapper for the BBQ event getting survivor chops, but I rarely play killer. I was a Rank 20 killer going against usually Rank 16 survivors. I let them all escape as long as I got my chops. I only killed one person on accident because there were 2 Claudettes and 3 BBQ hooks, and I thought I had hooked each of them once, but I hooked the Claudette I had already hooked twice.
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I have this same frustration.
I could recommend choosing one survivor with good perks and just keep using that one survivor. Then use the blood points to level up the lower level survivors.
It sucks when I am trying the Test Build going in with a level 3 Adam and a basic Tier 1 perk, going against the Spirit with Tier 3 Rancor and Devour Hope, among other perks. I ended up being the obsession, so this killer REALLY wanted to make sure I could be killed.
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I think there will be new maps added later on. For quite some time, the Asylum was the only map in the Crotus Prenn Realm.
Haddonfield, Springwood, and Gideon Meat Plant also only have one map in each realm, but I know those are also licensed locations.
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None of Adam's perks seem useful to me (Diversion being the best of the 3), but I have a suggestion for an overhaul of Autodidact. My suggestion is to replace the perk with the ability to retain the ability and speed of Med Kits and Toolboxes (as well as their add-ons) after they are used up. For instance, if you are using a toolkit to sabotage a hook, and the tool box runs out before you can finish it, Autodidact would allow you to finish sabotaging without a tool kit, even if you don't have the Saboteur perk. Additionally, if you are using a toolbox to repair a generator and the toolbox is used up, this perk would allow you to finish repairing the generator at the same speed as if you still had the tool box. The effect expires when the interaction is over.
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@fcc2014 said:
I would love him and Ghostface in this game. I like the one by one perk seems interesting and might help with gen rushing. Murderous Inspiration feels like a camping no pun intended Leatherface basement joke waiting to happen.
Yeah, I didn't type this all out at once. When I first typed up Murderous Inspiration, I hadn't thought of what power Jason could utilize, but then I thought of the shrines, since the Shack is also a nod to Jason Voorhees. I can't think of other potential perks for him. He murders pretty indiscriminately, so I don't think any of his unique perks should be obsession-based.
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I haven't played her yet, but just a few observations and critiques.
My biggest complaint by far is Adam's perks.
For the Spirit:
I don't know what add-ons she has, but her power looks like it could use a few improvements. I can completely understand survivor and killer not being able to see each other, but I feel like it might be too easy to dodge. See the killer just stand still? Start running back the way you came because she can't see you, especially if the survivor is not injured.
As far as animation goes, I think she should be holding the katana all the time. It doesn't transition well to have the katana away while walking and then have it randomly show up when interacting with something.
The mori is pretty cool, just about the best thing going for this killer in my opinion.
She does have some useful perks, but they don't seem to fit with her, lore wise. The other killers mostly have perks that makes sense for them, but hers just seem to be randomly assigned.
- Spirit Fury is actually a pretty good perk to use against survivors that like to use pallets to stun the killer. Bit of a shame (for the killer) that she still gets stunned. I guess if you run it with Brutal Strength and Enduring, it can easily make chases easier later in the game when the survivors have exhausted all of the pallets. This perk is pretty good as it is.
- Hex: Haunted Ground will really make survivors think twice when cleansing totems. It would be good if you are running other Hex Perks, especially Thrill of the Hunt, because it will add extra effort to cleanse a trapped totem, just to backfire on the survivor. This is probably the best one out of the six new perks.
- Rancor just seems to be a mix of random things thrown together. You basically get a weaker Bitter Murmur, weaker Hex: Devour Hope, weaker Hex: No One Escapes Death, and you give your obsession Dark Sense. I think this perk could be better if it was less random. It's like the developers just said "here's a good new Hex perk and a random new Obsession perk."
As for Adam, he seemed so promising. Adam is supposed to be a very smart person, but his perks don't seem to show that effectively. As they are now, I would most likely not want to use them at all.
- I have actually thought of a perk that works almost exactly like Diversion does (my idea was to throw a rock or something and have the tracks go in the direction of the throw. Either way, it is a good way to mislead the killer, especially if they are tunneling a person. The biggest turn off for this perk is you have to sit in the killer's terror radius for 45 seconds, to only be able to use it once. Make it usable more than once, just have a long cool down. I would keep the other requirements, except for the 45 seconds, it should be shorter. This seems to be the most promising of his 3 perks.
- Deliverance is a mixed bag. It requires that you aren't found and hooked first. If you are hooked before the perk activates, it's worthless. Imagine being killed via mori before being able to use Decisive Strike. I would remove the requirement to save someone first, and keep the Broken status effect. Again, it's a lot of effort for seemingly little reward.
- Autodidact just seems off-putting. It doesn't seem like it's a necessary perk at all, merely something to add a bit of a challenge. I think Botany Knowledge is a better perk to use than this one. Quite frankly, this perk needs a complete overhaul. A much more practical use for Autodidact would be the ability to retain the ability of Med Kits and Toolboxes after they are consumed. The effect of Autodidact could either expire when the interaction is expired, or until you pick up a new item. For instance, if you are using a toolbox to sabotage a hook, and the toolbox is used up before it's destroyed, you could use Autodidact to finish the sabotage without a toolbox, even if you don't have the Saboteur perk. Same thing when using a Med Kit for Self Heal. Alternately, if a toolbox is being used to repair a generator, and it's consumed before the generator is repaired, Autodidact would allow you to finish the generator at the same speed as if you still had the toolbox.
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Additional ideas and revisions
Infrared Vision could also be triggered whenever the killer's power is used, revealing the auras of all survivors that would be in the killer's line of sight when the power is used for 5 seconds. This could be useful to some killers, but not others. Increased tiers could also affect the cool down timer.
Trapper/Hag/Pig - Setting a trap, picking up a trap (Trapper), or teleporting to a trap (Hag)
Wraith - cloaking or uncloaking
Hillbilly/Leatherface - revving up the chainsaw
Nurse/Doctor - charging up Blink or Carter's Spark
Shape - stalking
Huntress/Clown - winding up a projectile or refilling supply
Freddy - pulling a survivor into a dreamNo Distraction could be an obsession-based perk, where the focus is put entirely on the obsession. Chasing a non-obsession would have a lesser effect.
Pallet Sabotage would probably be better sabotaging one pallet per repaired generator, and increased tiers could instead sabotage larger numbers of pallets at the start of the match.
Parkour Expert could probably have it's vault speed reduced or a cool down added (not Exhaustion)
Repair Job is probably good as it is.
Calculated Escape would probably be better with all interactions, not just generators. The idea for this perk is to quickly get away from the killer during an interaction to avoid being pulled off. For interactions that require skill checks (such as generators and healing), stopping the interaction before reaching the success zone will not count as a failed skill check, meaning it won't notify the killer or cause regression. Attempting the skill check before it reaches the success zone or allowing the meter go beyond the success zone will still notify the killer and cause regression. The interaction interrupt will work regardless of Exhaustion.
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Arctic Chill would be an aura-based ability. The Yeti would be the slowest killer, barely keeping up with running survivors, so he must slow them down to hinder them and eventually be able to catch up to them. Being stuck in the avalanche gave him ice-based powers. For this to be effective, he would also need a fairly large terror radius. The Hypothermia status effect would be tier-based similar to Madness, slowly progressing as along as the survivor has the effect. Hypothermia makes survivors perform slower on all interactions speeds and makes them slightly louder based on what tier they are in.
Various activities affect how much Hypothermia progresses.
- In normal conditions, progression is -1% at Tier 1, 2% at Tier 2, and 5% at Tier 3.
- In the terror radius; +3% progression.
- While running, -3% progression.
- Crouching, Walking (Slow), or Standing Still, 0% progression
- Hiding inside a closet. +1% progression
OUTSIDE TERROR RADIUS
Tier 1: -4% when running, -1% when slow or still, 0% when inside a closet
Tier 2: -1% when running, 2% when slow or still, 3% when inside a closet
Tier 3: 2% when running, 5% when slow or still, 6% when inside a closetINSIDE TERROR RADIUS
Tier 1: -1% when running, 2% when slow or still, 3% when inside a closet
Tier 2: 2% when running, 5% when slow or still, 6% when inside a closet
Tier 3: 5% when running, 8% when slow or still, 9% when inside a closetArctic Chill can also be channeled to blast survivors with devastating frost. Progression depends on how much the ability is charged. 1 second charge: 10% progression, 2 second charge: 15% progression, 3 second (max) charge: 20% progression. While charging up Arctic Chill, the killer can be Lightburned due to borrowing energy from the Spirit World, similar to how the Nurse can be Lightburned when charging up Blink.
Burn Barrels can be found around the map at random, ("Warm Up") providing -20% progression per second while directly interacting with the Burn Barrels. Afflicted survivors can also be warmed up by other survivors at the same pace per survivor warming them up (similar to how healing and repairing is faster with more people).
When a survivor reaches Tier 2, they begin to shiver, making slightly more noise than normal, but quieter than an injured survivor. The noise produced by shivering actually replaces sounds from being injured because the cold numbs the pain. When in Tier 3, the shivers get louder, being louder than an injured survivor, and survivors receive the Hindered status effect, which reduces movement speed, for as long as the survivor remains in Tier 3.