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HealsBadMan

HealsBadMan

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HealsBadMan
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  • @Mandy said:

    Keys are much more complicated to be changed, a change will come but not for some time in the future.

    Mori's were much easier as this is just a "tweak" really to the conditions of the mori.

    I realize you specifically aren't on the balance team but wouldn't it have made more sense to update keys and moris in the same patch though? Since they go hand in hand being the OP items/offerings people bring, changing one and not the other is sparking some controversy in the forums (more than usual, or at least the norm after the buggy mess of the chapter release).

  • When I think of the Twins I want either a 16th century French hamlet with surrounding forest or an urban city, where the top is a dense city at midnight and the bottom is the sewers Charlotte lived in after Victor's 'death'.

  • Kobe is what people used to say before yeet was a thing. Usually for throwing something like a grenade in FPS games but here you're yeeting yourself off the hook.

  • Ever heard of an Adept? Especially at high ranks, you often need to kill all 4 Survivors. Not to mention theres so much toxicity from both sides, they kinda cancel each other out. You wanna bring a key or run OoO against me? No problem, I have no problem getting the 4k and destroying that key, or tunneling that Object into oblivion. Personally I'm only as nice as my opponents, that's how I keep things fair :)

  • You know, there's a perk that lets you pick yourself up from dying state as many times as you want, maybe No Mither will become meta against the Twins XD

    All jokes aside, slug fest is NOT fun. I hope the devs do something to address the issue soon, slugging every now and then is fine for pressure but the common Twins playstyle is downright terrible. Coming from someone who plays equal Survivor and Killer, its not fun from either side, and it can get to a point where the community will start calling for vast changes (like they are now) so hopefully the devs listen, for the game's health the the communities happiness.

  • Hag, hands down. People give her sh*t for being a boring Killer cause she doesn't chase like every other Killer, but I honestly think Hag is the best Killer in the game rn. There's an insane amount of tech involved with her traps, really good players can teleport instantly resulting in a hit, and because she's not very popular no one has lots of experience against a Hag. Sure they know how to play against her, but good traps can end a chase before it starts.

  • @HealsBadMan said:

    I was doing Adept Steve today and it got me thinking about Camaraderie, and how it's not used at all (from my experience at Red Ranks with ~650hrs in game). The idea behind it is a good one, but its too niche imo. Here's the current effect:

    Life has taught you the importance of friendship which has given you strength.

    While you are on the Hook in the Struggle Phase, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook while Camaraderie is activated, the Struggle Phase timer is paused for 26/30/34 seconds.

    It only works for one hook state, for the Survivor who has it equipped alone. If another Survivor comes within 16m and doesn't immediately save the hooked person, then one of two things is happening- the Killer is camping, or is being looped right next to the hook. I think it's in need of a buff. Here's what I propose:

    While you or another Survivor is on the Hook, Camaraderie activates.

    If another Survivor is within 16 metres of your Hook, or if you are within 16 metres of the hooked Survivor while Camaraderie is activated, the Entity's progression is paused for 12/16/20 seconds.

    Hooked Survivors can only be affected by one Camaraderie effect while they are on the Hook.

    In terms of activation, I think this perk should be like Kindred- only working if you or another Survivor is hooked. It would make the perk more usable and helpful for solo survivors, as they can use it both for alturism and survival. It also applies to both first and second states of hook sacrifice, so the perk becomes even more usable- however, this perk cannot be abused, else it be too powerful.

    Only one Camaraderie effect can affect a Hooked Survivor at a time: to prevent a full team from running it and making each Hook State an entire minute longer.

    Only one Camaraderie effect can affect a Hooked Survivor while they are on the Hook: If Camaraderie is used to pause the first hook state, it will not pause the second hook state if the Hooked Survivor is still on the hook when they progress.

    Finally, a nerf to the pause timer- if the perk becomes more usable, the timer should be nerfed. I settled on 12/16/20 seconds, but this could be increased depending on balance. Alternatively, the timer could be nerfed slightly and the range could also be slightly shortened to 14 or 12m.

    What do y'all think? I appreciate any feedback!

    I made a thread about it a few months ago, Kindred treatment basically.

  • This is pretty good, though IMO I don't think it should only activate a few times per match. What about making it like Fire Up where the lunge slowly gets longer with each gen completed? With the current lunge increases, you could make it 8%/10%/12% longer lunge per token.

  • Sounds like what the map from Until Dawn would be, when everyone thought the Twins would be a Wendigo from that game. Sounds pretty cool though, I could see it working with a layout like Midwich or the Game (2 layers on top of each other, the mine and the mountain).

  • @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/1794546#Comment_1794546

    https://forum.deadbydaylight.com/en/discussion/comment/1794547#Comment_1794547

    https://forum.deadbydaylight.com/en/discussion/comment/1794569#Comment_1794569

    My post is not about the difficulty for the player doing the achievement, it's about other Survivors being screwed over because someone is severely limiting themselves by attempting the achievement. That player is less useful to the team than someone using a full perk loadout.

    Hard disagree, perks are useless if the Survivor is garbage. No perk can substitute a good Survivor who can do gens quickly, loop Killers, etc. Most perks just make the game easier for Survivors (Iron Will, Exhaustion, etc.), speed up the game (Prove Thyself) or give 2nd chances. A great Survivor doesn't need to make the game easier, they're already good enough to not rely on those perks.

    Plus you're still allowed items and offerings, which can make the game easier/faster. Is it easy? No, but again its a challenge to Survivors to see if they're only good with their perks or not.

  • Blindness is a good status effect, but niche. If you've got an annoying Survivor who's got OoO or a key with Blood Amber, it effectively shuts them down. If you've got a perk that shows the Survivors an aura like Rancor or Trail of Torment it's also useful. Yes its not as useful as Mangled or Exhausted, but it has its uses.

    Hemorrhage on the other hand... total garbage status effect, this needs to be reworked.

  • Killer Adepts are insanely hard at high ranks, besides you can't really apply this to Killer seeing as their powers are vastly different. It'd be waaaay easier to do this on Spirit or Hag compared to Clown or Trapper.

    I think this is actually one of the most interesting and fun achievements, its a test of individual skill (no 2nd chance perks, no info perks, nothing to help you except what every Survivor has in a match).

  • For Power Struggle specifically, no- haven't had it stun me yet. People still need to level up Elodie, unlock the perks, and get them on their mains. Plus its buggy and inconsistent right now.

    Killer in general, its been great! Survivors have been kinda garbage for the past month (based on my region when I play), so much so that I've been working on my Adepts and got 13 Killer Adepts at Red Ranks in the last month (All I have left are Nurse, Myers, Plague and Twins).

  • @DBD78 said:

    I only got 10000. But perhaps 300k is just a PC thing.

    Try restarting your game. Some people with the same issues said that helped.

  • For me, I want to see a military killer (something like Rambo but evil and scary) and a pirate killer.

  • @Unicorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1792428#Comment_1792428

    Did you not read my opening post? The speed isn't the problem, its the fact that they always have SC or Medkits and won't let me heal them. I'm on console, there is no "pre-game chat".

    No need to be rude. You got ######### teammates. Plus you didn't mention console, its a hellhole- PC players are more team-oriented.

  • My dude,

    Bring Empathy. If you want fast heals, take Desperate Measures and Botany Knowledge. Faster heals, Autodidact and Spine Chill. Let them know in the pre-game chat and people will love you for it. The Dic-Dic is strong.

  • Does it count when they enabled hit validation and took it off a few hours later? LMFAO

  • @Raccoon said:

    Is Wraith bugged?

    I played some games with the Yellow Clapper and Mangled Add-On....People were able to get a tile and a half away before I ever uncloaked ( he slowed wayyyyyyyyyyyyy down).

    It was literally like facing unlimited Sprint Bursts @_@

    A lot of Killers with movement abilities are bugged to stay at 4.6m/s, maybe thats what happened to Wraith too? I know Legion has it, I've hear the same for Demo's Shred and a few others.

  • They should take the easy way out and give the Bloodlust mechanic to Beast of Prey on top of everything else it has. At least then its a noob-friendly perk and not downright useless.

  • Definitely Coldwind, last of the realms with 5 variants/the most work needed. If they decided to do another along with it I'd prefer Asylum, then wrap it up with Red Forest for the OC maps. Saloon IMO is alright, its a mix of very safe areas like the Saloon itself and very unsafe like those rocks and tents out the back.

    EDIT: I forgot Backwater Swamp, save Red Forest and the Swamp for the fifth set of map updates. I'm assuming the licensed maps like The Game and Haddonfield may take a while to get approved by license holders.

  • @WanderingKnight said:

    I should mention, victor is supposed to be able to attack Survivor's in lockers. This is to prevent them from jumping the them to avoid him

    Devs said they'd address this in a hotfix but wouldn't be released with live due to animation work. Part of the many reasons people are upset.

  • @MythMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/1788976#Comment_1788976

    oh. Yeah, screw that then. Like, if the devs weren't like this with their game and it's community, then I'd be all for it. Jeff Kaplan of Blizzard Entertainment is a shining example of how you should be with your community when it comes to hyping things up and new content, and Riot Games (at least related to Valorant. I don't play League) is how you should be with your community and game when it comes to balance.

    Riot is a good example, but Papa Jeff and the OW team are way closer to BHVR and Bethesda levels of community respect than Riot. From metas that lasted months and even over a year, broken easy characters that gave more value than hard skillful ones, ingame events that give less and less content with each month- its a mess. I came over from OW to DBD cause of all their mess, and while DBD has its problems too I enjoy it more than OW (maybe personal preference, but point still stands).

  • Just call him a midget or dwarf, just as funny and not as bannable :p

  • I had another one yesterday, was playing against a Nurse on Midwich standing at the edge of the gate to leave. Nurse could blink through me (I know cause she had that screamer addon) but couldn't hit me, there was an invisible wall and some metal object hit sound. She stayed there the entire EGC trying to get me :p

  • I agree for some of the stuff on here. Recently though, its just a simple business problem. BHVR put out a bad product despite bad feedback from their consumers and developers, and now they're hearing the backlash.

  • You're kidding. Of course one of the hardest achievements on one of the weakest Killers is immediately bugged so its impossible to do at the hardest ranks. God I love being in red ranks.

  • @kingdingelling said:

    https://forum.deadbydaylight.com/en/discussion/comment/1786487#Comment_1786487

    Well im red rank and to get a double pip u need 4x iri emblem but the devout emblem was just gold, in the discription of the devout emblem is written you need 9 or more hooks for a iri and i did 11 hooks still gold.

    Then yeah, you should've gotten it. If you have proof send it to BHVR to help it get fixed. Gotta say though, with all these bugs they just have running about now I'm not surprised it happened. And for this achievement- Hard is right for this Killer, near useless power with meme perks that are bugged to hell.

  • @DaKnight said:

    https://us.v-cdn.net/6030815/uploads/4V9SGHVICFHS/capture-png.png

    I can't think of what the last perk for item hoarder bubba should be. Franklin's doesn't sound too too good because it destroys Bubba's items, and the saw can make the survivors safely drop his loot.

    Monitor + abuse or bamboozle to make it somewhat serious....

    Hex Retribution / Hex Haunted Grounds so he is totem hoarder bubba too....

    Monstrous Shrine to make the basement chest extra punishing....

    Hmmmmm.........

    Uhh, Franklin's? Its Bubba's perk and steals items from the Survivor.

  • What rank are you? You need to double-pip or get Merciless Killer for the Adept. Doesn't make sense what you said about Devout.

  • If you want to shut them up, I have an easy strat. If anyone's seen the anime Konosuba, just act like Darkness (huge masochist), those ######### will get so thrown off they'll shut up and never be toxic to you again. Works every time for me.

  • @MythMage said:

    So, I'm planning on making this a YouTube video, similar to Soundsmith's TF2 stereotype videos, so I wanted to know what your stereotypes for each character are. Here's mine:

    Dwight Fairfield: OK, so the best way to figure out the stereotype for this survivor is by looking at their cosmetics. If they have the default outfit, they literally just installed the game and will hide in a locker at every opportunity. Dweards are typically the really good but chill players. Don't underestimate them, but know these guys are gonna give you a good time.

    Meg Thomas: Again, this depends on the cosmetics. A default Meg will 100% be a Meghead. The Megs with the Blood Garden masks are usually pretty good. Megs are overall good chasers, but fall victim to many, many mindgames.

    Claudette Morel: Oh boy, here we go. OK, again, this depends on the cosmetics. 100% of the time P3 Claudettes are Blendies. They will be so incredibly useless and selfish that the killer will call them out on their crap in the endgame chat. Claudettes who run very dark clothing but have a very specific fashion sense are the stealth players to be wary of. These guys are very rare. I actually thought I was the only one left in existance. These guys are stealth gods, but will also run you for 2+ gens if you're not careful.

    Jake Park: OK, this character is a massive warpig (Warpig: something that the stereotype for people that use it is that they vastly overestimate how good they are at the game). Alot of Jakes thinks they are REALLY good at the game, and granted, they sometimes are, but THOSE guys probably think they are the best thing to happen to DBD since Barbeque And Chili. Then, of course, there's the new player who doesn't know what he's doing. These Jakes are immersed, and crouch everywhere. Not really anything new.

    Nea Karlsson: This survivor has 3 major stereotypes. The first is, obviously, the new player who doesn't know any better, and is essentially a Blendette in training. The second is the No0b3 wannabe. These guys have seen No0b3 and think that playing Nea immediately makes you good at the game. Needless to say, this character is kind of a warpig. Finally, there's the Neas who are actually good at the game. These ones would be terrifying if they weren't complete a-holes all the time.

    Laurie Strode: This person just doesn't have DS on any other character yet.

    ...You can go now. That's the joke...

    What are you still doing here? LEAVE!

    Ace Visconti: Oh, this character gets the crown for warpigs. People who play Ace are incredibly cocky, and go for the dumbest ballsy plays ever. Unfortunately, they have the skill to back it up. Tryhards also might use Ace just because he's so quiet it's like he has built in Iron Will 1.

    William "Bill" Overbeck: This is a coin flip. These guys are always either really new or really good. There's never an in-between. Also, they ALWAYS have Unbreakable and BT. Always.

    Feng Min: These players are middle of the pack. They're decent loopers, but never crazy good. Not much to say about them.

    David King: These guys will only run Dead Hard as their exhaustion perk. I'm pretty sure there has never been a David that uses any other exhaustion perk. These guys are also pretty cocky, but really boosted. Don't expect much from these guys.

    Quentin Smith, David Tapp, Adam Francis, and Jeffrey "Jeff" Johansen: Who the hell plays these guys?

    Jane Romero: These players are your typical Head On gamers. They just center their whole build around Head On.

    Ash J. Williams: Same stereotype as Ace, but these guys can't put their money where their mouth is.

    Nancy Wheeler: If you are playing survivor and you have a Nancy, stick to them. They will be the most helpful player in the lobby, but they just don't last in chase very long. If you are playing Killer, these guys are easy prey.

    Steve Harrington: Similar stereotype to David King. Scoops Ahoy Steves are just massive meme lord though. They're pretty fun.

    Yui Kimura: I've honestly never met a Yui main, so I got nothing for this one.

    Zarina Kassir: ...I guess it's too late to pull the "too new to tell" card?

    Cheryl Mason: HUGE Silent Hill fan.

    ...What, were you expecting more? Get outta here!

    Felix Richter: Apparently, people who play Felix are "incredibly gay" and "play him because he's hot" (not my words, not my words)

    Elodie Rakato: It's literally impossible to get a stereotype for her just yet.

    Kate Denson: These poor girls constantly get sandbagged. Megheads throw pallets in their faces, Neas always taking their window vaults, Dweets blocking their way, you name it, they've suffered from it.

    Will be making another post for Killer stereotypes soon. Give me your survivor stereotypes!

    Except for that one insane Nancy using Self-Care XD if you know you know

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785617#Comment_1785617

    They had to have farmed or you don't need to do it in a public match. The description doesn't say anything about needing a public match.

    https://forum.deadbydaylight.com/en/discussion/comment/1785726#Comment_1785726

    Yeah it's going to suck in public matches because Killers are going to do everything they can to avoid a pallet save. Power Moves is going to suck too, especially in red ranks.

    This looks like a bug/typo. Practically every achievement states public matches, I don't see why this should be different.

  • No unfortunately. Perks that specifically say you need to kick a gen (Trail of Torment, PGTW, Overcharge, Dragon's Grip, Oppression, etc.) need you to kick it, not just damage it.

  • Hag is the best Killer in the game with base power alone. With addons+perks+offerings, only Spirit and maybe a really good Nurse are better.

  • Elodie's perks look like fun, can't wait to mess around with them. The Twins and their perks are meh, overall they need buffs across the board to be viable (I know some are in the works, but its annoying we have to wait its not being delayed till its ready).

  • I think No One Left Behind got something like that recently, where pallet-saving a carried Survivor gives a token, but I agree: This concept would be a cool perk idea, just need something worth it.

  • Same! I loved his chase music, I hope they put it back in soon and fix whatever bug was attached (cause lets be honest, a bug either removed it or its causing a bug too hard to solve quickly).

  • Here's hoping they give Spirit a yellow/green cosmetic where its just her but her wrappings are replaced with a Christmas bow. She'd also look pretty cool as a ghost from A Christmas Carol

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1780209#Comment_1780209

    I didn't use up the ante. They gave sloppy and increased chance to get you off the hook and more attempts so I tried it with salty lips. It seemed to work each time for me but I only tried it twice. I'll take my chances over the no heal from deliverance mostly because I have to not be found and hooked first and have to get the first unhook for deliverance to work.

    I'm saying even if you did use it it wouldn't have mattered. What matters is which perk is better on their own, because if you need to use additional perk slots or even offerings to make a perk better, that's a waste of another good perk that could've been used, or a good offering that could've helped.

    If self-unhooks become meta, then everyone will run Deliverance because then they can use the other 3 perk slots for other meta perks AND have a good offering, as opposed to Slippery Meat which can waste up to all the Survivor offerings and 1 one your perk slots (1 of everyone's slots, if they also bring it), meaning for your self unhooks you guys used 4-8 perks and up to 4 offerings. Whereas if everyone brought Deliverance you only use 4 perk slots. See what I mean?

    EDIT: For your situation of not being found/downed, run DS so you won't get tunneled (another meta perk), if you really want to stealth try Off the Record to mute yourself and leave no blood, and if you get slugged Unbreakable (3rd meta perk).

    Getting the 1st unhook isn't really hard, just be immersed until the Killer downs someone. Unless its a bad Killer, you'll get your unhook.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1777814#Comment_1777814

    Slippery meat + salty lips > Deliverance. At least the one or two times I tried it

    Deliverance is a 100% chance of self unhook. Slippery Meat+4 Salty Lips+ Up The Ante still doesn't reach 100% (it's barely over 50% actually), so there's still a small chance you won't get the self-unhook. Still not good. Plus as I said, if you need other perks/offerings to make Perk 1 better than Perk 2, Perk 2 will always be used.

  • Just don't slug, or at least walk through pallets, or pick up slugs at pallets...

    Wait, don't Killers already do this?

    Power Struggle is to DS what Slippery Meat is to Deliverance. If you need other perks to make the former better than the latter, its not better. Deliverance is better than Slippery Meat, and DS is better than Power Struggle.

  • Elodie looks like a cool Survivor with interesting perks, so I definitely want her. The Twins seem fun, but they need serious balancing. If I do end up getting them, I'll only level them up for teachables. Won't be playing them till they're somewhat viable unfortunately :(

  • Yeah, if you come across a bug it happens, but if you actively exploit it in multiple matches then you'll get banned. It's hilarious when it happens though XD I got one playing against a Legion where I got stuck in the speed boost after getting hit once. I had some fun and ran him around for a bit (there were 4 gens and 2 Survivors including me, so I wanted some fun from a bad game) outrunning him in Frenzy :p after a minute or so though I let him hook and suicided, told him what happened so he didn't report me. Never got that bug again.

  • @Boss said:

    I ask you multiple things with this question, such as...

    • What gear do you immediately go for?
    • How do you (generally) treat the Entity?
    • What do you avoid at (almost) all cost?
    • Are there Perks/Teachables you never go for to get them out of the way?
    • How efficient are you with ending the Bloodweb?
    • And other questions i just can't think of.

    I treat my Wraith Bloodwebs pretty much like this...

    • If i can buy 1/2 Perk(s), i get that after the 4th purchase.
    • If i can buy 3 or more Perks, i do 2 purchases towards the Perk i want the most, then 1 purchase towards the other 2.
    • I then buy the Perk i want the most, and the Entity will eat Perk #2 for example.
    • The paths are made so that it cannot catch up to me buying my way towards Perk #3.
    • If there are no Perks available, i go for my top Add-ons without even thinking of what's in the way.
    • After my top Add-ons, i go for Survivor Puddings, Bloody Party Streamers, Black Wards & Hollow Shells in that order.
    • Then i go for the Add-ons that aren't top but still useful.
    • Then i go for the other Bloodpoints Offerings, from Ardent to Devout to normal, with Ravens first, then Shrikes, then Tanagers & then Spotted Owls.
    • After all that's gone, i simply go for what's the cheapest purchase.
    • Then the next Bloodweb appears.

    I treat all my other Bloodwebs pretty much like this...

    • Starting at level 1, there's not much you can do until level 10.
    • Starting with level 10, i go for Perks to spawn the Entity immediately, then just buy whatever's cheapest.
    • Once at level 30, i get the Teachable immediately.
    • Then i keep the 2nd strategy up until the other 2 Teachables.
    • After i get their Teachables, i've most likely already played them enough for me to form my opinion on them, which has a 99.9% chance to push me back to Wraith anyway, so their Bloodweb gets abandoned.

    I'm a completionist, so I unlock all the Teachables and get all the perks on all my characters. I don't prestige though, cause its not worth a slightly different default cosmetic. I also only have all perks on 2 survivors, cause they're all the same besides audio and character models.

    In my Bloodwebs, I go for a Tier 3 perk first, whichever is better if there's more than one. My second perk is usually a Tier 1 perk, just so I can have all the perks available on a Killer. I always get my Tier 3 perk, and 90% of the time get my other perk. The other 10% the Entity takes it, so I just go for a second choice. Unless I have nearly every perk I usually get 2 perks per Bloodweb.

    If I got all the perks on a character I go for addons that I'm low in, EX: If I need more Iri. Queens on Doc I go for them first when they appear in my Bloodweb.

  • @sqmuxl said:

    i want a ginormous taco that can throw mini tacos at you, right now.

    A soldier from a bloody/chaotic war. That'd be so cool.

  • Killers:

    Marry Pig, she's a cutie, intelligent, and so wholesome.

    F- I mean Kiss Spirit, cause goddamn 😍

    Kill Clown, he's the creepiest Killer imo.

    Survivors:

    Marry Zarina, strong independent woman.

    Kiss Kate, cause again- goddamn 😍

    Kill Quentin, he looks scarier than half of the Killers

  • What red ranks are you playing with? I want them in my Killer games XD

  • @Justalittlepeeck said:

    You too hate that the killer you play isn't michael myers and addons they have don't give much gameplay variability? Create your own dream versions of addons for different killers.

    For example:

    Ghostface, very rare, Driver's license:

    • Being revealed no longer disrupts Night Shroud
    • If survivor reveals you, all stalking progress is set to zero on that survivor
    • Considerably increases Reveal speed to 0.1 second.

    An addon that makes Ghostface gameplay less punishing at cost of getting rid of "99in" tactic which Ghostface usually benefits on in stalking strategy, allowing to focus more on ambushes.

    Doctor, rare, scrapped tape:

    • Shock therapy special ability changes from a cone to a circle surrounding Doctor in 7 meter radius

    An addon that changes the way of using shock therapy into a miniature Static blast that allows to aoe survivors and care less about aiming.

    Amanda's Secret: Survivors with a Reverse Bear Trap suffer from the Oblivious Status Effect

    Rule Set No. 2: The Pig sees a Survivors aura when they interact with the Jigsaw Box that will unlock their Reverse Bear Trap for 4 seconds.

    Amanda's Letter: Moderately decreases crouch and uncrouch time. Considerably increases Ambush charge activation. Considerably decreases Ambush missed attack cooldown. Slightly decreases Ambush dash speed.

  • Really would like to see a war torn soldier killer in this game. This idea is kinda Rambo inspired :p

    Killer: The Soldier

    TR: 32m Height: Tall

    Movement Speed: 115%

    Weapon: Bowie Knife

    Power: Guerilla Tactics

    Years of war have trained the Soldier in the ways of stealth and silent destruction. Press the 2nd Active Ability Button to crouch, hold to crawl. While crouching, movement speed is slightly decreased and the TR is halved (~110%). While crawling, movement speed is moderately deceased and the Soldier has no TR (~100%).

    Special Attack: Throwing Knife

    Press the Active Ability button to throw a knife at a Survivor (the Soldier has 4 knives). Hitting a Survivor with the knife injures them for one health state. The knife has an effective range of 18m due to its curve. The soldier can reclaim his knives after downing a Survivor hit by the knife or after a short time after the injured Survivor has been healed.

    Special Ability: Camouflage

    While crouching, The Soldier's uniform blends in with his surroundings (not invisibility but color changing uniform/face paint). While crawling, the Soldier also adds foliage and loses the sounds of his movement and breathing (you can still hear grass and environmental noises caused by his movement).

    Perks:

    1) Espionage:

    You gather intelligence and knowledge about your enemies before beginning the hunt. At the start of the trial, see the auras of all Survivors for 4/6/8 seconds. See the auras of items on the ground, and when standing over them see the item's rarity and addons.

    2) Demilitarized Zone

    Set a perimeter to guard you territory. After kicking a generator, it and the closest two generators are highlighted in yellow. If a Survivor starts working on one of these generators or enters the area inside them, their aura is shown to the Killer. If the Killer kicks one of the generators or enters the area inside them, Demilitarized Zone goes onto a 120/100/80 second cooldown.

    3) Conscription

    Force an enemy to do your bidding. You become Obsessed with one Survivor. After hitting your Obsession, Conscription gains a token, up to three tokens. When the Obsession heals a Survivor, that Survivor is instead injured for one health state. When the Obsession hits a skill check while repairing a Generator, the Generator explodes as if they missed a Skill Check.

    This was pretty fun! Let me know what y'all think.

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