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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • Wrong question. Whatever answer they give you would be speculation from a statistic they just told you.

  • @notsonew said:

    https://forum.deadbydaylight.com/en/discussion/comment/1361261#Comment_1361261

    so I need to hit survivors with another perk or add-ons to not have the downside of this perk?

    pretty much. I don't like it either man.

  • Only use I can think of is with blindness perks/addons.

    The combo removes the downside.

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360411#Comment_1360411

    Yeah, I realised it later that they modified most of the perks a bit. 10 second is better than 8, but now you have to fully heal to get this effect. I feel like you could have gotten more plays if by just a tap you got haste, but still it's a decent perk, tho I find it the worst out of all her 3 perks.

    For the record, you can get the haste when picking someone up from slugged too, which isn't legally considered fully healing them.

  • @gunslingers_potatoe said:

    Do you guys think that her perks should have some use now? You are extremly wrong if you think so. First off Soul Guard. Do you think now after not only a day from release, killers would just slug you without thinking you might have it? Of course not, wait until everything goes back to normal and the killers wouldn't expect you to have this perk anymore, then SG will show its power.

    Repressed Alliance has the same problem. PH doesn't get the most benefit out of PGTW and RA was made especially to counter PGTW. Wait till everything goes back to normal, people will play other killers and most probably they'll run PGTW and I am very positive that Repressed Alliance will be a good perk against it.

    Blood Pact, if it hasn't changed from the PTB, should still be a decent perk. Think about the haste you and the other survivor get for 8 seconds by only tapping that survivor. You could even use it in a chase to give that haste to the survivor who's being chased. Really underrated imo

    Blood pact is 10 seconds haste now.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1360133#Comment_1360133

    After watching the PTB it was easy to realize you shouldn't just be going for ranged, try for it at pallets and windows similar to huntress, but it's truly better used to fake and normal M1.

    For the trenches, I'll use it in tight areas or hide it in grass. No reason to keep using right out in the open where its easy to avoid. Not to mention it will vanish quickly around various objects like hooks and generators, which I 100% understand for Lethal Traps, but this just applies Torment.

    Maybe they don't want it right under an object so if they're working on it it'll apply and can't be countered with crouching. Still, no reason for it to be so freaking wide especially around gates.

    Actually it's like that for everything BUT lethal traps.

    Trapper is the only trap based Killer that can place his traps directly next to objectives.

  • @SquirrelKnight said:

    Im conflicted. Glad its not a second chance perk,but really really annoyed that it blocks meta killer perks directly, blocking gens which

    A. Is cool cause survivors cant work on it for 30 seconds either, however.

    B. Also blocks generator interraction perks from working for nearly the full duration for the killer

    Nearly?

  • @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1359855#Comment_1359855

    Not really. The killer has the choice to be able to still use those perks. I started looking through the Wiki and I forgot Babysiter, and After Care.

    Aftercare users would LIKE the cages tho.

    They can get the ability by just healing the uncaged players and unlike hooks it isn't deactivated when the user is caged.

  • For a second I thought you were going to call him unfun to go against or something. Because I've been having a blast playing against him and from what I've heard the PH players all said they liked him in the post game too.

    But yes his BP leaves something to be desired. Would be great if they fixed that.

  • I'm honestly Surprised this perk of all perks is the one people are getting the most use out of.

    Not that I'm disappointed. It's an interesting perk concept.

  • For the record I'm not one of the people that wanted Soul Guard nerfed

  • @[Deleted User] said:

    Soul Guard nerf? WHY?!

    Because endurance is a finicky status effect to balance around and a lot of people were crying for one and deep wounds is a pretty safe nerf to give since it's impact on Soul Guard in isolation is small but also makes it harder to stack with other perks like Adrenaline.

  • @Karaage said:

    @NuclearBurrito @Peanits

    You say there was no change to Repressed Alliance, but I found one:

    Repressed Alliance: You can no longer block a generator if another ally Survivor is working on it

    That was on the PTB

  • An increase in the total number of perks does not correlate with a decrease in the strength of each perk slot.

  • @Nubgutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358595#Comment_1358595

    You're literally only focused on the slugging aspect but don't realize survivors get a free BT whenever they get healed off of the ground and get hit by killer, expect to see a lot of we'll make it's with ds, BT, unbreakable, one for all, etc lmao.

    How often are you healed from the dying state while not being slugged?

  • @BunnyTheHutt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356528#Comment_1356528

    I mean, the main loophole is just crouch lol. it seems a lot of people don't know, but if you crouch you don't gain Torment, so if you're on Lerys or Hawkins you just crouch and he won't know.

    While that's great and all for general movements, you can't crouch while preforming a channel. So that wouldn't save you if it were right up against a gen, hence why it can't be.

    Maybe it could be a smaller distance. But having a limitation of some kind for this makes sense.

  • @marked said:

    https://forum.deadbydaylight.com/en/discussion/comment/1358750#Comment_1358750

    Good points and I think any speed non devs suggest will be largely arbitrary seeing as we can’t test every speed to see what let’s you catch up with survivors with out being an easy catch almost every time

    You'd be surprised. Like I said, discounting the charge stuff this version of Leatherface travels roughly the same distance as current Beast Mark's Leatherface.

    Plus Play with your food exists and 2 PWYF stacks is just above 5 M/S

    And we did have a 5 M/S Legion for awhile. That last one acting as definitive proof you can temporary loop a 125% Killer although not for very long (hence why Legions speed needed to be buffed back to 5.2 M/S).

    Also bloodlust 2

  • @marked said:

    I love the idea but I feel 5.0 M/S with full manuverbilty would make him to strong maybe decrease it to 4.0 M/S or 4.5 M/S because 5.0 is almost as fast as legion and 5 seconds can feel pretty long with a refreashe legion speed and full munoverbilty so love the idea over all and it would make him one of my favorite killers just nerf the speed a bit

    It's 3 seconds unless you've already hit someone.

    4 M/S would mean he would never catch up to anyone ever in order to use the saw, and even 4.5 isn't fast enough to have any sort of anti-loop potential. And if he can't anti-loop with his power then there really isn't any point of playing him over other instant down Killers.

    Basically him being able to put himself at 5 M/S is the answer to the question of "why not just use Billy?"

    Also. In terms of a straightaway, this is just the beast marks addon but with the acceleration flattened completely and the charge speed reduction removed.

    And you're comparing his speed to Legion as if it's a direct comparison.

    Legions power:

    * Has no start-up

    * Can be use to vault windows super fast

    * Can be used to vault pallets

    * Has over triple the duration

    * Grant's him tracking on hit

    * Can be lunged out of

    * Slows the game down

    * Is still 0.2 M/S faster

    By comparison Leatherface has no tracking, no patrol mobility and absolutely no stall. The only thing he has potential going for him by process of elimination is the chase, so that means his chase potential needs to be on par with Huntress, who has arguably the best chase in the game due to her long range and low cooldown hatchets.

    And it can't just be that his instant down alone is just so powerful that he doesn't need any utility or anti-loop, because of the other 4 Instant down Killers all of them have lots of utility AND a better instant down.

  • It sounds to me like your too hyper focused on the trail portion of his kit.

    Do not worry too much about it. Place it when it's convenient and then stop.

    For is ranged attack, only use it on vaults, pallet drops and straight corridors. You will miss otherwise, but in those scenarios you can hit them extremely consistently. You can also use it if the Survivor is preforming a channel for whatever reason.

    His ranged attack addons are his best addons. The other ones aren't worth bothering with.

    PH's own perks don't synergize with him so I would recommend ignoring them. They go much better on other Killers anyways. Instead I would recommend close range tracking perks such as:

    I'm all ears

    Nurses calling

    Spies from the Shadows

    Ect

    Nurses Calling in particular can get you a lot of free downs if the Survivors get careless. They usually won't but on occasion they do.

    Beyond that you run gen slowdown perks. Ruin in particular is good on him.

    As for how to use his teachables

    Deathbound - This is a Synergy perk, do not judge it solely on it's own merits. You use this with perks like Discordance or Save the Best for last or even just while playing as Legion to encourage Survivors to group up.

    If they don't then 60 seconds of Oblivious is plenty of time for you to make a play on the Healer. Unlike other Oblivious perks the timing of the perk makes it particularly disorienting, since the Killer isn't already near you and thus you don't know where he would be coming from.

    Forced Penance - A common scenario in many games is where a healthy Survivor unhooks in your face with Borrowed time. You hit the Healthy Survivors while he's unhooking, and then the unhooked Survivor that's body blocking on the way out.

    With this perk both Survivors will become broken under those conditions. And 60 seconds of broken is a genuinely long time. More than enough to stop one of them from getting a quick heal after running off.

    Yeah that's not the best effect ever. But that's how you'll most likely get use out of the perk in a real game.

    Trail of Torment - This perk is still #########. But if you want to insist on getting value out anyways of it then try Blinding the Survivors first. That way they won't see the gen aura and thus won't know where or when you use the perk.

    Thus if you are going for adept then you could try the purple blindness addon along with the green range addon. Then you activate trail of torment soon after hearing someone become tormented and then try and jump scare them.

    Even then it's still just eh. But it's something I guess.

  • Why would I ever use cages then?

  • That's basically cheating. Lots of strong Killers can feel weak if you're using ######### perks.

  • @Xpljesus said:

    Nerfs his ability to facecamp, 1/10

    lol

  • @Momentosis said:

    Yeah deathbound is definitely the best of PH's abilities. Forced Pennance is literally useless and Trail of Torment is just "Oh he's over there at that gen".

    The buff actually made Forced Pennance a real perk.

    It's certainly nothing amazing. But it went from totally useless to a bit weak.

  • I've played against this perk several times now, and yeah it's pretty cool. This is the first perk I've seen properly utilize the Oblivious status effect, since other instances of Oblivious either don't last long enough or are given when you'd know where the Killer is anyways. Since this perk has neither problem it's very disorienting to play against.

    Pyramid Head probably isn't the most threatening Killer to have this perk tho, since he's loud. So I'm looking forward to seeing it on other Killers.

  • @Maelstrom10 said:

    Im heavily heavily looking foward to running on my oni - Deathbound, infectious fright, discordance and either pop goes the weasel, trails of torment, sloppy/coulrophobia or tinkerer soon enough.

    lil bit of anti heal there, lil bit of snow ball here, lil bit of info there, and op pop in a stealth, a regression, an anti heal perk or bbq in the 4th slot for added madness.

    plus just pariing it with nurses on stealth/non stealh killers is going to be so fun. sneaking on everybody healing, or catching people off guard afterwards. really love this perk. also love trail of torment, even with its god awful cooldown. v funsos.

    Deathbound and infectious fright is anti-synergy.

    The combo makes the healer immune to IF for the duration.

  • @ShrekTheThird69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357881#Comment_1357881

    So they cant find the bugs even though for moths people have been pointing out that something is wrong with hillbilly. Also even if the devs cant find these bugs at all a little acknowledgement from them would be nice, nothing is stopping them from saying "We are aware of the bugs regarding hillbilly and will address them sometime in the future".

    This is literally the first time I am hearing about any hillbilly bugs and I STILL don't know what exactly is bugged about him.

  • @ShrekTheThird69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357827#Comment_1357827

    Then why do they keep getting worse every update, and on top of that why doesn't BHVR acknowledge it.

    Spaghetti code for the first point and because they are bugs they didn't find for the second

  • @Calisto_667 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357343#Comment_1357343

    I understand that you are right about that. However because I play both survivor and killer and am red in both. I destroyed the survivors with the executioner, no noed, they did 2 gens and I got a 4k in all matches. I went against some purple and green executioners and they were very weak but I went against a rank 1 and 2 executioner and just like myself he was really strong. Eventhough If I got to stay in a chase long enough, it wasnt really enough for gens to pop quickly specially because he had Pop as a perk. So Im saying this having played as the killer and also as a survivor against a few red rank of them. Some people really get disrespectful here when Im just stating an opinion. You can state your opinion but I dont understand why people take it so angry.

    The mods actually moved my general discussion to the feedback session so they obviously know its something that could be taken into account and I said balance not a full on nerf. Its not the same thing.

    He just came out, of course you are going to do good with him at first.

    I was just playing with a rank 1 Survivor (SWF I'm not red ranks) who couldn't deal with the Pyramid Head at all just because he hadn't figured out the timing and range on the attack.

    Meanwhile myself, a mere green rank Survivor, was easily able to juke the same exact Killer in the same game simply because I played a ######### ton in the PTB and am a bit more experienced at playing against the Pyramid Head in particular.

    Give it a week for that to apply to everyone and THEN judge him. OP or UP he's def not an extreme case either way (unlike his perks which were and in the case of trail of torment still are extremely UP)

  • @dbarranco said:

    https://forum.deadbydaylight.com/en/discussion/comment/1357481#Comment_1357481

    Well, mainly just me not enforcing map pressure, but I never seem to get survivors tormented other than at pallets and windows. I think I'm using Monitor & Abuse, Surveillance, and Play With Your Food. I want to use Save The Best For Last but haven't leveled Myers up yet.

    Map pressure is too vague the way most people use it. You having trouble in the chase or with patrolling?

    But basically, don't worry too much about getting tormented, prioritize getting them downed. PWYF and STBFL don't syerngize with him. he's a ranged Killer, he doesn't rely on M1 attacks or raw speed in a chase.

    Remember that you need to use his M2 when they are vaulting, pallet dropping or running through a narrow corridor, not just whenever they are in range. Otherwise you will miss and a LOT.

  • He's slowed to 110% while leaving the trails.

  • Can you describe in more detail what is going wrong for you?

    Also what perk build are you using?

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356881#Comment_1356881

    Ah my bad then. I guess the visual redesign through me off.

    Yeah. The visual change removed the particle effect on the sides and lessened the glow, so it seems more compact even though actually measuring it doesn't reveal any mechanical changes.

    Dodging the projectile also feels the same as before. Haven't been able to try him out since the PTB since I don't have him. But I'm sure someone else could confirm or deny any changes to how the attack feels on offense.

  • image.png image.png

    While there are visual differences, the width of the attack in these 2 pictures is the same.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356042#Comment_1356042

    How long do you have to Mend at tier 3? Is it 20 seconds like with BT?

    20 seconds yeah

  • @Blueberry said:

    Poor Trail of Torment, a perk never to be seen again. It had so much potential too.

    It was only seen the first time because of the GLOWING YELLOW AURA TELLING YOU WHERE HE'S USING IT

  • @Cancan71 said:

    You should also add that Blood Pact got nerfed as the haste now only activates if you complete a full heal. This severely weakens the perk from its PTB state.

    Eh that sucks. I still think it's a good perk since 10 seconds is a good amount of time for a status as strong as Haste.

    The nature of haste is such that it's still useful even if the Killer never actually shows up too.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1356012#Comment_1356012

    My one hope for Trail of Torment is that as Pig, I can trigger it, take advantage of full speed stealth, and then crouch when the timer is about to expire to psyche out Survivors who aren't sure if I'm near them or not.

    I've found 2 uses for the perk.

    1: Mint rag hag can get away from the gen fast enough and quietly enough to take advantage of the stealth

    2: 3rd seal or other blindness effects disable aura vision, and thus disable seeing the yellow aura for the gen as well. Making the perk do what it should be doing anyways.

  • @TAG said:

    Hm, 60 seconds of Broken is actually a pretty long time, all things considered. It might actually give you the time to knock down the Survivor that was defended by the now-Broken Survivor, hook them, and then hunt for the still-Injured Survivor before they can heal.

    Indeed. The buffs were all nice.

    Trail of Torment still sucks tho

  • Repressed Alliance was the only perk completely untouched

  • @YukariTheAlpaca said:

    The attack indicator will make sure that PH never gets a hit if the survivor has good reaction time and a brain.

    2 conditions that are never simultaneously met! Perfect!

  • Oblivious is potentially powerful. However at least prior to death bound no perk or power has utilized it in a way that makes it strong.

    Basically in order for the effect to actually work it needs to be applied but when the Survivor is unaware of where you are and for long enough that you can reach them.

    Hex: Retribution would fit but you don't get the effect reliably enough nor do you know when the effect activates in order to capitalize

    Nemesis is applied in chase when the Survivor knows where you are. However it qualifies if used with Furtive Chase.

    Demogorgons portals don't apply the status long enough and the demo is too loud to capitalize

    This makes Deathbound the first perk to both last long enough and have the right timing to actually take advantage of the status effect.

  • @Seiji212 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354980#Comment_1354980

    I can kinda get behind all but 4. Completely removing their perks entirely is a bit oppressive, and I'd rather have a chance at taking out 4 DS or Sprint Bursts than spudding one survivor. The problem might be how easy it would be to disable it, but if 3 or 4 SBs or DSs get taken out and it takes a considerable amount of time to fix the issue that's an immense amount of pressure. Gonna chew on it a bit. She definitely needs feedback to know if multiple survivors are effected, if not getting to see exactly which perk was nixed.

    With 5 I sorta planned the use of Franklins, but that would take out a slot. I toyed with the notion of the Witch being able to detect and Malign items in chests and maybe that would work better. Yeah she needs some work but I like the core concept. Points 1 and 2 I'll change later for certain I have to admit my sense of distance in meters is pretty bad, especially since we wacky Americans most deal with the Imperial system.

    Remember, Good Killers sound a bit OP on paper.

    The way it is now the perk is subject to the whims of RNG and in the best case scenario is a pseudo-Exhaustion perk.

    At least by disabling the entire kit instead of just a part of it, the power is consistently effective. And even then said effect still doesn't stop the Survivor from looping you normally or completing gens like nothing happened.

  • @Seiji212 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1354968#Comment_1354968

    It was exactly the first thing. Being able to shuffle up the too boring meta perk thing. Probably brought on by constant matches with 4 man swfs all toting DS and Spine Chill and Sprint Burst, etc. I'd honestly welcome anything that encourages survivors to put more variance in their loadouts.

    Ok, direct perk removal won't shift the meta of using certain perks, since that would effect any perk in the same way indiscriminately.

    However if you can settle for instead just reducing reliance on perks in general then we can make it work anyways.

    So if I were designing this Killer here's what I'd do:

    1. Keep the stealth but remove the notifications. Trust me, the Survivors don't move fast enough for keeping the KI effect centered to be a meaningful challenge.

    2. Make the KI effect from 32 meters instead of 16 because 16 meter unconditional tracking is a bit silly for a Killer who's main function has nothing to do with that anyways.

    3. Looking at the KI bubble and holding M2 curses the Survivor. None of that skill check nonsense. Maybe a cooldown, but I think you are seriously overestimating the ability to disable perks.

    4. When a Survivor becomes Cursed. Straight up disable their entire kit until they go out of there way to do some kind of specific action. Maybe another Survivor needs to remove it like Freddy or maybe you just use those alters you mentioned.

    5. Ditch the weird item thing. Finding items on the ground is far too niche a scenario to incorporate into a power in any significant capacity. You either make it too weak to be relevant or too strong for her to be balanced both when it comes into play AND when it doesn't.

    If you want to keep the whole "Must hit X skill checks" thing then put that with the curse removal method. Like have it be something along the lines of "go to an alter and complete 6 super difficult skill checks back to back to remove it" or something.

  • For the record. What exactly was the core concept you started building this around? Was it the perk removal thing? Was it giving the Survivors a ######### ton of high stakes skill checks? Or was it just the idea of applying some kind of curse onto Survivors?

  • @Seiji212 said:

    Her base is normal, and it's meant to be a huge risk huge reward game. Randomly having the chance to disable a meta perk that several survivors have sounds worth it if you can pull it off. And the endurance is to let the Catalyst get away if the Witch hits them to deactivate the curse for whatever reason, while being broken is to make sure they don't get healed by IS or something since the m1 action would be the cleansing. Eh, it's not perfect that's for sure. But it was fun to think up.

    Also, the warning the survivors is so that they have a chance to not let her keep them in her focus.

    Ok but sooner or later she has to go and chase a Survivor. Once she does her power at best disabled a perk.

    But here's the thing. Since that's ALL her power really does that means that the Survivor is effectively trading a perk for a power. That's not an even trade. Especially since it's a RANDOM perk.

    And you specifically stated that if you hit the Survivor it removes the Curse. So in the off chance that you actually manage to disable a Survivors exhaustion perks before chasing them, already a luck based thing, they will just get it right back the second you move to chase them anyways, rendering what little chase potential the power has useless.

    And heck, the secondary ability you gave her with items just gives the Survivors the ability to stun you cross map.

    If you handed me this Killer in game, I would use her power as a tracking tool and a mediocre stealth tool and completely ignore the rest of the kit because it's HIGH RISK NO REWARD.

  • What.

    Why would I want to give Survivors Endurance? And your standing still for several seconds with no chance of getting a hit, but for some reason you ALSO have to risk losing one of your perks!?

    AND her stealth aspect has a warning sign?

    What's her base stats anyways.

  • I want to see a Werewolf. Like this one:

    @NuclearBurrito said:

    Another take at one of my older Killer ideas. Specifically a werewolf Killer.

    The Wolf

    Terror Radius: 0 (more on that)

    Movement Speed: 4.4 (110%)

    Power: Unholy Curse - You have 2 forms, Human form and Wolf form which each have unique effects. You start the trial in human form and can transform by holding M2 for 2 seconds, you move at 3 M/S (75%) during the channel and there will be a non-directional global audio que when transforming into a wolf. (Transforming into a human is nearly silent)

    Human Form:

    • You are passively undetectable and move at a reduced speed at 4.4 M/S (110%)
    • Basic attacks on Survivors will apply the tainted status effect, which lasts until it is manually removed (more on that) or until they are downed.
    • Downing a tainted Survivor grants a Beast token, powering up the wolf form and consumes the taint. You may have a maximum of 5 Beast tokens which last for the entire trial.

    Note: On injured Survivors, taint is applied AFTER the down. Meaning a tainted injured Survivor will still be tainted in addition to giving a beast token when downed. But an untainted injured Survivor will NOT great a beast token, but will be tainted afterwards.

    Wolf Form:

    • You have an increased terror radius (40 meters) and an increased movement speed of 4.8 M/S (120%)
    • Tainted Survivors within your terror radius are considered "Feared" which has effects depending on how many beast tokens you have and your addons.
    • You must have at least 1 Beast token to transform. The effects of Beast tokens are the following:
    • 1 Token: You may transform into wolf form
    • 2 Tokens: Feared Survivors move 0.1 M/S Slower (5%)
    • 3 Tokens: You see the aura of Survivors that become feared for 5 seconds
    • 4 Tokens: You have an extended lunge range (same as T3 Myers)
    • 5 Tokens: Your movement speed is increased by 0.1 M/S for each feared Survivor

    Prayer Statues:

    • 5 Prayer Statues will spawn all around the map.
    • Survivors may pray at a prayer statue for 10 seconds to remove the tainted status effect.
    • The Killer may destroy prayer statues while in human form disabling it for the rest of the trial. However this will also disable transforming for 30 seconds. Destroying a statue takes 2 seconds and is effected by anything that effects breaking speed.

    Perks

    • Mark of the Beast - Survivors you hit with a basic attack become marked. The next time they attempt to heal, repair, open an exit gate, open a chest, break a totem or sabotage a hook they will scream revealing their aura for 3/4/5 seconds and consuming the mark.
    • Hex: Decay - After a Survivor has vaulted over the same pallet 4/3/2 times it will instantly break. This effect is disabled once the Hex totem is cleansed
    • Hidden Rage - If you hit a Survivor with a basic attack within 5 seconds of them entering your terror radius this perk activates. Your next pallet break or vault action within 20/25/30 seconds will be preformed 100% faster.

    Addons

    Brown

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 10 seconds)
    • Tainted Survivors glow white
    • You transform from wolf form into human form 0.5 seconds faster
    • Increase the aura reveal duration of feared Survivors by 1 second

    Yellow

    • Decrease how long you are locked in human form after destroying a Prayer Statue (by 15 seconds)
    • 1 less Prayer Statue spawns
    • Decrease time to transform into Wolf form by 0.3 seconds
    • Feared Survivors have a 5% reduced action speed
    • Increase the aura reveal duration of feared Survivors by 2 second

    Green

    • Decrease time to transform into Wolf form by 0.5 seconds
    • Feared Survivors have a 10% reduced action speed
    • The slowdown effect on feared Survivors is increased by 0.05 M/S (2.5%)
    • Increase the time it takes Survivors to Purify themselves with a Prayer Statue (by 2 seconds)
    • Increase the aura reveal duration of feared Survivors by 3 second

    Purple

    • The first time you down a tainted Survivor, gain an additional beast token
    • You can see the aura of Prayer Statues
    • Increase the aura reveal duration of feared Survivors by 5 second
    • Each beast token increases your terror radius by 2 meters while in Wolf form

    Red

    • You start the trial with a beast token
    • You may obtain up to 6 beast tokens. The 6th beast tokens causes feared Survivors to have the exposed effect

    Note: The aura of Prayer Statues are NOT revealed to anyone. They are considered to be Killer Belongings for the purposes of perks and items.


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