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SaboBoy

SaboBoy

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SaboBoy
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  • @Mooks said:

    It needs to have at least some charges left. You can only activate the syringe during the heal animation (which means it’s also only usable while injured and not broken)

    So I could use most of the medkit, and then use the syringe?

  • @ARTRA said:

    1° time i see this guy, where is this guy from?

    He's from the Pumpkin Head films.

  • @dspaceman20 said:

    I think so yes although there are definitely better perks. It helps a lot when you can't find a gen even in out door maps although less likely. It does pair well with open handed.

    What are some better perks to use?

  • @Heartbound said:

    https://us.v-cdn.net/6030815/uploads/M3JRFFTEU0AE/1600399846734.png

    Last time that happened I was playing Hillbilly and gave that chest guardian a taste of his own medicine.

    That is beautiful.

  • @Mooks said:

    You did all good!

    But who is Jacob? (I guess you mean Jake^^)

    Yeah. I always call him Jacob.

  • Thank you!

  • @ciara1999 said:

    I really like the power, perks could do with some uniqueness though. Nice idea though

    Maybe like this?


    Hex: Misery Spreads

    "The suffering of one leads to the suffering of them all."

    -Anytime a survivor fails or misses a skill check, generator progress regresses by 3/4/5%. Misery Spreads multiplies based on the amount of survivors on that generator. (This essentially means that one failed skill check can send a generator back by 20%, if four survivors are on it at once)


    Hex: Ignition

    "You've set the prep work. Now, it's time for the pay off."

    -Once you kick a generator, Ignition activates for 10 seconds. Any survivor that works on the generator within the 10 seconds will scream, revealing their location for 3/4/5 seconds. Ignition has a cooldown of 30 seconds


    Burnout

    "The entity notices your exhaustion, and rewards your effort."

    -The location of the hatch is revealed to you for 3 seconds after it opens. Once you close it, the entity will block the hatch for 5/10/15 seconds. During this time, survivors can't unlock the hatch with a key.

  • I'd argue that it adds a lot more variety. Ranged killers can also counter looping, if you're skilled enough.

  • @Underdawg said:

    Out of curiosity, how does the playerbase define a win as a survivor or a killer?

    I find that as a newbie killer, I don't really care about getting 4ks outside of rift challenges and adept trophies. So I define a "Win" by how much fun I had in the match. How good were my chases/mindgames. How many people I downed. Often my 4k matches, the survivors still leave the trial with 20K bloodpoints.

    As a very slightly more experienced survivor, I judge a win by a similar criteria of how much fun I had in chase. Escape is often the cherry on top. If I can get a couple of good chases, a couple of unhooks, and a gen or two, and I had fun, I count that as win.

    How about everyone else?

    I'd say killer has a bronze, silver, and gold rank for winning.


    Bronze would be anything above entity displeased (ie: getting brutal killer).


    Silver would be sacrificing one or two survivors.


    Gold would be sacrificing three or all survivors, with bonus points being closing hatch and iridescent badges (forgot what they were called, lol).


    On the survivor side, I don't really have a ranking system. I usually go off how much progress I can get done, or who I can save from the hook at the endgame. Idc if I die in the process.