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Secreted

Secreted

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Secreted
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  • @landromat said:

    Up de ante. Always use it in my chest builds

    Look, I don't want to disappoint you, but Up the Ante has zero effect on Chest builds. It only affects the chances of unhooking yourself when you are on the Hook. It has no effects on Chest rarity items found.

  • Exhaustion add-ons are unhealthy for the game. Having a RNG chance of whether or not they're useful if Survivors bring one is bad.

  • @RKK said:

    @PrettyFaceKate So you would want 15 seconds along with it activating regardless of terror radius? Yeah buddy, that's completely unbalanced and 15 seconds is an exceeding long time. It allows the unhooked person to run a total of 34 meters or sometimes more depending on perks. In my honest opinion, it should be the same as a styptic which is 8 seconds as well. This wouldn't change BT's fundamental purpose which is anti tunnel since it would still work as that. As the unhooked player you can still take the hit if the killer decides to tunnel and also this would prevent people playing offensive with this perk due to the long timer.

    That's where you're wrong. A Survivor by default runs 4 metres per second. In 15 seconds, they can cover 4 x 15 = 60 metres, not 34. A Survivor with a Sprint Burst for the first 2.5ish seconds (there is about an 0.5 second delay of Sprint Burst which gets wasted) can cover 65 metres safely. In most cases that's about 75 % of the map with a free Endurance Status Effect. But I agree, Borrowed Time must be changed once again and making it always trigger but reducing it to 8 or 10 seconds could be a good trade, which would nerf camping Freddies and Stealth Killers and in return buff Killers close-by hitting a Survivor with BT, giving both the rescuer and the rescuee a good head start when not even tunneling the one with BT. Honestly, it should trigger a 8 or 10 second timer by default and a 16 second timer if the Killer is standing with 12 metres.

  • Better Together + Prove Thyself / Sprint Burst + Vigil are my favourite synergies I like to run.

  • @Fibijean said:

    I like it as it is. I'm a big fan of the fact that it isn't a one-time use, and you can just not leave blood trails all game if you manage it correctly. I think people underestimate just how valuable not leaving blood behind can be when it comes to making a quick getaway, especially on certain maps (mostly indoor ones) where blood shows up very clearly. It's also a great soft counter to Sloppy Butcher.

    Even though I think Lucky Break is not a bad perk on its own, I think it's also worth noting that not all perks need to be at their strongest alone. Some perks get their strength from how well they synergise with certain others - I don't think Lucky Break is by any means useless without Iron Will, but they certainly work very well together. And that's a good thing. It's what makes experimenting with different perk builds so rewarding and interesting a lot of the time.

    I didn't say it's useless without it. I said that in a serious scenario, there is not a single reason to pick it over Iron Will. Not to mention it has a timer, while Iron Will does not. This problem addresses the issue by making it a different choice, not just an inferior version.


    @Jejune said:

    Personally 50% is worthless on its own. Its a nice bonus. What I really like about it is the 60s timer.

    Maybe give it 3 tokens. With a possibility of gaining token for unhooking or something.

    Aye, it was just a number. I could even pump it up to 100 %, if necessary so it would be basically a timed situational, but more powerful perk than Iron Will and would really apply to its name. I'll increase it to 75 % for now.

  • I did it on first try as well, as someone else mentioned. All I did, was pick Trapper and Trap around the Basement and after that was done, I would down a Survivor and bring them to the Basement with Agitation + Iron Grasp. Then another good perk is to camp in a close proximity behind a wall with Insidious and once someone is going for the save, you are guaranteed to down at least one person. I got lucky on my first try, but try it a couple of times and you will find success quickly. I did not have Ruin nor any Gen pressure perks.

  • Default Starting Traps in hand increased from 1 > 2.


    Default transportable Bear Traps increased from 1 > 2.


    Trapper Sack - Increases Bear Trap Carrying capacity by 1.


    Trapper Bag - Increases Bear Trap Carrying capacity by 2.


    Stitched Bag - Increases Bear Trap Carrying capacity by 3.

    -------------------------------------------------------------------------------------------------------------------------------------------------

    I would think it should be implemented in a way like this. This increases the amount of Traps the default Trapper has and can carry. I have changed the Bags, so their only affect is increasing the amount of Traps the Trapper can carry. This buffs the Trapper Sack, buffs the Trapper Bag and overhauls the Stitched Bag from making the Trapper have 2 additional Traps, 2 additional carried Traps to 1 additional Trap, 4 additional carried Traps (accounting the default Trapper changes). This makes it so the amount of Traps the Trapper has in a match remains the same and therefore more balanced.