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Seraphor

Seraphor

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Seraphor
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  • @Blueberry said:

    Plague.

    There are a lot of design flaws with her that need addressing. She's also just quite weak.

    She's not that weak at all.

    If survivors don't cleanse, she's still a 115% M1 killer with a ranged version of Legions power.

    If they do cleanse, she's 115% Huntress.

    Infecting things serves to put pressure or can lead to information (infecting a gen, survivor becomes infected, they're on that gen)

    Run Thanatophobia to get survivors to cleanse.

  • It's great for any high mobility killer, and Deathslinger does quite well as well, especially if survivors are in the corn healing with Nurses Calling.


    One hope I have for the Coldwind rework is that the corn is reduced in height, but increased in density. This way, its easier to make out someone running through it, but a crouched survivor will be more hidden.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098766#Comment_2098766

    1. It doesn't matter how far away the killer is when I get unhooked. They will stop what they're doing and head straight to me. Getting a safe unhook is irrelevant.
    2. People shouldn't focus on wins. Killer or Survivor. DBD is built on a grind. That's what I as well as anyone I know who plays the game have come to know. Especially with BBQ rewarding NOT tunneling a survivor.
    3. Stealth is gone. Doctor and Plague exist. And so do a metric ton of detection perks. Stealth was killed off long ago.
    4. Being first is one thing. But being first should NEVER mean you just don't get to play the match.

    All I see here is a bunch of bullshit excuses.

    1. Bullshit, You didn't leave the hook fast enough, or you sprinted somewhere unsafe and left scratch marks, or the survivor who unhooked you vanished and didn't even try to take a hit when it was obvious the killer was coming straight back. It seems survivors never take responsibility for poor play, it's always the killers fault, survivors just want the exit gates opened for them.
    2. Bullshit. Matches are there to be won. Bloodpoints are a reward for good play. Bloodpoint Farming is frowned upon.
    3. Bullshit. All the best survivors in my games are the ones who don't get found. Doctor and Plague are 2 out of 24 killers, and both have counters.
    4. Again, most 'tunnels' are due to survivor error as previously mentioned. If you don't get to do anything at all in a match it means A. you were found first so you weren't well hidden and B. the killer was intent on CAMPING, not just tunnelling, as real tunnelling on behalf of the killer doesn't happen without camping as well.

    I don't camp and tunnel, I've previously mentioned I specifically take anti-camp perks like Devour Hope and Furtive Chase with other obsession perks. I will still go back to the hook after the unhook notification IF there's no other survivor closer to me at the time, and will always go for the unhooker. But the amount of times the survivor who just got unhooked runs right into me and the unhooker vanishes is ridiculous. You'd think it would be 50/50 but no, the rescued survivor always leaves the scratch marks and the unhooker never wants to take a risk.

  • @Blueberry said:

    It doesn't make any sense. It's poor design.

    She either needs to be able to retrieve him immediately or give Charlotte a boost while Victors being held hostage, IE like Undetectable until returned. There needs to be some sort of urgency to want to give him back.

    She does get a boost, she can see where that survivor is at all times.

    The only reason for the 'recall' option is so survivors can't troll by holding her power hostage.

  • @Moxie said:

    Because then it would be a direct buff to the Killer. And that won't do.

    Bhvr doesn't do direct buffs. What they giveth, they must taketh. Are you seriously expecting a Killer power that puts a survivor from healthy to dying in about roughly 40 secs? Way too OP.

    But that's exactly what Deathslinger can do via Deep Wound.

  • We already have the perfect mechanism for this. Deep Wound.

    Not removing Victor causes the bar to decrease. Doesn't decrease in a chase. Must remove Victor before the bar depletes or you go into dying state.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099228#Comment_2099228

    ??

    So all three survivors are there to save you and know what progress your gen is on etc?

    Relying on your team mates when you're solo to do anything important is a gamble at best so no, my point is not irrelevant.

    The person who unhooked you has ample time to tap your gen.

    If you have time to tap a gen, you're clearly not in any danger. If you are, why are you tapping gens?

    Gens shouldn't be so easily 'tapped' anyway. You undo in an instant what takes a killer 3 seconds to start. There's 1 killer and 4 survivors. There's nothing equal about that. It should take 3 seconds of repair to halt gen regression.

  • Favourite Killer Perk: Devour Hope. It incentivises leaving the hook, and rewards you big time for it.

    Least favourite Killer Perk: Insidious. It's cheap and promotes camping. true stealth killers don't need it.


    Favourite Survivor Perk: Head On. One of the most reliable ways to get a stun, and can be coordinated with teammates to get a save too.

    Least favourite Survivor Perk: Fast Track. Not only is it selfish to run as you're banking on your teammates getting caught, but the payoff usually never comes, because you die on the hook with 28 unused stacks in your face, taunting you, at your hubris of throwing your teammates under the bus for some short term gains.

  • @ClarityOfWill said:

    The problem has always been that the game delegates the solution for these issues to perks and with no real consideration for what happens in soloq. All the DS nerf has done is bring these issues to light and yes, hook tunnelling is becoming more common in my games. The highly coordinated SWF's are barely impacted by this since they're efficient with generators and tend to run perks which enhance that. Get a team of 4 solid loopers on comms, with toolboxes, prove thyselfs / Build to Last etc. and they'll steamroll. It's Soloq which gets screwed over simply because that level of coordination doesn't exist.

    The idea that people have to buy a DLC character to get access to a perk (which then has to be levelled up and then unlocked in respective characters bloodwebs) is completely absurd. It's laughable when some of the more thick people on here propose that is the solution for being allowed to play the game beyond 2 minutes. Any decent killer worth their salt doesn't need to tunnel unless forced into it (at which point it's justified).

    On top of that, solo players have 0 control over what other players bring or do while in the trials. People on here seem to overlook that the majority of the playerbase isn't here, on Reddit, in popular streamers discords or Twitter. If the perception amongst the wider playerbase that DS isn't worth taking, a few hundred people on here crowing about running it won't change the crux of the matter. There needs to be a proper anti tunnel mechanic because right now most of my killer games are just a boring stompfest and soloq is miserable. All this will do is increase the rate of SWF and that's going to be far more problematic than a 5 second stun.

    There is a proper anti-tunnel mechanic. A safe hook rescue, and a good play from the survivor who was just rescued.

    DS is not the holy grail of perks, it does not PREVENT tunnelling, it is merely one single second chance, that gives you one free health state and about 25 seconds of extra time. You still need to be able to play well to make use of that second chance. And that's the problem, a lot of players rely on perks to take the place of skill, they play poorly, and then blame the game, or the killer for tunnelling, when more often than not the "tunnel" is the result of a bad play from the survivor who just got unhooked, or the survivor who unhooked them.

    The only time a "tunnel" is solely due to the killers actions and not some mistake on the survivor side, is when the killer is camping. That means camping is the real issue, not 'tunnelling'.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099013#Comment_2099013

    I don’t give up. I give bps and pips for all. The game should be balance for 2k, but it doesn’t, and devs know it

    If every match was a 2k, then that's over-balanced, to the point where you're eliminating player skill.

    4ks and 0ks are allowed in a fair game, so long as both are possible, and they are. I often get 4ks, and I often get 0ks. Seems fair to me.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098985#Comment_2098985

    When Iplay killer now I kill 2 and let 2 escape. We all have fun. When I play survs if the killer is going to 0k I let him kill me, and everyone have fun. Not to difficult

    That's very generous of you, but you can't expect other people to be so selfless. Most people play to win. I don't personally find it fun when my opponent gives up.

  • Does DBD have a different definition of Sandbagging? How is that at all enforceable but camping/tunnelling is fine?

  • @Renfear said:

    The thing that really bugs me is people who think tunneling is a good strategy. Most often, it isn't. If you're playing optimally, you aren't going to be tunneling or camping because you're leaving gens untended for so long. But I so often see matches where the killer hooks one person three times in a row. Then find someone else, three times in row and so on. At that point, you're not playing to win. You're playing to make someone else lose. The 'screw someone elses day over because it's not against the rules' kind of attitude is tolerated and supported, then people wonder why the community is so bad. That's why.

    This is completely true, but it still holds that eliminating one survivor early is a good tactic.

    Not tunnelling does often require an incentive, which is why I run 'anti-tunnel' perks, like BBQ, Devour Hope, Furtive Chase (With PWYF), etc.

    We need more perks like this, so that not tunnelling benefits the killer more.

  • Depending on the killer, I often use Rancor or PWYF, usually with Nemesis or Furtive Chase. The latter also doubles as an anti-tunnel perk in itself.

  • @Nun_So_Vile said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098805#Comment_2098805

    Very good points. I highly doubt there will ever be a perk in the game that prevents tunneling outright. There's a lot of external factors to consider too when thinking of how a true anti-tunnel perk would need to work from the map, pallet placement and other chase extenders present, to killers that are used, and so on. Just for simplicity we'll put those aside and In a perfect world an anti-tunneling perk should be able to do both by preventing tunneling through some form of either negative or positive punishment. DS, as you said, can achieve the latter but to varying degrees. If it's early to mid game then the impact on your gameplay as killer would be lesser since there's nothing to lose other than some time rather than after gates are powered and you lose the kill as long as they can hit the skill check and find an open exit. Now, they could buff DS to activate more than once and that would bring it to be more inline to be true anti-tunneling because now you're talking ~50s or more that the killer could potentially waste deciding to chase after 1 surv for multiple hook states. Then the killer has to consider the risk vs reward a bit more when actively deciding tunnel.

    Given the nature of the nerfs to DS (which I still think were the right choice) I think they could more than afford to give survivors 2 charges of DS, one for each unhook.

  • @Nun_So_Vile said:

    Kinda goes to show DS was never meant to be anti-tunneling, even though many would like to fit it into the mold of an anti-tunnel perk. If they wanted to curb tunneling they would make an actual anti-tunneling perk rather than recycling DS as a band-aid fix. Both devs and mods have specifically stated it wasn't intended to be one. For the time being just run DS and try to outplay with it if you're being tunneled.

    It depends on if you expect an anti-tunnelling perk to 'prevent' tunnelling or 'dissuade/punish' tunnelling.

    DS most certainly does the latter, as it adds ~25s to a chase which can cost the killer a gen, or if it's during EGC, a kill entirely, and they will never go so far as to 'prevent' tunnelling outright.

  • The simplest way to do this is increase the rewards for finishing each tome. It's currently 10 rift fragments, which is pretty much negligible. It should be more like 50. That's 200/700 guaranteed for completing it right there.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098409#Comment_2098409

    It isn't. It doesn't stop tunneling in the slightest. They'll still go right back to you after 5 seconds. It doesn't just make them not tunnel. It never did.

    https://forum.deadbydaylight.com/en/discussion/comment/2098419#Comment_2098419

    Last 8 games say otherwise when I get immediately downed off the hook before being able to move 5ft. Then, after death, see that the killer doesn't do the same thing to the other survivors. If that's not singling me out, idk what is.

    1. That's on the survivor who unhooked you for the unsafe hook rescue.
    2. It's a common (and sometimes necessary) tactic for the killer to eliminate one survivor ASAP so that they're not dealing with 4 survivors at endgame, as that's a no-win situation.
    3. Don't be the first one to get caught. You have the ability to hide and play stealthy.
    4. Someone is always going to be first. Chalk it up to dumb luck instead of getting triggered. If it's happening to YOU every match, recognise the common denominator.
  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098711#Comment_2098711

    My example was to illustrate that you can still be actively tunneled beyond 60 seconds. So for people to act like DS is this compelling anti-tunnel perk is laughable. I've had killers instantly return back to the hook and my chase ended outside of 60 seconds. This doesn't signify that I wasn't being tunneled. For the purposes of DS, tunneling is a very specific and limited one-time experience. That's just a fact, there's no disputing that.

    So DS isn't completely foolproof and doesn't work indefinitely, so it's not an anti-tunnel perk? Because it has limits, it's useless?

    Is Borrowed Time completely ineffective as well because the Endurance doesn't last 15 minutes?

    Are Dead Hard and Head On useless because they trigger Exhaustion?

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098685#Comment_2098685

    You need to get out more. This is one of the dumbest replies I've read in a long time. The only thing silly is the fact that you replied. Don't quote me with nonsense.

    The only exception to what Moundshroud said is if you were tunnelled and downed within 60 seconds but the killer slugged you, waiting for your DS to expire.

    If more than 60 seconds elapses (I'd argue less even but that's the given duration on DS) the killer was obviously doing something OTHER than go after you, which means they weren't tunnelling.

  • Gen tapping should take just as long as kicking. Basically if a survivor starts working on a regressing generator, and comes off that generator within 2 seconds, it continues to regress.

    That alone would probably be a huge improvement to gen defence, and would justify kicking in most cases. Survivors can still hide nearby and prepare to 'tap' the gen, but as this 'tap' would take at least 2 seconds, they'd have to do it in stealth, and not mid-chase.

  • No auras. Instead 'Survivor Instinct'.

    You'd have a button you can press (probably with a cooldown) that would display the 'heartbeat' graphic over each other survivor on the map, showing you the direction each other survivor is in.

    It's less info than an aura perk like Kindred, but it gives you similar information to a SWF who are telling each other where they are on comms.

    1. Dull Key only allows the key bearer to escape through the hatch. (Skeleton Key remains as is)
    2. It takes the key bearer 2.5s to unlock the hatch for each survivor still in the game, up to a maximum of 10s. Progress resets if the action is halted.
    3. Hatch will only spawn after all gens are completed OR when only one survivor remains in the game.
  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096131#Comment_2096131

    Your right I'm really sorry I forgot to credit you in the idea. It sorta pushed me to think of it.

    No worries, you had your own idea and ran with it. Obviously I think my idea is better... because it's mine.

  • I literally just suggested something called 'Survivor Instinct' in another topic. XD

    Except my suggestion is literally 'killer instinct for survivors'. Basically, you'd have a button you can press (probably with a cooldown) that would display the 'heartbeat' graphic over each other survivor on the map, showing you the direction each other survivor is in.

    It's less info than an aura perk like Kindred, but it gives you similar information to a SWF who are telling each other where they are on comms.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096073#Comment_2096073

    Even bad players T-bag at exit gates at maximum safety

    You know that's not what I mean.

    Expert, tryhard SWFs who will crowd around a killer at the last gen, all about 20 meters away so that no matter who gets chased, the others can be right on that gen in a flash and have it completed before the one who gets chased is even injured.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096064#Comment_2096064

    The premise that any survivor needs to communicate is insane. People go outside the games boundries to do this. Its not intended and shouldnt be normalized unless you want to give it to killer at the same time.

    Do you not have any friends?

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2096029#Comment_2096029

    So then don't nerf coms, buff killer who goes agaisnt an SWF. Making the killer stronger agasint SWF doesn't touch the SWF itself. So give a killer who is going up agasint SWF some extra perks to equip. It just evens the playing field.

    And what about the SWFs who aren't all expert survivors playing tryhard and teabagging at a minimum safe distance from the killer?

    I play SWF with friends, and we're average at best. Most of us die most games, if not all of us. We don't need any nerfs, or stronger killers.

    Buff, solo survivors via information tools.

  • @TheDuhJ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095916#Comment_2095916

    1 and 2 I don't really have that big of a problem with. you are losing me at 3 and 4. How about give me a killer instinct so I can see where survivors are hiding after I spot them with bbq. No?

    I would rework your number 2 and just add more emotes to survivor that have a meaning people understand. Maybe you can press a button that forces you to scream, so suvivors can know where you are (but also killer). also it would be really funny to spam.

    The 'Survivor Instinct' suggestion is exactly what SWF can already do... by telling each other where they are.

    Adding this wouldn't give SWF any additional advantage, but it would give solo survivors more information that would bring them up to SWF levels.

    I would imagine it appearing just like Killer Instinct, in which case it can be as much of a hindrance as a bonus, because it will temporarily mask any other info like auras for the 2-4 seconds it's up.

  • People keep talking about buffs and nerfs in terms of numerical adjustments to in-game mechanics.

    These are never going to work, because the strength of a SWF doesn't come from any of these things, it comes from greater coordination.

    Solo play needs to be "buffed" with tools that enable greater coordination.

    Thinks like:

    1. Survivors can view each others perks and item loads outs in the lobby, so they know the capabilities of their team mates.
    2. Survivors can press a button to trigger a pre-set map-wide message, something like "Killer is here", "Coast is clear, "Help me", "Leave me". In addition, have this 'ping' in their direction so you know where the message is coming from.
    3. Make the 'Glass Bead' add-on a default mechanic of all maps.
    4. Make something 'like' Kindred/Empathy/Bond a basekit feature. Perhaps you can hold down a button to trigger 'Survivor Instinct' which gives you a general direction that each survivor is in.
  • I actually like that idea.

    Survivors can chose to give the killer a 'tip' say A bonus 500 BP each, and the killer can tip the survivor they thought played the best (or deserves it more) for a 1000 BP bonus.

  • "In the current state of the game, Decisive Strike is the only realistic reason a killer wouldn't tunnel other than being nice."

    BBQ, Devour Hope, Make Your Choice, Furtive Chase.

    I'm pretty much always running at least one of these. I've done quite well as Trickster with Furtive Chase.

    As killer, I'd love more perks like these. Ideally some kind of gen defence. Perhaps a perk where a survivor who gets unhooked suffers from 20/30/40% reduced repair efficiency for 60 seconds, so that you WANT the survivor who just got unhooked to go work on gens instead of another survivor.

  • @shalo said:

    Help me out, what did I do to bring on the DC tech?

    https://www.youtube.com/watch?v=RZtrUp7dnBg

    It looks to me like Tapp may have started AFK. (his fault not yours)

    When he got hit 'instantly' he probably went straight into "######### this #########" mode, and if they were a 3 man SWF (which seems likely) then the Yun-Jin and Feng Min just followed suit.

    They all played poorly (or were just not trying) and were pissed off at their own failure more than anything, or at the 'bad luck' of spawning right next to the Legion. They decided to project this onto you as the killer, because everything is the killers fault.

    But lol "DC tech". People are allowed to leave a game they don't want to play, under the caveat that they get a timeout. It's a clear rule and they accepted the consequences of doing so.

  • That's not even killer etiquette, that's just smart play.

    You've highlighted the possibility of both DS and Borrowed time, and opted not to waste time testing to see if they exist. If the survivor who unhooked them is also a viable target, go for them every time.

    If you get back to the hook and the unhooker has vanished and the unhooked is still in view though, there's not much else you can do about it. In that case, yeah you're handicapping yourself if you don't at least try to make them mend with a hit to BT.

  • That was some luck!

    But you pretty much played it as best as you could. Open it 10-15% before the lights go off, then hide. Wait for the killer to check and then start heading off, jump right back on and hope you finish it before they get back.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095385#Comment_2095385

    Given most killers can find hatch instantly and after you "die" on hook it take 10s for your body to travel to the sky that's 25 seconds which is enough time for any killer to get anywhere on the map, it effectively kills altruism for hatch

    If the killer finds the hatch instantly it's because of dumb luck.

    They either already found it, or it takes them just as long to scour the entire map as it does the survivor.

    With my SWFs it's usually "I'll struggle as long as I can to give you time to find the hatch."

  • Bit of a reach to claim it was intentionally to get the killer to depip.

    By the looks of the scores, those DCs weren't early in the game, so they probably got pissed off with whatever the killer was doing.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094448#Comment_2094448

    Nothing, just removes a chunk of the timer like Pyramids Cages.

    Right... so what do you think happens after you fail say 3 or 4 skill checks? That alone will take about 10-15s for those skill checks to proc. Once you take off the time penalty for failing them... you're dead.

    It's not instant, but 10s to suicide isn't exactly an obstacle.

  • Brilliant, I'm on the "Whatever It Takes" challenge now. Stun the killer 12 times. As if that's gonna happen.

    Well I guess at least I have a reason to run DS now.

  • They're worse than that. When I Head On, nothing happens, then the killer drags me out of the locker, but the doors stay closed so I just get pulled through the doors.

  • DS isn't the survivor NOED. That's Adrenaline.

  • Hang in there with the PS4 until you can get a PS5. Your progress carries over.

  • @brokedownpalace said:

    In this topic nobody knows about the existence of cooldowns lol

    So you think you should be able to combine Head On with Sprint Burst or Lithe?

  • @Renfear said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093108#Comment_2093108

    Sometimes that's the case. Most? I disagree. I've depipped all morning because of things like:

    1. Invisible Wraith right next to the hook
    2. Insidious Bubba
    3. Billy in the woods, chainsaw revved, ready to dash as soon as someone goes for the unhook. In each case, I'm the one going down immediately off hook. I can't control other people not having BT, but I'm being penalized. In some cases, where there is no terror radius, BT does you no good anyways, as it needs a terror radius to proc. At any rate, that isn't a fun experience for me. Should everyone be expected to swf?

    Yes but, in those scenarios, you are the survivor. You have the control of making safe rescue attempts, and so you do. So obviously in your pool of survivors (myself) and killers (other people) it's going to be the killers who are the majority offending faction.

    And I do have to agree with your observations to some degree, and add in the range-camping Nurse, who stands on a hill with a ready charged blink, surveying the entire map and periodically checking the hook.

    But, you can't claim its a majority, given the clear case of confirmation bias going on.

    For a killer who never intentionally tunnels, it's always going to be the survivors. See how that works?

  • @Aquamarine said:

    There are many reasons not to run DS. Laggy internet connection or otherwise can't hit the skillcheck, you don't have Laurie or haven't leveled her up yet.

    Yes, it's tunneling. Tunnel if you want but don't say it's not tunneling.

    There are many reasons why "tunnelling" may not be tunnelling.

    It's entirely possible to re-encounter the same survivor, even though you've gone out of your way to find a different one, purely due to the mistakes of that survivor. What are you supposed to do? Keep ignoring them?

    I mean, I typically do in those scenarios, but the killer shouldn't be expected to give that kind of leeway.

  • Either just set the hatchet capacity to a strict 1 with it, so that Infantry Belt can't be used with it. Or it's effect needs to change. Something like, survivors injured with the Iridescent Head suffer from Broken until a generator is completed or something along those lines.

  • @gilgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092597#Comment_2092597

    it allows survivors to completely avoid EGC and once the game gets to that point if you decide to open the gates yourself you would be throwing any chance you might've had, with the slight exception of blood warden.

    So... do you want survivors to open the gates or not?

    Can't 99 them.

    Can't open them.

    Maybe you should have killed them all before it got to this stage if you can't win in either scenario?

  • Survivors need a 2nd objective.


    It could be 'do bones' but that's too situational, and most survivors would rather ignore them unless they walk right into them, unless there's Ruin, or just get hit by NOED and THEN complain about it.

    There was a Hex rework idea that basically gave Killers a dedicated Hex slot, so that every match would have a Hex, and reworked all Hex perks to scale in strength with the numbers of totems on the map. This would encourage clearing all totems from a map to be a regular objective, and stop Hex perks being an all-or-nothing deal, as well as stopping the from being super OP. It's a win-win.


    Or, require survivors to complete one pre-game objective before they can work on generators. Home Sweet Home does something like this, 'gens' or 'Rituals' have two stages to them and require a key item to be found for each stage.

    My idea was finding 'Wrenches' in order to unlock the ability to repair generators:

    Generators cannot be repaired unless you are under the effect of the ‘Repairer’ buff.

    Methods to obtain the ‘Repairer’ buff:

    Find a Wrench: 8 Wrenches can spawn on a map, typically within 32 meters of a generator and not near to the killer spawn point, they appear on the ground with yellow auras when within 12 meters. Interacting with a Wrench takes 3 seconds and bestows you with the effect of ‘Repairer’ for the duration of the match and makes you blind to all other Wrenches while active. Killers are unable to perceive Wrenches at all.

    Equip a suitable Toolbox: Purple (Very Rare) Toolboxes automatically include a Wrench, carrying a purple Toolbox grants you the effect of ‘Repairer’ for as long as that Toolbox has a charge.

    Equip a Toolbox with a Broken Wrench or Rusty Wrench Add-on:

    Broken Wrench: (Uncommon) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly reduces repair speed. “Even a broken tool can be used for something.”

    Rusty Wrench: (Rare) Grants you the effect of ‘Repairer’ for as long as your Toolbox has a charge. Slightly increases repair speed. “It might not be clean but it’s better than nothing.”

    Use a map that has the ability to track Wrenches.

    Use a relevant perk:

    Metal Detector: For 20/25/30 seconds at the start of the match and after a generator is completed, you are able to see the aura of Generators and Wrenches from 18/24/32 meters away, even when under the effect of ‘Repairer’. You are able to see Bear Traps with a faint red aura within 5 meters. (generic or teachable?)

    Technical Experience: Grants you the effect of ‘Repairer’ as long as you have at least 1 token. This perk starts with 1/2/3 tokens. Consume a token whenever a generator is completed or you fail a skill check. Gain a token whenever you make a great skill check. Great skill checks increase progression by an additional 1% per token, up to a maximum of 2/3/4%. (new generic perk)

    Thrifty Mechanic: Breaking a Totem grants you the effect of ‘Repairer’ for 80/100/120 seconds and increases your repair speed by 4/6/8%. “Anything can be used as a tool if you use your imagination.” (new teachable perk)

    Technician (rework): Gains the effect of “Grants you the effect of ‘Repairer’.” On a failed repair skill check, gains the effect of “You lose the effect of ‘Repairer’ for 6/5/4 seconds.” and loses the effect of “An additional Regression penalty of 5/4/3 % is applied.”

    Built to Last (regain charges after depleting and thus able to maintain the ‘Repair’ effect)

    Play a relevant offering:

    Empty Reinforced Toolbelt: Increases the number of Wrenches that spawn on the map by 3. (Very Rare)

    Empty Leather Toolbelt: Increases the number of Wrenches that spawn on the map by 2. (Rare)

    Empty Canvass Toolbelt: Increases the number of Wrenches that spawn on the map by 1. (Uncommon)

    Killer counter perks:

    Covert Disarmament: Survivors who are unhooked at least 32/28/24 meters away lose the effect of ‘Repairer’ unless granted by an item or a perk. If ‘Repairer’ is granted by and item or perk, they are unable to interact with a generator for 20/25/30 seconds. Can only be applied once per game, per survivor.

    Disabling Shroud: Survivors within your terror radius are unable to perceive Wrenches on the map. Survivors repairing within your terror radius receive additional 5/10/15% penalty for failing skill checks.

    Franklin’s Demise (survivor drops toolbox)

    Benefits:

    1. Provides a new early-game objective that can take anything between 5 (if lucky spawn) and ~60 seconds before you’re able to start repairing generators, on a per-survivor basis, likely an average of about 30 seconds. This slows down the early game gen rush.
    2. Provides incentive to run toolboxes outside of gen rush and sabotage, and encourages healthier use of those toolboxes (you don’t want to deplete them instantly).
    3. Provides a new avenue for gen defence (killer perks) and diluting the survivors perk pool (Repairer effect perks).


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