Avatar

LeChonké

LeChonké

About

Username
LeChonké
Joined
Visits
41
Last Active

Discussions

  • This perk activates when healthy . The sound of your breathing, footsteps & movement through foliage is reduced by 90% . If within 2m of The Killer while further than 2m from a pallet or window, leave no scratch marks . This effect lingers for 8s after leaving their radius, immediately ceasing if injured or inside a locker. Blinding The Killer while this perk is active will disa
    0 comments 44 views last activity
  • So to preface, i personally do not think STBFL needs a nerf, but some other people do, so in the if it were to get slightly nerfed, what do you think about the following suggestions: When at 8 stacks of STBFL: -Hitting the obsession will lose 3 tokens as opposed to 2. -The obsession gains 7% haste when within a 5m another survivor, but only if said survivor is in chase. The idea of thes
    0 comments 21 views last activity
  • When Undetectable, the killer and any special visual effects they emit will be: Fully de-saturated (black & white). 10% transparent (ever so slightly see through, blending slightly with the colours of the surrounding environment). Their footsteps will now be silent but their breathing noises still remain , so if you're REALLY paying attention, you can still narrowly avoid sneak attacks.
    0 comments 41 views last activity
  • Issues: Too much reliance on STBFL - the shorter attack cooldown gives you more time to make use of the haste from Rapid, maximising the perk's value. No bloodlust gives survivors way too much value on pseudo-infinites, making the perk also a little reliant on bamboozle. Rework: 3s after landing a successful basic attack, you are granted 5% haste for 9s. Any following basic attacks will re
    27 comments 905 views last activity
  • (COMMENT WHAT YOU THINK OF IT!) This perk activates when you are one hook away from instant death. When injured and in chase, quickly entering a locker will prompt the Entity to instantly teleport you to and kick you out of the furthest locker from that location, making you broken and giving the killer a loud noise notification at the far locker you just got kicked out of. Then, for a period
    9 comments 161 views last activity
  • This perk is active at the start of the trial. The cool-down and slow-down from your next missed basic attack is reduced by 60% (Cool-down goes from 1.5s --> 0.6s and you move 60% less-slow during it). After missing a basic attack, the perk deactivates. The perk re-activates when a survivor loses a health-state by any means.
    1 comments 21 views last activity
  • PLEASE COMMENT AND ENGAGE IN THE DISCUSSION, AS IT WILL KEEP THIS THREAD VIEWED AND RELEVANT! -Remove the overheat mechanic entirely. It is very unfun, for both sides. Its removal will make way for new, fun addons. -While chainsaw dashing, increase FOV by 20%. Stacks with FOV perks. Makes you feel like a bullet-train, which is a really fun and exhilarating feeling. -Once per chainsa
    30 comments 2,171 views last activity
  • Current Perk Description: "For each injured, hooked, or dying Survivor, increase the speed of your healing and unhook actions by up to 14%." BUFF: 14% -> 15% Now also applies to Dead & Escaped survivors Now, if you and your teammate are injured and your other two teammates have already been sacrificed, you will get a 60% boost to these actions, whereas previously in this situation
    2 comments 112 views last activity
  • When i read 'Batteries Included' in the patch-notes i was thinking it was gonna get a mega-buff since as it stands it kinda sucks . . . turns out it is getting COMPLETELY gutted (no longer works when all generators are powered). Here is how i would like the perk changed: -When within 16m (currently 12m) of a completed generator, you get 5% haste. Haste lingers for 4s when out of range. -When a
    30 comments 1,221 views last activity
  • If you have WakeUp! and the other survivor does not, you should be able to kick them off the gate so you can continue opening it. All the perk's value hinges on being the one to open it, so it's a fair suggestion i think. Also, granting, 25% haste for 3 seconds when letting go the exit gate switch after holding it for at least 3 seconds could be a fun little buff too. This means if you're inte
    14 comments 161 views last activity
  • I think that Light-Footed should: -Work while healthy or injured. -Work while running, walking and crouching (currently doesn't). -Should NOT work while in deep-wounds. -Should not have any cool-down.
    2 comments 51 views last activity
  • -Injured survivors can see your aura. -Pools of blood left by OTHER survivors are more visible and remain longer. -Grunts of pain and healing noises made by OTHER survivors are 50% louder and can be heard at an additional 8m. -Mend, heal and unhook OTHER survivors 20% faster. When doing these actions all survivors can see both your auras. Your auras linger for 2s after completing the action.
    0 comments 11 views last activity