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Whomst

Whomst

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Whomst
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  • You become obsessed with one Survivor. When your Obsession is hooked, Furtive Chase receives a Token, up to a maximum of 2/3/4 Tokens. Each Token decreases your Terror Radius by 4 meters while in a chase. This effect persist for 15 seconds after a Chase has ended. Does not stack with Terror Radius reduction effects that apply once out of Chase. When a Survivor ,other than the Obsession, rescue
    2 comments 487 views last activity
  • Survivors within your Terror Radius have a 30/40/50% penalty to healing progression speeds. In addition to its current effect : Survivors have a 30/40/50% penalty to Exhaustion recovery speed while in Terror Radius.
    0 comments 182 views last activity
  • Debuff perks no longer appear on the Survivors in-game HUD until the debuff is applied. This is true for the following perks: Coulrophobia, Overwhelming Presence and Unnerving Presence. I need a little reassurance on this but this means that a Survivor won't be notified of a perk icon like Overwhelming Presence until they are using an item within range?
    2 comments 22 views last activity
  • Odd question but does Freddy's Hemorrhage Block series cause healthy Survivors to moan and grunt as if injured when afflicted?
    1 comments 32 views last activity
  • 2 comments 62 views last activity
  • Does it interrupt the likes of repairing , Healing , and Sabotage actions? Or is there no interaction like this?
    4 comments 192 views last activity
  • Unnerving Presence Does not display in the U.I until a Survivor performs an action involving a Skillcheck. Overwhelming Presence Does not display in the U.I until a Survivor uses an item under its effects. Hex : Ruin The totem is not visibly lit until a Survivor receives a Skillcheck on a Generator. Note : Is only visibly lit for that Survivor that received the Skillcheck.
    2 comments 24 views last activity
  • I'm curious to see how it looks like from the perspective of the Survivor being chased and how it " affects " nearby Survivors at 4 stacks.
    3 comments 64 views last activity
  • Ebony Memento Mori Grants the ability to kill a Survivor by your hand once all Survivors have been hooked at least once during the next trial. Ivory Memento Mori Grants the ability to kill one Survivor by your hand once they and another Survivor have been hooked during the next trial.
    6 comments 702 views last activity
  • When a Survivor is hooked , No One Escapes Death receives a token up to a maximum of 2/3/4 tokens. Once the Exit Gates are powered , if there is a Dull Totem remaining on the Map , this Hex is applied to it. Once the Exit Gates are powered , previously hooked Survivors suffer from the Exposed Status Effect and your Movement Speed is increased by 4%.
    5 comments 1,092 views last activity
  • Your ties to the otherworldly manifest when your prey attempts to get away. Each time a Generator is repaired , all Windows and Vault locations within 48 meters from your location are blocked off for all Survivors for the next 20/25/30 seconds .
    0 comments 32 views last activity
  • Unlocks potential in one's Aura-reading ability. Each time a Generator is fully repaired , any Survivor within 64 meters from your location will have their aura revealed to you for 6 seconds. When the last Generator is fully repaired , any Survivors within 128 meters from your location will have their Auras revealed to you for 6/8/10 seconds.
    0 comments 262 views last activity
  • I don't have much to say here but perhaps this perk could reduce the hooking animation to 1 second from the standard 1.5 s in addition to the effects of the perks.
    1 comments 41 views last activity
  • Territorial Imperative Survivor's Auras are revealed to you for 3 seconds when they enter the Basement or when they are within 8 meters of any of the Killer's belongings , when the Killer is more than 32 meters away from it. Territorial Imperative has a cooldown of 30/25/20 seconds.
    4 comments 191 views last activity
  • Overcharge You are fueled by your hate for progress. Overcharge a Generator by performing the Damage Generator action. The next Survivor interacting with that Generator is faced with a tremendously difficult Skill Check. Failing the skill check results in an additional 5% Generator regression. Succeeding the skill check grants no progress but
    1 comments 221 views last activity
  • Overwhelming Presence *Items lose 0.3 / 0.4 / 0.5 charges every second within Terror Radius. Affected Survivors' Item consumption rates are increased by 100%. Effects persist for 15 seconds after leaving Terror Radius. Beast of Prey When initiating a chase with a survivor , the red stain is 30/40/50% less intense. The Red Stain disappears after gaining Bloodlust Tier 1 and s
    9 comments 171 views last activity
  • Since perks like Coulrophobia , Sloppy Butcher , Thanatophobia , and Dying Light apply a penalty to healing progression speed , do those perks increase the time spent in a locker before being healed when using Inner Strength? If that interaction doesn't exist , I think it should for Coulrophobia at least.
    2 comments 32 views last activity
  • Iron Maiden You open lockers 50% faster. Survivors who exit lockers have their location revealed for 3 seconds. After downing a survivor , any survivors within 16/18/20 meters will suffer from the exposed status effect for 15 seconds. Overwhelming Presence Survivors within your Terror radius have the great skill check zone reduced. This effect persists for 15 seconds after exiting
    0 comments 14 views last activity
  • The auras of medical kits in chests are revealed to you. Minor QOL change.
    1 comments 21 views last activity
  • Each time you hit your obsession , you increase the opening time on exit gates by 5 seconds up to a maximum of 10 / 15 / 20 seconds . Outside of the EGC solo survivor scenario , the perk bonus from Remember Me feels small and negligible now . I think there could be a nice middleground to be found if the bonus was changed back to 5 seconds but with it only increasing exit gate time
    2 comments 91 views last activity
  • Bamboozle Vault speed adjusted to 15% across all tiers Whispers Adjusted proximity zone for Tiers 1 & 2 to trigger within 40 / 36 / 32 meters of a survivor Quality of life : Whispers will not stay active on a survivor during the sacrifice animation. Blood Warden Adjusted uptime for tiers 1 & 2 to 45 / 50 / 60 seconds Coulrophobia Survivors wit
    0 comments 43 views last activity
  • The following changes are more so quality of life suggestions to make this perk more effective at what it does. Reveals all hook auras within 36 meters. The sabotage progress on hooks can be determined by the intensity of their auras. These changes would help in coordinating hook sabotages better.
    0 comments 41 views last activity
  • Your movement speed during successful weapon cooldown is increased This perk would give killers another alternative chasing perk. STBFL can help cut down the attack cooldown so you can end chases quicker but another limiting factor in how much you can shorten a chase by is in your movement speed during the attack cooldown. I thought of this perk and - maybe it could an obsession perk and wor
    0 comments 31 views last activity
  • Breakdown could use something more to make it less nuanced and less conditional. This perk isn't appealing to run ( outside of maybe a sabo build ) because you can only use it 2 times at most. With it being so conditional it is very underwhelming perk to choose for a perk slot. An idea I had to make Breakdown less situational is to have its affects apply on successful hook rescues too : Any
    9 comments 281 views last activity
  • After a survivor has been unhooked they suffer from the broken status effect for 20/25/30 seconds I think the faster hook respawn feature should still be a part of this perk and might as well be 10 seconds right off the bat (since that would no longer be what's being distributed between tiers) . Implementing this type of feature though would push Hangman's Trick to be less niche and more appea
    1 comments 101 views last activity
  • Blood warden uptime for Tiers 1 and 2 increased to 45 and 50 seconds Very underwhelming to run this perk outside Tier 3.It is hard enough to make good use out of blood warden with 60 seconds let alone 30 and 40 like it is now. The tier distributions should be evened out to make this perk more attractive to run outside of Tier 3.
    0 comments 21 views last activity
  • I'm All Ears : Perk goes on Cool-Down as soon as a Survivor performs a Rushed Action instead of after the Aura-Reading Duration. Thrilling Tremors : Perk goes on Cooldown as soon as the Killer picks a Survivor from the Dying State instead of after the Generator Block Duration. Cooldown for Tier 1 and Tier 2 reduced from 100/80/60 seconds to 80/70/60 seconds.
    2 comments 71 views last activity
  • Your presence alone instils great fear. Survivors within your Terror Radius suffer from inefficiency. Affected Survivor's Item Consumption rates are increased by 80/90/100%. Survivors performing a Healing or Repair Action while in the Terror Radius can not perform Great Skillcheck Success Zones. Survivors within the Terror Radius performing a Repair
    0 comments 301 views last activity
  • With the cycling obsession status on Furtive Chase , it becomes demanding to micro-manage hook states on each individual survivor to know if the current Obsession is on death hook. More often than not you can become unsure or lose track of the Obsession's hook states in the thick of things. It's important to know if the obsession is on death hook so you can avoid accidentally killing them off and
    0 comments 41 views last activity
  • Hitting a Survivor with a Basic Attack while this Hex Totem is Active applies the Blindness Status Effect. When an Afflicted Survivor is put into the Dying State, the following Effects occur: The Dying State Recovery progress of a Survivor will regress up to a Maximum of 50%,at a Rate of 3.5% Regression per Second after 15 Seconds of not making Recover
    1 comments 101 views last activity
  • Blindness duration on Sheep Block should be increased from 30 seconds to 40 or 45 seconds.The duration gap between this and Unicorn Block feels too low and makes this add-on feel really underwhelming by comparison.
    6 comments 121 views last activity
  • Hex:Huntress Lullaby Survivors receive a 4%/5%/6% Additional Regression Penalty when Missing a Repair or Healing Skillcheck. Each Time a Survivor is Hooked,Hex:Huntress Lullaby receives a Token. 1-5 Tokens: Time between the Repair and Healing Skillcheck Warning Sound and the Skillcheck is reduced by 14%. 1-5 Tokens: Survivors performing a Repair or Healing Action have a 40% Chance of receivin
    3 comments 371 views last activity
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