elitharcos
elitharcos
About
- Username
- elitharcos
- Joined
- Visits
- 86
- Last Active
Comments
-
Still missing!
-
Still missing! :|
-
+1 I always used Infected - Black on dwight and it's missing!
-
Edit:
Locker portal -> You cannot lock a portal during nightfall.
-
@Milo said:
Do you get tokens for each generator you finish? For doing x % (like Blast Mine or flashbang). Can you get 4-5 tokens to completely finish a gate at tier 3?
What do you mean by "keep the survivor from dying" - do you mean that the next time they're hooked it won't kill them? And why is there random luck in this perk? You're already using your hook state to save another survivor and you're STILL getting even more punished if you fail a RNG?
And this one looks pretty nice :> Although soloq could be almost impossible to proc.
- For each generator finished you get a token(like bitter murmur), you have to be present tho when it is active. Also it is limited so you can open 2 exit gates up to 50%, but none of them completely. That is what i meant by the 15/12/9 second must remain, meaning you can maximum open a gate up to 55% and the only way to get more is if the killer has a perk like remember me.
- When you use the 2nd perk i mentioned it would upon activation give you 1 state to your hook and remove one from the unhooked. however depending on your luck there is a chance none of you gets any which is capped at 40% at tier 3, meaning that it is like as if no one was hooked, however since this depends on luck if you use it on all 3 people, you will have 0.6*0.6*0.6 = 21.6% chance even with capped luck to not receive any hook state, but this is with 4 perks and all. without luck bonuses your chances of not getting any hook state from this is: 0.0064%
- not impossible, just give people a toolbox, they will use it completely.
-
For blindness the only perk i seem to find useful is HEX: Third seal
Sure it can be broken, but when you apply it to all 4 survivors, and make a big chaos for them, like playing pig, applying it to all 4 survivors will make it likely that they will come more to the hook or less.
SWF tho?
Yeah, i wouldn't take that for that one.
The solution in my eyes would be that blindness intensity/haemorhhage intensity could be increased, like multiple effects with other statuses, etc..
For example:
If you have haemorrhage, you will bleed... however if you are deeply wounded as well the bleedout rate will be doubled.
If you have blindness your screen will be covered dirt at the middle, where skill checks appear, making skill checks trendemously harder.
-
I thought this was made to suggestions and feedback, i am sorry that i stated this at bugs section.
-
@se05239 said:
I'd approve of this idea, as long as they cannot break unused pallets with their newfound destructive capabilities.yeah forgot to mention that only used pallets count, will add it

-
@xllxENIGMAxllx said:
@elitharcos the problem now is how the recovery will work on exhausted status.Hmm actually i forgot about exhaustion, but i think it would still be a better way, even if exhaustion is excluded. Exhaustion in my view should be unaffected by EVERYTHING. Except the application of it. Also in my way of idea, i said "everyone" gets their negative and positive "Statuses" ineffectivie within that area. That includes the killer, and his bloodlust, but that's more like a "save your teammate" mode and in 8 meter the killer will know if you are there. it would be a good anti-killer trap. Also pausing the status means if the killer loses his target, and finds someone else before the perk expires, that means he will still have bloodlust.
Would be a very mechanical perk in my eye. -
Honestly, i say your ideas are actually decent and I would support it, BUT for Vigil, i wouldn't suggest a 100/80/60 second timer, because the perk lasts for 15 seconds and that would mean you meet someone 4 times and they got rid of their debuff. Instead I would say to make it an ACTIVE perk.
Vigil - If you stay still for 10/9/8 seconds, everyone within 8 meter are free from all status effects as long as they are within that 8 meter range. after moving the perk persists for 3/4/5 seconds, but where it had been activated.
It would make much more sense, and would be usable with madness/exposed effects too but also of haste and other good stuff too, cause you don't STOP the progress or their reason, but you stop their effects for that time. Also it would be easier to program and the long waiting time(8 sec at 3 tier) and the 5 second persistency would make it balanced i think. for example at an exit gate, etc. also someone can't just use it mid-chase. However to make it funny and iron maiden a bit better, make it work in lockers too.