thechikenwing
thechikenwing
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@TheDuhJ said:
Got 3 Killer ones for you, thought about them a lot and they are from a post I did earlier.
3 Killer perks:
You ever been in a situation where you can't swing a three gen, but pop is just not enough pressure to keep the game rolling? How about a perk that lets you swap progress with another gen?
After kicking a generator, this perk activates. The kicked gen is immediately put into the corrupt state after five seconds have passed, whatever generator the killer is staring at will have its progress swapped. This does not begin regression on EITHER gen, only swaps the gens. This will not synergize with pop, in order for that to happen you will have to kick the gen a second time. cooldown for perk is 120/105/90 seconds. (that is if we are still even doing tiers at this point expect a similar sentiment for the rest of the perks)
Kind of lame that only one killer can get hook progress without having to pick the survivor up... lets fix that shall we.
For every generator repaired, and when the end game collapse begins, the killer receives one stack of this perk. When the required amount of stacks is achieved, they can be consumed to summon a phantom hook on a downed survivor. After channeling for 3 seconds, a phantom hook will be summoned at the location of the survivor to instantly hook them. After a survivor is rescued from the hook, the hook will be destroyed. Survivors being healed cannot be channeled, and a survivor cannot be healed after channeling has begun. Tokens consumed per summon is 4/3/2.
Totems are lame. Survivors are always breaking my damn totems, but it takes to long to stop them even if I know they are working on it. I feel completely helpless and I certainly don't want to constantly drop chases and lose the game defending my totems. What to do, what to do... I got it, I will do it for them.
A blue hex totem is spawned and cleansing it does not remove this perk. Every time a survivor cleanses a totem, you gain one stack of this perk. For each stack of this perk the killers movement speed is semi-permanently increased by 1%/1.5%/2% for dull totems. If a hex totem is cleansed, one stack of bloodlust is also gained. Upon a generators completion, 1 stack will be removed.
There are NO NEGATIVE STACKS.
The killer can no longer see hex totem auras
The killer can kick their own totems, doing so to hex totems removes their assigned perks.
Now I just need names for these...
1st perk name: Which Switch
2nd perk name: Hooks of Despair
3rd perk name: Hex Walker
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Make 'em Count:
"Strength is a fuel for the beast's pride, and this pride fuels their strength, it is an endless cycle. It is your cycle, your power."
- The Infinite Cycle, "Ouroboros"
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For killers w/ ranged attacks;
Successful basic attacks grant 1 token, 2 are granted on a ranged/special attack. A maximum of 5 tokens may be held at once. Missing a ranged/special attack will deduct 1 token at 4 or less tokens, and at 5 will consume all tokens.
Each token held will give a range increase to your special/ranged attack at 3/4/5% dependent on perk level.
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For killers w/o ranged attacks;
Successful attacks will grant 1 token, a missed swing will deduct 1 token at 4/3/2 tokens held. Per token held a 2/3/4% increase to swing speed and attack cooldown speed is granted.
Upon earning 5/4/3 tokens the next missed attack will consume all tokens held, eliminating attack cooldown for that swing. The Killer's walking speeds are slowed by their swing as normal, the duration of this slowed state is reduced accordingly.
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The perk on both range and non-range attack killers have a 60/50/40 second cooldown if all tokens are consumed/lost.
* Hitting a hooked survivor constitutes a miss if no other survivors are damaged. Perks like dead hard and borrowed time do not constitute a miss if they are active upon a target when hit, as they would otherwise inflict a damage state.
* Special/Ranged attacks include The Executioner's PotD, The Demogorgon's Shred, The Huntress' Hatchets, The Hillbilly's Chainsaw, and The Blight's Lethal Rush
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Perk Pros:
- The perk reduces the need for add-ons on certain killers and strengthens their ranged attacks.
- Killers without ranged attacks gain an increase to attack speed and faster attack cooldown.
Perk Cons:
- While a missed attack will not reduce range or attack speed below baseline, it will remove/reduce the perk benefit.
- The time it takes to plan out each attack gives the survivors much more time to escape.
- Survivors can bait killers into losing their tokens, preventing a range/speed increase for the next 60/50/40 seconds.
- At the perk's strongest ie. 5 tokens, killers are at the most risk of losing their improved range and or speed.
- Special attacks that involve killer movement may cause said killer to lose their target in a chase due to greater range and distance.
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- If it hadn't been muted by the roaring generators you could almost hear the beast chuckle, as they landed their blow -
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Thanks for the feedback. When it came to the range increase I had it in mind that it would only apply to special attacks like Pyramid's PotD and Demogorgon's Shred. In this case you only benefit with those attacks but missing will lose you the increase. I thought that the Demogorgon's shred and the Billy's saw were technically lunges.