Avatar

DarkbeastPaarl

DarkbeastPaarl

About

Username
DarkbeastPaarl
Joined
Visits
352
Last Active

Comments


  • Survivor Perk: Locksmith



    You can build locks as well as pick them.



    If the Killer closes the Hatch, you can attempt to unlock it without a key. Doing this will trigger numerous Skillchecks. Failing one of these Skillchecks will stop your attempt and you cannot attempt to unlock the Hatch in this manner again.



    Searching a chest guarantees a key of at least Rare/Very Rare/Ultra Rare quality.

  • @The_Scarlet_Witch said:

    When I look/think of predator, the thought of concussion mines/traps never come to mind. Hes littered with weaponry and gadgets. About a day ago I made my own concept of how I think the predators power should be. Theres nothing wrong having another wraith style power as long as you can make it different and unique. I would say remove the traps and replace it with thermal vision, as this is what the predator is known for. I would again make him undetectable when activating his cloak.

    As a hunter, the Predator does use traps to take down his quarry. I was hesitant to make him undetectable but when you word it like this, it does make sense. And I didn't add thermal vision, because that could get overpowered very quickly.

  • I came up with a group of Killer themed perks called Omen perks. You can find the first of them in my Werewolf Halloween Killer Concept. Here's the second.


    Omen: Bell Toll



    The bell of death rings out to all in time.



    The sound of tolling bells permeates the map for the duration of the trial.



    When a Survivor is hooked for the first time, Omen Bell Toll gains a Token up to a maximum of 4.



    When a Survivor is rescued from a hook, or unhooks themselves, they suffer from the Broken status effect for 20/30/40 seconds.

  • @The_Scarlet_Witch said:

    I'm assuming you want constructive criticism. I'm not a fan of what you have made tbh. I've seen a few other people make very good chapters which are very fun to ponder about. Invisible and emits a 6 meter tr... I would make him undetectable, the traps are meh. I'm assuming u got the idea from prey and predator hunting grounds.

    More or less from the original Predator. The reduced Terror Radius is there because we don't need another Wraith, and also to be authentic to the actual Predator itself. The traps are like concussion mines, because it was either that or bear traps. But yes, I do value constructive criticism. That comes with being a writer. So, I want your honest thoughts and what you think should be changed.


  • Boon: Something From Nothing


    What others see as waste, you see the true value.


    You cannot Bless Dull or Hex Totems with this Perk, instead, press Ability Button 1 to perform a ritual on a destroyed Totem to rekindle it as a Boon Totem for Boon: Something From Nothing. For each Boon Totem active at the same time, Boon: Something From Nothing gains an additional effect.



    1 Boon Totem: Increases Survivors' repair speed by 10%/20%/30%

    2 Boon Totems: Increases Survivors' healing speed by 10%/20%/30%

    3 Boon Totems: Increases Survivors' recovery speed from being downed by 10%/20%/30%. Survivors recovered from the dying state are granted the Endurance status effect for 15 seconds.


    4 Boon Totems: Increases Survivors' exit gate opening speed by 10%/20%/30%.


    5 Boon Totems: Survivors can fully recover from the dying state.


    You see the aura of destroyed Totems.


    When a previously rekindled Boon Totem is snuffed by the Killer, its remains are consumed by The Entity and it cannot be rekindled again.

  • @Critical_Fish said:

    The Xenomorph's base properties are already a bit rocky. Full movement speed but a 24 meter terror radius? With a pounce that likely rivals Demo or Wesker in range, such a low terror radius could cause problems. If this version of the Xenomorph was stealth related, it could work, but it isn't, so I'd say it should stick to the standard 32 meter terror radius.

    While the power combines basically every possible ability for the Xenomorph (except its wall climbing or tracking abilities) into one power, I wouldn't say it's for the benefit of the concept. The pounce is effectively identical to Wesker's first dash, it seems, even down to picking up a downed Survivor. This isn't a flaw by itself, however it could severely hamper the Xenomorph's identity.

    The vent system works well, although it has shades of the Dredge and a few of the specific numbers for it are off. I do think the "vent kill" is thematic and a nice inclusion, however.

    The real meat comes with the face hugger ability. This ability has been made multiple different ways on these forums, and while I personally have no problem with the constant use of it due to how ingrained it is with the Xenomorph, I tend to not enjoy the concepts that use it and I am incredibly iffy on this one in particular.

    The face huggers can spawn anywhere without the Xenomorph needing to do anything to spawn them, they offer map knowledge (not only through the screen but also through how the new eggs spawn or what eggs are open), they disrupt gameplay extremely effectively at practically at random due to rng spawns, and my least favorite part of them: They kill you, instantly, in 1 minute.

    There's no mention of the timer pausing while hooked or on the ground, there's no telling how long it could even take to have a SWF remove one of these due to how hectic matches of Dead By Daylight can get, if 2 or more Survivors are afflicted at once then 1 of them is almost guaranteed to die as well. This power does everything for the Xenomorph, while not requiring setup. Getting the eggs to activate could be a pain, but rng dictates some of them will spawn in the middle of shack, or in the middle of a hallway.

    How would I fix that? I'd personally start with maybe removing the pounce and focusing more on the eggs. The pounce is done by many other killers and concepts, and a trapping Killer with mobility via vents would give the Xenomorph a unique playstyle. Second, the Xenomorph needs to work to set eggs up, as them spawning by themselves is simply too strong. Third, they should absolutely have side effects, but that side effect shouldn't be immediate death.

    The Pig has Jigsaw Boxes, which give you multiple minutes to remove them without consequence and the Pig only gets 4 of them. Side effects could be blindness, obliviousness, having reduced action speeds without doing an extended action to remove the embryo (the tables can persist for this purpose), etc. There's plenty of opportunities, even down to just having the face hugger deal 1 health state of damage but be able to chase Survivors to distinguish eggs from the Trapper's traps.

    Onto the perks;

    I really don't know what to think about Rapid Infestation. It does a lot, but all of its values are too low to realistically mean anything. The way it gains tokens is really interesting, but I think finding a specific effect to work on for it, or otherwise streamlining the design could do wonders for it. Thinking more Save the Best For Last and less Devour Hope, which seems to have been the inspiration here.

    A possible change could be changing it to extend the duration of negative status effects and reduce the duration of positive ones?

    Game Over faces exceptionally stiff competition from NOED and No Way Out, both amazing end game perks that do what it does better. Game Over could be a hook based perk instead, or if you like the idea of it being an endgame perk, be more focused on tracking the remaining Survivors than killing or trapping them, which are NOED's and No Way Out's specialties, respectively?

    Acid Burn is a bit messy. For one, it is standard for there to be 4 Scourge Hooks generated by a Scourge Hook perk (if you run multiple you still only get 4, but 4 remains the standard). Acid Burn having less causes some odd questions, such as which Scourge Hook trait takes precedent? The higher number, the lower number, do they add together? Standardizing this part of the perk would make it more consistent with other Scourge Hook perks, and cause less complicated questions.

    Onto the effect itself; I can see why Acid Burn has less Scourge Hooks than other Scourge Hook perks. What happens if the unhooker is injured, are they downed? This perk has potential in concept I think, but the specific idea isn't working well for me. Mayhaps if it instead burnt away items? Like, Survivors unhooking another Survivor from a Scourge Hook have a massive reduction in charges their items have? It'd be niche but would still be thematic without being so incredibly powerful.

    I'd love to read through the Ripley perks, but unfortunately I am ridiculously tired and need rest, so I'll get to them tomorrow in an edit.

    Thanks for the feedback. Sorry for not specifying the timer being paused, but if you're being chased, or if you're downed or hooked, then yeah the timer's paused. As for the Pounce, it's something the Xenomorphs do a lot in the movies, to both knock down their prey and drag them back to the Hive to infest them.


    As for the Eggs, they respawn after ten seconds, but do so dormant, so it takes about twenty seconds for a new Egg to be ready.


    For Acid Burn, no a Survivor who's already injured doesn't go down, but is still given the Broken Status Effect.



    For Rapid Infestation, I actually drew inspiration from Hex: Pentimento in terms of how it works. I do however, like your idea of extending the duration of status ailments, but maybe not reducing the duration of status buffs. I can see that encouraging tunneling since that would give the unhooked Survivor less protection time.



    I also like your idea for Game Over being more for tracking down the Survivors. It's pretty good, I'll admit.



    All in all, thanks for sharing your thoughts. Let me know what you think of Ripley's perks. I'd like to hear what you think of them.

  • @The_Scarlet_Witch said:

    IS THE ALIEN A SUSSY BAKA

    Are you?

  • @The_Scarlet_Witch said:

    AMONG US

    NO. Let that meme die.

  • @SuzuKR said:

    You don’t get that kind of penalty unless you’ve been DCing a ton of times.

    I wasn't the one who DCed. Some guy in the party I was in did. And they probably DCed a ton of times, because when I left that party, it was still a five hour wait time. The penalty in a party is determined by the guy who DCed, and the people in that group, and even if they leave it apparently, go through that long ass penalty time regardless.

  • @Chiky said:

    5 hours is ok as long as you were the one disconnecting... if you weren't, that's completely unfair

    I agree to a point, but still, five hours is way too long. At most 30 minutes.

  • Here's my perk.


    Against All Odds.


    You've lived most of your life with people saying you can't get anywhere. But you've risen up despite the odds against you.



    You start the trial with 2/3/4 Tokens. Whenever you are put into the Dying State, picked up by the Killer, or hooked, consume a Token to fully recover from the Dying State. Consume 2 Tokens to break out of the Killer's grasp. Consume all remaining Tokens to unhook yourself.


    You can regain spent Tokens by healing or unhooking other Survivors, and you gain then Endurance status effect for 5/10/15 seconds whenever a Token is consumed.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204903#Comment_3204903

    Yeah that will be tested in the 6.3.0 PTB but they have stated that these changes won’t make it live with the actual update as usual but they want to test it and get feedback earlier on in their development state. Hence my question what even will be included in the live update

    Short answer: I have no ######### clue.


    Long answer: We'll see when it launches, hence why I'm cautiously optimistic about it.

  • @calebmcg said:

    I'd love to see Predator in DBD, along with Harry Mason as a legendary for Cheryl

    I would love to see the Predator in DBD. I'm honestly shocked that the Xenomorph and the Predator aren't in the game already.

  • @JonathanByers said:

    Stranger things part 2

    Oh, don't worry. That's coming.

  • The PTB will be testing out a new Mori system called the Finishing Mori. From what I've just read, if the Killer downs the last Survivor standing, then they can Mori them, but also that Survivor's POV is expanded in a similar fashion to Darkborn (I think that's the name of that Wraith Perk, anyway.) That ends when you unhook someone. You also pick yourself up after 45 seconds, so perks like Unbreakable, Soul Guard and No Mither are gonna get reworked, as well as Killer perks like Rancor and Hex: Devour Hope. All in all, I'm cautiously optimistic about 6.3.0. We'll see how it pans out.

  • I want this to be a thing honestly.

  • Survivor: Sarah Connor.



    Sarah's life as a simple barista ended when she was targeted for termination by Skynet, due to her being the mother of Resistance leader John Connor. She survived the Terminator that was sent after her, but she was forever changed. After years waiting for Judgement Day, Sarah kept moving. Hunting Terminators and destroying them, but one night she found herself shrouded by a Black Fog. When she came too, she found herself somewhere she didn't recognize.




    Possible skins: Barista Sarah. John Connor. Daniella "Dani" Ramos.



    Sarah comes with three Perks.



    Grit your teeth and fight tooth and nail to survive with :Resilience.




    You never did like to lay down and die.


    Whenever you are unhooked or unhook yourself, Resilience activates. If an attack were to put you in the Dying State, Resilience prevents this, inflicting the Deep Wound status effect and grants the Haste Status Effect for 4/6/8 seconds. Once this status wears off your are given the Exhausted Status Effect for 20/15/10 seconds.



    Resilience has a cooldown of 90/80/70 seconds.



    "I'll be back." -Sarah Connor.




    Running is sometimes the better option, but you can buy yourself some time with: Stun Mine.



    You work with what you have.



    After repairing a Generator 70/60/50% of the way, Stun Mine activates.


    While being chased by the Killer, press the Ability Button to place an EMP Mine down that remains in place for 15/20/25 seconds.



    When the Killer gets within 5 meters of the Emp Mine, it explodes blinding the Killer.



    You're more than ready for the end. After all, it pays to be: Prepared.




    Some call it insanity, you call it being ready.



    While using an Item, Prepared increases its efficiency by 20/40/60% and Great Skillchecks restore 20% of charges used.



    Prepared deactivates once the item is fully depleted.


    "Come with me if you wanna live."



    Feel free to make suggestions on what should be changed.

  • @QTASTIC said:

    I'd recommend taking some time to look at others creations, looking at different perks in the game, and different killer designs. I'd also add way more detail to this killer and re work everything. It's a good idea to implement this killer however your implementation and presentation of this killer needs some additional work.

    All perks are also just buffed regular perks, they should be unique in some form or way.

    Yeah, looking at this now, it ain't my best concept.

  • Also, I think Hex: IT'S ME should just be a normal perk instead of a hex, and the Survivors suffering from the Oblivious Status effect and having Killer Instinct trigger on them should also have a time limit. But other than that, good stuff.

  • I think the Killer power effect changing depending on the character is a really cool concept. Here's hoping BHVR get the okay from whoever owns FNAF now that Scott Cawthon no longer owns it.

  • Also, it wouldn't spawn opened, and after the person with the key escapes it would close immediately afterwards.

  • @Dramzar_Myers said:

    I think the hatch that us now is fine. It's the last chance for the last survivor.

    Both killer and survivor have equal 50/50 chances of finding it first. And even if jiller found it before survivor and close it - he would go patroling exits. In this case key is guaranteed escape.

    Due to this I also don't like idea of spawning hatch after 5 gens. Killer already has 2 exits to patrol. If hatch will spawn - he must check it too. And if it spawns in the opposite side of the map from exits - this would be just "leave for free" for surviving

    Yeah, but the keys don't instantly open the Hatch anymore. There's a progress bar now that fills up as you open the Hatch with a key. Not a complaint, I prefer it this way, because it gives Killers a chance to stop the Survivors.

  • @FeizelCrux said:

    Not bad idea, I only add to that Chapter to Sarah Connor as Survivor.

    Hey, feel free to write down what you think Sarah Connor's Perks should be.

  • @ProfSinful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621906#Comment_2621906

    If you complain about getting 3 genned then the issue isn't on the killer's side, but your own. You and your teammates decided to do all the gens on the same side of the map while lacking any thought of macroplay/late game map manipulation. If you were better at the game you wouldn't have to EVER worry about a 3 gen because you and your team played smart instead of trying to rush through all 5 gens. Or maybe you should just bring a boon like every other swf and stop caring about the 3 gen. Then you just force killer into a lose lose situation where he either is forced to commit to a chase and lose the 3 gen, or stay in the 3 gen and let your team constantly reset every 8 seconds or so. You have options to play around it

    https://forum.deadbydaylight.com/en/discussion/comment/2622611#Comment_2622611

    If you think that keys and the hatch need to go back to their previously unhealthy state then you're mistaken. Under no circumstance should any amount of additional objective time be nullified by in game mechanics, survivor perks/toolbox addons, etc because it leads to an unhealthy environment. Prove thyself is already an obnoxious perk that in itself can potentially save 30 seconds worth of gen progress while active and while coupled with toolboxes and brand new parts, quickly can add up to the equivalent to an entire gen worth of progress. Getting a 3 man out despite your teammates screwing you and popping 4 gens on the same side of the map and causing a 3 gen should not be rewarded with a hatch escape, period. So in other words, yes it is a get out of jail free card. A delusional player would say otherwise. Keys and the hatch in their previous state were not healthy for the game in any meaning of the word and led to matches that had no business being anything less than a 3k ending prematurely. I'm sorry but a survivor main who only plays survivor is the only person who could ever suggest such a silly idea because anyone who only plays a single role has 0 grasp over the concept of game balance.

    I've had some time to go back to this thread after I made it, and I had a thought. I think having the hatch spawn when the last Generator is fully repaired would be a fair thing to ask for. Just have it spawn near one of the Exit Gates. Ultimately it doesn't really matter to me now, but it's an okay idea I feel.

  • Mind Flayer Tendril

    Ultra Rare Of The Abyss Addon



    A tendril of the enigmatic Mind Flayer, that once possessed Will Byers. Though a small piece of the monster, it still wriggles and writhes as if still alive.



    Closing Portals takes 20% longer.


    Portals close 15 seconds after use and closed Portals reveal the auras of nearby Survivors.


    Portals no longer trigger Killer Instinct.


    The Demogorgon gains a 4% Haste status effect for 1.5 seconds after exiting a Portal.


    Shred now immediately puts Survivors into the Dying state even if they're fully healthy.



    "You let us in. Now, you're going to have to let us stay."-the Mind Flayer.




    Compound 32.


    Ultra Rare Blighted Rush addon.


    Talbot Grimes' final formula. The Pustula serum causes rapid, grotesque mutations and nearly limitless vigor.


    Preform Rush an additional 2 times.


    Increases turn rate with preforming Rush or Lethal Rush by 33%.


    Slamming into a wall near a Survivor applys the Hindered status effect for 10 seconds.


    Preforming a Lethal Rush is completely silent.


    Time to trigger Lethal Rush is reduced by 12%.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2622532#Comment_2622532

    No we don’t need to go back to giving survivors a free get out of jail card after they 3 genned themselves.

    First of all: It ain't a get outta jail free card.


    Second of all: What does 3 genning even mean?


    Third of all: Even if the Survivors do find the Hatch, more often than not, they don't have a key.

  • @Nathan13 said:

    It doesn’t surprise me that survivor mains want hatch reverted back to it’s old broken state. Y’all actually gotta escape the way you’re supposed to now.

    Not just Survivor mains. I main Killer, and I want ot to be back to how it was. Should tell you how bad this Hatch nerf is.

  • @TeabaggingGhostface said:

    Hatch is fine now

    How is it fine now? There is LITERALLY no point to bring a key into a game, now. Yes, the Hatch is supposed to be a last resort escape, I'm not disputing that. What I am disputing is that it's now damn near impossible to find the Hatch because it ONLY spawns when there's one Survivor left, and that's not really all that fun.


    I do think the key having a bar to unlock the Hatch is pretty nice, though. Gives the Killer time to stop Survivors when they have a key and are trying to escape that way.

  • Let's answer your question with another question. How often have you seen all four Survivors escape through the Hatch?

  • Though, the power makes him more of a Changeling. In folklore, Skinwalkers believe that wearing the pelts of animals gave them that animal's traits. They're more like lycanthropes.

  • Sushi_and_Sax


    I have a Skinwalker concept of my own, as well. I read yours, it was interesting.


  • Survivor Perk.


    Locksmith.


    You're as good at getting yourself into places you shouldn't be, as well as getting out.



    Unlocks the ability to unlock the Hatch, even without a key. Doing causes several difficult Skillchecks to appear. Failing these Skillchecks causes a loud noise notification. If you are in possession of a key, Locksmith prevents its loss when using it to open the Hatch, and increases key efficiency by 20/40/60%.




    Killer Perk.


    Memento Mori.



    The Sacrificial Hooks are just one instrument of death in the Entity's Realm. There are others.



    After a Survivor has been hooked twice, Memento Mori activates. After the Killer puts a Survivor in the Dying State, you can kill that Survivor by your own hand.


    Memento Mori has a cooldown of 110/100/90 seconds.

  • Just a little addon for Ghostface.


    Drop Phone. Ultra rare addon.


    A phone used by The Ghostface. Completely untraceable.


    Marked Survivors are afflicted with the Oblivious status effect, and are also marked by Killer Instinct for 15 seconds after the Mark expires.

    "Do you like scary movies?"-Ghostface.


    For Nemesis, we have.

    G-Virus Sample. Ultra Rare Addon.


    A sample of William Birkin's G-Virus. Causes rapid cellular mitosis, but is highly unstable.


    Infected Survivors suffer from the Broken Status effect as long as they remain Infected.

    Increases Mutation Rate from hitting Survivors with Tentacle Strike by 65%

    Increases Mutation Rate from killing zombies with Tentacle Strike by 50%

    Spawns 1 additional zombie.

    "G is my creation!"-William Birkin.

  • These Perks are from a Killer concept I came up with a while back, called The Skinwalker. They are.


    Scent of Blood.

    After hitting a Survivor, unlocks the potential in one's Aura reading ability.


    After hitting a Survivor with a Basic or Special Attack, Scent of Blood gains a Token, up to a maximum of 4/5/6, and the Aura of all Injured Survivors is revealed to you in a 12 Meter Radius


    Scent of Blood also gives Bonus Bloodpoints up to a maximum of 100/125/150%.

    Bonus Bloodpoints are only awarded post trial.

    Hex: Oblivion.


    A Hex that plays on the minds of Survivors.



    After cleansing a Dull or Hex Totem, Hex: Oblivion activates, inflicting the Survivor with the Blindness and Oblivious Status effects until Hex: Oblivion is destroyed.



    Fervent Hunter.


    The first few moments are crucial to a hunt.


    At the start of a Trial, Fervent Hunter activates, giving the Killer the Undetectable Status Effect for 8/9/10 seconds. After the time has expired, Fervent Hunter deactivates for the rest of the Trial.

  • If the noise is the same on the Killer's side, that would kinda defeat the purpose of hiding your Boon Totems from them, if they're that easy to find.

  • Dude, that's gonna be useful. I imagine the effects only work when a Survivor is near these Boon Totems, but those sound really good.

  • So I was right! The witch does have a Boon Totem. You know what it's called?

  • "All-Seeing"-Blood is still useful, if a Survivor is nearby a Gen you're at. 8 meters is still space you can use to find people. My counter to make it a brown addon, just buff the thing to make it worth using it as a purple addon. Easy enough to do.

  • Just a little example of how this works.



    Within us all, is a beast that yearns to break out. And if you fail to control this beast, then it will consume your soul.


    New Map: Burial Site.


    The final resting place of a long forgotten tribe, deep within the Red Forest. The burial mounds are the only thing left to give clues that they existed. Save for the legacy they left behind.



    New Killer: The Skinwalker.


    Long ago, a young shaman sought to protect his people from the invaders from across the sea. This shaman, a fool known as Iron Wind, sought the hides of beasts, believing he could gain their traits. Strength, speed, cunning. But the Spirits his tribe revered saw these acts as abhorrent, and they cast a curse upon Iron Wind, turning him into a horror both man and beast. Iron Wind died long after these events, but the Skinwalker remains.



    The Skinwalker's power is: Montrous Form.



    Discard what little humanity remains, and let the beast take hold.



    The Skinwalker takes the form of either a human or a monster of both man and beast, gaining faster movement speed, but also increases his Terror Radius as long as he remains in monster form. The Skinwalker can change between his Beast Form and Human Form, by using the Power Button. The Skinwalker starts the Trial in Human Form



    Savage Strikes: Beast Form.



    While in his Beast Form, the Skinwalker's Basic Attacks strike deep into the flesh of his prey, inflicting both the Mangled and Hemmorage status effects. The wounded Survivor is also marked with Killer Instinct for a short time.



    Bestial Strength: Beast Form.



    Your Rage builds when the prey fights back.



    While in Beast Form, breaking Pallets, breakable doors, and damaging Generators increases your Rage. For each Rage Tier, you break Pallets and breakable doors faster, and damaging Generators causes them to regress faster.



    Rage Tier I.

    You break Pallets, and doors normally, and Generators regress at a normal rate.


    Rage Tier II.


    You break Pallets and Doors 15% faster, and Generators regress 5% more quickly.


    Rage Tier III


    You break Pallets and doors 20% faster, and Generators regress 10% more quickly. Your next Basic Attack will put a Survivor into the Dying State, even if they are fully healed. Downing a Survivor resets your Rage Tier.



    The Skinwalker comes with three new Perks.



    You always catch a scent, thanks to.

    Scent of Blood.


    After hitting a Survivor, unlocks the potential in one's Aura reading ability.


    After injuring a Survivor, Scent of Blood gains a Token, and reveals the Aura of the Injured Survivor within a certain radius. Scent of Blood also incurs bonus Bloodpoints for each Token gained.




    Your victims may search for you, but they will never find you until it is too late with.


    Hex: Oblivion.


    A hex that plays on the minds of Survivors.



    At the start of the Trial, Hex: Oblivion activates. If a Survivor cleanses a Dull or Hex Totem, the Survivor is afflicted with the Blinded and Oblivious Status Effects until Hex: Oblivion is deactivated.




    Play on their fears with.

    Fervent Hunter.




    The first few moments are crucial for a hunt.



    At the start of the Trial, Fervent Hunter activates, rendering the Killer Undetectable for a short time. Afterwards, Fervent Hunter permanently deactivates.

  • Dude, that's easier said than done. All I'm saying, is he needs a bit of a balance tweak. That's it.

  • Trust me, Herachi_Sakura, facecamping isn't the Cannibal's only problem. I am glad Wraith is getting a nerf, though.

  • That's still way too short. 4 seconds isn't very long.