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FGDandude

FGDandude

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FGDandude
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  • Nice idea I see it in action but I should also say something that the hex totems get a rebuild/trancefer time that the perk disabled is for some seconds.

  • Resilience, Adrenaline, Stake out and urban in swf

    and solo Adrenaline, Stake out, Premonition and self care

  • i head self also some secret offering ideas

    killer and surviver
    • there is an obsession in the game (this can throw of the other on a perk build)
    surviver
    • your chances of becoming the obsession is increased (slightly, moderatly) (this offering does not create an obsession)
    • you will not become the obsession
    • you will become the obsession (even when there is no obsession perk active)
    killer
    • the first surviver hit will become the obsession
    • the obsession starts the closest to you


  • I am only going to use no mither when it is less grunting or no broken icon becouse I use iron will and resilence and go and take a hit for a surviver and my no mither is active (and hold sprint key when somewone is trying to heal me)

  • Final wishes (Purple)

    maybe when you take a hit for a survivor that puts you into the Dying State, Earn 1 token. When you have 3/2/1 tokens, the next occasion that would put you into the Dying State from the healty state puts you into the Injured State instead and gain the Deep Wound status effect. The perk deactivates after being used.

  • this should give also a notify to the survivers. otherwise there is no counter play

  • Helping Those in Need

    should also say Cumulative Healing Speed bonuses cannot exceed 100 %.


    Great Memories

    should not say that the effect is double in struggle.


    Still not Bitten

    maybe 2 stacks needed to be activated (nice perk)


    True Teamwork

    nice one pretty balanced


    Delayed Pain

    dont see how this works.


    Plunderer's Paradise

    maybe it also need to say chests can only be closed once a game


    Wings of Protection

    option 2 is the better one


    [Name] (foreseeing hope)

    maybe also couses exhaustion for 60/50/40sec

  • nice it is all most a balanced build to use, like your perk idea

  • sounds cool. I have also an add-on idea for the nurce a call back add-on that gives you instead of extra blinks a option to call back to the position you blinked from but if you do that it sets you in to a instant fatigue that is shorter that normal 0,7 sec or less (so you cant instant hit)

  • @ElusivePukka that I can see in the game. I like it. I think than that there is a 0.1T, 0.2T and a 0.3T perk for every prestige rank and that the stronger perks are going to be evenly balenced to the what weaker perks.

  • ElusivePukka

    I know some are powerful and some are weak the reason of the passive is more like that you get a little protection from powers you hate playing against. The reason there are also other passives is that there are not enouth powers to work against.

    Also the powers and numbers are variables and examples and can be changed to become balanced. Maybe if you only pick look at the very specific killer related passives and spread those around the survivers that not all have a unique passive it is desent fors ome people. 


    And the idea to give the passive of there tier 1 meta perk gives them an direct extra perk and sounds for me like you have 5 perks sounds nice but makes it to powerful or even to weak becouse of some perks.

  • Would like to hear your reaction on it

  • Killer

    1- (cooldown 60/50/40 sec) pritty nice

    2- should say no becouse it is all survivers maybe it is is all ingured or all health survivers it is better

    3- No becouse you are hitting more and get more time on blocking of generators then picking up a Survivor. (Thrilling Tremors) so no


    Surviver

    1- sounds good but maybe little to long

    2- should say only when you healed a surviver

    3- nice no changes needed :)

  • Maybe for justice

    • when you destroy a hook in the killers terror radius when there is a surviver in the dying state the perk activates
    • the next time you get downed 1/2/3 random hooks are destroyed and will disable this perk
    • the hook respawn time of those hooks are increased by 30 seconds 


    and maybe by Time Wealth

    it can only happen once per chest per match


    the other perks sounds nice and balanced

  • Killer perk:
    • you gain a stack when hooking a surviver up to a maximum of 3/4/5
    • hooking a surviver 2x in a row will remove the stacks
    • for every stack you gain 5% ability charge/channel/cooldown speed depending on what killer you play (up to a max of 15/20/25%)


    • trapper and hag: trap setting
    • wraith: cloak and uncloaking
    • hillybilly and canibal: chainsaw charge
    • nurse: fatigue
    • shape and ghostfase: stalk speed
    • doctor and pig: switch speed
    • clowns: refill
    • nightmare: teleport channeling
    • spirit and legion: cooldown
    • huntress and plague: charge time
    Surviver perk: hex: bounded
    • you as a surviver are bound to a hex totem (blue fire) (can be comebined with a killer hex totem (green fire))
    • while it is active your recover from Exhaustion , Hemorrhage , Mangled, Hindered and Blindness Status Effects 25/19/12% slower.
    • when you break it you gain a gains 50/75/100 % Bloodpoints.
  • killer perks
    1. doesn't that makes the surviver very obvious to see, no
    2. bbq and chilly 2.0, NO
    3. seems decent prevent big loops, yes
    surviver perks
    1. sound good prevent tunneling, yes
    2. seems useful but also little OP (even that it is luck), should say only with hooked or downed
    3. to OP becouse you can cicle items until you have what you want, NO