FallenRanger0
FallenRanger0
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- FallenRanger0
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If I remember correctly, they stated that the Tomes will always be available. So even once this Rift ends, you should still be able to work at getting the lore out of older Tomes. You won't get Rift Fragments I think for the next Rift in old Tomes, but you should be able to eternally try for older challenges for BP and Lore. Obviously, I may be wrong so anyone, feel free to correct me.
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I don't see anyone mentioning this, but it also specifies, "finish" healing 2 health states, so you can also just heal them most of the way normally, and then finish them off with the medkit.
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@Master said:
@FallenRanger0 said:
I was watching the Q&A and their ideas for Saboteur, made me think of something to make it maybe useful. Was hoping to post this here, and hear what the community thinks. Make it so that Saboteur has charges, something like 0/1/2 or however many would be good, and that is how many hooks you can break and those ones will stay broken. Hangman's Trick counters this however, in which case they come back after the normal time. These charges are also not usable on Trapper traps, as tacking away a killer's whole power is not a good idea. With this idea, Saboteur will still be pretty much the same as before, just with this change. (And probably the efficiency removed as they discussed in the Q&A.) It'll give something more for survivors to do that isn't pointless, and if you are smart with which ones you take down, you might get some good plays. It could be a problem with multiple survivors taking down hooks, but that's why I put the numbers so low. But yeah, if anyone has any other ideas, let me know, I'd like to hear what others think.Since the killer cant see survivor perks, he cant counter saboteur this way. It is a horrible idea to let survivors remove 8 hooks from the game and I am sure that you agree with me if you think twice about your suggestion.
Maybe the numbers could be 0/0/1 then? I'm just spitballing here and in no way saying this should be in the game, just theorizing for fun. I just want more survivor perks to encourage things besides generator progression. (I know that's their whole goal, but still.) I'm no game designer so all this is, and will always be, nothing more than ideas.
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Then you must be either a very good killer, or against unskilled survivors. In reality, the entirety of his power is that he gives survivors a third health state by having to put them to sleep first, objectively speaking. They are able to wake up too easily as is to have any real slowing potential, and the tracking is good, but it's also a potential risk that he is wasting his own time, by dropping a chase to get another sleeping, only for them to be awake when you get back to them. And besides, if you enjoy him, wouldn't making him stronger be to your benefit?
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I didn't think five would be good, because then SWF could make it 20 hooks, and that could be a problem.
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Also, they need to add a visual timer for the Killer on Blood Warden... Just to help them plan a little bit more. Just have it be the same timer you see for perks like Pop Goes the Weasel or Make your Choice, where it's on the perk itself.
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Personally, and I know this is just me, when I play Survivor, I will only pick perks that seem like that Survivor would be able to use based on their existing perks and their lore. It makes for some fun and interesting builds. I'd encourage more people to try it, but most Survivors only seem to care about what their most likely to win with, not have fun with.
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I like them, except maybe with "Bear the Shame" it should only reduce the action speed of altruism, rather than prevent it all together. Though, even with the preventing of it, I like the glowing red part of it, because you'd have to think as the other Survivors "This guy wouldn't be coming back for me, why should I help him?" lol
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I was looking at that as well, if you find any information on that, please post it here, I'd love to know what it means as well.
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Oh yeah, this only applies to the Huntress and Hag's Hindered status they apply, I don't know if the Clown's is the same or not as this was posted before his release.
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The Clown's power is he throws a bottle of toxic gas that, if the survivor is caught in the cloud that it forms, becomes intoxicated, causing Impaired vision, reduced movement speed, and coughing for 1.5 seconds. He can carry a certain number of these, but can reload them at any time by holding the Active ability button.
All the perks I will be mentioning will be at their lowest power.
Killer perks:
Coulrophobia: Survivors within your terror radius have reduced healing speed. It starts at 30%
Pop Goes the Weasel: After you hook a survivor, the next generator you kick is regressed by 15% it's total progress. Only available for 30 seconds after you hook.
Bamboozle: You vault windows faster, and after you vault the window you vaulted will block survivors from it for 8 seconds. Only one window can be blocked this way at a time.
Survivor Perks:
Window of Opportunity: The auras of pallets and vault points are revealed to you within 20 Meters. After Vaulting or dropping a pallet in chase, the ability goes on cooldown for 60 seconds.
Boil Over: Your struggle effects are increased by 25% on the killer, and you block the killers ability to see hooks within 10 meters.
Dance with me: When performing a fast vault or sprinting out of a locker, you leave no scratch marks for 3 seconds. This ability has a cooldown of 60 seconds.
That should about cover the new perks and killer ability, if I left something unclear, let me know and I will try to answer it to the best of my ability.
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One thing I've always considered would be on top of the existing daily ones (Though I do really like the idea that was mentioned about tiers) they should just add a set of "Weekly" rituals that are really difficult. The idea I have for this is either they work like the current dailies where you can hold on to them and only reset when you complete or delete one, or they are set in stone, and automatically clear out whether you complete it or not at a set time every week. Not sure if this would be enough of a solution, but it could be a nice addition.
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Hindered will lower a sprinting survivors movement speed from 100% down to 96.25%. I'm not sure if that alters walking/crouch speed at all though.
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Could maybe have a system where Survivors lose certain perks when they get hooked. That way, it isn't intrusive on the killer because they are already doing that. It also makes sense in a, your body just had a giant bloody rusty hook shoved through it, and now you're hindered. But, downside, I think if this was implemented, it would give the developers an excuse to make even stronger Survivor perks under the guise of "But they might lose them, so it's okay if they are strong."
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I'd try to get information flowing like Benedict... After my initial set of panic, death, rebirth, followed by some more panic.
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Honestly, I think the best way as a Survivor to stop camping from happening is to actually punish it correctly. If they are camping, and you are on the hook, don't try to free yourself, and then struggle as long as possible. As the Survivors not hooked, if you see camping, immediately just do Generators. If everyone did this, eventually Killers would stop camping, because it won't work anymore. Yes, as the person hooked, it sucks that you essentially waste one match, but if literally everyone did this to punish camping, then after a while, it will stop happening. I think, though there may be something I'm over looking.
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It's actually interesting to think about the fact that the Survivors are, while only slightly, more than just skins. If you think about it in a real world scenario, people would have inherently different chances of survival based on build, skin tone, and voice, when trying to hide, and that is something that is shown in the game.
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Judging from the video they showed in the live stream, I'd say, hopefully, around four or five recolors, minimum, per character, Survivor and Killer, excluding Licensed characters, of course. And then of course the unique type outfits. (Shirtless David, Military Doctor, Lettuce Hag, etc.) I'd guess around 60-70% of the characters will be receiving something per new chapter from here forward. But no way of really knowing...
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Why not just make it only able to be used if the survivor hasn't been hooked, along with the new change? That way, if they haven't been caught the whole match, sure free escape at the end, but if they got caught early they either don't use DS at all, or risk being injured the whole game.