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Lunacie

Lunacie

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Lunacie
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  • I just know that seeing their aura wouldn't do anything against good survivors. They'd just ignore the madness, watch your movements and loop you to death. And then as soon as you break chase they'd just snap out and be fine.

    Especially if the killer is punished by a slowdown, it would be pain.

  • That would be way too strong actually, nvm

  • What do you think about when their madness is being consumed the survivor is slowed instead with their aura revealed?

  • Yeah I just realized that I read it wrong.

    I thought it meant survivors hold the button to drain their madness but when they do so their aura is revealed.

    My bad

  • I still think the killer needs to have an "m2" part of his power, which could be an addition that assists him more in chase.

  • Another thing is that this is all 100% passive. The killer doesn't have to do anything for his power to work. He needs to have to take some active part in making the power work. Otherwise he'd be pretty boring to play.

  • I think its interesting that this would encourage survivors to look away from the killer. (Could potentially counter object pretty hard) because so much of survivor play depends on watching the killer and looking behind you.

    This would really throw a wrench into survivor playstyle. But at the same time just making him oblivious might not be strong enough to help him secure downs. Overall i think with tweaks its a workable concept for a fun unique killer.

  • I think whether or not he downs survivors being reliant on hitting skillchecks, which any semi experienced survivor can do without fail would be very bad.

    And as for the side objective, it being only for one killer and for only the obsession would kinda be silly.

    Not saying slenderman couldn't be done, but not that way. It'd be a joke.

  • Think if it this way. Every survivor has two hook states to donate to the team in order to prolong the game as much as possible without dying.

    If you hide from the killer the entire game, you donate 0 to the cause and your team ends up having to donate their third and final hook state because the killer can't find you which causes them to DIE.

    In an ideal game all survivors waste as much time of the killers utilizing their 2 hook states, spreading it out to keep everyone alive for as long as possible and secure the win. You not being chased causes your team to die faster.

    Practice looping, get good at wasting the killers time. If you haven't been chased and everyone else has been hooked twice - get in the killers face and encourage the killer to chase you instead. You get more points, you get rewarded, and you keep your team alive.

  • I agree with jrink. If your playstyle is to avoid the killer the entire game then you're not doing it right and you're probably hurting your team more than helping.

    I understand some games the killer isn't chasing or they hard focus one survivor but this won't happen against a very skilled killer.

    So what your asking for, in reality, is to be rewarded because your teammate carried you or because the killer was really bad.

    Sorry. The way it works is that youre rewarded for doing a little bit of everything for your team and doing it all decently well. If you only focus on doing one thing while the rest of your team carries you in everything else you dont get a good score.

  • Perhaps enchantment perks would be perks that are useless on their own but useful only when paired with a hex perk.

    Kinda like undying does nothing on its own,, but only provides support for other hexes.

    Enchantment perks might dedicate a perk slot to just make the killers other hex perks stronger.

    Enchantment: totemic intervention could be a perk that causes totems to be blocked by the entity for the first minute or minute and a half like corrupt intervention does for gens.

  • Another hex perks that could benefit from a prerequisite is devour hope. Where it is a very strong perk when it works it is often gone before it ever even sees any play.

    An enchantment prerequisite might be that it can't be broken until its reached 3 stacks.


    Again it still could be negated by a smart survivor who remembered or communicated the location of the enchantment, and could still be broken before it got the chance to be used or very quickly after the survivors realize devour hope is in play.

  • Hex perks were always classified as high risk high reward. Yet killers keep getting their reward nerfed while the risk stays the same.


    I am a survivor main btw just for reference. Just sharing my brain baby

  • They'd still be inconsistent because survivors would have ways to get rid of them. How fast that happens would vary in game but it wouldn't just be oh broke the totem in the first 30 sec gg

  • It was more of an idea for new perks rather than changes to hex perks.

    It would be a new perk type like hex perks, obsession perks, and then there would be enchantment perks.

    I do think it wouldn't be a bad idea to add some type of prerequisite to breaking existing hex perks though so its not just like "lel hehe I spawned on your totem outplayed." This could also give more side objectives that survivors say they want (just brainstorming with this)

    But say there's an enchantment perk that gives any sort of benefit to the killer and in order to make it be breakable or perhaps it just extinguishes when the spell is broken, the perk might say something like "the enchantment is broken after 5 pallets are destroyed." Just a rough example.