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Plubu

Plubu

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Plubu
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  • @SofaKingSpecial said:

    I appreciate the feedback man. Numbers are fluid of course and every single part of any killer would need play testing no matter how solid it sounded. Now on to specifics...Yeah i could definitely see starting the survivor off on a higher tier of skill check. I'd be open to that. Now the only luck part of friends til the end is on the survivor side. Like which random survivor is going to take this hit instead of the obsession? Would pair greatly with nemesis. Agree that secondary effect of made in china should be reduced some. No argument there. Maybe 15/20/25% for the first 5? It does effect any health state survivor. Of course the hex totem would give survivors an on screen indicator as soon as the first person in a match is hooked. As for carrying bad killers, the hex literally destroys itself if the strongest part of it comes to fruition, so that one I'd argue to stay as is.

    I think you might be right about paranoid dread. The icon portion of it alone could work well as an alternative to spine chill/premonition. Ditch the speed boost and maybe say 50/75/100% bonus to boldness category while within terror radius? Slip away I'm going to keep both parts, but take out the falling sounds. Just make it the first part plus footsteps make no noise. Finally, burn. I'm going to keep both parts but adjust it somewhat. We'll make the bonus effects related to that flashlight only, and adjust the numbers to 10% quicker and lasts 15/20/25% longer.

    I appreciate your time dude. See you in the fog.

    A response that I've hoped to receive, about the HEX perk, you see my friend, a perk that can potentially get you a kill fast and early, in just the cost of destroying my HEX is a perk I'll use atleast on most killers, the value on that perk is just too high.


    See you in the fog, as well.

  • The killer's ability doesn't seem fun to play against, especially if you're playing solo, if a survivor has a Painful Mutation, and wants to injure their teammate to get rid of it, that teammate could just easily be a troll and just run around, since survivor's have the same speed (unless you have exhaustion perks), you would have to be lucky if you want to get rid of this effect.

    Also even as a killer, if you want to give them the Painful Mutation, you have to move at 110% speed? 110% speed killer barely get to use their basic attack, and you expect this killer to use his ability easily? So he has to hit survivor's multiple times while at 110% movement speed? That doesn't sound like a fun killer to me.

    He's essentially just a killer that can be looped easily, no mobility, nothing to help in chases, no map controlling.

    Gotcha: 

    Seems like an actual decent perk, though just make the perk's time 40/50/60 seconds.

    Make'em Do:

    I'm not really sure about this, the second perk's effect seems unnecessary, because how often would you see a survivor that drops a pallet and then gets healed in just 40 seconds?

    Hex: Overheated Machine:

    I think this perk needs game testing, but sounds like this perk would be useful for The Doctor's skillcheck-counter build.

  • Neat idea, but about The Toy's power, I think it should have a little more power since the killer's role is power.

    When you first use your ability and leap into the survivor, both of them start at Stage 1, however, the next skillcheck would be the survivor on stage 2, but The Toy is still at Stage 1, the next skillcheck would make the survivor start at Stage 3 and The Toy at Stage 2, and so on.

    I could've maybe not understood this power exactly, but making it like that would make the killer more actually feels like a killer, a power role, and the survivor would be more satisfied if they managed to escape the attack.


    Perks:

    Friends Till the End :

    I like the idea of it, but I think it's way too luck based to be viable, the last thing this game need is more luck. Great idea, though.


    Made in China :

    I'm guessing the survivor either gets The Splinters if they were injured, or if they're any state, and any heal after that would remove it, I'm not sure how strong or weak this perk sounds, but needs game testing.

    However, the second part of the perk which increased the breaking speed is way too much, I think. I know it's limited to just the first 5 pallets, but I think the maximum break speed should be around 30%-40%, and I say that and I'm a killer main.

    Again, good ideas, but I think they should be 2 separate perks.


    HEX: Hide the Soul:

    I get it that it's a HEX perk, but it's way too strong even for a HEX perk, if lower than average skilled killer managed to be lucky and no survivor found the HEX totem or even aware that it's up, it would just carry the killer.

    I think it needs a rework, but I like the name, it actually sounds like it's a perk that BHVR would name a perk of their own.


    Paranoid Dread:

    I see, it's a perk similar to Spine Chill and Premonition, it helps to know if a killer is nearby, the thing that I don't understand is the increased movement speed. You know, it's really easy to not be in a chase in the game's terms, but still actually be in a chase, if this perk is added, then any decent survivors would destroy killers with this perk, way too strong.

    I like the first part, perk's icon brightens depends on how close is the killer, just make the secondary effect something related to Bloodpoints bonus, to make it worth picking up even for non-farming survivors.


    Slip Away:

    Decent idea, but just make them 2 separate perks.


    Burn:

    If anyone mastered this perk, killer mains would probably quit this game or waste a perk slot by using Lightborn.

    Just keep the first part, and the bonus effect is also a Bonus Bloodpoints effect when blinding a killer and successfully rescuing a survivor while being picked up.


    Overall, great ideas, lad.