Psylent
Psylent
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I get how it feels like the killer is "being punished for doing their job" but isn't Play With Your Food similar in that way? Their seen as powerful perks so they come with certain drawbacks. But it seems this idea is a bad one anyway since nobody is liking it. I didn't put enough thought into it initially which was my bad.
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I get this is Hag's perk, but why do you ask? Do you think it needs to be a Hex perk because all her other perks are? I'm making this suggestion for overall game balance, not for lore.
Not sure how this deletes it when it literally can't be destroyed within 30 seconds of a match anymore. This guarantees you get use from the perk. I also never said it's often active for an entire match, merely stated that it happens. Typically on certain maps and/or when against less experienced survivors. Surely most people think that Hex: Ruin is too strong against new survivors and too weak against high rank survivors. That's what I'm trying to fix.
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I also just realized this would possibly bring back 99% generators. I mean, why not? They would take 20 seconds less now, and the smart thing to do would be 99% the gen then go grab some gas. Even more reason why a survivor shouldn't be allowed to drop a gas can on the ground to pick it up later, and also shouldn't be allowed to repair while carrying one. Of course, if you have someone with you then that ain't a problem. This would definitely be the strategy for most SWF's. This kind of inadvertently buffs SWF's if you think about it. Perhaps it should take 5 seconds to steal gas which alerts the killer? But then that encourages box patrolling and makes it harder to sneak away with the gas. This seems kinda tough to balance properly.
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I think this could work so long as the boxes of gasoline have line of sight blockers around them like rocks, walls, reeds, corn, etc. They shouldn't be easy to patrol as a killer. I'm not sure I'm all for the generators resetting their progress. I feel that's unnecessary and kinda unfair especially for less experienced survivors. I personally think the gas should be dropped quickly and spill out when you do, causing it to disappear. You don't want survivors purposefully filling the map with gas canisters to lag out the game or to create their own stashes of gasoline. Having it remain on the ground will lead to a clown fiesta similar to when killers run Franklin's Demise and protect an item. This forces the killer to guard a single gas can that might be close to a repaired gen while other survivors are probably repairing and fueling the other generators. Either that or the killer lets them complete that gen to go stop another from being completed.
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I wrote this on your other perk ideas post but imma put it here too since it's relevant.
False Discovery- Spawns 3 fake chests around the map. When touched by a survivor, the chest emits a scream causing the survivor to scream as well which alerts the killer. Then tendrils of darkness ensnare the survivor for (4-6/5-7/6-8) seconds or until hit. Survivors can mash A & D to struggle and free themselves sooner.
Just my ideas on the perk. I think its better to have it activate as soon as they open it, but I might be wrong. Also, 6 seconds should be long enough for a killer to travel about 24 meters before the survivor is released and can run away (Based on 4.6 m/s with some leniency to compensate for reaction time). Feel free to buff/nerf the duration based on that info. The struggling was just added so the survivor isn't just sitting there waiting to be hit. It makes the interaction more intense.
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@Gam1ngga5tly said:
I had a massive think about what my killer Aka the banshee could have for her perks. They're not the best but I'm hoping you guys could help with little tweaks.
Anyway first perk: false discovery. If a survivor completes a chest search the banshee can turn the opened chest into a fake chest and if a survivor completes a fake chest search the chest will scream and so will the survivor giving away there location or aura (I don't know whether this perk should be location perk or aura perk)
Second perk: hex: silence falls. This hex perk is like the third seal but instead of giving survivors the blind debuff it gives them the deafened debuff so they can't hear a terror radius or a skill check notification
Final perk: draining cries: this perk is similar to pop goes the weasel but instead of the generator regressing 25%, after hooking a survivor and kicking a generator it regressess 6%, 8%, 10% faster than it's normal regression speed.
And those are the perks. They're not the best but it's the first ones that popped into my mind. What do you guys think?
I think the first perk requires too much setup to be viable. I like the idea of a scream surprising the survivor though. How about we combine both your chest trap perks into one?
- False Discovery- Spawns 3 fake chests around the map. When touched by a survivor, the chest emits a scream causing the survivor to scream as well which alerts the killer. Then tendrils of darkness ensnare the survivor for (4-6/5-7/6-8) seconds or until hit. Survivors can mash A & D to struggle and free themselves sooner.
I think it's better if it activates when they open the chest personally. Also, 6 seconds should be long enough for a killer to travel about 24 meters before the survivor is released and can run away (Based on 4.6 m/s with some leniency to compensate for reaction time). Feel free to buff/nerf the duration based on that info. The struggling was just added so the survivor isn't just sitting there waiting to be hit. It makes the interaction more intense.
Your second perk is waaaayyy too strong. Having no terror radius is a humongous advantage for a killer. Even without that, just removing skill check alerts makes this into Hex: Huntress Lullaby but you don't gotta hook people. So how Huntress Lullaby should be really, if you ask me lol. How about...
- Hex: Silence Falls- Survivors are deafened and oblivious while cleansing totems and for (1/2/3) seconds after leaving a totem.
This would make for a strong totem defense, especially when combined with Hex: Thrill of the Hunt. Imagine a Spirit running these 2 Hexs, plus Ruin and Haunted Grounds. Silence Falls basically gives the Spirit free Prayer Beads but only for survivors on totems. Might actually be too strong still, idk.
As for your third perk, it reminds me a lot of one I made for a killer concept I created called the Scrapper. Though technically mine is a 100% speed increase and the generator regresses 10% more.
- Deconstructor- Damaged generators regress more and do it (slightly/moderately/considerably) faster. I read that normally they regress 25% over 70 seconds (1% every 2.8 seconds). I'm thinking 35% over (70/60/50) seconds. That's roughly 1% every (2.0/1.7/1.4) seconds.
A 10% speed increase would mean a gen regresses 1% every 2.52 seconds instead of every 2.8 seconds, not much of a difference.
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The "take away" is that this perk is only useful in a very specific situation. You probably won't use it most matches. My suggestion didn't mention anything about running away faster. It only gives you more time to plan, boosts gate opening, and gives you immunity to Whispers. You practically need this when gates spawn near each other, especially against certain killers like Hillbilly or Huntress. You could also use the extra time to search boxes for a key. This is a rather niche situation though, which is why it justifies the perk being so strong. I wouldn't nerf the gate speed any more than (6/8/10)%.
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@Amievil said:
Oh, for some reason I didn't spot "main" scrapper perks at first...
So, "Vulture" should have stats in level 3 according to level 1 stats of "Bamboozle", "Shadowborn" and "Brutal strength" - 5% faster vaulting, 8 wider FOV, 10% faster breaking actions. Otherwise, this perk will be considerably much powerful, than any of others itself.
"That's mine" according to your desribing is OP either - while "BBQ & chili" reveals auras only for 4 seconds in a range more than 40 m and may be used maximum 11 times per match - this perk, theoretically, may be used infinite amount and reveals auras for a way bigger time.
You're missing the downsides to these perks though. All the perks that Vulture takes from give their effects all game from the start. To even benefit from Vulture at all, you have either fully sacrifice or mori a survivor. Not just hook, but fully dead. That's why Vulture is stronger since you won't benefit from it during an entire match. You might not even get all benefits every game, like the vaulting since that requires 3 survivors to be dead.
That's Mine could probably be toned down a bit. I thought of it more as a gimmick perk. That being said, there are only 3 chests per trial without offerings and survivors won't always loot them. So this perk won't be showing auras as frequently as BBQ. And BBQ conveniently shows auras when you just finished a chase, where as That's Mine! might go off while you're chasing someone else. Hence why I buffed its aura duration.
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It's not all worn down and scratched up like the one ingame but still very cool and well made! ๐
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I actually really like this perk idea! It's funny and terrifying while also perfectly balanced imo. It adds something new to the game which could spice things up!
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It's not a bad perk as is imo. Despite being better than Monstrous Shrine, it's still not on par with most other killer perks. Most of the time, getting to a hook isn't an issue and like csandman1977 said, the perk gets weaker as people die. I feel it's one of those perks that wouldn't get used much unless the killer didn't have anything better at the time.
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48 meters is kinda big. I don't think it would hinder survivors much at the start.This perk only gets "OP" once the killer has all 4 tokens. Plus, a lot of survivors have memorized totem spawns. If anything, this perk is somewhat weak as a hex perk if you ask me. With Third Seal, people don't know right away that its on the playing field (Unless they spawn on it). The Night Circle immediately tells people to look for a Hex totem. If people think 48 meters starting out is too strong, then perhaps have it start at 64 meters BUT the 1st two tokens take away 16 meters instead of 8. Just a slight nerf, though unnecessary imo. Also, I don't think survivors should share vision circles.
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I agree with SolarFoxVB. Movement speed perks are hard to balance, especially when more might be introduced in ways they can be stacked. Personally I would buff Fearless Soldier to (4/6/8)% increased repairing, healing, cleansing, sabotaging, searching chests, and opening gates while in TR. Resilience is pretty similar. It goes up to 9% but is active when injured.
You mentioned a Banshee character that you and your friends came up with? Mind linking it? I'm curious to see what you came up with since I also posted a Banshee killer concept.
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I agree, the killer aura needs taken out. A swf would be able to safely call out a killer's position with one person hiding in lockers. Other than that, I'd say it's a pretty good perk suggestion. Alternatively, you could make it so all generators and totems are revealed to you instead of survivor auras. Then it could help find difficult totem spawns or sneaky generators.
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@Hoodied said:
EZ
Left Behind: When you are the last man standing, EndGameCollapse timer is increased by 20/30/40%, Healing speed is increased by 20/25/30%, Vault speed is increased by 3/4/5%, and exit gate opening speed is increased by 20/25/30%
Increased healing speed only helps if you have self-care or a medkit. Personally I think the healing and vault increases should be nixed. Here's my suggestion:
Left Behind- This perk activates when you are last alive. End Game Collapse timer is increased by (20/30/40)%. You are immune to killer detection perks (such as Whispers). Open exit gates (5/10/15)% faster.
As for the achievement, it could be changed to "After everyone else has died, escape the match # times." Where # is a number, like say 25 times.
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Another old post organized and souped up with brand new add-on names and a brand new survivor concept! This is my last one... for now... enjoy!
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Thanks for the feedback! I agree the Shadowy Presence perk is just half of Monitor & Abuse. I kinda just wanted a stealth focused perk, but I doubt they'll add it. Too many perks reducing TR means any killer can be a stealth killer. That's why it's suggested as an alternative.
About the survivor- These perks really need some testing to find a good balance for them. I based the vault speed on videos of when Wake Up! was bugged and gave 15% increased speed to many things including vaulting. It only seemed a little faster so I figured it'd be alright. The third perk basically just reverts the way exhaustion used to work at one point for the cost of a perk slot. Maybe it should be lowered but I won't know unless I test it. It'd be nice to see how many times a good survivor can deadhard in one chase with the Olympian perk.
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Did some tweaking and organizing. Also gave it a proper survivor concept.
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If you're referring to Iron Will and Calm Spirit, sure they counter her to a degree but not entirely. They don't affect the heartbeat tracking or the hindered/deafened effects when survivors are close by. Iron Will is a hard counter to the louder breathing for sure but not everyone runs it. Imagine running the add-ons Withered Azalea and Burnt Azalea with Stridor for easy audio tracking. That's +100% louder injured moans and +50% louder normal breathing when healthy (Effects from add-ons only apply to survivors that are panicked). Meaning survivors with Iron Will are at normal injured volume while those without are twice as loud. Might actually be too loud lol. But that's with a build made specifically for hearing survivors that can only happen with this killer so I think it's pretty fair.
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*Recently made a lot of changes and put more detail into the survivor concept part. I've been going through my posts to fine tune and organize them.
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I'm the opposite actually. I like the bloody outfits but I prefer the shop clothes. It'd be sweet to have bloody versions of anything you buy. I'd definitely rock those cosmetics.
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I've always thought this too. Even more so since they added the ingame shop with all these new cosmetics. There's almost no point to prestige imo.
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I really hope at least some of these perks are eventually put in the game. I think they'd make great additions and are pretty balanced as is.
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Saved Outfits would be pretty sweet too.
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Actually, there's a section mentioning how the shriek can be used during chases:
"*This power is useful for finding survivors to initiate a chase. To make it more useful during a chase, survivors within 16 meters during the shriek become hindered and deafened (Look up Hag's Disfigured Ear add-on for an example of the deafened debuff). This effect would last 4 seconds with hindered doing -5% movement speed. The survivor would also have the other previously mentioned effects."
I also suggested add-ons that buff this specific affect.
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Thanks! I'm glad you like it. I just got done adding a Survivor concept as well, along with alternative perk ideas in case some aren't well-received.