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SaintPatron

SaintPatron

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SaintPatron
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  • Beyond the Grave:

    Can you move at the sams time as the hands?

    Do the hands move in the same direction the whole time or can that be changed at will?

    Do the hands work like the executioners path of torment or is it more like a small moving area of hands?


    I feel like there hast to be another restriction other than no use for 7 seconds. Like the hands disappear after a certain time of usage or a certain distance away from the killer.


    Having your MS reduced by 20% and not being able to vault in addition to the cleansing of the hands needing 4 seconds would mean any survivors that gets hit by the hands has rly no way of successfully escaping from a chase.


    Maybe let the controllable trail of hands disappear after latching on to a survivor? Let them cleanse the hands while moving (similar to the crows of the artist)? Make it possible to vault but only slow vault?



    Deaths Grip:

    Interesting idea but as it is now that would simply mean survivors tap a generator to see if it has deaths grip on it, get slowed for 1 second an just start repairing right after it like they do to determine if you run hex ruin.


    Maybe make it activate after some time.spent repairing? Problem is the counterplay to that would be very similar.

    Another solution would be that it only triggers when the survivor stopping his repair is in your terror radius. That way you would at least get some kind of reward.



    Maggot Meal:

    I like the fact that it kind of counters the Unbreakable/flip-flop/boil over builds that are popping up at the moment.

    Also decreasing the recovery speed is not an effect that we see too much so i also like that.


    Im not sure what to think about the increased bleedout though. I think in general this will not have a real effect on the game but it makes slug camping an option and for that fact alone i am not a friend of it.



    Ferrymans Fee:

    Very unique and therefore i kind of love it.

    Only problem that comes to mind is the synergie with devour hope which i can see leading to camping/tunneling as most other token perks are very situational.



    Six Feet Under:

    I like the fact that this perk in contraty to his other 2 does not reward tunneling.

    There has to be a time restriction on the aura visibility though otherwise it would simply be wayyyyyy too strong. Playing 1v3 already gives you a nice advantge. Being able to see the aura even of 1 of those 3 remaiming survivors for a prolonged ammount of time would be way too strong.

  • Thanatophobia gives a 5% stackable debuff per injured survivors maxing out at 20%. So by the time you have 2 injured survivors (which is not uncommon to have) it willl cancel out the repair, cleansing and sabotaging bonus of resilience.

    It is by far not the best perk out there but has some niche uses (namely Legion ofc) where it shines.

    Maybe that is just me but the best Perks in my opinion are not those who have a powerfull designe by itself but get rly good when put onto the right killer with a nice combination of other Perks.