Trogdor7620
Trogdor7620
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- Username
- Trogdor7620
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Comments
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@Nathan13 said:
I don’t think survivors should have anyway to get back up without the help of a perk, if you remember a basekit self pickup was tested but SWFS abused the heck out of it. Which is why BHVR decided not to go through with that change.
No, I agree Survivors shouldn't normally be allowed to get up without the help of a perk, but when the Killer is being a total douchelord about it, that's when I feel it should be allowed.
Camping on hooked Survivors was a similar thing. It was scummy as hell, and didn't give the hooked Survivor a chance.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/643474#Comment_643474
Really cool but I don't understand the purpose of time loop if it isn't for chase ?
I initially posted these perks on Reddit, and this was one of the comments I got:
"...any time in a chase you just teleport 12 seconds away from the killer, that's an insane amount added to a chase when you consider they have to re-close that ground, not lose track of you in that time, and hope you don't get to a new pallet/loop. It'd be like sprint burst activating mid chase but lasting like 10 full seconds."
In essence, it would make the killer have to double back, and try not to lose the survivor before they make it to another pallet. So instead, it would be to quickly hide after missing a skill check, then reverting when the killer investigates the noise.
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I actually made a few perk ideas for Tree a while back. Mostly, they had to do with the whole "time loop" thing, since, y'know, it's the premise of the movie.
Perk 1 - Time Loop
- Activate-able perk.
- Upon activation, the survivor reverts to the position they were at 8/10/12 seconds ago.
- Any progress on any interaction, excluding healing others, will be reverted to the position it was at when the survivor first started their interaction.
- Injuries are not healed
- Cannot be activated in a chase
- Cooldown of 90/75/60 seconds
"See you soon, #########." - Theresa "Tree" Gelbman
Perk 2 - Nine Lives
- Can recover from the dying state.
- Tier based perk.
- Tiers increase whenever the survivor gets downed.
- Tier 1 - Recover from dying state 50%/55%/60% faster, and heal to Healthy State on recovery
- Tier 2 - Recover from dying state 30%/35%/40% faster, and inflicts Hindered for 60 seconds on recovery
- Tier 3 - Recover from dying state 10%/5%/0% slower, and inflicts Broken on recovery
"I keep on getting weaker every time I come back. You know, maybe I'm like that cat with nine lives. Eventually, I'm gonna run out." - Theresa "Tree" Gelbman
Perk 3 - Rolling Blackout
- When the killer is in a radius of 8 meters, and the survivor is in the dying state, a Skill Check occurs
- A Good Skill Check stuns the killer for 1 second, but the survivor is not healed.
- A Great Skill Check stuns the killer for 2 seconds, and you recover to the injured state.
- A Failed Skill Check does nothing.
- Skill check success area is reduced by 75%/60%/45%.
- No audio cue for skill check
"Safety's off. Thanks for the tip." - Theresa "Tree" Gelbman.