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ixenroh

ixenroh

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ixenroh
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  • @Xyvielia said:

    MAGICIAN’S ASSISTANT:

    Every good magician needs a worthy assistant!

    Press the active ability button while repairing a generator to make a clone assistant of yourself appear beside you in a poof of smoke! Clone does not progress generator while repairing. Upon being grabbed and carried off generator clone struggles. Once hooked, dropped, or successfully wiggling out of killer’s grasp the clone vanishes in a poof of smoke, stunning the killer for 5 seconds, and the generator that was being worked on receives a progression bonus of 10%/15%/20%.

    This is the 3rd perk for a magician survivor I dreamt up that was part of Clown’s traveling circus.

    Could coincide with the new husks being implemented.

    I don't think this would pass but I love the idea xD Though 5 seconds is way too long. They killer already wastes his time by carrying off a fake survivor. I would only make it stun the killer for 2 seconds whenever the killer hits the clone, without picking them up from the gen. And also would make it a 1-time use perk. or an exhaustion perk.

  • I thought of a few that would make some current less-popular perks a lot better!..

    Lock & Key (Survivor perk) - Synergizes with Left Behind and Plunderer's Instinct

    "Finding yourself in a grave situation, you decide to take the alternative way out. Once the exit gates are powered and you are the last survivor alive, the item in 1/2/3 unopened chests gets replaced by a Dull Key. If only one or no chests are left unopened, they reset so that 1/2/3 closed chests are available."

    Focus (Survivor Perk) - Synergizes with Object of Obsession + Sole Survivor

    "You focus grows in stressful situations, granting you an additive 3/4/5% bonus to repair speed for every remaining generator until power gates are powered, per sacrificed survivor"

    What this mean is, if there are 2 sacrificed survivors and 3 generators left, you will have a 2*3*5% bonus to repair. That's 30%. It may be a little OP but it helps save the game in desperate situations.

    Dark Invervention (Killer Perk)

    "Whenever 2 generators are completed within 3/6/10 seconds of one-another, the entity blocks all unworked generators for 10/15/20 seconds. Those generator that are being worked on receive a penalty, reducing repair speed by 3/5/8% for each living survivor for the same duration."

    Unlike Thrilling Tremors, this doesn't highlight blocked generators, but gives the killer some opportunity to mitigate gen-rush builds.

    Make Way (Killer Perk) - Synergizes with Mad Grit

    "While carrying a survivor, hitting another survivor instantly puts them into a dying state. Your focus on delivery lethal strikes however loosens your grip on the survivor. Whenever you miss an attack while carrying a survivor, you are stunned for 2.5/2/1.5 seconds, letting the survivor escape. Whenever you do successfully hit a survivor, the carried survivor's wiggle progression increases by 35/30/25%"

    While this perk is strong it's also dangerous to the killer. It is very useful if 2 or more survivors are blocking your path to a hook, and Mad Grit powers it up even more.. but even with Mad Grit, it's not unstoppable, as downing 3 survivors if the progression was at least 25% would allow the survivor to get away. This is mainly so that a survivor can attempt to save another that is on his third hook, by potentially Dead Harding or taking the hit so that the other survivor can get away if they wiggled enough, trading hooks. For this I don't think it's overpowered.